- +2 Constitution, –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 gnome’s base land speed is 20 feet. - Low-light vision. - Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. - +2 racial bonus on saving throws against illusions. - Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat. - +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears). - +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). - +2 racial bonus on Listen checks. - +2 racial bonus on Craft (alchemy) checks. - Automatic Languages: Common, Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc. - Spell-Like Abilities: Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level. 1/day - speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day - dancing lights, ghost sound, prestidigitation. - Favored Class: Bard.
Armor/Magical Items:........ 1,853 gp Weapons:.................... 39 gp Potions:.................... 250 gp Powerstones:................ 550 gp Past Expenditures:..........725 gp
Total Expenses:............. 3,417 gp
Starting Gold:.............. 3,000 gp Gold from Fights:........... 600 gp Gold from Quests:........... 0 gp Gold from Campaigns:........ 0 gp
vs. Pestilence: 1 Potion of Invisibility [3], 4 bolts [300 gp] vs. Anton: 1 Potion of Invisibility [3], 1 Stone of Skate [2], 1 Stone of Vigor [2], 1 Stone of Inertial Armor [1], 3 Charges from Dorje [425 gp]
Hey, thanks for pitlording. These are tactics for Emon Thrin in: Emon (Kaigan) vs. Korinel (Argaud) vs. Dordleton (nickbeat) : King Uther [All-vs-All] For the week of Feb 15th, 2006.
Well i'm retiring Emon after this fight, but lets give it my best shot...
Start in default position holding powerstone of inertial armor, and powerstone of vigor.
Round 1: Manifest Inertial armor, draw powerstone of force screen. Round 2: Manifest force screen, draw powerstone of skate. Round 3: Manifest vigor, draw potion of pro choas. Round 4: Manifest skate. Round 5: Drink Potion of pro chaos.
Doesn't matter who target is first, but when I first spot, run or double move to base them. Use a 3 pp wild surged mind thrust on that first target. If still alive, use a 1 pp wild surged mind thrust.
Then on next target, use only 1 pp wild surged mind thrusts. That's it, have fun.
Class Progression 1st ranger 2nd barbarian 3rd ranger
Hit Points:[8+6.5+4.5+3] 22 [3 HD] (+6 hp when raging) AC 19 [10, +4dex, +5armor], Touch 14, Flat 15 (-2 AC when raging) Initiative: +4 [+4dex] BAB/Grap: +3/+6 [+3bab, +3str] (+2 Grap when raging) Speed 40ft [base 30ft, +10 Fast Movement from Barbarian]
Saves: Fort +6 [+3 Ranger, +2 Barbarian, +1con] Refl +7 [+3 Ranger, +4dex] Will +2 [+2wis] +2 Racial bonus to saves vs. enchantments +2 morale bonus to Will saves while raging. +2 bonus to Fort saves while raging due to Con increase.
Racial and Class Abilities: Immunity to Sleep +2 Racial bonus to saves vs. enchantments Low-light vision Bonus proficiencies: longsword, rapier, longbow, shortbow +2 racial bonus to Listen, Search, Spot Automatically search for secret doors when within 5 feet Fast Movement (+10 movement in no armor, light or medium armor and not carrying a heavy load) Rage 1/day. Korinel’s rage lasts 6 rounds. +4 str and con, +6hp, +2 morale bonus to will saves, -2 AC. Favored Enemy: Humans. +2 bonus to Bluff, Listen, Sense Motive, Spot and survival checks. +2 bonus to weapon damage rolls. Wild Empathy +2 Ranger Combat Style: Archery.
Character Background: Eventually I will get on this.
Default Tactics When fighting a melee fighter, move for cover, drink potion of shield of faith and shot a lot (rapid shot when possible). Once in melee, use rage. When fighting another archer, use the same tactic as before, unless the other archer is obviously better. In that case move forward 40’ and shot, until within charging distance (or just single-move distance if the other archer has cover) and attack with rage and greatsword or with grapple (only if enemy has no melee weapons at hand and is obviously weaker). Use potions of CLW during the archery duel (taking full cover first is possible) if hp are down to 10 or less. When fighting a spellcaster, use terrain for sneaking around, remaining hidden as long as possible. Aim to reach melee and rage. If the enemy caster is flying, shot him. If the familiar/companion/annoying pet gets in the way and the spellcaster is not around, try to kill the pet. If the caster is known to use protection from arrows, use the potion of magic weapon. If in melee range and the caster has no weapon ready, initiate grapple, rage and use armor spikes to hurt the target a lot. If the enemy is invisible, hide, try to find him/her using spot and listen (or track) and stalk target, but try to remain hidden as long as possible and wait for the spell to end.
Fights results: Against Aldyrr (Zevox): Win and gains 900 xp and 900 gp
Thank you for running this fight, and let me apologize beforehand for the length and complexity of the tactics.
It seems my only chance is keeping Emon at distance so he can’t Mindthrust Korinel for 5d10 hp (DC18? This is crazy!) To make things worse, I bet both of them will be invisible. They also have a lot of expendables to use for buffing. Main priority in all the battle is sneaking around. Korinel is slightly better at sneaking and finding sneaky people than any of them, that is probably his only advantage.
If Dordleton doesn’t go invisible and is riding his horse, and comes with the dog, all the better. Chances are Emon will fry him spending some PP and revealing himself. Main target is Emon all the time, he is far more dangerous than Dordleton. Even if he is Mindthrusting with just 1PP the wildsurges mean 3d10 hp of damage with a very hard save for me. So Emon needs to die first, and needs to die from long range. Never, ever allow him to be at less than 76’ from Korinel at the end of my move if it can be helped.
General tactics
Start in the center of the square, out of sight. Hide. Try to set them up. Sneak a lot at first, move halfspeed so the MS checks are at optimal bonus, try to find both Eamon and Dordleton. Try to draw them close by shooting an arrow or two (or tossing a coin) to a space between them. Try to wait until they are fighting, or at least Eamon is visible.
Vs. Emon.
Keep him at 76+ feet, shot him with the bow. Sneak to find a good position. When possible, shoot first and then move. Korinel moves 40’, twice as much as him. But use tattoo of skate if Emon is clearly moving faster than normal (meaning he is using skate too). If needed, run away to make sure he can’t get to those 40’ he needs to use Mindthrust. If Emon is invisible, Korinel attacks are probably going to miss badly, so he should attack and move to full cover every time. And attack only when the 10 rounds non-engagement limit comes close. A potion of invisibility lasts 30 rounds, so he should need to do this 3 times or so. Do this only if Eamon can be heard at over 60 feet, otherwise he will kill Korinel with a ready action (I write 60’ to be safe, since pinpointing by hearing is hard). If Dordleton attacks Korinel while Emon is still alive, break the engagement, retreat to cover and hide, using the potions of CLW to heal if at 15 hp or less.
Vs. Dordleton
This one is much easier, even though he probably will be invisible. But he is just too slow and has no way to speed himself up. After surviving (I hope) a sneak attack from him, Korinel should full retreat, heal with the potions, and kill him at distance. 40’ move vs 20’ move means Korinel should be able to keep the fight at range. If he is mounted and therefore moving quickly (but hardly stealthy) try to avoid him and look for Emon. If Emon is dead, use potion of shield of faith to buff a little before fighting Dordleton if Korinel has the time to spare. If Dor is still mounted, use tattoo of skate to be faster than the horse, then shoot the horse and move until the horse is dead. Then shoot Dordleton and/or his dog, depending who is closer and more dangerous. Keep moving, don’t bother with rapid shot. Melee (and use rage) with if cornered, but try to maneuver with 5’ steps to avoid flanking with the dog.
Contingencies
Bow is sundered: This is a very, very bad thing if Emon is still around. Tactics against Emon change to attempt to charge him from a safe distance, and grapple. Use potion of enlarge person first, use rage after the initial charge (even if the grapple failed, to have a +2 to will saves). Kill him with armor spikes. Don’t worry about causing an AoO when charging, this is a rather suicidal tactic anyway, if it works it will be sheer luck. Unfortunately the concentration checks to use psionics while grappled aren’t hard :-( In a direct melee fight Korinel has an even chance to beat Dordleton, so not having a bow is not a total disaster. Close to melee and rage, ignore the dog, but kill the horse if Dor is mounted.
Dordleton’s dog finds Korinel revealing his position: This is another very bad thing. Fortunately the dog is not going to be invisible, so he probably can be avoided (keeping him at 30’ so he can’t scent Korinel). If for some reason it can’t, then killing the dog is an option, just try to make sure Emon is nowhere close or can’t have line of sight. Use the greatsword to kill dog quickly. If tripped, stand up and hit the dog. Then hide again, use potions to heal if needed.
To say the truth, I don’t think I can win this fight, so much can go wrong I’d need a lot of luck. Moreover the Grand Hall’s map is very bad to sneak around (it clearly favors Emon, so I expect him to win easily).
I don’t like FFAs. I hope you have fun running this, I doubt I would.
Saves: Fort +6 [3ftr +3con +0enh...] [none] Refl +5 [0Fighter +2Rogue +3dex +0enh...] [none] Will +1 [0Fighter +0Fighter +1wis +0enh...] [none] +2 Save vs Poison;+2 racial bonus on saves against spells and spell-like effects;
Racial and Class Abilities: (Sneak Attack): (+1d6 Damage to FF or Flanked) (Stability): (+4 on checks to resist being bull rushed or tripped) (Darkvision): (See in the dark to 60 ft.)
Here are the tactics for Dordleton. He won't talk much and when he does he mumbles and makes little sense.
No Allies for this one, wouldn't be sporting. Dordleton will try the TANK approach.
Begin holding only the spiked shield. Draw weapons as needed. Start prone on the floor of the platform behind a pillar until someone gets near enough to spot. If possible lie in wait behind a pillar and force opponents to come to him. Take mostly move actions to cover, then ready attacks when others come within range. In some cases, ready a move action to close on someone when they get within 20 feet.
Use TWF and quickdraw to throw 2 javelins from behind cover when Dord can't close in with a charge or use Run to get closer. When engaged in melee, use Axe and Shield attacks. Use Grapple or Trip if opponent is not armed with a melee weapon. Charge and Bullrush em into the lava, or a wall. Try to surprise them. If the raging barbarian looks like he might charge, use Fight Defensively (+4 AC with shield) then hit him with two attacks the next round.
If damage goes below 12, 5-foot step, use Sanctuary potion. Then drink a healing potion or two, and use Force Screen Tattoo. After this, try to get in melee and grab, or trip if still 2 opponents up. (I believe they would need a will save to make the opp attack while sanctuary is in place.)
If really in bad shape, go invisible and watch while the other two kill each other, try to get within 20 feet, then kill whomever is left.
Hopefully the gnome will go down first. Flank him and take him out early if possible.
Corrections:
Forgot MW on the shield and axe. Also it is 1d10+3, not 1d8+3. (Dwarven Waraxe) +7 melee, 1d10+3 [19-20/x2] [none] (Waraxe and Spiked Shield) +5 melee, 1d10+3 [20/x2] +3 melee, 1d4+3 [none]
Background: [Full description: Harvester 1 and Harvester 2] It had begun about a month ago. People reported having nightmares, and awoke with their bed full of their sweat, yet, few could describe their dreams. One thing, however, all these people's descriptions had in common was that of black rotten cloth pieces, like from a tattered robe. Others saw mailed hands or boots, and some described a weapon in form of a scythe. Many dissmissed it as nothing but a coincidence, others took it more seriously, knowing exactly who was the being in their dreams! Rumors of the Harvester's return spread throughout the city, and beyond. Was it possible? Was the Seraph of Death sending one of his avatars back to Gladius? And then, on one stormy moonless summer night, all inhabitants in the city suddenly stopped whatever they were doing! Gossip, bets, daring theories, philosophical discussions, and those just heralding the Apokalypse, were finally provided with new material for in that moment, everyone in Gladius knew it! The Harvester has returned!
Armor: Banded Mail (200) [35lb] [Sold for 100] Miscel: The Rat Portfolio (450[sup]C[/sup]+50/5°) [1lb] [sup][Handle Animal+5] (x)[/sup] [Refunded] Misc: Rat Cage (1) [10lb] [Refunded] Allies: 48 Rats (quested) ["The Rat Portfolio"] [Dismissed] Arcane: Expeditious retreat [2] (50) [4x] Arcane: Fly [5] (375) [3x] Arcane: Invisibility [3] (150) [4x] Arcane: Mirror image [3] (150) [2x] Arcane: Mount [1] (25) Arcane: Protection from law [2] (50) Arcane: Silent image [1] (25) [2x] Arcane: Shocking grasp [4] (100) [3x] Arcane: True strike [1] (25) [6x] Divine: Bless [1] (25) Divine: Blacklight [5] (375) Divine: Entropic shield [2] (50) Divine: Protection from evil [2] (50) [2x] Divine: Protection from good [2] (50) Divine: Shield of faith [2] (50) Stone: Expansion[sup]A[/sup] [3] (150) [3x] Stone: Force screen [2] (50) [5x] Stone: Vigor [2] (50) [11x] Stone: Vigor[sup]A[/sup] [4] (200)
Although the Harvester is technically fighting battles in the arena, the character and storyline do not take place in the Arena. Pitlords: if you write a story for the battle, write the battle as if it were out in the wild, wastes, a jungle, or wherever - just not in the arena.
