Initiative: All Rolls located here. Starting location of Death is in area C at (4,4). Starting location of Pestilence is area A at (4,27). Starting Location of Dronnar is area D at (28,3). Death wins initiative.
De: 15 P: 11 Dr: 9
Round #1
De: Starts at location (4,4) with bow in hand. He moves in search of his foe and ends at (17,11) where he spots the half giant on his mount to the south east.
P: Starts at location (4,27) with bow in hand. He moves in search of his foe and ends at (16,19) where he spots the half giant and his hippogriff.
Dr: Starts at location (28,3) with powerstones of animal affinity and dissolving weapon in hand. See’s the two archers lining up to pepper him with arrows, so he manifests force screen and moves to (23,2) where the archers no longer has LOS to his position.
De: Starts at location (17,11) with bow in hand. He moves to (20,13) where he has LOS on his foe again and fires an arrow but misses the hippogriff.
P: Starts at location (16,19) with bow in hand. He moves (20,21) and fires an arrow at the hippogriff and hits for 9hp damage.
Dr: Starts at location (23,2) with powerstones of animal affinity and dissolving weapon in hand. See’s the two archers are aiming at his mount, so he manifests Animal Affinity Strength from his powerstone and moves to (29,10) where they cannot target him.
De: Starts at location (20,13) with bow in hand. He moves to (13,11) and puts some distance between himself and the hippogriff while still having LOS. He fires an arrow that misses.
P: Starts at location (20,21) with bow in hand. He moves (10,11) in an attempt to get LOS on his enemy.
Dr: Starts at location (29,10) with powerstone of dissolving weapon in hand. He uses the powerstone on PsiBlade and draws the blade as he moves to (11,10) where he threatens both dwarves.
De: Starts at location (13,11) with bow in hand and threatened by the half giant. He uses a withdraw action to move to (27,7).
P: Starts at location (10,11) with bow in hand and threatened by the half giant. He uses a withdraw action to move to (19,22).
Dr: Starts at location (11,10) with dissolving weapon PsiBlade in hand. He moves his mount around the statue and flies to (17,21) where he is attacks Pestilence using deep impact and power attack (-4) and misses. Carnage also claws at the dwarf and .
De: Starts at location (27,7) with bow in hand. He moves to (23,6) and fires an arrow at the mount but misses.
P: Starts at location (19,22) with bow in hand and threatened by the half giant. He uses a withdraw action to move to (28,28).
Dr: Starts at location (17,21) with dissolving weapon PsiBlade in hand. He moves his mount to (26,27) where he is attacks Pestilence and hits for 33hp damage. Carnage misses.
De: Starts at location (23,6) with bow in hand. He moves to (21,13) and readies an action to fire on LOS.
P: Starts at location (28,28) with bow in hand and threatened by the half giant. He uses a withdraw action to move to (22,21).
Dr: Starts at location (26,27) with PsiBlade in hand. He charges Pestilence and hits for 21hp damage. Also Carnage misses and there movement triggers Death’s readied action. Death attacks Carnage and hits for 11hp damage.
I reviewed and noticed that I forgot the +1 attack bonus for being mounted and applied it to Dronnar’s attacks. This is the only place that I missed where it resulted in a hit and I put it in now.
De: Starts at location (13,12) with bow in hand. He takes a 5’ step back and stows his bow then draws a waraxe.
Dr: Starts at location (12,14) with PsiBlade in hand. Dronnar takes a 5’ step forward, dismounts and manifests Expansion (augmented duration). Carnage attacks the dwarf but misses.
De: Starts at location (13,11) with axe in hand. He takes a 5’ step and attacks Dronnar. He hits for 13hp damage.
Dr: Starts at location (12,14) with PsiBlade in hand and large in size. He grapples Death using Grip of Iron and grips the dwarf smashing his head into an armor spike for 32hp damage. Carnage then full attacks the dwarf and hits for 18hp damage.
I got Dronnar’s grapple modifier wrong. It should be 25 not 23.
De: (13,12)(5/55) Dr: (13,21)(50/63)(Force Screen Ends 51)(Animal Affinity +4 Str Ends 32)(Expansion Ends 509)(Grip of Iron ends 15) C: (-,-)(30/63)
Round #11
De: Starts at location (13,11) in a grapple with axe in hand. He uses an armor spike to attempt to damage Dronnar but fails.
Dr: Starts at location (13,11) with PsiBlade in hand and large in size. He grapples Death using Grip of Iron and smashes his face into an armor spike twice for 35hp damage killing the dwarf.
Gundmir Guldesdep Gender and Race: Male Deep Dwarf Size and Type: Medium Humanoid (Dwarf) Height and Weight: 4'6" 144 lb Age: 62 Alignment: Neutral ECL: Cleric 3 (War and Magic) (Channels negative energy) Experience: 4250/6000
Gods of stone and earth, grant your servant triumph this day. Beset my adversaries with ill fortune, turn their spells and weapons aside, and disclose to me their snares and schemes that I might be a beacon of your glory.
Special Attacks & Abilities Darkvision 90 ft Light Sensitivity (dazzled in bright sunlight or the radius of a daylight spell) +1 Racial attack bonus vs. Orcs, Half-orcs, golins, hobgoblins, and bugbears War DomainShow
WAR DOMAIN Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.
War Domain Spells Spell Name Brief Description 1 Magic Weapon: Weapon gains +1 bonus. 2 Spiritual Weapon: Magical weapon attacks on its own. 3 Magic Vestment: Armor or shield gains +1 enhancement per four levels. 4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. 5 Flame Strike: Smite foes with divine fire (1d6/level damage). 6 Blade Barrier: Wall of blades deals 1d6/level damage. 7 Power Word Blind: Blinds creature with 200 hp or less. 8 Power Word Stun: Stuns creature with 150 hp or less. 9 Power Word Kill: Kills creature with 100 hp or less.
MAGIC DOMAIN Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
Magic Domain Spells Spell Name Brief Description 1 Magic Aura: Alters object’s magic aura. 2 Identify: Determines properties of magic item. 3 Dispel Magic: Cancels magical spells and effects. 4 Imbue with Spell Ability: Transfer spells to subject. 5 Spell Resistance: Subject gains SR 12 + level. 6 Antimagic Field: Negates magic within 10 ft. 7 Spell Turning: Reflect 1d4+6 spell levels back at caster. 8 Protection from Spells M F: Confers +8 resistance bonus. 9 Mage’s Disjunction: Dispels magic, disenchants magic items.
Divine Spells Readied Orisons [DC 13] Guidance, Guidance, Guidance, [s]Guidance Level 1 [DC 14] Magic Weapon[sup]D[/sup], [s]Command, Command, [s]Shield of Faith Level 2 [DC 15] [s]Spiritual Weapon[sup]D[/sup], Hold Person, Hold Person
Necromancy spells: +1 DC (note that this includes spontaneous inflict spells)
Spell Levels Available Per Fight: 4 (2 Orisons) [10 Total Spell Levels / 3, rounded up] Total Spell Levels: 10 [(4 x 0), (4 x 1), (3 x 2)] Caster Level: 3
Total: 300 gp Max total (3[sup]2[/sup] x 50): 450 gp
Equipment at Home Masterwork Law Books (+2 Competence bonus on Prof(Barrister)) [55 gp] 1179 gp
Results Loss vs R'y Mund (NedTheDestroyer) - [300 xp] [363 gp] Why do I smell burnt hair? Is that my beard? Second => Azhran Deathstalker (DocNessumo) => Reginald Molehusband (hogarth)- [750 xp] [813 gp] Wrestling horses! Pah! Just like an elf to send a horse to do his fighting for him.
Dwarf Traits (Ex): Dwarves possess the following racial traits.
+2 Constitution, –2 Charisma.
Medium size.
A dwarf ’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Darkvision out to to 60 feet.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
+2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
+1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears).
+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Deep Dwarf These dwarves live far underground and tend to be more standoffish with non-dwarves.
Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.
Deep dwarves speak Dwarven and Goblin, and occasionally Draconic or Undercommon.
Deep Dwarf Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.
Racial bonus on saves against spells and spell-like abilities increases to +3.
Racial bonus on Fortitude saves against poisons increases to +3.
Darkvision out to 90 feet.
Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.
Buff appropriately with scrolls and spells, then enter melee. If having trouble hitting the opponent's AC, start converting spells to inflict spells. If having trouble getting into melee, use command spells to make opponent "approach."
Gundmir is blonde-bearded young dwarf out to make a name for himself and win glory for his god and his home in the arena. He hails from the Underdark settlement of Stjol's Fane and is a kinsman of Fnorri the Miser. Gundmir venerates all the dwarf gods of the House of Moradin, but particularly reveres Fornaldbrok, one of Moradin's many grandsons, an obscure deity known to few dwarves and fewer non-dwarves. To support himself, Gundmir writes contracts and argues civil cases before the magistrates of Gladius; he prefers to represent dwarves, but is happy to take whatever work is available (though one wouldn't guess it from his grumbling).
Prefight Actions Enlarge Person (starts in 8 hours minus 12 rounds, lasts for 1 minute)
Equipment Worn and Carried Basic Outfit [0 lbs] [0 gp] (Darkwood Longbow) [1.5 lbs][405 gp] (Mithral Chain Shirt) [12.5 lbs][1100 gp] (Dagger) [1 lb][1 gp] (Ma) Rapier [2 lb][321 gp] (Heavy Darkwood Shield) [5 lbs][257 gp] (20) Arrows [0.15 lb each = 3 lbs] [0.05 gp each = 1 gp] (10) Alchemical Silver Arrows [0.15 lb each = 1.5 lbs] [2.05 gp each = 20.5 gp]
Expendable Items 1 (Tanglefoot Bag) [4 lbs][50 gp] 3 (Smokesticks) [1.5 lbs][80 gp] (3) Potion of (Cure Light Wounds) [CL 1] [0.1 lb each = .3 lbs][50 gp each = 150 gp] (2 left, out of 3) Scroll of (Enlarge Person) [CL 1] [0lbs][25gp each = 75gp] Max total (ECL[sup]2[/sup] x 50): 450 gp
Equipment at Home (Masterwork Thieves' Tools) [2 lbs][100 gp]
Results None to report
Allies Maximum CR per ally: CR 1 Maximum ECL per ally: ECL 1 Maximum CA of allies per fight: CA 1
If enemy begins within charging distance of self, start combat with shield & rapier in hand. Otherwise, the longbow will be wielded and is the default preference in combat.