Saves: Fort +2 [2 soulknife +0 con] Refl +10 [5 soulknife +5 dex] Will +8 [5 soulknife +3 wis] [+1 racial bonus on saves vs. powers, spells, spell-like effects]
Attacks: Mind blade +6 melee, 1d6+1, 19-20/x2 [+0 Str, +4 BAB, +1 Weapon focus, +1 Mindblade] Mind blade +11 ranged, 1d6+1, 19-20/x2, 60ft range [+5 Dex, +4 BAB, +1 Weapon focus, +1 Mindblade] Light crossbow +9 ranged, 1d8, 19-20/x2, 120ft range [+5 Dex, +4 BAB] Thrown special substances/itemsShow
Tanglefoot bag +9 ranged touch, special, 20ft range [Entangled (-2 attack, -4 Dex penalty); Reflex vs DC15 or unable to move, half movement on successful save] [+5 Dex, +4 BAB] Thunderstone +9 ranged vs AC5 square, special, 40ft range [All within 10ft radius make Fortitude vs DC15 or deafened for 1 hour; Deafened (-4 initiative, 20% miscast)] [+5 Dex, +4 BAB]
Combat modifiers: Psychic strike: +1d8 damage Point blank shot: +1 hit/damage within 30ft Psionic shot: +2d6 damage
Feats: Point Blank Shot [1st lvl]: +1 hit/damage within 30ft Far Shot [3rd lvl]: doubles range increment of thrown weapons, one and a half times range increment of missile weapons Psionic shot [6th lvl]: ranged attack does +2d6 damage, expends psionic focus
Class Abilities: Mind Blade: create pyschic blade, shortsword, move action, +1 weapon Weapon Focus (Mind Blade): +1 attack Wild Talent: psionic character, +2 power points Throw Mind Blade: blade dissipates after action Psychic Strike: +1d8, latent until hits target, affects living, non-mindless Free Draw: materialize blade as free action Shape Mind Blade: Shape blade into a longsword or bastard sword as a fullround action Mind Blade Enhancement: may set a +1 enhancement on blade Speed of thought: While psionically focused and not wearing heavy armor, gain a +10 insight bonus to speed
Elixir's and Potion's(Weight: 1lbs; Value: 1200gp): Elixer of Hiding (+10 competance bonus to Hide, 1 hour) [0.1 lbs][250 gp] Elixer of Sneaking (+10 competance bonus to Move silently, 1 hour) [0.1 lbs][250 gp] Potion of Cure light wounds x3 (1d8+1 healed) [CL 1] [0.1 lbs][50 gp ea] Potion of Invisibility (invisibility, 3 min) [CL 3] [0.1 lbs][300 gp] Potion of Protection from Law (+2 AC and saves vs law, 1 min) [CL 1] [0.1 lbs][50 gp] Potion of Protection from Good (+2 AC and saves vs good, 1 min) [CL 1] [0.1 lbs][50 gp] Potion of Protection from Evil (+2 AC and saves vs evil, 1 min) [CL 1] [0.1 lbs][50 gp] Potion of Protection from Chaos (+2 AC and saves vs chaos, 1 min) [CL 1] [0.1 lbs][50 gp] Potion of Shield of Faith (+2 AC, 1 min) [CL 1] [0.1 lbs][50 gp]
Tattoo's(Weight: -lbs; Value: 300gp): Tattoo of Biofeedback (DR 2/-; 1 minute) [ML 1] [- lbs][100 gp] Tattoo of Chameleon (+10 enhancement to hide; 10 minutes) [ML 1] [- lbs][100 gp] Tattoo of Synesthete (+4 Search & Spot or +4 Listen, feel light or noise; 10 minutes) [ML 1] [- lbs][100 gp]
Past Expenditures (Gold Value of Expended equipment 3391gp 4sp)Show
Bolts x14 [1 gp 4 sp]
Acid (flask) [10gp] Tanglefoot bag x4 [50gp ea] Thunderstone [30gp]
Elixir of Hiding x3 [250 gp ea] Potion of Cure light wounds x5 [50gp ea] Potion of Spider climb [300 gp]
Crawling Tattoo of Concussion x3 [50 gp ea] Tattoo of Biofeedback [100 gp] Tattoo of Chameleon x9 [100 gp ea] Tattoo of Synesthete [100 gp] Tattoo of Wall walker [600 gp] ...
Sales (Gold Value of Sold equipment 200gp; Refunded 100gp)Show
Crawling Tattoo of Concussion x2 [50 gp ea] Tattoo of Vigor [100 gp]
Far, far to the east of Gladius, across the great savannas and beyond lies a great rift. Within the darkness of this rift lie the cities of the Xeph. This story takes place in the eternal darkness of one of these cities, the city of Val.
A young woman walks through the city streets. She is focused on what she must do, and yet worry and tension are evident on her face. Today the trials begin. Today she must prove herself. Today she will graduate, … she must. It has taken many years for her to get to this point. Seven long years of sweat, of training, and of endless study. And it has not been easy for her. Many of her classmates took to the mental disciplines as if it had been natural for them, … it probably had. For her it had been different. Her mind had rebelled against the disciplines that the others had practiced. And yet she had had the strength of mind to continue, and more than that. Her willpower had been sufficient for her to excel, for she would not submit to failure. She stopped in front of an enormous hall, adorned with intricate graven stone. The sigil of the Soulknife academy stood out in proud relief above the great stone doors. She took a deep breath, and walked in. At the other end of the hall sat the masters of the academy. She had studied under each of them over the last years. Taking her position along with the other candidates she stood and waited. As one the masters stood and the examiners entered the hall. They were garbed in black, and just as the candidates they carried no weapon and wore no armor. They came forward, each of them ending up behind a single candidate. Now the trials would begin. Without a word the masters sat and the leftmost candidate step forward. He walked to the middle of the hall, turned and waited. His examiner stepped forward and then the examination began. Blades of mental energy flickering into existence and dissipating almost immediately as the candidate’s sash dropped to the floor, cloven in two, signaling his loss. As the candidate and examiner stepped aside, their places were taken by the next, and then the next, and the next … Finally it was her turn, the last candidate to be examined. She stepped forward and took her position in the middle of the hall. Her examiner took his place and the examination began. She began by materializing a blade and throwing it at her opponent. He deflected it with his left hand and materialized a blade in his right hand before throwing it at her. Only her superb reflexes allowed her to avoid the mindblade. Again and again she materialized a new blade and threw it, again and again he deflected it as he moved in and returned in kind. Her reflexes kept her safe until finally a cloven sash fluttered to the floor. Silence. Disbelief. Astonishment. Shock. A black sash on the floor.
---
Cyra was born in the city of Val, but has spent the last several years wandering from place to place. Recently she has ended up in Gladius, and is intrigued by the ongoing activities within the city.
Cyra is a strong willed individual and likes to go her own way. Sometimes this coincides with the interests of others, and sometimes it doesn't. Cyra is often perceived as stubborn or muleheaded, due to the fact that she has little respect for traditional authority, and even less respect for those who try to tell her what to do. On the other hand she is often quite reasonable when approached on an equal footing.
Cyra normally wears linen and leather. A linen blouse under her mithril shirt, with a leather vest over top, leather pants and boots. When fighting or travelling, she normally ties her long black hair back with a green bandana.
Default starting position: front left of starting square (behind column)
Against any opponent: Climb to ceiling (with slippers). Tap Chameleon tattoo. Drink Elixir of Hiding. Sneak and snipe. Notes: always take advantage of cover, stay on ceiling, always sneak, use psychic strike with mind blade.
Fights results(Earned: 10356gp): 1: (Loss) vs Hennan vs Bastion vs Dargain Dar'ath, [TelinArtho]: [+600 XP/+600 gold] Lightning does strike the same place ... thrice. 2: (Loss) vs. Gaston Dar'ath, [Dr. Funk]: [+300 XP/+300 gold] ... 3: (Loss) vs. Faradeth, [TelinArtho]: [+375 XP/+375 gold] Horses are dangerous ... 4: (Loss) vs. Ezek Darath, [DTFarstar]: [+375 XP/+375 gold] Don't like horses ... 5: (Loss) vs. Felan vs Gaston vs Mindrel Avhost, [Luni]: [+600 XP/+600 gold] Poison ... all too effective ... 6: (Win) vs. The White Hand, [Papapeperoni]: [+1500 XP/+1715 gold] The ceiling is a superb refuge ... 7: (Loss) vs. Donak, [MitzaVolchenko]: [+541 XP/+692 gold] Barrage from horseback ... 8: (Win) vs. Pirotess, [Gonbow]: [+1500 XP/+1715 gold] Death from above ... 9: (Win) vs. Perius, [Macbrea]: [+1500 XP/+1715 gold] Unseen blades ... 10: (Win) vs. Delaria, [Zevox]: [+1913 XP/+2269 gold] An unsightly fall as magic fails, but stealth wins out ...
Quest results(Earned: 3600gp): 1: (Untying the Knot), [King Uther]: [+5400 XP/+3600 gold] Unravelling the treachery underfoot ...
Campaign results(Earned: ??gp): 1: (Name of campaign), [Name of Campaignlord]: [+?? XP/+?? gold]
Fight Set-up: Enter with scroll of invisibility Leave armor at home
Main Tactic: (1) Cast invisibility (scroll), draw fly scroll, 5ft step (2) Cast fly (scroll), draw stone of inertial armor, 5ft step up (3) Manifest inertial armor (stone) (silently), scroll of shield, 5ft step (4) Cast shield of faith (mind), fly forward (5) Cast shield (scroll), search her (6) Cast detect magic (mind), search her
(7) From now on, I move 120ft each round with a 60ft radius magic detection. That should find her easily. After 3 rounds of concentration (during which I can also move) I pinpoint her position and keep it pinpointed while flying closer within 40-60 ft. If she is not invisible, I should see her b/c I know where she is and can negate her cover by flying to a good angle. In any case, I know which square she's in. Note that I am actively searching her out in the open so I don't delay. She however hides. After 10 rounds I auto-know where she is.
(8) Move action to base her, standard action to grapple. That's a FF touch attack vs AC 10, and I gain +2 for attacking as invisible for an attack of +9 so I only fail on a nat1. After that, grapple her to death. If she anyhow escapes, I get an AoO for regrapple. If she tumbles, she moves at half speed and I see where she goes.
Plan B: If I anyhow failed the fly scroll, cast exp.retreat instead, add entropic shield to my buff list, and do the super cheese emergency. Other ideas: magic missiles (35 dam average), then true striked magic xbow (last one w/dissolving weapon) for altogether 6d10+6+4d6 (53 dam average). Don't cast when she readies.
Modifications: - If I fail to activate an item and I pass the wisdom check, just retry next round. The item is not used up. - Healing: The Harvester has so many healing capabilities that Cyra just cannot kill him. If damaged below 30 and not in grapple, just heal out of LOS. Use scrolls first, then mind, then wand. - Renew buffs that run out.
- Supercheese Emergency: This applies if something goes really wrong and I am about to lose otherwise or empty my wand. Buff with synesthete (+4 spot) and hit her with blindness when I see her. She has a tattoo of synesthete but it lasts *only* 100 rounds. So if I attack once every 10 rounds with my xbow and hide in an obscuring mist, she will be left blinded after 10min and can basically give up b/c she cannot hide effectively or hit me with ranged weapons when she doesn't see me. This is only to prevent losing too much money in this fight. I hate hiders so don't blame me.
Important Notes: - I have blindfight. I don't lose my dex vs her snipes, nor does she gain the +2 bonus for attacking unseen. I can also reroll any failed miss chance.
Basic idea: Use slippers of spider climb to climb up to ceiling and snipe from cover of pillars. Imbue each thrown blade with pyschic strike. After my first shot, use invisibility to move to a new position.
Contingencies: - If I cannot locate Havester then move to another cover position. Take advantage of cover and whenever possible stay within 5ft of cover. Above all, do not stay out in the open, use racial burst ability if necessary. [Note that as Cyra has more than 5 ranks in hide, she will remain hidden as long as she is within 5ft of cover. Finally note that the 'within ranks of cover' distance is actual distance, not move distance as ruled in the Ask an Elder thread] - If I am detected then move to cover elsewhere, use racial burst if necessary. Remaining hidden is important. - Once I locate Harvester and have a shot, throw mindblade (charged with psychic strike) and expend psionic focus to deal +2d6 damage with psionic shot, with range penalty if necessary (-2 attack, 60-120ft [33-109ft horizontal distance if on ceiling and harvester on floor]; -4 attack, 120-180ft [109-172ft]; -6 attack, 180-240ft [172-235ft]) [Note that it is a free action to manifest mindblade, move action to charge pychic strike, and a standard action to throw it for 2d8+1 damage] - If I miss a shot then use the mindblade's lucky enhancement (1/day) to reroll the attack. (especially relevant if he has entropic shield up). - If I am attacked use an immediate action (even if it is not my turn) to activate the heartening ability of my shield for the 5 temporary hp. - If hurt badly (less than 15hp) and Harvester is not hurt badly, then move behind cover and use potion of cure light wounds. (use them all if necessary) - If necessary then use tumble to move away and avoid AoO's from Harvester. - If I am hidden, undetected, and have time then attempt to regain my psionic focus. - If Harvester has Sanctuary up, and it affects me, i.e. I fail my will save and can't attack him, then move behind cover and stay hidden, until I can attack him. - If the Harvester uses a tower shield to gain cover from me then wait a couple of rounds to try and get a better shot. If this doesn't work then move to a better position, but remain within 5ft of cover. - If the Harvester locates me, drink potion of invisibility and move to a new location towards the center where I can take cover. This superceeds everything else. - If I throw a blade at the Harvester, then immediately afterwards drink potion of invisibility and move to a new location towards the center where I can take cover. This superceeds everything else. - If I am invisible, then move to the center and regain my psionic focus (so that I can use psionic shot again).