Against obvious spellcasters, start combat with a scroll of enlarge in hand and try to get adjacent once activated (drawing the rapier while moving toward opponent).
Against likely melee brutes, start combat with a tanglefoot bag in hand if possible for use as soon as they get too close. If stuck by bag, then keep distance and pelt with arrows. If tanglefoot bag not available, or if said tactic does not work, then switch to rapier/shield combo.
Against likely archer specialists, begin with smokestick in hand and use on self once enemy is in sight and attempt to hide in cloud. Attempt to use own archery from confines of smoke, using the remaining move action to Hide and 5' step to the side (if 10' cube can be angled so three squares have LoS on foe, all the better to maximize confusion of actual location).
To ensure safety, whenever moving provokes an AoO, use Tumble. In melee, attempt to feint when not flanking.
Special: If reasonably certain the opponent cannot retaliate with an attack of opportunity while in melee (wielding a ranged weapon, already performed one that round, etc), attempt to use Sleight of Hand (DC 20, opposed by Spot) to steal a non-held object in opponent's possession. This will hold preference toward usable items (ie, potions, scrolls, etc). Note, if the DC is made yet the opponent's Spot check beats the Sleight of Hand, the item is still stolen (Spot is only done for the opponent to notice the item was stolen).
Carandol is an atypical gray elf if there ever was one. While he retains a certain level of arrogance, he is otherwise a fairly crude and violent individual who will routinely spend his time with petty thugs in superiority. To an extent, he is a gangster within the undercity of Gladius, and holds dreams of gaining contacts into other planes.
Originally, he was a bit less crude and violent in his 'youth'. He enjoyed dancing, which required him to debase himself with the 'lesser' elves, due to gray elf's more secular lifestyle. While this happened, he came upon a highly skilled human dancer, and hooked up with her for a night after too much alcohol. The embarrasment of his mistake, as well as the social scorn, ultimately led to Carandol to leave his homeland. This exposed him to an earthly lifestyle he gladly embraced, and has not turn back since.
In fact, Carandol has recently taken it upon himself to capitalize on the events around the Arena. By enrolling in the events as an active gladiator, he has his opportunity to engage in murder without consequence, while at the same time giving him a chance to see the collesium from behind-the-scenes for insider information.
Carandol will exploit every twist and every turn when given the opportunity, and ultimately considers nothing off-limits for him to come out ahead.
(Misc. Item) ??? gp received [??? gp originally spent] (Misc. Item) ??? gp received [??? gp originally spent] (Misc. Item) ??? gp received [??? gp originally spent]
Fight 1 Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: Enlarge Person (mishap - starts in 9 hours minus 12 rounds and lasts for 1 minute) Items Used: Scroll of Enlarge Person (CL1) Spells or Powerpoints Used: none x/day Abilities Used: none Free Activity: Smelting (63gp)
Under Debate, totals will be computed when fight is properly done Time Between Fights: ? hrs Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining) Items Used: xxxxx, xxxxx Spells or Powerpoints Used: xxxxx x/day Abilities Used: xxxxx Free Activity: xxxxx
R'y Mund Gender and Race: Male Kobold Size and Type: Small Humanoid (Reptilian) Height and Weight: (Height) (Weight) Age: Young Alignment: Lawful Neutral ECL: 3 (Wilder 3) Experience: 5300/6000
Special Attacks & Abilities Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks. Darkvision out to 60 feet. +1 natural armor bonus. Wild Surge +2 Psychic Enervation Elude Touch
Powers Readied Level 1 [DC 14] Vigor, Energy Ray
Power Points Available Per Fight: 5 [15 Total Power Points / 3, rounded up] Total Power Points: 15 Total PP Used this Cycle: 0 [(11 Wilder 3, (4 ability score)] Manifester Level: 3
Feats Point Blank Shot[sup]Lvl 1[/sup] Psionic Shot[sup]Lvl 3[/sup]
Equipment Worn and Carried Basic Outfit [0 lbs] [0 gp] Mithral Chain Shirt [6.25 lbs] [1100 gp] Darkwood Heavy Shield [2.5 lbs][257 gp] 10 Bolts [0.1 lb each = 1 lbs] [0.1 gp each = 1 gp] Masterwork Light Crossbow [2.5 lbs][335 gp] Boots of Elvenkind [1 lbs][2500 gp]
Expendable Items 4 Powerstone of Energy Ray [ML 1] [0.0 lb each = 0 lbs][25 gp each = 100 gp] 3 Powerstone of Skate [ML 1] [0.0 lb each = 0 lbs][25 gp each = 75 gp] Powerstone of Bolt [ML 1] [0.0 lb each = 0 lbs][25 gp each = 25 gp] 2 Powerstone of Entangling Ectoplasm [ML 1] [0.0 lb each = 0 lbs][25 gp each = 50 gp] 2 Powerstone of Synesthete [ML 1] [0.0 lb each = 0 lbs][25 gp each = 75 gp] Tattoo of Chameleon [ML 1] [0.0 lb each = 0 lbs][100 gp each = 100 gp] Max total (ECL[sup]2[/sup] x 50): 450 gp
Equipment at Home Masterwork Studded Leather [10 lbs][175 gp] Masterwork Small Wooden Shield [2.5 lbs][153 gp]
Results Drowsy vs Zodiac (Vathelokai): Usurpator - [300 xp] [300 gp] Victorious vs Gundmir Guldesdep (False_Keraptis): ayyiniwindryder - [900xp] [900gp] Victorious vs Joanni: ayyiniwindryder - [900xp] [900gp]
(Misc. Item) ??? gp received [??? gp originally spent] (Misc. Item) ??? gp received [??? gp originally spent] (Misc. Item) ??? gp received [??? gp originally spent]
2 Powerstone of Skate [ML 1] [25 gp each = 25 gp] 1 Powerstone of Synesthete [ML 1] [25 gp each = 25 gp] 1 Powerstone of Entangling Ectoplasm [ML1] [25 gp each = 25 gp][/font]
The Plan: Start by using a stone of skate and then seek and destroy. On the plains there isn't much to hide behind so just haul buns. Hopefully I find Gundmir first. If i do I wnat to throw an alpha strike at him (alpha strike is an augmented +2, surged +2, point blank, psionic shot ray of fire for 7d6+6 damage. If I find Guillaume first then fire a 1pp, Wild surged +2, point blank ray of fire for 3d6+4 at him. Save the 3pp needed to shoot an alpha strike for Gundmir if possible.
Feel free to use the stones of energy ray liberally. If i find my partner follow him and cover him untill I see Gundmir. I'd rather he not cast spells, hence why i hope to smite him quick.
None received, using default If enemy begins within charging distance of self, start combat with shield & rapier in hand. Otherwise, the longbow will be wielded and is the default preference in combat.
Against obvious spellcasters, start combat with a scroll of enlarge in hand and try to get adjacent once activated (drawing the rapier while moving toward opponent).
Against likely melee brutes, start combat with a tanglefoot bag in hand if possible for use as soon as they get too close. If stuck by bag, then keep distance and pelt with arrows. If tanglefoot bag not available, or if said tactic does not work, then switch to rapier/shield combo.
Against likely archer specialists, begin with smokestick in hand and use on self once enemy is in sight and attempt to hide in cloud. Attempt to use own archery from confines of smoke, using the remaining move action to Hide and 5' step to the side (if 10' cube can be angled so three squares have LoS on foe, all the better to maximize confusion of actual location).
To ensure safety, whenever moving provokes an AoO, use Tumble. In melee, attempt to feint when not flanking.
Special: If reasonably certain the opponent cannot retaliate with an attack of opportunity while in melee (wielding a ranged weapon, already performed one that round, etc), attempt to use Sleight of Hand (DC 20, opposed by Spot) to steal a non-held object in opponent's possession. This will hold preference toward usable items (ie, potions, scrolls, etc). Note, if the DC is made yet the opponent's Spot check beats the Sleight of Hand, the item is still stolen (Spot is only done for the opponent to notice the item was stolen).
Fight Setup Guillaume and Gundmir will start in their default positions; Guillaume will have a scroll of expeditious retreat in hand and Gundmir will have scroll 3 in hand.
Main Tactic Brief Summary: Focus on R’y Mund first; kill him with a hold person followed by CDG. Stay out of range of his rays whenever possible.
Round by Round Start: Guillaume or Gundmir should hold action as necessary to allow them to act immediately in succession and better coordinate their attacks. Round 1: Guillaume and Gundmir each cast expeditious retreat from their scrolls. Round 2: Guillaume and Gundmir each cast enlarge person from their scrolls.
Detailed Tactic: Gundmir will cast hold person on R’y, then move up and CDG him (note: do not end a turn within 30’ of a held R’y unless you can end up adjacent or within a 5’ step of of him for a CDG next round). Meanwhile, Guillaume readies an action to fire at R’y to disrupt manifestation (question: can a readied action interrupt someone else’s readied action?) If R'y breaks out of the spell before Gundmir can CDG, then Gundmir should grapple him instead.
Unless there’s a very good reason for it, do not end a turn within 75’ of an active R’y if it is remotely avoidable; use double moves, full runs, whatever it takes. This should be doable if the expeditious retreats go off successfully.
If we successfully take out R’y, then we deal with Carandol by grappling (if large sized or if he has no melee weapon in hand) or melee attacks. If he's outmaneuvering us and we can't seem to close to melee, Guillame will use his bow. If Gundmir has any spells other than orisons left, he’ll cast them at Carandol, possibly converting them to inflict spells if that seems like the best choice.
Backup Tactic: If Gundmir’s first hold spell fails, try again with the second, then move down the list to command, and make him “approach,” and then grapple. If Gundmir is slain, Guillaume should try to stay out of R’y’s range and attack him with his bow.
Modifications If either Guillaume or Gundmir ever begins a turn within charge range of R’y, and R’y used all his actions last round (in other words, he doesn’t seem to have a readied action), then charge and grapple. If this situation occurs, this overrides anything else our characters might be doing. Whichever of our two gladiators is not in this grapple will then try to deal with Carandol; Gundmir will hold Carandol in this situation or attempt to grapple if he doesn’t have any holds spells left, while Guillaume will try to grapple Carandol.