Notes: - always take advantage of cover (+4AC), always sneak, stay on the ceiling. - My first shot with the Mindblade will do 2d8+1+2d6 damage (shaped mindblade, psychic strike, psionic shot), others as normal. - Since my shield is mithril it counts as a light shield and so I can use that hand for other things (such as drawing and drinking a potion) - the +10 hide bonuses from the Tattoo and the Elixir stack bringing my hide up to +33 (or +43 with improved cover, or +63 with invisbility). - sniping gives a -20 penalty to hide again afterwards, but if the sniper successfully hides then the target cannot even locate the direction the attack came from. - while I have my psionic focus I have a +10 bonus to speed from Speed of thought. - dropping a thunderstone should not activate it as per the description.
-------------------------------------------------------------- Prebuffs: Psychic strike, Psionic focus, Shaped mindblade (longsword), Mindblade enhancement(Lucky 1/day) Starting position: front left of starting square (behind column) Starting equipment: Start with shield equipped, potion of invisibility in shield hand and a thunderstone in the other hand
Round 1: If I can see Harvester then throw a thunderstone (with range penalty) at his square, and then start walking up (and around) the column and hide. If I can't see him, then drop thunderstone and tap Tattoo of chameleon (+10 hide, 10 minutes) and start walking up the column and hide.
Round 2: If I haven't already done so then tap chameleon tattoo (drop thunderstone) and continue to move up towards the ceiling (and around). Otherwise double move up the column to get to the ceiling. (Move around the pillar if necessary to get to a better hiding place).
Round 3: Retrieve an Elixir of hiding and drink it (+10 Hide, 1 hour). Take a 5ft step towards ceiling if necessary.
Round 4: Retrieve a potion of protection from law and drink it (+2 AC and saves, 1 minute). Take a 5ft step to regain cover if necessary.
Round 5+: Pick a direction (based on sight or sounds) where I think Harvester is .... go hunting .... sneak and snipe ... do not stay in the open ... always hide.
If you have any questions about my tactics please PM me.
I'll get the fight up by Saturday afternoon, if I am lucky. Ihave it set up and started.
Round 1: Emon Manifests Inertial Armor, draws powerstone of skate.
Korinel moves silently towards a pillar, trying to gain vision while remaining unseen. {Hide/MS: 14/29! }
Dordleton drops prone behind cover, hoping to gain vision of his opponents. Spot: Impossible Due to his armor, both of Dordleton's opponents hear him. While they were unable to pinpoint, it is clear where the dwarf started.
Emon 25/25 AC 21 Inertial Armor [1 hour] (27, 4) Korinel 22/22 AC 19 (24, 28) Dordleton 28/28 AC 19(23 vs ranged for being prone) Prone (5, 24)
Round 2: Emon manifests Force Screen, draws a potion of Protection From Chaos
Knowing the approximate location of Dordleton, Korinel moves SouthEast, trying to spot the psionic blaster. (Hide/MS: 29!/29! ) Emon cannot hear his approach. It is impossible for Dordleton to hear or se him at that distance due to Korinel sheer stealth ability.
Dordleton waits, hoping to set up an ambush.
Emon 25/25 AC 25 Inertial Armor [1 hour] (27, 4) Force Screen [Round 22] Korinel 22/22 AC 19 (26, 26) Dordleton 28/28 AC 19(23 vs ranged for being prone) Prone (5, 24)
Round 3: Emon manifests Vigor, draws powerstone of skate
Korinel keeps moving to the South, keeping his distance from where he assumes Dordleton to be. {Hide/MS: 11/25 Through his silent movements, he remains undetected.
Dordleton begins to get worried. He cannot hear or see any of his opponents. He tries to remain patient, but knows if he delays too long the crowd may get rowdy.
Emon 35/25 AC 25 Inertial Armor [1 hour] (27, 4) Force Screen [Round 22] Vigor [Round 23] Korinel 22/22 AC 19 (28, 24) Dordleton 28/28 AC 19(23 vs ranged for being prone) Prone (5, 24)
Round 4: Emon manifests Skate.
Korinel stays in place, readying to fire upon sight. He knows moving out any more may prove costly. {Hide: 16 } He remains undetected still.
Dordleton, realizing his opponents seem to be waiting out his own actions, chooses to draw and drink his potion of Invisibility. Not seeing or hearing any actions for 4 rounds sounds like bad news. I followed this contingency because of that.
Emon 35/25 AC 25 Inertial Armor [1 hour] (27, 4) Force Screen [Round 22] Vigor [Round 23] Skate [Round 24] Korinel 22/22 AC 19 (28, 24) Readying to fire Dordleton 28/28 AC 19(23 vs ranged for being prone) Prone (5, 24) Invisible [Round 34]
Round 5: Emon drinks Protection From chaos, then moves North .
Upon seeing Emon move outwards, Korinel's readied shot fires upon the Wilder. (Attack: 15 ) Then, seeing his ambush come to fruition, quickly fires another arrow. (Attack: 14 ) He then moves to the back of the Grand Hall.
Emon 35/25 AC 27 Inertial Armor [1 hour] (29, 6) Force Screen [Round 22] Vigor [Round 23] Skate [Round 24] Protection From Chaos [Round 15] Korinel 22/22 AC 19 (29, 30) Dordleton 28/28 AC 19 (7, 26) Invisible [Round 34]
Round 6: Emon uses the Run action to base Korinel.
Korinel uses the Run action, deciding to make haste away from the gnome. [Best possible maneuver without taking a chance at death from Mind Thrust]
Dordleton, watching Korinel run right past him in a hurry. Dordleton charges, knowing from his position that this could be a fatal blow. (Attack: 19 vs FF AC Damage: 15 )
Emon 35/25 AC 27 Inertial Armor [1 hour] (29, 29) Force Screen [Round 22] Vigor [Round 23] Skate [Round 24] Protection From Chaos [Round 15] Korinel 7/22 AC 19 (1, 30) Dordleton 28/28 AC 19 (2, 29)
Round 7: Emon Runs to Dordleton, knowing he is nearly unhittable.
Korinel takes a chance, Withdrawing from Dordleton in hopes of gaining an advantage against Emon. (AoO: 19 Dord vs Kor opposed Trip: 20 vs 10 ) Korinel is dropped to the ground, caught off guard by Dordleton's sweeping strike.
Dordleton shifts his sight to Emon, trying to trip the Gnome. He hopes to disable both opponent's and keep them in melee. He moves 5ft South and reaches out his leg, (Touch: 17 vs AC 18Miss), but the gnome leaps over it.
Emon 35/25 AC 27 Inertial Armor [1 hour] (3, 29) Force Screen [Round 22] Vigor [Round 23] Skate [Round 24] Protection From Chaos [Round 15] Korinel 7/22 AC 19 (1, 29) Dordleton 28/28 AC 19 (2, 28)
Round 8:
Emon manifests a Wild-Surged Mind Thrust at Dordleton, moving 5ft back before doing so, hoping to weaken to powerful dwarf. Dordleton almost resists, but in the end the blast crushes his brain for 37 damage. Almost dead, Dordleton falls before the powerful gnome.
Korinel found himself in a predicament. He stands up, he moves 5ft North, readying to fire at the gnome when he manifests while raging.
Emon 35/25 AC 27 Inertial Armor [1 hour] (4, 29) Force Screen [Round 22] Vigor [Round 23] Skate [Round 24] Protection From Chaos [Round 15] Korinel 13/28 AC 19 (1, 30) Rage [Round 12] Dordleton DEAD
Round 9:
Emon steps back again, manifesting a power to destroy the mobile archer. It was clear he could win with but a simple mind ability. (Readied Attack: 23 ) The arrow flies into the wealth of protections, falling harmlessly to the ground. The Mind Thrust fires at Korinel's brain, (Will: 22 ), but the ranger resists the temptation offered by death.
Korinel, seeing the gnome is nearly impossible to hit, aims at the gnome, again readying in hopes of disrupting his strategy.
Emon 35/25 AC 27 Inertial Armor [1 hour] (5, 29) Force Screen [Round 22] Vigor [Round 23] Skate [Round 24] Protection From Chaos [Round 15] Korinel 13/28 AC 19 (1, 30) Rage [Round 12] Dordleton DEAD
Round 10:
Emon, seeing the resilience of Korinel, concentrates harder on his mental strike. (Readied Attack: 27 Damage: 11 Concentration: 26 ) Emon strains through the arrow mentally focusing on the ranger. (Will: 19 Damage: 15 )
Korinel, knowing his rage will only last so long, makes a kamikaze effort, charging in an effort to grapple. (Touch: 22 Opposed: 12 vs 14 Korinel cannot get a hold of him, and the gnome escapes his grasp. (It was either that or accept death, as raging was necessary and will eventually prevent you from running away)
Emon 24/25 AC 27 Inertial Armor [1 hour] (5, 29) Force Screen [Round 22] Skate [Round 24] Protection From Chaos [Round 15] Korinel 13/28 AC 19 (4, 29) Rage [Round 12] Dordleton DEAD
Round 11:
Emon steps back, trying to end the futile struggle of his opponent. (Will: 20! ) and in his anger he resists the power.
Knowing he must grab the gnome to have any chance of a win, he lunges forward, grabbing and holding the gnome. He wedges his armor spikes into the gnomes back for 7 damage.
Emon 17/25 AC 27 Inertial Armor [1 hour] (5, 29) Force Screen [Round 22] Skate [Round 24] Protection From Chaos [Round 15] Korinel 13/28 AC 19 (4, 29) Rage [Round 12] Dordleton DEAD
Round 12:
Having only 1pp left, Emon concentrates hard to blast Korinal through the grapple. Kornial has had amazing luck thus far, but how long would it last? (Concentration: 11!Doesn't matter. Korinel made his save and the enervation rolled low this time around.
Korinel ends his rage trying to grapple his enemy to death. (Opposed grapple: 17 vs 0 Damage: 7 )
Emon 10/25 AC 27 Inertial Armor [1 hour] (5, 29) Force Screen [Round 22] Skate [Round 24] Protection From Chaos [Round 15] Korinel 13/28 AC 19 (4, 29) Fatigued(-2STR, -2DEX) Dordleton DEAD
Round 13: Having no choice, Emon tries to escape vis Escape Artist. (Opposed: 16 vs 12 ) Emon leaps out of the ranger's grasp.
Korinel tries to reestablish the grapple. He fails to do so.
Emon 10/25 AC 27 Inertial Armor [1 hour] (5, 29) Force Screen [Round 22] Skate [Round 24] Protection From Chaos [Round 15] Korinel 7/28 AC 19 (4, 29) Fatigued(-2STR, -2DEX) Dordleton DEAD
Round 14: Emon steps 5ft back, draws his Djorge of Energy Ray, and fires at Korinel. (Attack: 15 Damage: 6 ) A ray of cold smashes into Korinel, almost dropping him.
Needing to keep the momentum going, Korinel steps forward to grapple yet once again. He wraps his body around the gnome, choking him for 5 damage.
Emon 5/25 AC 27 Inertial Armor [1 hour] (5, 29) Force Screen [Round 22] Skate [Round 24] Protection From Chaos [Round 15] Korinel 1/28 AC 19 (4, 29) Fatigued(-2STR, -2DEX) Dordleton DEAD
Round 15: Korinel goes first in initative since Round 6. It changes little, as both extra arrow attacks miss(see below). On the other hand, instead of Emon using the Djorge and defeating Korinel, this happens:
Korinel sees the gnome brandishing the Djorge, about to kill him. He squeezes tighter, breaking Emon's neck. (7 damage)
Korinel Wins, gaining 1500xp/gp He used 4 arrows. Emon loses gaining 600xp/gp He used a Powerstone of Inertial Armor, Force Screen, Skate, Vigor, and a Potion of Protection From Chaos as well as 1 charge from his Djorge of Energy Ray Dordleton loses, gaining 300xp/gp He used a Potion of Invisibility
Previous Run without initiative change: Spoiler:Show
Round 15: Emon activates the wand in his hand, and a ray of fire drops Korinel
Emon 5/25 AC 27 Inertial Armor [1 hour] (5, 29) Force Screen [Round 22] Skate [Round 24] Protection From Chaos [Round 15] Korinel DEAD Dordleton DEAD
Emon Wins Gaining 1500gp/xp. He used a Powerstone of Inertial Armor, Force Screen, Skate, Vigor, and a Potion of Protection From Chaos as well as 2 charges from his Djorge of Energy Ray Korinel loses, gaining 600xp/gp He used 4 arrows. Dordleton loses, gaining 300xp/gp. He used a Potion of Invisibility
Note: I thought Dordleton had 38 instead of 28hp, so he has a set of rolls that sssumed he was alive instead of dead. Tough one to call. I thought Korinel could have pulled it off. Especially with the consecutive high-rolling saves. A good fight.
Edit: I noticed I did not compensate for the change in initiative with the readied action for Korinel. He would have been given an extra 2 attacks before running into the corner, both miss.