If R'y is held, and he didn't seem to have time to ready an action on his last turn, and both Gundmir and Guillame can get to him, then both should move up to him for a CDG next round.
If Guillaume gets hurt, he will cast entropic shield as a spontaneous cure light wounds on himself. Don’t do this if his action is obviously better spent elsewhere.
Important Notes Don’t forget we’ve got armored clerics casting arcane spells; roll that ASF chance.
It’s a full round action to attempt another save vs. hold person, so R’y can’t do that and ready an action at the same time.
Don’t be stingy with Gundmir’s prepared spells; it’s his last fight of the cycle, so please use whatever prepared spell seems appropriate to the situation.
Carandol gets his extra elf resistance vs. hold person.
[Prefight Locations and Initiative] Guillaume starts in area 3 at the default position with a scroll of expeditious retreat. Initiative 18 Gundmir starts in area 3 at the default position with scroll #3. Initiative 10
R'y mond starts in area 2 at the default position with nothing in hand. Initiative 19+ Carandol starts in area 1 at the default position with a scroll of Enlarge Person in hand. Initiative 19-
[Round 1] R'y mond sees that his opponents are both in the same starting area and moves out towards them. Carandol tries to activate the scroll [19 vs DC20+1, fail; Wis check 15 vs DC5, success] Guillaume and Gundmir cast Expeditious Retreat from scrolls [ASF (Guillaume) 4% vs 21% - fails] [ASF (Gundmir) 80% vs 36%, success] Guillaume draws a scroll of Enlarge Person.
[Round 2] R'y mond runs towards his opponents. Carandol tries to activate the scroll [25 vs DC20+1, success] Guillaume and Gundmir cast Enlarge Person from scrolls [ASF (Guillaume) 81% vs 21%, success] [ASF (Gundmir) 98% vs 36%, success]
[Round 3] R'y mond runs towards his opponents. Carandol draws his rapier and equips his shield Guillaume moves out of the starting area towards the west and readies to fire upon manifestation. Gundmir sees that R'y mond is almost in range, so he moves closer while drawing his sword and casts Hold Person [Will 7 vs DC15, failed]
[Round 4] R'y mond tries to break the hold [Will 20 vs DC15, success] Carandol runs closer. Guillaume moves again and readies to fire upon manifestation. Gundmir casts Hold Person on R'y mond again [Will 13 vs DC15, failed]
[Round 5] R'y mond tries to break the hold [12 vs DC15, failed] Carandol runs closer. Guillaume moves closer to R'y mond Gundmir charges R'y mond [19 vs AC18-5, hit; Dmg 3d6+6=17]
R'y mond -4/13 - dying Carandol 16/16, Enlarge person (ends 12) Guillaume 17/17, Enlarge Person (ends 12) Gundmir 26/26, Expeditious Retreat (ends 11), Enlarge Person (ends 12)
[Round 6] Carandol runs closer. Guillaume moves and shoots an arrow at Carandol [14-2 vs AC18-3-2, miss] Gundmir moves closer.
[Round 7] Carandol moves closer. Guillaume moves and shoots an arrow at Carandol [21! (4 - not confirmed) vs AC18-2, hit; Dmg 2d6+3=12] Gundmir charges Carandol [18 vs AC18-2, hit; Dmg 3d6+6=22] and Carandol goes down.
Gundmir and Guillaume win and gain 900xp/900gp each. This is Gundmir's 3rd fight and Guillaume's 1st fight. Carandol and R'y mond lose and gain 300xp/300gp each. This is Carandol's 3rd fight and R'y mond's 1st fight.
Gundmir Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: none Items Used: Enlarge Person (CL1) and Expeditious Retreat (CL1) off of Scroll #3 Spells or Powerpoints Used: 4 SLs (Hold Person x2) x/day Abilities Used: none Free Activity: Barrister (+63gp)
Guillaume Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: none Items Used: Scroll of Enlarge Person (CL1), Scroll of Expeditious Retreat (CL1) and 2 arrows (1 hit, 1 miss, 0 recovered) Spells or Powerpoints Used: none x/day Abilities Used: none Free Activity: none
Carandol Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: none Items Used: Scroll of Enlarge Person (CL1) Spells or Powerpoints Used: none x/day Abilities Used: none Free Activity: Sleight of Hand (+63gp)
R'y mond Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: none x/day Abilities Used: none Free Activity: guarding
[Pitlord Notes] Nothing more frustrating in a team fight to find out that your teammate didn't submit tactics. Luckily Carandol did have default tactics - but they are a little too general - and with the great variety of maps - they are fairly deficient.
Let me know if there's any problems. Etiquette_Gnome does not get to comment since he didn't submit tactics unless it is a rules issue.
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
Ready for September 20 [Fight 2] - CAP Action, Free Activity: Guarding
[FONT="Times New Roman"]Aerryl Nalladar[/font] [FONT="Courier New"]"Be glad of the bewitchery of Gladius, for soon your blood will spill upon its soil."
Gender and Race: Female Sylvan Elf Size and Type: Medium Humanoid (Elf) Height and Weight: 4'7", 82 lbs. Age: 120 Alignment: True Neutral ECL: Druid 9 Experience: 40,599/45,000
Ranged Attacks +1 Darkwood composite longbow [+3] +13/+8, 1d8+4, (20/x3), Range 110 ft, piercing [6 Dex, 6 BAB, 1 Enhancement](Rapid Shot: +11/+11/+6; Silver: 1d8+3) Composite longbow [+3] +12/+7, 1d8+3, (20/x3), Range 110 ft, Piercing [6 Dex, 6 BAB](Rapid Shot: +10/+10/+5; Silver: 1d8+2) Club +12, 1d6+3, (20/x2), Range 10 ft, Bludgeoning [6 Dex, 6 BAB](Shillelagh: +13, 2d6+4) Dagger +12, 1d4+3, (19-20/x2), Range 10 ft, Piercing [6 Dex, 6 BAB](Silver: 1d4+2) Produce flame touch attack +12/+7, 1d6+5, (20/x2), Range 120 ft (no increment), fire [6 Dex, 6 BAB](Rapid Shot: +10/+10/+5)
Special Attacks & Abilities Wild Shape 3/day (Small-Large, 8 hours, see errata or the TLT page (here) for current rules)
Divine Spells Prepared Orisons [DC 14] Detect Magic, Light, Mending, Mending, Mending, Mending Level 1 [DC 15] Entangle, Faerie Fire, Faerie Fire, Produce Flame, Produce Flame Level 2 [DC 16] Barkskin, Barkskin, Barkskin, Hold Animal, Resist Energy, Warp Wood Level 3 [DC 17] Protection from Energy, Protection from Energy, Protection from Energy, Greater Magic Fang Level 4 [DC 18] Dispel Magic, Dispel Magic, Freedom of Movement Level 5 [DC 19] Baleful Polymorph, Call Lightning Storm (Spontaneous Casting: Summon Nature's Ally)
Spell Levels Available Per Fight: 17 (6 Orisons) [51 Total Spell Levels / 3, rounded up: (5 x 1), (6 x 2), (4 x 3), (3 x 4), (2 x 5)] Caster Level: 9th Spell levels available for Fight 2: 17 + (17-0) = 34
Feats Mounted Combat [1st lvl] once per round, substitute Ride check for mount's AC Point-Blank Shot [3rd lvl] +1 to hit and damage within 30 feet Rapid Shot [6th lvl] extra ranged attack if -2 penalty taken to all attacks Craft Wondrous Item [9th lvl]
Special Attacks - Distraction (Any creature that starts its turn in the swarm must make a Fort save (DC 11) or be nauseated 1 round) - Wounding (creatures damaged by the swarm lose 1 HP per round thereafter, non-cumulative, lasts until healed or DC 10 Heal check)
Special Qualities: Blindsense 20 feet, low-light vision, immune to weapon damage, 150% damage from area effects, other misc. swarm traits Tricks: Tricks: Attack, Heel, Defend, Seek, Attack All, Ambush
Character Information Racial and Class Abilities not otherwise coveredShow
Low-light vision Proficiencies: medium armor and shields; longsword, rapier, longbow, shortbow; club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, & spear. Automatically search for secret doors when within 5 feet. Woodland Stride: move through nonmagical undergrowth Trackless Step: cannot be tracked
·Begin mounted in the center of the square, carrying buckler. Bat swarm begins in the front of the square. ·Buff with Barkskin (shared) and Produce Flame. Direct bat swarm to heel as I search out opponents, then attack. Preference is to casters and opponents with speed less than 40. ·First, attack with rapid shot produce flame. If that runs out or is ineffective, fire arrows with Rapid Shot, maintaining 105' range during my shot, maximum range when not shooting, double-moving if necessary. If opponent is a caster, stay well out of spell range if possible. ·If ranged combat fails for any reason, cast shillelagh from scroll and melee. Remember the +1 to hit from higher ground. ·If opponent is invisible, rely on Predator's Blindsense. Ready faerie fire from scroll to use when opponent is located (e.g. if Predator attacks them). ·If opponent is a competent archer, use entangle. If they are caught in it but are still great at archery, use obscuring mist to shut them down, then send in Predator and shoot blindly, moving if opponent starts shooting at my square. If entangle fails, melee with shillelagh and pray. ·If opponent is an energy-based spellcaster, cast protection from energy from memory (shared). If they have two good types of energy damage, cast two spells, or if necessary, resist energy from a scroll. If they have three or more (like psionics), unless one of their energy types is low-damage. ·If opponent is a grapple build, cast freedom of movement (shared). If grappled anyway, either grapple back or attack with a dagger, whichever has better chances of success. ·If bow is sundered, restore it with mending. In Fights 1 or 2, favor the nonmagical bow if opponent has Improved Sunder. ·Use warp wood on all wooden items if opponent has a poor Will save, especially if they have a wooden bow or crossbow and no deepcrystal one. ·If at any time I am injured by 9 or more HP, use wand of Cure Light Wounds. ·In all cases, remember to use Ride to use my mount as cover (Ride DC 15 [auto-success], +4 AC), and use Mounted Combat to negate any hits on her. Also remember the arrow deflecting buckler (Reflex DC 20).
"Yes, my friend, I can smell the blood, too. It stains every stone of this place, yet it never ceases to flow. Together, you and I, we will seek out the cause of this abberration, this fracture in the circle of life. Together, we will restore balance to the land of Gladius. But to do that, we must first become familiar with this magic of eternal life."
The elven woman before you seems oblivious to your presence, spending most of her attention on the giant, war-clad bat beside her. She is dirty, ill-kempt, and slightly smelly, with twigs in her hair.
Aerryl was born in the wood elf village of Nes'rad, deep in the High Forest. Although she was rarely allowed to go into the forest, she had a strong affinity for animals and respect for nature (stronger than her liking for other elves), and was eventually apprenticed to a druid circle.
Fights results: 1: Win[+900 XP][+900 gp] vs. Krayko, the Bringer of Frozen Justice (^Rayne^) [TelinArtho] 2: Win[+900 XP][+900 gp] vs. Torel Nicous (Erithmu) [DTFarstar] 3: 3rd[+600 XP][+600 gp] vs. Grasshopper (Greezer), Sybil ap Kalten (MitzaVolchenko), and Amaryllis Underhill (Snommelp) [Dracazar] 4: 4th[+300 XP][+300 gp] vs. Challack (DTFarstar), Trixie the Enchantress (Ariel23), and Mistique (Popcorn) [TelinArtho] 5: Win[+900 XP][+900 gp] vs. Mindrel Avhost (Zevox) [lonewolf] 6: MQ[+800 XP][+900 gp] "A Haven for Many" to join TLT [TelinArtho] 7:Win[+1350 XP][+1350 gp] vs. Anakala (TelinArtho) [DSugui] 8: Win[+1350 XP][+1350 gp] vs. Vivi Ornitier (Dr. Funk) [Mal-2] 9: Loss[+458 XP][+489 gp] vs. Mektos (Macbrea) [Malither76] 10: Win[+1375 XP][+1466 gp] vs. Neidr Bresent (bgt) [Malither76] 11: Win[+1375 XP][+1466 gp] vs. Loquan Dar'ath (waywreth) [King Uther] 12: Win[+1500 XP][+1600 gp] vs. Evaine Dreamseeker (Ariel23) [funnymanmike] 13: 1st[+3000 XP][+3332 gp] vs. Archdevil Asran (Zevox) and The White Hand (TheMagister) [King Uther] 14: Win[+1800 XP][+2000 gp] vs. Santos Fi'Corma (Gonbow) [Kaigan] 15:Win[+1800 XP][+2000 gp] vs. Sola Nicous (Erithmu) [Argaud] 16: Win[+2100 XP][+2600 gp] vs. Perius (Ravashack) [Erithmu] 17: MQ[+1400 XP][+2000 gp] "Come Under my Hat" to gain Bat Swarm [MitzaVolchenko] 18: Win[+2100 XP][+2600 gp] vs. 8-headed Hydra [Erithmu] 19: Loss[+630 XP][+779 gp] vs. Sliver Firebug (MitzaVolchenko) [Zevox] 20: Loss[+750 XP][+1062 gp] vs. Efreeti [Erithmu] 21: Win[+2250 XP][+3187 gp] vs. Mind Flayer [Erithmu] 22: Win[+2400 XP][+3400 gp] vs. Archdevil Asran (Zevox) [SauroGrenom] 23: Loss[+866 XP][+1227 gp] vs. Archdevil Asran (Zevox) [Iced] 24: Win[+2245 XP][+3727 gp] vs. Ettin and 3 Brown Bears [Book5] 25: Loss[+835 XP][+1392 gp] vs. Gaston Dar'ath (waywreth) [TelinArtho] 26: Loss[+1253 XP][+2419 gp] vs. Va'ria Theladrais (Sindorin) [SauroGrenom]
Starting: 3000 gp Earned: 43946 gp Current equipment: -37944.36 gp Current ally expenses: -500 gp Current expendables: -2125 gp Past expendables: -3727.65 gp Sales: -41.5 gp Remaining: 2607.49 gp
Leather Armor [5 gp lost] Shield, light wooden [1.5 gp lost] [s]Saddle, Military [10 gp lost] Barding, Large Studded Leather [50 gp lost] Light Warhorse [75 gp lost]Changed Barding, Large Leather [20 gp lost] Saddle, Exotic Riding [15 gp lost]
Interesting position for you, to pitlord a guild battle between two that you belong to. I got a few good ideas from my guild; let's see how they play out.
Note to lonewolf: many of your fight links are broken.
Start in the front center, mounted on Predator, with buckler and a potion of Protection from Chaos in hand. Notice that I left the bat swarm at home.
General strategy: have a Jann do most of my work for me, and help it out with lightning.
1) Cast Call Lightning Storm. Note that Samuel lacks a blackmarket link for his custom Vest of Resistance, so his saves are lower by 2. Start circling the arena, centered vertically between ceiling and floor. 2) Drink the Prot. Chaos potion. When it runs out, renew with Prot. Good and finally Prot. Evil. Note that the protection from mental control (e.g. Malevolence) is irrespective of the alignment of the user. Draw potion of Protection from Law. Meanwhile, double-move in search. 3) Feed the potion of Prot. Law to Predator. Renew this protection when it runs out as well, but only once. Draw scroll of Magic Fang. Double-move in search. 4) Cast the Magic Fang on Predator. Single-move in search. 5) Cast Summon Nature's Ally V (drop Baleful Polymorph) to call a Janni. Instruct it to use its Ethereal Jaunt SLA, and increase its size if it has time. On the ethereal plane, Samuel lacks his Deflection bonus to AC and uses his Str modifier on attacks. 6+) Search for Samuel while readying to drop a bolt on Samuel when I see him. After I bolt him once, cast Dispel Magic on him, then continue to call bolts. That should do me for the rest of the match. Direct Predator to attack as well.
Key points: ·If Samuel chooses to drain Str from Predator, she may become unable to bear my weight. Dismount. ·If Samuel possesses the Janni, dismiss the spell. Ensue debate over what happens to Samuel in this case--does he get banished along with it, or is he just booted? ·If Samuel makes his SR check against Lightning Storm, try Produce Flame instead. Use Rapid Shot, but take only two attacks (not the third at +5). Re-cast if necessary (and I have a PoP that can be used). If all that still fails, try a Shillelagh. ·Remember that Samuel can't see very far while not manifested. Neither can an ethereal Janni, but it can follow me. ·Use CLW wand if injured and there's a lull in the battle. Trying to deal damage is preferable, though. ·Use CLW wand to stabilize Predator if necessary to prevent her death. ·If Samuel possesses Predator, surrender immediately.
That's all I have. This is kind of a shot in the dark, but I'll give it my best. It can be done, with luck. A lot of luck. I need to find a more pleasing sacrifice to the dice gods.
Samuel Highground, male phrenic ghost halfling Wilder 3Show
Samuel Highground Male phrenic Ghost Halfling(undead(incorporeal)) Chaotic neutral Wilder3, ECL10 Member of the PSI Consortium
Phrenic: Psi-like abilities: 3/day - defensive precognition 1/day - force screen 3/day - Mind Thrust(3d10 damage, Will DC 23 negates) 3/day - Empty Mind Naturally Psionic: A phrenic creature gains 1 bonus power point. Power Resistance 13 Int +2, Wis +2, Cha +4.
Halfling: +2 Dexterity, –2 Strength. Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. A halfling’s base land speed is 20 feet. +2 racial bonus on Climb, Jump, and Move Silently checks. +1 racial bonus on all saving throws. +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general. +1 racial bonus on attack rolls with thrown weapons and slings. +2 racial bonus on Listen checks. Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc. Favored Class: Rogue.
Ghost: Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 28). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.
Manifestation (Su): See SRD.
Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
Turn Resistance (Ex): A ghost has +4 turn resistance.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. +8 racial bonus on Hide, Listen, Search, and Spot checks.
Wilder: Wild Surge+2 Psychic enervation Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields). Elude Touch
Equipment: Brooch of Shielding(92/101 damage) [1500gp] Cloak of Charisma +6[36000gp] Gloves of Dexterity +4[16000gp] Vest of Resistance +2[4000gp]
Expendable Items: [CL] Potion of Protection from Evil[CL1][50gp] Potion of Protection from Good[CL1][50gp] Potion of Protection from Law[CL1][50gp] Potion of Protection from Chaos[CL1][50gp] Potion of invisibility[CL3][300gp] Stone of Energy Bolt[ML5][375gp] 5x Stone of Inertial Armor[ML1] [250gp] 2x Stone of Touchsight[ML5] [750gp] 2x Stone of Dispel Psionics[ML5] [750gp] 2x Stone of Specified Energy Adaption[ML3] [300gp]
Past Expenditures: Potion of Invisibility Potion of Shield of Faith potion of Protection from Chaos 21 charges of Dorje of Energy Ray[ML2] Tanglefoot bag Stone of Energy Bolt[ML5] 5x stone of inertial armor[ML1] 1x Stone of Touchsight[ML5] 1x Stone of Dispel Psionics[ML5]
Samuel starts in the back of his box with a stone of Dispel Psionics and a stone of specified energy adaption in hands.
Round1: manifest energy Adaption(electricity) from stone and move into the ground. Round2: Use PLA Defensive precognition move forward while staying in the ground. Round3: Manifest Vigor with 3pp and Wildsurge and move forward. Round4: Double move forward and exit the ground while hiding in the middle of the map. Round5+: search for Aerryl while hiding(move half speed& stay partly in the ground for cover)
Try to get both Aerryl and Predator in an area Dispel. If thats not possible, do a targeted dispel on Predator. Use Malevolence on Predator afterwards and start attacking Aerryl.
If Malevolence fails or Predator is killed while I possess him, go to plan B: From this point on refresh all buffs that have been dispelled(also Vigor if it is depleted), after retreating completely in the ground. Engage Aerryl with draining touch(constitution if she is wounded from attacks from possessed Predator, Charisma otherwise). After I am sure that Aerryl hasnt drunk a potion for 10 rounds, try to use Malevolence on her once. If I fail continue with draining touches until she is down.
- If I am somehow forced to exit the ground completely, buff with Inertial Armor from stone first. - If Summoned creatures appear that actually are able to hurt me, use Malevolence on them and attack Aerryl in that form. - Aerryl is always dodge buddy. - Whenever possible, stay partly in the ground to gain cover. - Dont forget Samuels Power Resistance.