Size: Medium HP: 18 hp Initiative: +6 Speed: 30 ft. AC: 21 (+6 Dex, +5 natural), touch 16, flat-footed 15 Base Attack/Grapple: +1/+1 Attack: Claw +7 melee (1d4) or +1 Merciful Longbow +8 ranged, 1d8+1+1d6, all subdual damage [20/x3][100' range] Full Attack: 2 Claws+7 melee(1d4) and bite +2 (1d6 plus poison and Curse Of Lycanthropy), or +1 Merciful Longbow +8 ranged, 1d8+1+1d6, all subdual damage [20/x3][100' range] Space/ Reach: 5 ft./5 ft. Special Attacks: Poison, Curse of Lycanthropy Special Qualities: Scent, Low-light Vision, DR 10/silver Fort +6, Ref +8, Will +3 Str 10, Dex 24, Con 15, Int 13, Wis 12, Cha 13 Climb +6, Hide +10, Intimidate+7, Swim +6 Weapon Finesse, Iron Will, Ability Focus(Curse of Lycanthropy), Ability Focus(Poison), Point-Blank Shot Curse of Lycanthropy: DC 17 Poison: DC 15, 1d6 con/1d6 con
Size: Small HP: 18 hp Initiative: +6 Speed: 20 ft., climb 20 ft., swim 20 ft. AC: 22 (+6 Dex, +5 natural, +1 size), touch 17, flat-footed 16 Base Attack/Grapple: +1/+1 Attack: Bite +7 (1d4 plus poison and Curse Of Lycanthropy) Full Attack: Bite +7 (1d4 plus poison and Curse Of Lycanthropy) Space/ Reach: 5 ft./5 ft. Special Attacks: Poison, Curse of Lycanthropy Special Qualities: Scent, Low-light Vision, DR 10/silver Fort +6, Ref +8, Will +3 Str 10, Dex 24, Con 15, Int 13, Wis 12, Cha 13 Climb +6, Hide +10, Intimidate+7, Swim +6 Weapon Finesse, Iron Will, Ability Focus(Curse of Lycanthropy), Ability Focus(Poison), Point-Blank Shot Curse of Lycanthropy: DC 17 Poison: DC 15, 1d6 con/1d6 con
Character Background: Neidr appears as a charming young woman, blessed with a grace any elven dancer would envy. Despite her pleasing appearences, Neidr is a dark and cruel woman. She was orphaned at a young age and brought into slavery for a tribe of yuan-ti. It was not long, however, before her captors discovered their prize new slave was a wereserpent, specifically a wereviper. She was promtly elevated to the social status of a pureblood. During her stay with her adoptive "family", Neidr learned a great deal from the yuan-ti, not the least of which was the craft of poison making. Eventually, Neidr grew tired of the yuan-ti, for they regarded all humans as slaves or food, whist she saw equals-or at least possible equals. So with the yuan-i tribe's blessing, she left for Gladius. While the sheer amount of prey that could be found their alone would be enough to draw her, the presence of the Coliseum was too much to ignore. All those able combatents, just waiting to be turned to the side of the serpentfolk. It was then that she adopted a human name from the language of the yuan-ti's slaves: Neidr Bresent, literally "Serpent Gift".
Default Tactics Try to subdue the opponent form a distance with the Merciful Longbow. Save the knockout poison for emergencies. The sleep arrow should only be used against low-will charachters. When the enemy is unconscious, bite him to death (don't coup de grace, just bite). If the enemy is only sleeping, then coup de grace with a bite (apply poison before the fort. save for the coup de grace).
Fights results: 1: Perius (Ravashak): loss [+500 XP] [+533 gold]
Neidr's Tactics Pre-fight: Shift to hybrid form, bow drawn.
Fight: This fight should be an easy one, provided his sleeps fail. Advance on him each round, reading an action to shoot him if he starts casting (I'm a tad fuzzy on readied actions, so if that's not allowed, just shoot him while advancing). When I get close, stash the bow and start attacking him in melee. He can't get past my DR withought a critical, so the fight should be a tad one-sided from there. If he uses that Enlargement tattoo, or otherwise gets bigger, retreat and shoot.
Feradeth Dryearraheal Member of the CEF (Generating ?? tax for the Guild) Lawful Good Aasimar Medium Outsider (Aasimar) ECL 5 (LA 1/Paladin 2/Sorcerer 2) Experience: 10,758 xp Next Level: 15,000 xp
"Correlon himself has blessed me."
Statistics: STR 14 (+2) [06 pts] DEX 12 (+1) [04 pts] CON 14 (+2) [06 pts] INT 12 (+1) [04 pts] WIS 16 (+3) [06 pts][+2 Race] CHA 21 (+5) [10 pts][+2 Race, +1 4th Lvl, +2 Item]
- +2 Wisdom, +2 Charisma. - Medium size. - An aasimar’s base land speed is 30 feet. - Darkvision: Aasimars can see in the dark up to 60 feet. - Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks. - Racial Feats: An aasimar gains feats according to its class levels. - Special Attacks: Daylight: 1/day CL 3 - Special Qualities: Resistance to acid 5, cold 5, and electricity 5. - Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling,Sylvan. - Favored Class: Paladin. - Level adjustment +1.
Armor/Magical Items:.................. 6,659 gp Weapons:.............................. 333 gp Potions:.............................. 200 gp Scrolls:.............................. 950 gp Tattoos:.............................. 200 gp Allies/Familiar:...................... 275 gp Tools:................................ 110 gp Past Expenditures:.................... 1,575 gp
Total Expenses:....................... 10,302 gp
Starting Gold:........................ 3,000 gp Fight Earnings:....................... 7,803 gp Quest Earnings:....................... 0 gp Campaign Earnings:.................... 0 gp Items Sold:........................... 125 gp
vs. Cyra: 2 Arrows, 10 Charges (CLW) [0 gp] vs. Table: nothing vs. Darius: Tattoo of Force Screen [100 gp] vs. Darius, Samuel, & Instacio: Tattoo of Force Screen, 1 arrow [100 gp] vs. Drac, Weiniette, & Sir Alboreth: 2 Charges (CLW) [0 gp] vs. Ural, Uilo, & Sven: 1 Charge (CLW) [0 gp] in quest: 1 tattoo of force screen [1], 1 Scroll of Mage Armor [1] [150 gp] vs. Uilo & Anakala: a scroll of alter self, a scroll of mage armor, two scrolls of shocking grasp [CL2], 11 charges from his wand of CLW and broke 5 arrows. [275 gp] vs. Gargoyle: Scroll of alter self [3] [150 gp] vs. Wieniete: Scroll of Invisibility, Scroll of Eagles splender, scroll of alter self, Scroll of shocking grasp, Wand of Magic missile 5 charges, Scroll of shield, 2 Arrows. [550 gp]
Tactics for Feradeth Hey, thanks for pitlording, These are tactics for Feradeth Dryearraheal in: Neidr Bresent (bgt) vs. Feradeth (Kaigan) : DTFarstar For the week of Feb 15th, 2006.
Well lets try this.
Start at the back of my square holding a scroll of invisibility, familiar on my shoulder.
Round 1: Cast invisibility from scroll, draw scroll of alter self. Round 2: Cast alter self, and change into an Ice mephit. Draw scroll of Eagle's Splendor. Note: This will give me +4 Natural Armor, and a 50ft perfect fly speed. Round 3: Fly up to the ceiling and cast Eagle's Splendor. Note: This will only give +1 to my Cha due to my cloak of Cha. So my DC's to saves will be +1, and my saving throws at +1. Round 4: Draw and cast mage armor.
Round x+: look for the lycan flying at ceiling height. When she is found, then begin casting sleep. If it is unsuccessful, try it again. If it is successful, fly down, draw bow, dismiss alter self, and CDG. Note: If he is in his normal form he has no DR. DR is only active in animal or hybrid form.
If there is DR my CDG should be 3d8+6-10DR, so hopefully this damage will be enough for him to fail his Fort save. If I CDGed, and he lived, then step back, and if I still have another sleep, use it now, and CDG if is passes.
If both sleeps fail, fly to the ground, draw shield, and sword, and attack with the longsword. That is my best change to pass the DR. LOL. I have a better chance to crit with this.
Heal using Lay with hands first when HP drops below 10, then use wand. Once wand is out, hold in shield hand.
Neidr will be Neidr and will be blue, Feradeth will be Fera and will be taking the color red.
All rolls will be conducted normally and annoted well(hopefully) at InvisibleCastle.com under the name DTF:Feb17.1.
Starting Pos : [color=red]Neidr starts at (0, -26) in hybrid form with his bow drawn. Fera will start at (-30, 0) holding a scroll of invisibility.
Initiative : Neidr : (13+3)16 Fera : (8+1)9
Round 1 : -Neidr starts off quickly and moves 30ft forward, readying to shoot Fera if she sees him casting. -Fera casts Invisibility (CL DC 4 : 12+2=14) from his scroll and draws his scroll of Alter Self. -Neidr does not hear Fera casting(Listen DC 0 : 2+1-20dist).
Neidr : 18/18 hp : AC 21 : (-2, -21) : Nothing Fera : 28/28 hp : AC 11 : (0, -30) : Invisibility(30)
Round 2 : -Neidr moves again, still readying to shoot Fera if she sees him casting. -Fera casts Alter Self(CL DC 4 : 19+2=21) from his scroll, turning into an Ice Mephit, and draws his scroll of Eagle's Splendor. -Neidr hears slight murmuring to the northwest(Listen DC 0 : 15+1-16dist).
Neidr : 18/18 hp : AC 21 : (-6, -17) : Nothing Fera : 28/28 hp : AC 15 : (0, -30) : Invisibility(31), Alter Self-Ice Mephit(302)
Round 3 : -Neidr moves towards Fera's area again, still readying to shoot Fera if she sees him casting. -Fera flies up to the ceiling, and casts Eagle's Splendor(CL DC 4 : 15+2=17) from his scroll. -Neidr hears nothing this round(Listen DC 0 : 7+1-13dist).
Neidr : 18/18 hp : AC 21 : (-10, -13) : Nothing Fera : 28/28 hp : AC 15 : (0, -30, +50) : Invisibility(31), Alter Self-Ice Mephit(302), Eagle's Splendor(33)
Round 4 : -Neidr moves towards Fera's area again, still readying to shoot Fera if she sees him casting. -Fera draws a scroll of Mage Armor and casts it on himself. -Neidr hears nothing this round(Listen DC 0 : 7+1-10dist).
Neidr : 18/18 hp : AC 21 : (-14, -9) : Nothing Fera : 28/28 hp : AC 19 : (0, -30, +50) : Invisibility(31), Alter Self-Ice Mephit(302), Eagle's Splendor(33), Mage Armor(long)
Round 5 : -Neidr moves north to check for Fera, and readies vs. him casting. -Fera begins casting sleep on Neidr. -Neidr hears nothing this round(Listen DC 0 : 5+1-8dist).
Neidr : 18/18 hp : AC 21 : (-15, -3) : Nothing Fera : 28/28 hp : AC 19 : (0, -30, +50) : Invisibility(31), Alter Self-Ice Mephit(302), Eagle's Splendor(33), Mage Armor(long)
Round 6 : -Neidr doesn't see or hear Fera right now, so continues moving looking for him, keeping ready to shoot if she locates him casting. -Fera completes his spell, but Neidr shrugs off the sleepiness(Will DC 17 : 15+3=18), seeing his opponent still awake Fera begins casting sleep on Neidr again. -Neidr, now able to see his opponent, sees him begin casting again and shoots at him, hitting Fera(16+8=24 > AC 19) with a magically softened arrow (5+3+1=9 subdual). -Fera tries to maintain concentration on his spell, but is distracted and loses it.(Concentration DC 19 : 12+2=14)
Neidr : 18/18 hp : AC 21 : (-15, -3) : Nothing Fera : 28/28 hp 9 sub : AC 19 : (0, -30, +50) : Alter Self-Ice Mephit(302), Eagle's Splendor(33), Mage Armor(long)
Round 7 : -Neidr advances on Fera, and readies to shoot if he starts casting. -Fera flys towards the ground while drawing his sword, then draws his shield.
Neidr : 18/18 hp : AC 21 : (-20, -0) : Nothing Fera : 28/28 hp 9 sub : AC 21 : (0, -29, +5) : Alter Self-Ice Mephit(302), Eagle's Splendor(33), Mage Armor(long)
Round 8 : -Neidr advances towards Fera and shoots at him, hitting him in the temple and knocking him unconscious .
Neidr : 18/18 hp : AC 21 : (-26, -0) : Nothing Fera : 28/28 hp 34 sub : AC 21 : (0, -29, +5) : Alter Self-Ice Mephit(302), Eagle's Splendor(33), Mage Armor(long), Unconscious
Neidr wins, using 2 arrows and gaining 1500 xp and 1600gp. Feradeth loses, using a Scroll of Invis, Scroll of Alter Self, Scroll of Eagle's Splendor, and a Scroll of Mage Armor and gaining 500 xp and 533gp.