Anixx The Warbringer[/COLOR][/size][/font] Gender and Race: Male Magic-Infused Being (Human) Size and Type: Medium Humanoid (Human) Height and Weight: 6'1" 185wt Age: Ageless Alignment: Chaotic Neutral ECL: Cleric 7/Thaumaturgist 2 (EL9) Experience: 38,900/49,000
Special Attacks Turn Undead 2/day -01, 2d6+8 Damage 60' Range Turning UndeadShow
[FONT=Courier New]Turning Checks: Turning undead is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity. You must present your holy symbol to turn undead. Turning is considered an attack.
Times per Day: You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier. You can increase this number by taking the Extra Turning feat.
Range: You turn the closest turnable undead first, and you can’t turn undead that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect.
Turning Check: The first thing you do is roll a turning check to see how powerful an undead creature you can turn. This is a Charisma check (1d20 + your Charisma modifier). Table: Turning Undead gives you the Hit Dice of the most powerful undead you can affect, relative to your level. On a given turning attempt, you can turn no undead creature whose Hit Dice exceed the result on this table.
Turning Damage: If your roll on Table: Turning Undead is high enough to let you turn at least some of the undead within 60 feet, roll 2d6 + your cleric level + your Charisma modifier for turning damage. That’s how many total Hit Dice of undead you can turn.
If your Charisma score is average or low, it’s possible to roll fewer Hit Dice of undead turned than indicated on Table: Turning Undead.
You may skip over already turned undead that are still within range, so that you do not waste your turning capacity on them.
Effect and Duration of Turning: Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.
Destroying Undead: If you have twice as many levels (or more) as the undead have Hit Dice, you destroy any that you would normally turn.
Spell Levels Available Per Fight: 23 (06 Orisons) [67 Total Spell Levels / 3, rounded up] Total Spell Levels: 67 [(7 x 1), (7 x 2), (5 x 3), (4 x 4), (3 x 5)] Caster Level: 09
Spontaneous Cure: Convert any spell into a Cure spell of equal level. Freedom of movement: Travel DomainShow
Travel Domain: Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
When a thaumaturgist casts a planar ally spell (including the lesser and greater versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If the thaumaturgist’s Diplomacy check adjusts the creature’s attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature.
The thaumaturgist’s improved ally class feature only works when the planar ally shares at least one aspect of alignment with the thaumaturgist.
A thaumaturgist can have only one such ally at a time, but he may bargain for tasks from other planar allies normally.
1: Cast spell immunity: Flame strike and Call lightning drop scroll draw scroll of fly 2: Cast fly and move up 3: Cast bear's endurance and stow scroll. 4: Locate her and cast silence centered on her mount and draw wand of cmw. 5: Flame strike her and her mount if possible 6: Spiritual weapons attack her. Cast all 3. Use run action if needed to stay in range of the spell. 7: Cast sanctuary 8: Cast SM4 for hippogriffs
Cast healing when needed. If she closes then cast righteous might and grapple.
drop spells for healing as needed. If it comes to that use the crossbow.
All my spells and scrolls are useable - Don't hesitate to use them if i need them.
Ignore the dog
try and keep in range of spells as much as possible. Use SM's if i need to.
If she wild shapes into something and comes after me then grapple if the shape has lower grapple than me healing with wand as needed. If it has higher grapple modifier cast divine power and righteous might before drawing Famine's Fang and beating her down.
Stay in the air.
if i get her in grapple remove her from the back of her mount and move her. If i can dismiss silence at this point then do so. (not sure if it's allowed)
if you have any questions feel free to ask. As a general rule treat Anixx as your own character and act accordingly in unmentioned circumstances.
Special Abilities Trip: Attempt to trip the opponent on a successful bite attack as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react Low Light Vision Scent Link: Handle Animal as free action, push as move action Share Spells Evasion Devotion: +4 morale bonus on Will saves against enchantment spells and effects
Hello, Zelck, and thanks for pitlording this fight.
Anyxx cn be very scary if he has time to buff, so I won't give him that time.
Main tactics entangle him and summon pets to kill him.
Start in the innermost corner of the starting square, mounted on Artemis, holding nothing. Athena should be next to them, with orders to stay.
Surprise Round: Cast Entangle in his area.
Round 1: Command Artemis to fly "running" (320ft of movement in the round - move as much horizontally as possible). Tap tattoo of Force Screen in the way.
If he is entangled: - Drop one Flame Strike and cast Summon Nature Ally IV, calling a Giant Crocodile next to him as soon as I am at range (65 ft). Make sure Artemis is not moving before start casting. - Drop Chill Metal and cast Summon Nature Ally II, calling a hippogriff, positioning it in a flanking position with the crocodile. - Cast Produce Flame and shoot him.
If he is not entangled: - He probably will start buffing. Buff as well with: Barkskin from scroll, Bear's Endurance from scroll, Cat's Grace from scroll. Shoot sling bullets until he is done. - When he is done his buffing ans start coming after me, cast Dispel Magic on him from the scroll first to use his ring of Counterspelling, then cast Dispel Magic from memory. - If he is now unable to fly, call pets using SNA if I haven't done that before, only this time call a Brown Bear instead of the Giant Croc. - If he is still flying, shoot him with Produce Flame and Call Lightining. - Shoot sling bullets if I am out of spells.
Notes: - Always ride for cover. Always use Mounted Combat to negate hits on Artemis. - Any summons should be called adjacent to him, so they can full attack in the same round they are called. - Never let him come into melee range.
Contigencies: - Use the wand of CLW to save Artemis from death. - If Artemis gets killed: turn into an eagle, go back to Athena, mount her and go back to fight.
I think this covers everything. If there is any doubt, please PM me.
Conventions Those are the conventions for this fight run by Zelck Maps are dynamically generated with coco.php script
Fight Info Anixx will be referred as "Anixx" and red is the color Little Daisy will be referred as "Little Daisy" and blue is the color All rolls are HERE
Initiative Anixx starts in the 3 square in the default position, holding the scroll with Spell Immunity. Little Daisy starts in the 4 square in the (89,8), mounted on Athena and holding nothing. Artemis is in (90, 7) with orders to stay.
Anixx 11+1=12 Little Daisy 2+4=6
Surprise Round Anixx is very surprised. Little Daisy casts Entangle on Anixx. Anixx barely fails to avoid the vines (save: 15). Anixx (4, 4), 67/67 HP, AC 20; Entangled Little Daisy (89, 8), 55/55 HP, AC 20 Artemis (89, 8), 25/25 HP, AC 17 Athena (90, 7), 39/39 HP, AC 25 MapShow
(AND… massive edits from now on. To spare my sanity, I’m redoing all the rolls from now onward.)
Round 1 Anixx activates his Freedom Domain power and casts Spell Immunity, protecting himself from Flame Strike and Call Lightning. He then drops his scroll and draws his other scroll. Artemis flies speedily towards Anixx. Little Daisy taps her tattoo of Force Screen along the way. Anixx (4, 4), 67/67 HP, AC 22; Spell Immunity (241) Little Daisy (25, 8), 55/55 HP, AC 24; Force Screen (11) Artemis (25, 8), 25/25 HP, AC 17 Athena (90, 7), 39/39 HP, AC 25 MapShow
Round 2 Anixx activates his Freedom Domain power again to escape the vines and casts Fly. He moves 20 feet upward. Little Daisy sees that Anixx has escaped the vines, so she draws her scroll of Barkskin and uses it. Anixx (4, 4, 20), 67/67 HP, AC 22; Spell Immunity (421), Fly (44) Little Daisy (25, 8), 55/55 HP, AC 25; Force Screen (11), Barkskin (302) Artemis (25, 8), 25/25 HP, AC 17 Athena (90, 7), 39/39 HP, AC 25 MapShow
Round 3 Anixx casts Bear’s Endurance from his scroll and stows it. Little Daisy also casts Bear’s Endurance from a scroll. Anixx (4, 4, 20), 85/85 HP, AC 20; Entangled, Spell Immunity (421), Fly (44), Bear’s Endurance (33) Little Daisy (25, 8), 71/71 HP, AC 25; Force Screen (11), Barkskin (302), Bear’s Endurance (33) Artemis (25, 8), 25/25 HP, AC 17 Athena (90, 7), 39/39 HP, AC 25
Round 4 Anixx casts Silence on Artemis. The eagle struggles against the magic, but the spell engulfs it (will save: 8). Anixx also draws his wand of CMW. Little Daisy retreats Artemis back to Athena and dismounts, but not with her usual quickness (ride check: 19). Anixx (4, 4, 20), 85/85 HP, AC 20; Entangled, Spell Immunity (421), Fly (44), Bear’s Endurance (33) Little Daisy (90, 8), 71/71 HP, AC 25; Force Screen (11), Barkskin (302), Bear’s Endurance (33) Artemis (89, 8), 25/25 HP, AC 17; Silence (904) Athena (90, 7), 39/39 HP, AC 25 MapShow
Round 5 Anixx “runs” towards Daisy. Little Daisy quickly mounts Athena and spurs her towards Anixx (ride check: 24). She draws her scroll of Dispel Magic in the process. Anixx (28, 5, 20), 85/85 HP, AC 22; Spell Immunity (421), Fly (44), Bear’s Endurance (33) Little Daisy (64, 7), 71/71 HP, AC 25; Force Screen (11), Barkskin (302), Bear’s Endurance (33) Artemis (89, 8), 25/25 HP, AC 17; Silence (904) Athena (64, 7), 39/39 HP, AC 25 Note: Little Daisy is really mounted on Athena, but the map won’t allow me to stack two dots on one space, so Daisy will be beside Athena. MapShow
Round 6 Anixx casts Silence on the new mount, and suddenly Little Daisy is plunged into silence again (save: 13). Little Daisy sighs. She dismounts slowly (ride check: 19), and orders Artemis to attack Anixx to get it away from her. She then takes a 5’ step and burns Anixx’s Ring of Counterspells with a Dispel Magic from the scroll. Anixx (28, 5, 20), 85/85 HP, AC 22; Spell Immunity (421), Fly (44), Bear’s Endurance (33) Little Daisy (64, 7), 71/71 HP, AC 25; Force Screen (11), Barkskin (302), Bear’s Endurance (33) Artemis (89, 8), 25/25 HP, AC 17; Silence (904) Athena (64, 7), 39/39 HP, AC 25; Silence (906) MapShow
Round 7 Anixx casts Flame Strike on Little Daisy, totally immolating her and turning her club into smoldering ashes! (reflex: 8!; item rolled: club; not magical = no save; damage: 33). He moves closer to set up Spiritual Weapons. Little Daisy hopes her luck turns with a targeted Dispel Magic on Anixx. Unfortunately for her, Anixx is still flying, but she does take down the Spell Immunity (Dispel checks: 24; 18; 10). Anixx (35, 7, 25), 85/85 HP, AC 22; Fly (44), Bear’s Endurance (33) Little Daisy (63, 7), 38/71 HP, AC 25; Force Screen (11), Barkskin (302), Bear’s Endurance (33) Artemis (89, 8), 25/25 HP, AC 17; Silence (904) Athena (36, 6), 39/39 HP, AC 25; Silence (906) MapShow
(Note: I just realized Anixx was outside of Medium range for the first Dispel. It doesn’t matter, as I think Daisy could have run Artemis closer the first round.)
Round 8 Anixx casts a Spiritual Weapon, and a glaive made of pure force springs into being right beside Daisy and strikes, but bounces off Daisy’s multiple protections (attack: 16). He moves a bit closer so Daisy can’t just run away. Little Daisy casts Produce Flame. Athena follows Anixx. Anixx (43, 7, 25), 85/85 HP, AC 22; Fly (44), Bear’s Endurance (33), Spiritual Weapon (17) Little Daisy (63, 7), 38/71 HP, AC 25; Force Screen (11), Barkskin (302), Bear’s Endurance (33), Produce Flame (88) Artemis (89, 8), 25/25 HP, AC 17; Silence (904) Athena (42, 6), 39/39 HP, AC 25; Silence (906) MapShow
Round 9 Anixx casts another Spiritual Weapon, and another glaive made of pure force springs into being right beside Daisy. The weapons attack, scoring one hit (attacks: 21, 27, 15; damage: 8). Little Daisy attacks with a flame, easily hitting (attack: 22; damage: 10). Anixx (43, 7, 25), 75/85 HP, AC 22; Fly (44), Bear’s Endurance (33), Spiritual Weapon (17), Spiritual Weapon (18) Little Daisy (63, 7), 30/71 HP, AC 25; Force Screen (11), Barkskin (302), Bear’s Endurance (33), Produce Flame (78) Artemis (89, 8), 25/25 HP, AC 17; Silence (904) Athena (42, 6), 39/39 HP, AC 25; Silence (906)
Round 10 Anixx casts a third Spiritual Weapon. The weapons attack, scoring four very weak hits (attacks: 28, 28, 27!, 27, 23; confirm: 21; damage: 4, 4, 4, 5). (lol) Little Daisy attacks with a flame, again hitting the sitting duck (attack: 17; damage: 9). Anixx (43, 7, 25), 66/85 HP, AC 22; Fly (44), Bear’s Endurance (33), Spiritual Weapon (17), Spiritual Weapon (18), Spiritual Weapon (19) Little Daisy (63, 7), 13/71 HP, AC 25; Force Screen (11), Barkskin (302), Bear’s Endurance (33), Produce Flame (68) Artemis (89, 8), 25/25 HP, AC 17; Silence (904) Athena (42, 6), 39/39 HP, AC 25; Silence (906)
Round 11 Anixx’s Spiritual Weapons attack, but the Force Screen deflects four of them before it sputters out of existence (attacks: 23, 21, 16, 13, 25; damage: 10). He casts Sanctuary. Little Daisy scoffs. Anixx wants to test her will? Imagine her surprise as she suddenly finds that she cannot bring herself to strike the suddenly very cute and dashing Anixx (will save: 13). She decides to surrender. (NOTE: If you want me to change that flavor text, DSugui, I will. I also rolled the next round of Spiritual Weapon attacks, and one was a natural 20 which kills you on minimum damage. It’s more interesting to end like this though .) Anixx (43, 7, 25), 66/85 HP, AC 22; Fly (44), Bear’s Endurance (33), Spiritual Weapon (17), Spiritual Weapon (18), Spiritual Weapon (19). Little Daisy (63, 7), 3/71 HP, AC 22; Barkskin (302), Bear’s Endurance (33), Produce Flame (68) Artemis (89, 8), 25/25 HP, AC 17; Silence (904) Athena (42, 6), 39/39 HP, AC 25; Silence (906)
Anixx wins and gains 1950 xp and 3237 gp (+8.33% modifier) Little Daisy loses and gains 800 xp and 1128 gp (-8.33% modifier)
Anixx: Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: None Items Used: 1x Scroll of Fly, 1x Scroll of Spell Immunity, 1x Scroll of Bear’s Endurance Spells or Powerpoints Used: 2x Silence, 1x Flamestrike, 3x Spiritual Weapon, 1x Sanctuary [SL: 16] x/day Abilities Used: 2 rounds of Freedom Domain power Free Activity: Guard
Little Daisy: Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: None Items Used: Scroll of Barkskin, Scroll of Bear’s Endurance, Scroll of Dispel Magic Spells or Powerpoints Used: Entangle, Produce Flame, Dispel Magic [7 SL] x/day Abilities Used: None Free Activity: Guard
Comments @Iced: The Travel Domain is good. What would you have done if Daisy sent the silenced Artemis to follow you around? @DSugui: OK, I was wrong, Entangle is not that good .
Character Background: Valek is a talkative and annoying guy. He likes to make jokes and taunt his opponents, but in most cases his jokes aren't funny. He is sneaky when he wants to, but generally one can tell he's around just by the sound of his shrill voice.
Hello, lonewolf, and thanks for pitlording this fight.
No good. Fighting a druid with a bunch of allies and a grappler in a cramped space like the cavern is no good for Valek.
Main tactics is to kill the druid, the kill the other.
Start in the innermost corner of the square, holding potion of Shield of Faith and Bull's Strength.
Round 1: drink potion of Shield of Faith. Draw the sword. Round 2: drink potion of Bull's Strength. Round 3: tap tattoo of Force Screen. Move out.
Go after the druid, attacking everything in the way with Spring Attack, but don't stop. Stay mobile and away from Alexander. AoO for movement are ok, since I have Mobility, but avoid provoking from Alexander, since he can grapple me. If grappled, rage and break free. Once the druid is dead, Spring Attack Alexander. Let the pets alone if they don't attack me.
There is not much I can do against so many enemies in this map, so I think this is all. Any doubts please PM me.
Middle-aged male Human, Humanoid (human) medium size, Height 6'6", Weight 280lbs Neutral Evil Druid of Insects, ECL 3 XP: 4100 / XP for Next Level: 6000
Racial Abilities: Human +1 skill point/lvl 1st level bonus feat
Class Abilities: Druid Weapon and Armor Proficiencies: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear, light and medium armor types and all shields (except tower) - though may not use metal armor/shields. Spontaneous Casting of Summon Nature's Ally spells Animal Companion (Riding Dog) Nature Sense (+2 to Knowledge (nature) and Survival) Wild Empathy (Diplomacy used on animals) Woodland Stride (may move through undergrowth, briars unimpeded) Trackless Steps (may move without leaving tracks)
A disturbed man from the forests to the north east of Gladius, Zax is a man of nature and is personally offended by the presence of "unnatural" things around the world. He has a great affinity for things that feed off of the dung of the world, and as such is often-times surrounded in allies of insects or vermin.
His riding dog, Food, is a despicable creature that resembles as much a dying hyena as a dog and has an untraceable lineage that probably includes a bulldog, a great dane and a blood hound. Regardless of its lineage, Zax has taken great care to train the dog in the art of killing.
Buffs and Prefight actions: Bring Food (Animal companion) and command him to heel. Bring Net and Trident and command them to heel (CR1 each - use Forgery)
Zax does not like head on confrontation and uses Food to act as an emissary for him - to extract the lungs of his opponents.
Food will begin at Zax's left side always with the heel command pre-buffed. Once Zax spots his enemy, he'll change that to an attack command.
If the opponent is a caster and has a grapple check of +4 or less, Food will be given the pin command instead.
Buffing sequence: short and sweet - Bull's strength on Food. Entangle will be used to entrap speedy opponents, but most of the time, Zax will use Produce Flame.
If Food goes down, it is extremely likely that Zax will forfeit the fight at that point in order to save his companion (the one thing in the world he actually cares about...).
MQ1: Where have all the Little Legs Gone [Abyssal Stalker] [+900xp/+900gp, Medium Spider and Medium Scorpion] (out of cycle] X1: Train Trident to Attack and Heel X2: Train Trident to Defend and Net to Attack X3: Train Net to Heel and Defend
Well my companion and I haven't really had a chance to talk this over extensively, but here's Zax's tactics in any case:
Zax's posse will start at the front corner of his starting area in the following formation (if starting block 1): Food (25,6), Net (26,6), Trident (25,5) and Zax (26,5).
In round 1, Zax will cast Bull's strength on Food and move out. Once Valek is seen - Food will get the Pin command, Net and Trident the attack command.
Zax will then cast Produce Flame (recalling and recasting until Valek is done for. If Food successfully grapples/pins - this should be pretty easy to work with.
Zax cannot be subjected to attacks - so he will always be behind an ally when possible or behind cover if not. He will stay out of melee unless Food gets into a grapple successfully.
I'm expecting that Alexander will be trying to get into a grapple with Valek. If he is successful first, Food will join and try to pin.
That's pretty much it. Hopefully we get a few lucky rolls to get into the grapple. Once there - I think we've got Valek licked.
Fights results: 1: Alexander vs. Azhran Deathstalker.....................win[+900xp][+900gp] 1: Alexander vs. Sali Kan.....................................loss[+300xp][+300gp]
hello lonewolf, here are my tactics for Alexander:
Start out with bows in hand.
Main Goal: Kill him with grapple or ranged combat.
Round 1: Move to the statue, to hide and to gain cover. Round 2+: Ready action to shoot on sight. After shot is taken, charge-grapple him if possible, if not possible just grapple him. If too far away for grapple, drop prone, cast shield from scroll, divine favor from mind and have a ranged battle. If i get hurt, use spontaneous healing to heal(I have 1sl left from last fight), scrap charm person. If he in the meanwhile gets close enough, get up and go grapple. With 28 AC and a backup healing spell I should be able to kill him. If I don't kill him, at least I will hurt him alot so that the druid can kill him.
If he tries to use spring attack on me, shoot at him, dont hit him melee.