Racial: High Elf: +2 Dexterity, -2 Constitution Gray Elf Traits (Ex): +2 Intelligence, -2 Strength 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 Low-light vision Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow +2 racial bonus on Listen, Search, and Spot checks. Favored Class: Wizard Wizard Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff Summon familiar Scribe Scrolls
Owl Size/Type: Tiny Animal Hit Dice: (9 hp) Initiative: +3 Speed: 10 ft. (2 squares), fly 40 ft. (average) Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16 Base Attack/Grapple: +1/-11 Attack: Talons +6 melee (1d4-3) Ranged Touch: +6 ranged (+1 BAB, +3 Dex, +2 Size) Full Attack: Talons +6 melee (1d4-3) Space/Reach: 2½ ft./0 ft. Special Qualities: Low-light vision, Share spells, Empathic link Saves: Fort +2, Ref +5, Will +6 Abilities: Str 4, Dex 17, Con 10, Int 7, Wis 14, Cha 4 Skills: Listen +14, Move Silently +17, Spot +6* Feats: Alertness, Weapon Finesse, Improved evasion, Deliver touch spells
Equipment: (Free wizards robes) Crossbow, Light [4 lbs][35 gp] (30) Crossbow Bolts, Light [3 lbs][3 gp] Longsword [4 lbs][15 gp] Pearl of Power - 1st Level [sup]crafted[/sup][500gp, -40xp] Pearl of Power - 1st Level [sup]crafted[/sup][500gp, -40xp] Spell component pouch [2 lbs.][5gp]
Expendable Items: Defensive Scrolls: Scroll of Mage Armor x3 crafted[sup]Pre Feb 1[/sup] [CL1, 12.5gp per] Scroll of Shield, Reduce Person crafted[sup]Pre Feb 1[/sup] [CL1, 12.5gp per] Scroll of Mirror Image x2 crafted[sup]Pre Feb 1[/sup] [CL3, 75gp per] Scroll of See Invisibility, Protection from Arrows [CL3, 150gp per] Scroll of Levitate, Invisiblity [CL3, 150gp per]
Offensive Scrolls: Scroll of Grease crafted[sup]Pre Feb 1[/sup] [CL1, 12.5gp per] Scroll of Acid Arrow x4[sup]crafted[/sup] [CL3, 75gp per] Scroll of Magic Missle x4[sup]crafted[/sup] [CL3, 37.5gp per]
Potions/Other: Potion of Cure light wounds [CL1, 50gp] Potion of Protection from Chaos [CL1, 50gp] Tanglefoot bag (1) [50gp per, 4 lb.] Thunderstone (1) [30gp per, 1 lb.] Alchemist Fire (3) [20gp per, 3 lb.]
Encumberance: 20/40/60 Current Weight: 14 lbs [light load]
Buffs and Prefight actions: Crossbow Loaded Scrolls Read Spells for the day prepared
+3,000 Starting gold -100gp Summon Familiar -35gp Crosswbow, Light -4gp Bolts, crosswbow (40) -15gp Longsword -5gp spell component pouch -500gp Pearl of Power, 1st (-40xp) -500gp Pearl of Power, 1st (-40xp) -50gp Potion of cure light wounds -50gp Potion of protection from chaos -55gp MW Artisan's tools -12.5gp Scroll of Grease [CL1][Sup]C[/Sup](-1xp) -12.5gp Scroll of Reduce Person [CL1][Sup]C[/Sup](-1xp) -12.5gp Scroll of Mount [CL1][Sup]C[/Sup](-1xp) -12.5gp Scroll of Mage Armor [CL1][Sup]C[/Sup](-1xp) -12.5gp Scroll of Mage Armor [CL1][Sup]C[/Sup](-1xp) -12.5gp Scroll of Mage Armor [CL1][Sup]C[/Sup](-1xp) -12.5gp Scroll of Mage Armor [CL1][Sup]C[/Sup](-1xp) -12.5gp Scroll of Mage Armor [CL1][Sup]C[/Sup](-1xp) -12.5gp Scroll of Shield [CL1][Sup]C[/Sup](-1xp) -75 gp Scroll of Mirror Image [CL3][Sup]C[/Sup] (-6xp) -75 gp Scroll of Mirror Image [CL3][Sup]C[/Sup] (-6xp) -75 gp Scroll of Mirror Image [CL3][Sup]C[/Sup] (-6xp) -75 gp Scroll of Mirror Image [CL3][Sup]C[/Sup] (-6xp) -75 gp Scroll of Mirror Image [CL3][Sup]C[/Sup] (-6xp) -37.5 gp Scroll of Magic missle [CL3][Sup]C[/Sup] (-3xp) -37.5 gp Scroll of Magic missle [CL3][Sup]C[/Sup] (-3xp) -37.5 gp Scroll of Magic missle [CL3][Sup]C[/Sup] (-3xp) -80gp Alchemist Fire x4 -60gp Thunderstone x2 -100gp Tanglefoot bag x2 -100gp Paid to a wizard to copy Acid Arrow into Spellbook -200gp Inks/Oils to copy Acid Arrow -75 gp Acid Arrow [CL3][Sup]C[/Sup] (-6xp) -75 gp Acid Arrow [CL3][Sup]C[/Sup] (-6xp) -75 gp Acid Arrow [CL3][Sup]C[/Sup] (-6xp) +969gp WIN vs. Trixie -30gp Thunderstone +369gp Completed EL1 Miniquest: The Apprentice -150gp Scroll of Invisibility [CL3] +369gp LOSS vs. Pestilence +969gp WIN vs. Krayko -150gp Scroll of Invisibility [CL3] +969gp WIN vs. Featylec -150gp Scroll of See Invisibility [CL3] -150gp Scroll of Protection from Arrows [CL3] -150gp Scroll of Levitate [CL3] +450gp LOSS - ECL4 Hunter -75 gp Acid Arrow [CL3][Sup]C[/Sup] (-6xp) -75 gp Acid Arrow [CL3][Sup]C[/Sup] (-6xp) -75 gp Acid Arrow [CL3][Sup]C[/Sup] (-6xp) -75 gp Acid Arrow [CL3][Sup]C[/Sup] (-6xp) -37.5 gp Scroll of Magic missle [CL3][Sup]C[/Sup] (-3xp) -37.5 gp Scroll of Magic missle [CL3][Sup]C[/Sup] (-3xp) -37.5 gp Scroll of Magic missle [CL3][Sup]C[/Sup] (-3xp) -37.5 gp Scroll of Magic missle [CL3][Sup]C[/Sup] (-3xp) -150gp Scroll of Levitate [CL3] -150gp Scroll of Invisibility [CL3]
Scroll of Acid Arrow [CL3] Scroll of Acid Arrow [CL3] Thunderstone (2) Bolts Scroll of Mirror Image [CL3] Scroll of Mirror Image [CL3] Scroll of Mount [CL1] Scroll of Invisibility [CL3] Thunderstone Scroll of Mirror Image [CL3] Scroll of Mage Armor [CL1] Scroll of Magic Missle [CL3] Scroll of Magic Missle [CL3] Scroll of Magic Missle [CL3] Scroll of Acid Arrow [CL3] Scroll of Levitate [CL3] Scroll of Invisibility [CL3] Scroll of Mage Armor [CL1]
Histal (waywreth) vs. Zwei (MitzaVolchenko) : Turin
Goal: Get up in the air and magic missle her to death.
Start in back of starting square with scroll of levitate in hand. Cast levitate from scroll, rise up to ceiling. Draw scroll of Protection from Arrows, cast it on self. Cast shield from memory on self, share with familiar.
Magic missle her from memory twice, then use both pearls to recall the spells (each takes a standard action), magic missle her another 2 times.
Draw scroll of Scroll of Magic Missle x4, use it as needed. If she's still not dead, get closer to the ground, and use the acid splash x2, then ray of frost from memory.
If still not dead draw longsword and charge into melee alongside familiar. Please don't use scrolls of acid arrow, don't use crossbow.
Thanks for Pitlording, feel free to PM with questions/concerns.
Zwei und'Vierzig Free Action=earn 52gp dancing Guild EHTC (10%) Zwei stands right at five feet and masses less than an elf. She has dusky skin and a shaved head with single long braid of coarse black hair stemming from the crown. She sports two very sharp horns from her brow and displays prominent sharp canines when she smiles. Her dark eyes glow slightly red when in shadows. Female Tiefling Medium Outsider (Native) LN Monk 3 (ECL 4) 8,732xp
Racial and Class Abilities: Darkness Once per day (caster level equal to class levels) Skill Bonuses: +2 Bluff, +2 Hide Resistances: +5 Cold, electricity, fire Flurry of Blows Still Mind +2 vs. enchanment spells and effects
Zwei is a disciplined predator. Her past is shrouded in pain and her focus is a defense against that pain. She cares nothing for right and wrong, only for keeping herself ordered and apart from the hurts that no potion can cure.
Fights results: ECL3-HunterFight Part II Aryleia (NightBreeze) => Samuel (Lonewolf) => Gaston (waywreth) => Zwei und'Vierzig (MitzaVolchenko):Luni Loss (2nd place) - +649 Exp, +649gp+39gp for performing=688gp ECL 3 FFAFight Part II Zwei vs Featylec vs. Jonathon vs. Marco: Macbrea Loss (3rd place) - +750xp, +750gp+39gp for performing=789gp Miniquest to Join EHTC: Altaris13win - +300xp, +300gp, +39gp for performing=339gp ECL3 Zwei vs. Selene (Erithmu): shadowmaster Win - +900xp, +900gp+39 gp (perform)=939gp ECL3 Zwei vs. Finrod (lonewolf): TelinArtho Win - +900xp, +900gp+39gp (perform)=939gpLevel up ECL4 FFA Zwei (MitzaVolchenko) vs. Maeril (Usurpator) vs. Manzarf (Abyssal Stalker) vs. Tsiuzues (Skojar) : Warclone Loss - +833xp, +833gp+52gp (perform)=885gp ECL4 Zwei vs. Rethun (Kaigan): Gonbow (Win) - +1200xp, +1200gp+52gp (perform)=1252gp
No point in second guessing this one. Histal has all manner of scrolls and options at his disposal. Start front and center, loaded crossbow in hand. If he is in sight (which he won't be as he likes to buff) shoot him with the idea being to interrupt casting otherwise tap inertial armor and move out looking for him. Drop darkness for 20% miss chance, keep looking for him. Tap force screen when he is in LOS if I circuit the entire arena without spotting him go into the center pillars, tap FS, and wait on him to get hit with delay. If he has mirrors up shoot them or toss an alch fire into the middle of them and watch them go poof (and maybe get lucky and immolate him). Use readied to shoot to interrupt casting while closing with him. When close use a tanglefoot and the alch fires on him. If I actually manage to get to him, keep him based. If I run out of fun things to toss on his head, just grapple and beat him to death. The goal is crossbow to interrupt spell casting/scroll use, thrown weapons to entangle and damage, and if all else fails beat him bloody with bare fists. Open with stunning fist once basing if he has anything in his hands. Use potions to heal while closing. I never use them, so if they get her to close range bully for them. Use cover when practical, but skip the hide and seek game unless Zwei needs a moment to heal. Have fun and toss me a PM if something here doesn't make sense.
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) Maps are dynamically generated with the CoCo.php script
Fight Info Histal will be referred as "Histal" and blue is the color Zwei will be referred as "Zwei" and red is the color All rolls are HERE (CharacterName = HistalZwei021706)
Initiative Initiative 9: Histal starts in the rear of the west square at (-30,0), holding his scroll of levitate. Initiative 8: Zwei starts in the north square front-and-center at (0,22), her loaded crossbow in hand.