If he manages to stay out of grapple(+7 with rage), use tangle foot bags on him(take 5ft step first).
Never try to base him, unless I can do so in 1 round(and grapple him in the very same round).
Note: Don't forget the +1 damage/attack roll bonus from divine favor. Grappling damage with Divine Favor should be 2d6+10, couse the armorspikes are extra damage.
The Fight: Valek Usher vs. Zax Kar & AlexanderShow
Initiative Valek starts in the Box B, with potions of Shield of Faith and Bulls Strength in hand. Zax starts in the Box A, with nothing in hand. Alexander starts in the Box D, with his bow in hand.
Round 1
Alexander moves forward to the statue and wonders where his enemy might be. Valek drinks his potion of Shield of Faith and draws his shortsword.You didnt specify who should be your dodge buddy, but after reading your tactics I think that you feared Alexanders Grapple most so I used it against him. Zax casts Bulls Strenght on Food and moves out with his friends on his sides.
Valek 40/40 hp, AC 22, Shield of Faith(ends 11) Zax 17/17 hp, AC 14, Alexander 25/25 hp, AC 18, Food 26/26hp, AC 23, Bulls Strenght(ends 31) Trident 13/13, AC 17, Net 11/11, 17/17,
Round 2
Alexander readies to shoot Valek on sight. Valek drinks his potion of Bulls Strength and draws his shield. You dont have a tatoo of Force screen. I instead let you draw your normal shield here. Zax continues to move.
Valek 40/40 hp, AC 25, Shield of Faith(ends 11), Bulls Strength (ends 32) Zax 17/17 hp, AC 14, Alexander 25/25 hp, AC 18, Food 26/26hp, AC 23, Bulls Strenght(ends 31) Trident 13/13, AC 17, Net 11/11, 17/17,
Round 3
Alexander continues to ready. Valek moves out and triggers Alexanders readied attack, but it misses. Valek continues to move and attacks Zax after drawing an AoO from Net which also misses. Valek hits quite good. Zax steps back and orders his animals to attack and pin respectively. Food tries to grapple Valek, but a strike with the Xephs shortsword ruines the attempt. Net misses his attack, but Trident hits.
Valek 37/40 hp, AC 25, Shield of Faith(ends 11), Bulls Strength (ends 32), Force Screen(ends 13) Zax 10/17 hp, AC 14, Alexander 25/25 hp, AC 18, Food 22/26hp, AC 23, Bulls Strenght(ends 31) Trident 13/13, AC 17, Net 11/11, 17/17,
Round 4
Alexander drops prone, draws and uses a scroll of Shield. Valek moves away to attack Zax which draws attacks of opportunities from the animals. Food tries to grapple, which provoles an AoO himself, but Valek misses. Food manages to get a hold on Valek and hurts him. Net and Trident miss their AoO. Food manages to pin the xeph, giving Net and Trident the opportunity to deliver CDG. Valek dies.
Valek 31/40 hp, AC 25, Shield of Faith(ends 11), Bulls Strength (ends 32), Force Screen(ends 13) Zax 10/17 hp, AC 14, Alexander 25/25 hp, AC 22, Shield(ends 14), prone Food 22/26hp, AC 23, Bulls Strenght(ends 31) Trident 13/13, AC 17, Net 11/11, 17/17,
Result of the Fight Zax and Alexander are the Winners!
Zax wins and gains 675xp and 675gp. Alexander wins and gains 900xp and 900gp. Valek loses and gains 750xp and 750gp.
Zax: Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: None Items Used: none Spells or Powerpoints Used: Bulls Strength x/day Abilities Used: None Free Activity: Forgery
Alexander: Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: None Items Used: 1 arrow, Scroll of Shield Spells or Powerpoints Used: none x/day Abilities Used: None Free Activity: Profession for 60gp
Valek: Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: None Items Used: potion of Bulls Strength, Potion of Shield of Faith Spells or Powerpoints Used: none x/day Abilities Used: None Free Activity: profession for 100gp
Art by Todd Lockwood. Used without permission. Let me know and I'll take it down.
Fnorri the Miser Gender and Race: Male Deep Dwarf Size and Type: Medium Humanoid (Dwarf) Height and Weight: 4'5" 139 lb Age: 139 (Middle Age) Alignment: Neutral ECL: Wizard (Evoker) 3 Experience: 4100/6000
A gratuity? For bringing a few plates? What a bizarre custom!
Special Attacks & Abilities Darkvision 90 ft Light Sensitivity (dazzled in bright sunlight or the radius of a daylight spell) Forbidden Schools: Conjuration and Abjuration
Arcane Spells Readied Cantrips [DC 15] Touch of Fatigue, Ghost Sound, Detect Magic, Ray of Frost, Ray of Frost Level 1 [DC 16] Sleep, Sleep, Sleep, [s]Shocking Grasp, [s]Magic Missile Level 2 [DC 17] [s]Blindness, [s]Blindness, Scorching Ray
Spell Levels Available Per Fight: 4 (2 Cantrips) [11 Total Spell Levels / 3, rounded up] Total Spell Levels: 13 [(5 x 0), (5 x 1), (3 x 2)] Arcane Spell Failure: 0% [0 Armor, 0 Shield] Caster Level: 3
Equipment Worn and Carried Basic Outfit [0 lbs] [0 gp] Headband of Intellect +2 (CL 3) [0 lbs][2000[sup]c[/sup] gp] Scythe [10 lbs][18 gp] Light Crossbow [4 lbs][35 gp] 30 Bolts [0.1 lb each = 3 lbs] [0.1 gp each = 3 gp] 2 Spell Component Pouches [4 lbs][10 gp]
Expendable Items Scroll 1: 2 x Scorching Ray (CL 3) [75[sup]c[/sup] gp each = 150 gp]
Scroll 2: 3 x Enlarge Person (CL 1) 2 x Reduce Person (CL 1) [12.5[sup]c[/sup] gp each = 62.5 gp]
Scroll 3: 5 x Expeditious Retreat (CL 1) [12.5[sup]c[/sup] gp each = 62.5 gp]
Scroll 4: 1 x Truestrike 3 x Silent Image (Fnorri) [12.5[sup]c[/sup] gp each = 50 gp]
Total: 325 gp Max total (3[sup]2[/sup] x 50): 450 gp
Equipment at Home Masterwork Stonecarving tools (+2 Competence bonus) [55 gp] Spellbook 1154 gp (under a loose brick in the fireplace)
Results Loss vs Joanni (Anaconda) - [300 xp] [375 gp] "Who is that girl?" Ah yes, she's the lass that broke my jaw with a flail. At least t'wasn't an elf. Second in all-vs-all with Ash (Niqil) and Valen Sky (Hirumajoe) - [600 xp] [675 gp] I'd hoped to stand shoulder-to-shoulder with a doughty dwarf. It was not to be.
Dwarf Traits (Ex): Dwarves possess the following racial traits.
+2 Constitution, –2 Charisma.
Medium size.
A dwarf ’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Darkvision out to to 60 feet.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
+2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
+1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears).
+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Deep Dwarf These dwarves live far underground and tend to be more standoffish with non-dwarves.
Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.
Deep dwarves speak Dwarven and Goblin, and occasionally Draconic or Undercommon.
Deep Dwarf Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.
Racial bonus on saves against spells and spell-like abilities increases to +3.
Racial bonus on Fortitude saves against poisons increases to +3.
Darkvision out to 90 feet.
Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.
Fnorri is a gruff, bald, red-bearded dwarf who has just arrived in Gladius from the Underdark settlement of Stjol's Fane. His constant boasts that he's twice the wizard any gray elf is mostly just amuse the locals. He fills any spare moment by carving exquisite chess pieces from fine stone.
Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: none Items Used: 1 casting each of Expeditious Retreat (CL1), Reduce Person (CL1) and Scorching Ray (CL1) from different multi-spell scrolls. Spells or Powerpoints Used: 3 SLs x/day Abilities Used: none Free Activity: Craft: Stonecarving (75 gp)
Fight Setup Start in the one of the 2 corners of the starting box nearest a stairway down to the center area. Start with Scroll 3 (5 x Ex. Retreat) in hand.
Main Tactic Brief Summary: Avoid the horses (probably by jumping to the big statue island in the center), hit Heregifu with scorching ray.
Round by Round Start: Hold action until initiative 1 (hopefully I’ll get some idea where she is). Cast expeditious retreat from the scroll and start moving out at top speed away from the horses of doom. Then, try at all costs to avoid those horses; with double moves and all the cover around, I hope to be able to stay out of charge range. Head for the island in the center; the jump should be doable with the bonus from my high speed.
Now, I would claim that no horse, no matter how well trained is going to jump over magma onto a platform that’s too small to hold it properly. If you disagree with this, stick with the plan, but try to arrange it so that I can get to the island with a single move action and take a second move action to climb the statue and get out of their reach (yes, I realize that’s a tough roll for me).
Should I make it to the island, cast diminish person from the scroll, then draw the crossbow, and start attacking with the crossbow and sleep spells from memory. In order of priority, targets are: Heregifu (obviously not with sleep spells), the owl, the horses.
Backup Tactic: None. If I can’t find some safety from the horses, it’s over.
Modifications - If Heregifu ever comes within range once I’m on the island, hit her with scorching ray, preferably the prepared one, but draw a scroll if needed. This obviously overrides any other plans. - If I think the familiar is charged up with shocking grasp (perhaps because I’ve made a spellcraft roll), ready an action to cast scorching ray at the owl on his appearance (or his approach within range if I see him already). Of course, getting to the island is a higher priority than readying this spell. - If by some strange circumstance, there’s an opportunity to hit Heregifu with scorching ray before reaching the island but without leaving myself open to a charge or attack from the horses, obviously I want to do so. - As far as expendables go, hold it to just the 1 expeditious retreat, 1 diminish person, and if absolutely necessary, use the scorching rays (but only to take shots at Heregifu).
Comments It’s my understanding that if Heregifu drops into negative hitpoints, the battle continues until she’s dead or her allies take me out. If I’m wrong about this, and I would win if she drops regardless of allies, then stick with the plan above, but seize any opportunity that presents itself to make a kamikaze scorching ray attack regardless of whether it will leave me vulnerable to horse wrestling next round.