Senses Line of Sight is blocked. Distance is ~205 feet Histal: Listen +7, Spot +10, MoveSilently +5, Hide +5 Zwei: Listen +8, Spot +8, MoveSilently +11, Hide +13
Round 1 Histal hesitates for a moment, but then casts a spell from his scroll. Zwei notices his stentorian casting and lopes off in his direction as the elf slowly rises up into the air. Zwei taps a psionic tattoo on her shoulder and is covered with a brief shimmer of ectoplasmic energy. Histal’s keen elvish ears pick up the faint sound of kicked gravel coming from her direction. Histal casts levitate from his scroll (which Zwei hears) [color=gray]{Std} and moves 20’ vertically. {Move}[/color] Zwei taps her tattoo of inertial armor [color=gray]{Std} and quickly moves silently 30’ to (-4,18), but is heard by Histal {Move}[/color] Histal (-30,0,20’, 19/19 hp, AC13; 0/5 spell levels cast; levitate ends 31 Zwei (-4,18), 20/20 hp, AC21; inertial armor ends [long]
Round 2 Calmly continuing his preparations, Histal draws a scroll and casts from it while floating in mid-air. A gleaming shell of red energy flickers around the wizard for a moment, and he nods to himself, satisfied with the protection. Zwei slinks towards Histal, keeping to cover. A globe of dark shadows forms around the tiefling, partially concealing her from the crowd and her foe. Histal draws his scroll of protection from arrows [color=gray]{Move} and casts protection from arrows from it. {Std}[/color] Zwei creates darkness on her crossbow [color=gray]{Std} and moves 30’ to (-9,15) {Move}[/color] Histal (-30,0,20’, 19/19 hp, AC13 [DR10/magic vs arrows]; 0/5 spell levels cast; levitate ends 31, protection from arrows ends [long] (30/30 hp) Zwei (-9,15), 20/20 hp, AC21 [20% miss]; inertial armor ends [long], darkness ends [long]
Round 3 Histal sees the edges of the darkness but is unmoved by it. As he rises up to the ceiling of the arena, he draws a circle with his fingers in the air, creating an invisible shield of force before him. Zwei continues her stalking of her foe, and her fingers brush another tattoo on her forearm. A disk of force faintly shimmers into being before the tiefling. Histal casts shield, sharing it with his familiar [color=gray]{Std} and rises 20’. {Move}[/color] Zwei taps her tattoo of force screen [color=gray]{Std} and moves 30’ to (-13,11) {Move}[/color] Histal (-30,0,40’, 19/19 hp, AC17 [DR10/magic vs arrows]; 1/5 spell levels cast; levitate ends 31, protection from arrows ends [long] (30/30 hp), shield ends 44 Zwei (-13,11), 20/20 hp, AC25 [20% miss]; inertial armor ends [long], darkness ends [long], force screen ends 14
Round 4 Histal floats motionless, waiting for the slightest glimpse of his opponent. Zwei obliges him by suddenly ducking around the stone column. Zwei curses in pain and surprise as she is rocked by a pair of red motes of force! The crowd cheers loudly and Zwei ignores her injury and levels her crossbow at the wizard as she advances obviously waiting for the right moment to shoot. Histal readies an action to cast magic missile upon spotting Zwei [color=gray]{Std}[/color] Zwei moves 15’ to (-16,12), [color=blue]triggering Histal’s readied action. Zwei is hit by magic missiles for 7 damage! Zwei continues her move 25’ to (-20,9) {Move} Zwei readies an action to shoot Histal if he casts a spell. {Std}[/color] Histal (-30,0,40’, 19/19 hp, AC17 [DR10/magic vs arrows]; 2/5 spell levels cast; levitate ends 31, protection from arrows ends [long] (30/30 hp), shield ends 44 Zwei (-20,9), 13/20 hp, AC25 [20% miss]; inertial armor ends [long], darkness ends [long], force screen ends 14
Round 5 Histal seems unworried by the loaded crossbow pointed his direction, and begins to cast another spell. Zwei fires her crossbow, but the bolt simply deflects off the invisible shield of force protecting the wizard! Another pair of red motes of force streak across the arena, slamming into Zwei and spinning her around! The crowd roars in excitement! Histal casts magic missile, [color=red]triggering Zwei’s readied action. Zwei shoots but misses! Zwei is hit by magic missiles for 4 damage! {Std}[/color] Histal (-30,0,40’, 19/19 hp, AC17 [DR10/magic vs arrows]; 3/5 spell levels cast; levitate ends 31, protection from arrows ends [long] (30/30 hp), shield ends 44 Zwei (-20,9), 9/20 hp, AC25 [20% miss]; inertial armor ends [long], darkness ends [long], force screen ends 14 Turin: I forgot Zwei’s penalty to range; has no effect on the results of this round
Round 6 Zwei turns the momentum of the attack to her advantage and spirals away from her attacker, ending her graceful move with her back to a column. She slams down a healing potion and tosses away the vial. The crowd is getting rowdy now – they’ve seen blood but they know the fight isn’t out of Zwei yet. Histal takes advantage of Zwei’s breather and concentrates over a black pearl he’s drawn from his pouch, filling himself with renewed arcane energies. Zwei moves 10’ to (-20,5), drawing a potion of cure light wounds. [color=gray]{Move} Zwei drinks the potion, healing 9hp. {Std}[/color] Histal draws his pearl of power [color=gray]{Move} and recalls one of his magic missile spells. { Std}[/color] Histal (-30,0,40’, 19/19 hp, AC17 [DR10/magic vs arrows]; 2/5 spell levels cast; levitate ends 31, protection from arrows ends [long] (30/30 hp), shield ends 44 Zwei (-20,5), 18/20 hp, AC25 [20% miss]; inertial armor ends [long], darkness ends [long], force screen ends 14
Turin: at this point I made an error for Histal that could swing the fight Zwei’s way (I had him cast both [i]magic missiles before he’s recalled both of them), so I’ve backed up to this point and kept thematic rolls. Hopefully you can follow along in the Invisible Castle roller, but if there’s a problem, feel free to point it out. It ultimately had no effect on the fight, but I’d rather fix these sorts of things before I post up, rather than afterwards.[/i]
Round 7 There is a tense pause in the scene, and the crowd falls silent in anticipation. Zwei cocks her crossbow and determinedly snaps a bolt into place. Histal continues his mid-air meditations. Zwei reloads her crossbow. [color=gray]{Move}[/color] Histal draws his other pearl of power [color=gray]{Move} and recalls his other magic missile spell. { Std}[/color] Histal (-30,0,40’, 19/19 hp, AC17 [DR10/magic vs arrows]; 1/5 spell levels cast; levitate ends 31, protection from arrows ends [long] (30/30 hp), shield ends 44 Zwei (-20,5), 18/20 hp, AC25 [20% miss]; inertial armor ends [long], darkness ends [long], force screen ends 14
Round 8 Zwei rushes around the corner and levels her crossbow at Histal. The elvish evoker begins to cast and gets a crossbow bolt sent his way for his trouble. The shot grazes his cheek. Undistracted, Histal sends yet another pair of red motes of forces Zwei’s way, and she takes both bolts in the chest! Zwei moves 40’ to (-25,3) and [color=gray]{Move} readies an action to shoot Histal if he casts a spell. {Std}[/color] Histal casts magic missile, [color=red]triggering Zwei’s readied action. Zwei shoots and hits for 3 damage! Histal passes his concentration check and Zwei is hit by magic missiles for 4 damage! {Std}[/color] Histal (-30,0,40’, 16/19 hp, AC17 [DR10/magic vs arrows]; 2/5 spell levels cast; levitate ends 31, protection from arrows ends [long] (30/30 hp), shield ends 44 Zwei (-25,3), 14/20 hp, AC25 [20% miss]; inertial armor ends [long], darkness ends [long], force screen ends 14
Round 9 Zwei closes the gap between herself and her foe, drawing a flask of alchemist’s fire. She cocks back her arm as Histal prepares another spell. The flask goes wide, creating a small explosion of flame against the arena wall (which the crowd enjoys immensely). But Histal is unshaken and blasts Zwei in the chest! Zwei drops her crossbow and pulls out a flask of alchemist fire, moving 10’ to (-29,2) [color=gray]{Move} readies an action to throw it at Histal if he casts a spell. {Std}[/color] Histal casts magic missile, [color=red]triggering Zwei’s readied action. Zwei throws and misses! (-10 range) Zwei is hit by magic missiles for 9 damage! {Std}[/color] Histal (-30,0,40’, 16/19 hp, AC17 [DR10/magic vs arrows]; 3/5 spell levels cast; levitate ends 31, protection from arrows ends [long] (30/30 hp), shield ends 44 Zwei (-19,9), 5/20 hp, AC25 [20% miss]; inertial armor ends [long], darkness ends [long], force screen ends 14
Round 10 Zwei is breathing heavy now, and rushes pulls out a flask of alchemist’s fire. Histal gazes down at the darkness-shrouded figure below him and sends a single mote of force from a scroll. Just as he does so, he barely ducks out of the way of an incoming flask of alchemist’s fire. The flask breaks directly above his head, showering him with droplets of burning goo! Zwei gasps and staggers as she is hit in the thigh from Histal’s spell. Zwei pulls out another flask of alchemist fire [color=gray]{Move} and readies an action to throw it at Histal if he casts a spell. {Std}[/color] Histal draws his scroll of magic missile (x4, CL1) [color=gray]{Move} and casts magic missile, triggering Zwei’s readied action. Zwei throws her alchemist’s fire, hitting Histal for 1 damage! Histal passes his concentration check, and Zwei is hit with a magic missile for 4 damage! {Std}[/color] Histal (-30,0,40’, 15/19 hp, AC17 [DR10/magic vs arrows]; 3/5 spell levels cast; levitate ends 31, protection from arrows ends [long] (30/30 hp), shield ends 44 Zwei (-27,1), 1/20 hp, AC25 [20% miss]; inertial armor ends [long], darkness ends [long], force screen ends 14
Round 11 Knowing it may be her last chance, Zwei pulls out another flask, waiting for her levitating foe to cast again. Histal begins reading from the scroll again, and Zwei hurls one of her flasks. The container breaks against the ceiling above Histal, who dodges away from the burning substance! The wizard manages to keep his cool, however, and sends one last blast of red force down into the arena. Zwei is struck in the chest and spins from the force of the blow. The tiefling halts, staggers, and then slowly drops to the ground… Zwei draws another alchemist’s fire. [color=gray]{Free,Move} Zwei readies an action to throw an alchemist’s fire if Histal casts a spell. {Std} Histals takes 5 additional damage from the alchemist’s fire.[/color] Histal casts magic missile from his scroll, [color=red]triggering Zwei’s readied action. Zwei throws her alchemist’s fire, missing! Zwei is hit with a magic missile for 4 damage! {Std}[/color] Histal (-30,0,40’, 10/19 hp, AC17 [DR10/magic vs arrows]; 3/5 spell levels cast; levitate ends 31, protection from arrows ends [long] (30/30 hp), shield ends 44 Zwei (-27,1), -3/20 hp, AC25 [20% miss]; inertial armor ends [long], darkness ends [long], force screen ends 14
Result of the Fight Histal is the Winner!
Histal wins and gains 1200xp and 1200gp (+96gp earned with Craft: Scribe) (TAO earns 120gp in taxes) Zwei loses and gains 400xp and 400gp (+52gp earned with Perform: Dance) (EHTC earns 40gp in taxes)
Histal used: - scroll of levitate - scroll of protection from arrows - 2 magic missile spells from scroll of magic missile (x4)
Zwei used: - tattoo of inertial armor - tattoo of force screen - 2 crossbow bolts - 1 potion of cure light wounds - 3 alchemist’s fire
@ both: there were a lot of readied actions here, so do me a favor and double check that I got the re-ordering of the initiatives correct. Also see my note after Round 6 for an error I made the original pass-through. The only effect on the fight was that Histal won with 12hp remaining instead of 15. @Waywreth: no comments here other than you could have saved yourself some expendables if you noticed that Zwei’s crossbow is magical and therefore the protection from arrows was useless. Other than that, good strategy, clearly written tactics. Congratulations. @MitzaVolchenko: well, I think I did the best I could with the tactics you gave me. The dice didn’t go your way on the couple of shots you got off, and that certainly hurt you. And your foe was using magic missiles, which pretty much made all your buffing irrelevant. The crossbow isn’t the best weapon for trying to close with a foe while readying, because of the move-action requirement for reloading.
Humanity was dealt a crippling blow the instant that the conclusions of science were deemed subject to democracy.
Conditional Modifiers +4 bonus to resist being bull rushed or tripped when standing on the ground +2 racial bonus on saves vs poison +2 racial bonus on saves vs spells, powers, spell-like and power-like effects +1 racial bonus on attack rolls vs orcs and goblinoids +4 dodge bonus to AC vs creatures of the giant type +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks vs elves +2 bonus on weapon damage vs elves
Starting: 3,000.00 gp Battles: 2,775.00 gp Income: 252.00 gp Sales: + 0.00 gp --------------- Total Earned: 6,027.00 gp Purchases: - 2,041.00 gp --------------- Total Left: 3,986.00 gp
Start front and center with bow in hand. Proceed clockwise around the arena looking for my opponent. Once I have it, advance on him while firing bow. Once in melee range, stow the bow, draw the waraxe and attack. Not a whole lot else to do.
Never drop equipment...always stow it.
If I ever drop to half my hp or fewer (16), use my healing wand.
Don't forget to add my free activity to the fight summary...earning 63 gp from Craft (Masonry)
Barbarian: Fast Movement: +10 to base speed Rage: 1/day, +4 Str, +4 Con, +6 HP, -2 AC, +2 morale to Will Save, Lasts 7 Rounds
Ranger: 1st Favored Enemy (Elf): +2 Bluff, Listen, Sense Motive, Spot, and Survival against; +2 on DR against Wild Empathy: Able to improve demeanor of animal Track: Gain Track feat Combat Style (Two-Weapon Fighting): Gain Two-Weapon Fighting feat
The Life of Davos Antaryon Everyone and everything possesses a history, a tale if you will. My tale few living have heard, for I favor the company and placidity of the trees and streams that make my forest home. You may be wondering what is a lone ranger's business in a place like Gladius. If I knew that for myself, I would consider myself fortunate. Good fortune, as you shall soon hear, has never graced me with her presence...To be continued
Default Tactics Will submit tactics for each fight.
Fights results: Feb 1: Sven Dragonsson, (TroubleWolf): LOST [+300 XP] [+360 gold](300 fight, 60 free activity)
[post=]Feb 8[/post]: Little Daisy, (DSugui): WON [+1,013 XP] [+1,073 gold](1,013 fight, 60 free activity) AccountingShow
Overview: Starting = 3,000 gp Starting EQ Cost = -2,005 gp Weekly Earnings = +1,433 gp Balance = 2,428 gp
Permanent Equipment: Raw Materials for Chain Shirt - 50 gp Bastard Sword (MW) - 335 gp Short Sword - 10 gp Mighty Comp. Longbow (Str +3) (MW) - 700 gp 5 Throwing Daggers - 10 gp Hunting Tools (MW) - 50 gp Artisan's Tools (MW) - 55 gp
Expendable Equipment: 100 Arrows - 5 gp Wand of Cure Light Wounds - 750 gp 2 Alchemist's Fire - 40 gp
Conventions Those are the conventions for this fight run by MindWandererB Actions types are denoted with {Free} {Move} {Stan} {Full} {NoAc} Maps are dynamically generated with coco.php script
Fight Info Red is the color of Death. Blue is the color of Davos. All rolls are here (CharacterName = DeathDavos)
Initiative Death starts in the EAST square in the front-center (22,0), holding its unusually heavy bow. Davos starts in the SOUTH square in the default position (0,-26), holding his own bow.
Initiative: Death 7+3=10 Davos 3+3=6
Senses Line of Sight is blocked. Distance is 185' Senses are listed with CharacterName(Listen, Spot, MoveSilently, Hide) Death(+6,+1,+0,+0) Davos(+8,+6,+3,+5)
Round 1 Death starts to circle the arena [COLOR=GRAY]{Move} and readies to shoot Davos on sight {Stan}.[/COLOR] Davos moves forward, establishing LOS after moving 10 feet.{Partial Move} Spotting its opponent, Death looses an arrow from its bow [color=gray]{5+7-2=10}, but it flies wide.[/color] Davos finishes his move by approaching Death [color=gray]{Remaining Move} and fires an arrow of his own {Stan; 9+7=16}, which clangs off of Death's breastplate. [/COLOR] Death (16,-5), 32/32 hp, AC 19 Davos (3,-19), 27/27 hp, AC 17
Round 2 Death approaches its intended victim [COLOR=GRAY]{Move} and fires again {Stan: 15+7=22, 6+2=8}, and this time the arrow draws blood.[/color] Davos, seeing that Death is trying to close the distance, fires one last shot [COLOR=GRAY]{Stan: 6+7=13}, which is deflected by Death's buckler. He then puts his bow away {Move}. [/COLOR] Death (10,-11), 32/32 hp, AC 19 Davos (3,-19), 19/27 hp, AC 17
Round 3 Death, seeing its victim so close, puts its bow away [color=gray]{Move} and draws its axe while continuing its implacable advance {Move}.[/COLOR] Davos steps forward while drawing his swords [COLOR=GRAY]{Move}, screams his defiance {Free} and lays into the dark warrior with his bastard sword {Stan: 7+9=16}, but the attack is again negated by Death's armor.[/COLOR] Death (4,-17), 32/32 hp, AC 19 Davos (3,-18), 24/33 hp, AC 15, Raging (round 9)
Round 4 Death grins its death-head grin and calmly takes a sweeping blow at Davos with its axe [COLOR=GRAY]{Stan; 20!, 9+3=12, confirm 12+7=19, 6+3=9, 9+3=12}, nearly cleaving the poor human in half.[/color] Davos oozes viscera. Death (4,-17), 32/32 hp, AC 19 Davos (3,-18), -9/33 hp, AC 15, Raging (round 9), dying.
Death wins and gains 900 xp and 900 gp. It makes an additional 63 gp building a mausoleum. The Warfare Alliance earns 90 gp. Davos loses and gains 300 xp and 300 gp. He makes an additional 60 gp from hunting and selling a moose.
Death used: Two arrows, neither of which can be recovered. Davos used: Two arrows, but he recovers both of them.
@NiQil: Figuring out the timing on stowing/drawing weapons is kind of tricky. You can't stow, draw, move, and attack all in the same round, so I wasn't exactly sure what you wanted. This might have been a bigger problem if Davos had unexpectedly closed with you while you still had your bow, since stowing a weapon provokes an AoO.
@lucanthrope: Yeah. Not much you can do about that. For reference, though, you were in trouble anyway: you can't use your CLW wand while raging, and with your lowered AC, it's unlikely that you'll survive your whole rage, especially when your opponent can heal. I had you rage since you asked to do so in both your previous fights. Also, in the tactics I used, you also asked to take two rounds worth of actions all at once (fire bow, sheathe bow, draw swords, full defense), which was hard to actually enact.
@everyone: Please point out any mistakes. I already noticed I forgot a listen check in round 1, but it doesn't really matter. Constructive criticism is welcomed.
"Edison didn't succeed the first time he invented Benjamin Franklin, either." Albert the Alligator, Walt Kelly's Pogo Sunday Book
The Core Coliseum: test out your 4e builds and fight to the death.
Kracknol The deeps are populated with creatures’ best left to their own devices. Lawful Neutral, Male Duergar Psionic (Ranger2, Psychic Warrior4, ECL 7) 22066/26000XP Founding Member of the Warfare Alliance 9%tax.
Hit Points:46 [6 HD] AC 16 [+2dex, +4armor], Touch 12, Flat 14 [+4 Dodge vs Giants] [+4 chain shirt, +2dex, +2 deflection (Shield of Faith), +4 Shield (Force Screen)] Initiative: +2 [+2dex] BAB/Grap: +5/+8 [+5bab, +3str, (+5Enlarged)] [+1 Racial Bonus vs Orcs and Goblinoids.] Speed 20(45) [base 20 (+15 Skate) (+10 Speed of Thought)]
Saves: Fort +10 [+3 Ranger, +4 PsyWarrior, +3con] Refl +6 [+3 Ranger, +1 PsyWarrior, +2 Dex] Will +5 [+1 PsyWarrior, +2 PsiCrystal, +2 Wis] +2 racial bonus on saves against spells and spell-like effects Immunity to paralysis, phantasms, and poison.
Attacks: +1 Deep Crystal Heavy Flail of PowerStoring +9 melee, 1d10+5 [19-20/x2] Bludgeoning (Enlarged)+1 Deep Crystal Heavy Flail of PowerStoring +9 melee, 2d8+7 [19-20/x2] Bludgeoning Kukri +9 melee, 1d4+3 [18-20/x2] Slashing (Enlarged) Kukri +9 melee, 1d6+4 [18-20/x2] Slashing MW Longbow +8 Ranged 1d8 [x3] Piercing, Range 100' (Enlarged)MW Longbow +6 Ranged 2d6 [x3] Piercing, Range 100' [+1 attack Racial Bonus vs Orcs and Goblinoids.] [+2 Damage Favored Enemy Bonus vs Humans.]
Feats: Psionic Weapon [1st lvl] Expend your psionic focus to cause an extra 2d6 damage upon a hit. Psicrystal Affinity [Psy Warrior Bonus 1st] Gain a Psicrystal. Personality “Resolved” grants +2 bonus on will saves. Alertness [Psicrystal] If the psicrystal is within 5 feet of Kracknol, then Kracknol gains +2 on spot and listen checks. Two Weapon Fighting [Ranger Combat style] Kracknol gains the two weapon fighting feat. Speed of Thought [3rd level] When psionicaly focused gain a +10 insight bonus to speed. Psionic Meditation [Psy Warrior Bonus 2nd] Gain Psionic Focus as a move action. Greater Psionic Weapon [6th level] When psionic focus is used, increase the damage +4d6.
Racial Abilities: Darkvision: out to 120 feet Stability: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground). Stonecunning: This ability grants a duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A gray dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. Giant Combat Training: +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants) Racial Combat Training: +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). Light Sensitivity: Duergar are dazzled in sunlight or within the radius of a daylight spell. Racial Skills: Duergar have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal. Naturally Psionic: Duergar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Psi-Like Abilities: 1/day—expansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level is equal to Hit Dice (minimum 3rd). Invisibility durration is 6 minutes and Expansion durration is 60 minutes.
Ranger Class Abilities: Favored Enemy (Human): The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. Likewise, he gets a +2 bonus on weapon damage rolls against humans. Track: A ranger gains Track as a bonus feat. Wild Empathy (Ex): The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.(+2bonus due to Handle Animal Skill)
Powers Known:[3] [Power Points: 12; Use:4] 1: [DC 13] Grip of Iron (As immediate action gain +4 on grapple checks for 4rounds.) 1: [DC 13] Empty Mind (As immediate action take +2 on will saves untill next action.) 1: [DC 13] Burst (As immediate action increase movement speed by +10.) 2: [DC 14] Psionic Lion's Charge (As immediate action full attack at the end of a charge.)
Buffs and Prefight actions: Gain Psionic Focus Padparadscha has self-propulsion active and is mounted upon Torgir. Address Powerstones Use Stone of Dissolving weapon on Heavy Flail Use Manifesting Services to charge up the PowerStoring flail with Dissipating Touch augmented at ML5 (5d6) (50gp)
Expendable Items: [CL] Potion of Protection from Evil [CL1] [0.0 lbs][50 gp] Potion of Protection from Good [CL1] [0.0 lbs][50 gp] Potion of Protection from Law [CL1] [0.0 lbs][50 gp] Potion of Protection from Chaos [CL1] [0.0 lbs][50 gp] Potion of Shield of Faith +2 [CL1] [0.0 lbs][50 gp] Potion of Fly [CL5] [0.0 lbs][750 gp] Stone of Metaphysical Weapon [ML1] [0.0 lbs][25 gp] Stone of Prescience, Offensive [ML1] [0.0 lbs][25 gp] Stone of Skate [ML1] [0.0 lbs][25 gp] Stone of Force Screen [ML2] [0.0 lbs][50 gp] 2xStone of Vigor Augmented (20hp)[ML4] [0.0 lbs][400 gp] Stone of Animal Affinity [ML 3] [0.0 lbs][150 gp] Stone of Dissolving Weapon [ML 3] [0.0 lbs][150 gp] Elixer of Sneaking [0.0 lbs][300 gp] Tanglefoot Bag [4 lbs][50 gp] Feather Token Whip [0 lbs][500 gp]
Allies and Equipment: Custom Feat and Skills Riding Dog (Torgir) 350gp Chain Shirt Barding [sup]c[/sup] [25 lbs][100 gp] Riding Saddle [25 lbs][25gp] Saddle Bags [8 lbs][4 gp] Padparadscha's Tattoo's: 2xCrawling Tattoo of Mind Thrust [ML1][0.0 lbs][100 gp] Crawling Tattoo of Dissolving Touch [ML3] [0.0 lbs][300 gp]
Padparadscha (Psicrystal) Diminutive Construct (Resolved) Hit Dice: 0hd (23 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 20 ft.* Armor Class: 16 (+4 size, +2 Dex*, +1Natural), 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 +7, Ref +4, Will +4 Abilities: Str 1*, Dex 15*, Con —, Int 7, Wis 10, Cha 10 Skills: Climb +14*, Handle Animal +6, Listen +6, Move Silently +8, Ride +8, Search +2, Spot +7 Feats: Alertness *abilities if self-propulsion is active. Construct Traits: A psicrystal has immunity to poison, sleep, 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. Psicrystal Granted Abilities: The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, deliver touch powers and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a speed of 0 feet and has no Strength score and no Dexterity score.) 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.
Torgir (Riding Dog) Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 20 (+2 Dex, +4 natural, +4Armor), touch 12, flat-footed 18 Base Attack/Grapple: +1/+3 Attack: Bite +4 melee (1d6+3) Full Attack: Bite +4 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Jump +6, Listen +4, Spot +1, Swim +2, Survival +5* Feats: Weapon Focus (Bite), TrackB
If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent. Torgir knows the tricks attack(x2), defend, down, track and heel. Equipment: Chain Shirt Barding, Riding Saddle, Saddlebags. Total Weight:54lbs
Equipment at home: Gold: 6369.5 MW Armor Smith tools [5 lbs][55 gp] MW Weapon Smith tools [5 lbs][55 gp] MW Metal Sculpture tools [5 lbs][55 gp]
Past Expenditures (tot. 4725 gp): 4xStone of Dissolving Weapon ML3 [600gp] 10xStone of Vigor (Augmented) ML4 [2000gp] 5xStone of Force Screen ML2 [250gp] 1x Stone of Skate ML1 [25gp] 1xCrawling Tattoo of Force Screen[50gp] 2xCrawling Tattoo of Vigor [100gp] 2xCrawling Tattoo of Mind Thrust [100gp] 8xStone of Animal Affinity ML3 [1200gp] 1xSpell Casting Services for Cone of Energy [150gp] 1xPotion of Shield of Faith [50gp] 1xPotion of Protection from Law [50gp] 3xSpell Casting Services for Dissipating Touch [ML5] [150gp]
I think this will be an easy one to run. Kracknol's basic tactic should work here as well, so that's what we'll try.
Kracknol will leave his dog at home and start in the front right corner of his starting area with his deep crystal flail in hand. Generally Kracknol will try to buff himself for a few rounds while moving silently to get into position for a devastating charge attack. He will use his invisibility ability then his expansion ability. At some point have the crystal delay to reset its initiative before Kracknol's and also have it hide in his clothes.
At this time Kracknol is ready to charge attack Shakari. He will expend psionic focus on the attack, and put 2pp into the deep crystal flail and expend the stored power dissipating touch and he will also discharge dissolving weapon. Expanded his damage will be 2d8+7 +2d6(deepcrystal) +4d6(Greater Psionic Strike) +4d6(Dissolving Touch) +5d6(dissipating touch)=2d8+7+15d6. The average damage is about 68. That hit should be enough to end the fight. Charging and invisible he should have a +13 on the attack roll vs Shakari's AC without dex or dodge bonuses. Kracknol will make sure to be in base contact so that Shakari cannot flee without provoking an AoO.
If shakari survives a hit, Kracknol will curse his luck and try his hardest to get one more hit in before she gets away and starts a ranged battle or grapple fest with all those allies slashing at him.
If we are going to be in a protracted melee or ranged fight Kracknol's backup plan is as follows:
In melee, the PsyCrystal will send crawling tattoo's of mindthrust after Zassy. Kracknol will draw and use his stone of Force screen. Then he will draw and use his stone of Vigor. The crawling tattoo's should draw AoO's when they move into zassy's square to attack (before Kracknol), so everyone only gets one AoO per round without the combat reflexes feat. This should protect Kracknol from drawing AoO's while using his stones.
If Shakari gets away and starts a ranged battle, then Kracknol will withdraw and get behind cover. The croc will probably come after him, but he will try to buff with cover using stones of vigor and force screen and then kill the croc. Kracknol has no chance to catch Shakari mounted, so he'll just fall prone behind his buffs and his cover for a sky high AC. From there he'll regain focus and stand up each round to fire his bow then falling prone again. He'll charge if Shakari comes into range.
Kracknol can use his Burst power if needed for some extra speed on a charge attack.
Kracknol will use extra move actions to regain psionic focus.
The crystal will use extra actions to aid kracknol's attacks or defense and mabey even all the crawling tattoo's.
If Kracknol is getting grappled and has the PP to spare, he'll use grip of iron. Also if he get's below 20hp refresh the Vigor.
Remember:
Zassy's improved grab only works vs opponents smaller than him and Kracknol does not qualify.
Shakari is denied a dex bonus vs invisible attacks and dodge bonuses as well so her ac should be 14 vs the charge attack.
Also Shakari doens't know if she pinpoints with a listen check. Any listen check that detects Kracknol will produce a place she thinks he is at and it may be totally wrong (thus the fairy fire may miss).
I hope that works. If something comes up that I haven't thought of, use your imagination and whatever is in Kracknol's inventory.
Attacks: Lance +10/+5 melee [1d8+6/x3] [Two-Handed, Double damage when charging] Ma Quarterstaff +11/+6 melee [1d6+6/x2] [Two-Handed] Ma Quarterstaff +9/+9/+3 melee [1d6+4/1d6+2] [Double Weapon] +1 Composite Longbow (+4 Mighty) of Seeking +11/+6 ranged [1d8+5/x3] [Range 110'] [Ignores Miss Chances]
Attack Modifiers: -2 on Ranged Attacks if horse Double Moves. -4 on Ranged Attacks if hores runs. +1 Attack/Damage on Ranged Attacks if opponent within 30 feet. +2 Damage vs Giants
Feats: Track[sup]B[/sup]; Two Weapon Fighting[sup]B[/sup]; Mounted Combat [1st]; Mounted Archery [3rd]; Point Blank Shot [6th]
Attacks: Bite: Bite +8 melee (1d8+7) or tail slap +8 melee (1d12+7) Full attack: Bite +8 melee (1d8+7) or tail slap +8 melee (1d12+7) Special Attacks: Improved Grab
Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
She'll enter at the front, mounted on Fireflame, carrying her bow and will have Zyazz beside her.
First, cast Resist Acid from memory
Shakari will keep max distance and just hammer Kracknol with her bow. Entangle if Kraknol stays on the ground, and send Zyazz in if he leaves the entangle field.
If he somehow gets into melee, draw and use quarterstaff and have Fireflame and Zyazz assist.
Notes: Don't close within 120' if she is on the ground, 180' if he is flying. Always use ride for cover. Don't forget to use waitressing. Use mounted combat to negate hits on Fireflame. Shoot his dog if it comes. IF his psicyrstyal gets close, move away from it too.
Shakari casts Entangle centered where she last saw Kracknol, figuring that he cannot have gone far enough to avoid it. Reactive: Kracknol Reflex Save (1d20=20) vs. DC 14 saves, avoids entanglement, halves speed
Kracknol double moves in order to get out of the entanglement to (-4.-14).
Kracknol wins and gains 2,100 exp and 2,600 gp. Shakari loses but gains 700 exp and 866 gp.
Neither used anything.
Kracknol makes 175 gp crafting and 234 gp for WAR. Shakari makes 161 gp for the week waitressing at her restaurant and 70 gold for TLT.
@Luni: Tactics were pretty solid, except that they had no contingency for if he was not seen or heard... @SauroGrenom: I apologize about the early run of the fight that missed your Speed of Thought and sneaking tactics. They were well-written.
Hit Points: 8 [1HD] AC 20(22) [+4dex, +5armor, +1shield], Touch 14(16), Flat 16(18)[+2 deflection bonus with Protection from Alignment potion] [+1 Mithral Shirt, Buckler] Initiative: +4 [+4dex] BAB/Grap: +1/+2 [+1BAB, +1str] Speed: 30ft
Saves: Fort +2(+4) [+2Rgr] Refl +6(+8) [+2Rgr, +4dex] Will +0(+2,+4) (+2 racial bonus on Will saves against spells and spell-like abilities) (+2 resistance bonus with Protection from Alignment potion)
Racial and Class Abilities: Drow Spell-Like Abilities: 1/Day: dancing lights, darkness, faerie fire.CL1 Weapon Proficiency: Drow are automatically proficient with the hand-crossbow, the rapier, and the short-sword. 120ft' Darkvision Spell Resistance 12 Light Blindness 1st Favoured Enemy(Ex) - Abberations: +2Bonus on bluff, listen, sense motive, spot and survival checks made against creatures of this type. +2 Bonus on weapon damage rolls. Wild Empathy
Expendable Items: [CL] Potion of Cure Light Wounds [CL1] [-lbs][50gp] Potion of Protection from Evil [CL1] [-lbs][50gp] Potion of Protection from Good [CL1] [-lbs][50gp] Potion of Protection from Law [CL1] [-lbs][50gp] Potion of Protection from Chaos [CL1] [-lbs][50gp] 40 arrows[6lbs][2gp] Drow Poison[1 Dose][75gp]
OK, Tai's sister fought Finrod just last week, hmm, gotta love SR!!!(hope it kicks in again)
Start middle right of box with potion of Protection from Evil in one hand and bow in the other. #1 Run action into cover diagonally right. #2 Gulp potion then apply poison to first arrow. #3+ Shoot at Finrod from around cover and then retire to cover if possible. Get in as many shots before shouldering bow and drawing rapier. Finish fight with rapier if he comes to melee. Shoot it out if not.
If he's invisible; If I can get a decent listen check on him, cast faerie fire if I'm reasonably sure it will get him.
If I get blinded(I'm worried about this happening); 1st-a/If I'm near cover(within 30ft) double move to cover and hide. Then wait till I hear him approach before continuing with b/. b/If I'm in the open cast darkness centred on me(on one of my gloves so I can remove it later if need be), make active listen check and 5ft step towards cover. 2nd- Move action to Listen for his location, then shoot if I think I might be able to hit what I hear, or move 15ft towards closest cover if I hear nothing. 3rd- If he closes to melee with me while I'm blinded, drop darkened glove and move silently into cover. 4th- If I'm still alive by the time my darkness runs out, hopefully I'll be in cover, just listen and attack if possible...
I think dat it. Heres praying to Lolth and Boccob to protect me from Finrods evil magics!
Racial Abilities: +2 Dex, Int -2 Str, Con Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Low-Light Vision 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. +2 racial bonus on Listen, Search, and Spot checks.
Class Abilities: Diviner Spellcasting Barred school: Evocation Familiar
1 arrow 1x Scroll of Mage Armor[CL1] (12,5gp + 1xp) 1x Scroll of Shield[CL1] (12,5gp + 1xp) 1x Scroll of Ray of Enfeeblement[CL1] (12,5gp + 1xp)
Free activity: Scribing the following scrolls: 5x Scroll of Mage Armor[CL1] [125gp +5xp] 5x Scroll of Shield[CL1] [125gp +5xp] 5x Scroll of Ray of Enfeeblement[CL1] [125gp +5xp] 5x Scroll of Invisibility[CL3][375gp +30xp] 1x Scroll of Reduce Person[CL1] [25gp +1xp] 1x Scroll of Enlarge Person[CL1] [25gp +1xp] 2x Scroll of Silent Image[CL1] [50gp +2xp] 2x Scroll of See Invisible[CL3] [150gp +12xp]
The SR can ruin my day, but if it doesnt kick in I should be able to win this.
Start in the back of the box with a scroll of mage armor.
round 1: cast mage armor, move forward and send Labra looking for the drow. round2+: do single moves forward to search for her and ready to cast Blindness on the drow if she comes into sight. Try to stay in the open so that she has little chance grappling me. Follow the blindness up with a Ghoul touch with Labra as toucher whether blindness works or not. Draw the bow and start shooting until Labra hits with Ghoul touch. If it works drop bow, draw scythe and CDG. If Ghoul Touch doesnt work but Blindness did, stay at distance and kill her with the bow. If he uses darkness on himself, shoot one arrow every 10 rounds in the center of the darkness to avoid the delay rule. If both spells didnt work, try to close to use Ray of Enfeeblement. If she stays at distance, gain cover somewhere and test my luck at the shootout.
Conventions and Setup Actions types are denoted with [Free] [Move] [Stan] [Full] [NoAc] Maps are dinamically generated with coco.php script
Tai will be referred as "Tai" and red is the color Finrod will be referred as "Finrod" and blue is the color
All rolls are HERE (CharacterName = TaiFinrod20060215)
Tai starts in the North square in the middle right holding potion of Protection from Evil and bow Finrod starts in the South square in the back, holding scroll of Mage Armor
Senses are listed with CharacterName(Listen, Spot, MoveSilently, Hide) Senses: Tai (+4,+4,+8,+8) Finrod (+7,+4,+4,+4)
Only successful checks will be reported. Line of Sight is blocked. Distance is ~285 feet
Tai (-4, +27), 8/8 hp, AC 20 Finrod (0, -30), 12/12 hp, AC 14, Spell Levels (5/5)
Round 1 Finrod casts Mage Armor from the scroll [color=gray][Stan], moves forward [Move] and sends Labra looking for Tai [Free][/color] Labra flies looking for Tai [color=gray][2x Move][/color] Tai runs for cover in the pillars at his right [color=gray][Full][/color] Finrod listens Tai running somewhere at NW
no Line of Sight, distance is ~210 feet
Tai (-14, +16), 8/8 hp, AC 20 Finrod (0, -24), 12/12 hp, AC 18, Spell Levels (5/5) [Mage Armor (long)] Labra (+5, -11), 6/6 hp, AC 18
Round 2 Finrod moves forward [color=gray][Move], ready to cast if Tai comes to sight [Free] and directs Labra to search in the direction he thinks the drow is [Free][/color] Labra flies looking for Tai [color=gray][2x Move][/color] Tai drinks potion of Protection from Evil [color=gray][Stan][/color]
no Line of Sight, distance is ~185 feet
Tai (-14, +16), 8/8 hp, AC 22 [Protection from Evil (ends 12)] Finrod (0, -18), 12/12 hp, AC 18, Spell Levels (5/5) [Mage Armor (long)] Labra (-3, 0), 6/6 hp, AC 18
Round 3 Finrod moves [color=gray][Move], ready to cast if Tai comes to sight [Free][/color] Labra flies looking for Tai [color=gray][2x Move][/color] Tai applies poison to an arrow [color=gray][Stan][/color]
no Line of Sight, distance is ~160 feet
Tai (-14, +16), 8/8 hp, AC 22 [Protection from Evil (ends 12)] Finrod (-4, -14), 12/12 hp, AC 18, Spell Levels (5/5) [Mage Armor (long)] Labra (-12, +10), 6/6 hp, AC 18
Round 4 Finrod moves [color=gray][Move], ready to cast if Tai comes to sight [Free][/color] Labra flies looking for Tai [color=gray][Move], sees him and returns to its master [Move][/color] Tai 5ft. steps and sees Finrod [color=gray][Free], triggering the diviner's readied action[/color] Finrod is readied to cast Blindness, but Tai is a little bit farther than the spell's range, so he does nothing Tai shoots at Finrod [color=gray][Stan], but miscalculate the distance and misses[/color]
Line of Sight, distance is ~135 feet
Tai (-13, +16), 8/8 hp, AC 22 [Protection from Evil (ends 12)] Finrod (-8, -10), 12/12 hp, AC 18, Spell Levels (5/5) [Mage Armor (long)] Labra (-12, +7), 6/6 hp, AC 18
Round 5 Finrod moves [color=gray][Move] and casts Blindness [Stan], bypassing the drow's magical defenses, but Tai resists the spell[/color] Labra flies back to its master [color=gray][2x Move][/color] Tai shoots at Finrod again [color=gray][Stan], missing again, and returns to the safety of the pillars [Move][/color]
Line of Sight, distance is ~115 feet
Tai (-14, +16), 8/8 hp, AC 22 [Protection from Evil (ends 12)] Finrod (-10, -6), 12/12 hp, AC 18, Spell Levels (3/5) [Mage Armor (long)] Labra (-10, -6), 6/6 hp, AC 18
Round 6 Finrod casts Ghoul Touch [color=gray][Stan], designating Labra as the toucher, and draws bow [Move][/color] Labra flies towards Tai [color=gray][2x Move][/color] Tai 5 ft. steps [color=gray][Free] and shoots at Finrod again [Stan], missing miserably[/color]
Line of Sight, distance is ~115 feet
Tai (-13, +16), 8/8 hp, AC 22 [Protection from Evil (ends 12)] Finrod (-10, -6), 12/12 hp, AC 18, Spell Levels (1/5) [Mage Armor (long)] Labra (-12, +9), 6/6 hp, AC 18
Round 7 Finrod shoots at Tai [color=gray][Stan], also missing miserably[/color] Labra charges at Tai [color=gray][Stan], delivering the freezing touch of the ghoul and paralyzing the drow[/color] Tai is paralyzed
Line of Sight, distance is ~115 feet
Tai (-13, +16), 8/8 hp, AC 22 [Protection from Evil (ends 12)][Paralyzed (ends 13)] Finrod (-10, -6), 12/12 hp, AC 18, Spell Levels (1/5) [Mage Armor (long)] Labra (-13, +15), 6/6 hp, AC 18
Round 8 Finrod drops the bow [color=gray][Free], and draws the scythe, while moving towards Tai [Move][Move][/color] Labra flies around Tai's head, expecting for all the blood that will flow from the drow's severed head Tai is thinking that he is pretty doomed
Line of Sight, distance is ~55 feet
Tai (-13, +16), 8/8 hp, AC 22 [Protection from Evil (ends 12)][Paralyzed (ends 13)] Finrod (-12, +5), 12/12 hp, AC 18, Spell Levels (1/5) [Mage Armor (long)] Labra (-13, +15), 6/6 hp, AC 18
Round 9 Finrod moves towards Tai [color=gray][2x Move], stopping right in front of the poor drow[/color] Labra flies around Tai's head, still expecting for his meal Tai is panicking, but can't do anything
Line of Sight, distance is 5 feet
Tai (-13, +16), 8/8 hp, AC 22 [Protection from Evil (ends 12)][Paralyzed (ends 13)] Finrod (-13, +15), 12/12 hp, AC 18, Spell Levels (1/5) [Mage Armor (long)] Labra (-13, +15), 6/6 hp, AC 18