Buffs and Pre-fight Actions: - Bring Kalshedra [CR1] - Bring Caldera [CR1] - Bring Barn [CR0] - Pearl of Power(Sleep) - Pearl of Power(Magic Missle) - Pearl of Power(Magic Missle)
Main Goal: Horses should grapple him and kill him in the grapple.
Start out with scroll of Invisibility in hands, owl on my shoulder, and horses left and right from me.
Buffing: Round 1: Use scroll of Invisibility. Order horses to seek&(destroy(grapple). Round 2 While silently moving out draw scroll of Shocking Grasp. Round 3 While silently moving out cast Shocking Grasp on Owl, so he can deliver.
Following rounds: From now on, the owl should find my opponent and deliver the spell(the spell deals 3d6, becouse I crafted it myself). The horses should find him and grapple him to death(with Reckless Offense). I should stay close to my horses and watch him die, if the delay penalty is about to kick in, cast another shocking grasp on owl and let it deliver.
I should always stay Invisible(during the 30 rounds), so if delay is going to kick in cast a lvl1 spell from scroll, shield from example. Never get close to the guy, not intrested in that.
Fight Info Fnorri will be in red. Heregifu will be in blue. All rolls are listed here.
Initiative Fnorri starts in the corner of position B, holding Scroll 3. Initiative [8]+2=10. Heregifu starts in the center of position C, holding a Scroll of Invisibility. Initiative [16]+3=19.
Fnorri (25,29), 18/18 hp, 12 AC, 5/5 sl Heregifu (4,4), 12/12 hp, 13 AC, 4/4 sl - Caldera (5,3), 22/22 hp, 14 AC - Kalshedra (2,6), 22/22hp, 14 AC - Barn (on Heregifu), 6/6 hp, 19 AC
Round 1 Heregifu casts Invisibility from his scroll [stan], and orders his horses to seek out his enemy [move] [COLOR=GRAY][handle [10]+7=10 vs 10, success!].[/COLOR] Cladera searches, and spots Fnorri! [2x move] Kalshedra searches, and spots Fnorri! [2x move] Barn waits. Fnorri reads Expeditious Retreat from his scroll [stan], and sees the horses approaching on both sides of him. Instead of risking the horses, Fnorri decides to leap from the ledge and head straight for the center [move]. [COLOR=GRAY][jump [14]-1=13 vs 15, fail; damage [6] non-lethal; jump [20!]-1=19 vs 5, success!] After stumbling slightly after the fall, Fnorri leaps across the lava to the statue.[/COLOR]
Fnorri (16,17), 18/18 hp (6 non-lethal), 12 AC, 5/5 sl, Expeditious Retreat (round 11) Heregifu (4,4), 12/12 hp, 13 AC, 4/4 sl, Invisibility (round 31) - Caldera (19,12), 22/22 hp, 14 AC - Kalshedra (4,29), 22/22hp, 14 AC - Barn (on Heregifu), 6/6 hp, 19 AC
Round 2 Knowing that his horses have spotted Fnorri, Heregifu orders them to attack [move] [COLOR=GRAY][handle [19]+7=26 vs 10, success!] and draws a Scroll of Shocking Grasp [move].[/COLOR] Cladera cautiously approaches his foe [move], but cannot reach! [COLOR=MAGENTA]Kalshedra moves to join his equine brother [2x move]. Barn waits. With both horses breathing down his neck, Fnorri draws Scroll 2 [move], and casts Reduce Person [stan].
Fnorri (16,17), 18/18 hp (6 non-lethal), 12 AC, 5/5 sl, Expeditious Retreat (round 11), Reduce Person (round 12) Heregifu (4,4), 12/12 hp, 13 AC, 4/4 sl, Invisibility (round 31) - Caldera (16,20), 22/22 hp, 14 AC - Kalshedra (14,20), 22/22hp, 14 AC - Barn (on Heregifu), 6/6 hp, 19 AC
Round 3 Heregifu casts Shocking Grasp from the scroll [stan], designating Barn as the toucher. He moves out [move]. Caldera waits. Kalshedra waits. Barn leaves his master's shoulder, and heads towards Fnorri [2x move]. Fnorri drops the scroll, draws his crossbow [move], and casts Scorching Ray at Barn [stan] [COLOR=GRAY][attack [7]+5=12 vs 15, miss].[/COLOR]
Fnorri (16,17), 18/18 hp (6 non-lethal), 12 AC, 3/5 sl, Expeditious Retreat (round 11), Reduce Person (round 12) Heregifu (2,9), 12/12 hp, 13 AC, 4/4 sl, Invisibility (round 31) - Caldera (16,20), 22/22 hp, 14 AC - Kalshedra (14,20), 22/22hp, 14 AC - Barn (14,17), 6/6 hp, 19 AC
Round 4 Heregifu moves closer [2x move]. Caldera waits. Kalshedra waits. Barn approaches Fnorri and attempts to deliver the touch [stan] [COLOR=GRAY][touch attack [3]+5=8 vs 14, miss], but misses.[/COLOR] Fnorri steps away from the owl, and fires [stan] [COLOR=GRAY][attack [4]+5=9 vs 19. He reloads.[/COLOR]
Fnorri (15,17), 18/18 hp (6 non-lethal), 12 AC, 5/5 sl, Expeditious Retreat (round 11), Reduce Person (round 12) Heregifu (8,17), 12/12 hp, 13 AC, 4/4 sl, Invisibility (round 31) - Caldera (16,20), 22/22 hp, 14 AC - Kalshedra (14,20), 22/22hp, 14 AC - Barn (16,17), 6/6 hp, 19 AC
Round 5 Heregifu approaches closer [move] and waits. Caldera waits. Kalshedra waits. Barn approaches and delivers the touch spell [stan] [COLOR=GRAY][touch [14]+5=19 vs 14, hit; damage [2]][/COLOR] Fnorri steps away from the owl and fires [stan] [COLOR=GRAY][attack [10]+5=15 vs 19, miss]. He reloads.[/COLOR]
Fnorri (16,17), 16/18 hp (6 non-lethal), 12 AC, 5/5 sl, Expeditious Retreat (round 11), Reduce Person (round 12) Heregifu (12,20), 12/12 hp, 13 AC, 4/4 sl, Invisibility (round 31) - Caldera (16,20), 22/22 hp, 14 AC - Kalshedra (14,20), 22/22hp, 14 AC - Barn (15,17), 6/6 hp, 19 AC
Round 6 At this point, Heregifu's tactics are expended. The horses cannot attack, and Shocking has been delivered. Delaying would serve no purpose, as your allies cannot meaningfully damage him - it would also give him an opportunity to down your horses. As such, in order to avoid using spells and expendables, I'm gonna have you go ranged. Heregifu draws his bow [move] and fires [stan] [COLOR=GRAY][attack [17]+4=21 vs 11, hit!; damage [5]] and lands a solid hit.[/COLOR] Caldera waits. Kalshedra waits. Barn returns to his master's shoulder. Fnorri drops his crossbow, draws Scroll 1 [move], and fires a Scorching Ray [stan] [COLOR=GRAY][touch [19]+5=24 vs 13, hit!; damage [13]] which downs his opponent.[/COLOR]
Fnorri (16,17), 11/18 hp (6 non-lethal), 12 AC, 5/5 sl, Expeditious Retreat (round 11), Reduce Person (round 12) Heregifu (12,20), -1/12 hp, 13 AC, 4/4 sl, Invisibility (round 31) - Caldera (16,20), 22/22 hp, 14 AC - Kalshedra (14,20), 22/22hp, 14 AC - Barn (on Heregifu), 6/6 hp, 19 AC
Fnorri is the winner! He gains 1350 xp and 1350 gp. [+900xp/gp, +50%][+75 gp Craft] Heregifu is the loser. She gains 375 xp and 375 gp. [+300xp/gp, -25%]
Fnorri the Miser - Fight 3 Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: None Items Used: Scroll 3 (x1 Expeditious Retreat), Scroll 1 (x1 Scorching Ray), Scroll 2 (x1 Reduce Person), Bolts (x1) (2 fired, 0 hit, 1 recovered) Spells or Powerpoints Used: Scorching Ray x/day Abilities Used: None Free Activity: Craft: Craft (stonecarving) for 75 gp.
Heregifu the Bronze Enchantress - Fight 1 Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: None Items Used: Scroll of Invisibility, Scroll of Shocking Grasp, Arrow (x1) (1 fired, 1 hit) Spells or Powerpoints Used: None x/day Abilities Used: None Free Activity: Craft: Forgery (ECL/CR -1)
@False_Keraptis - Toucg matchup there. Nice tactic jumping to the middle like that, completely shut him down.
@UserNamer - I hate characters reliant on Allies, personally...but it usually works. For future reference, that Scroll of Shocking Grasp does 1d6, not 3d6 (it has CL 1).
Class Abilities: Sneak Attack+2d6 Trapfinding Evasion Trap Sense+1
Spells(Sorcerer, caster level 1, 2 spell levels per match) DC 13+spell level 0-level: (5 times per day) Acid Splash, Ray of Frost, Read Magic, Ghost Sound 1-level: (3+1 times per day) Ray of Enfeeblement, Sleep
Expendable Items:Cap 800, Current 525 1xScroll of Scorching Ray [150 gp] 1xTattoo of Chameleon[100 gp] 1x Scroll of Invisibility[150 gp] 1x Scroll of Obscuring Mist[25 gp]
Character Background: It's not easy being a dragon, especially when you're born in to the body of a kobold. Such is the plight of Luxt'l. Ever since he hatched, he was sure he should of been a dragon. Convinced of his draconic birthright, he left his tribe and traveled to Gladius to conquer it and build his hoard from its riches. His first day in gladius entailed being chased by guards, attacked by a poodle, and nearly kidnapped by a noble human girl who insisted on calling him "Lucky". Luxt'l finally sought refuge by crawling through a crack in a building's foundation. His next day didn't start out much better, when he discovered the building above him belonged to a gnome. Luxt'l has survived in Gladius for almost a year now, and has just learned of the Colluseum. Deciding that the conquering phase of his plan wasn't working out too well, Luxt'l has moved on to getting a hoard together. Once he has a hoard at his disposal, then he will conquer Gladius. Poodles and little girls beware.
Because I'm facing someone that bothered putting ranks in Spot, I'll have to play this a little different.
Round 1: Drink the potion of invisibility. Rounds 2+: Move around until I find Ihdald. Once I do, cast ghost sound to make a sound equivilent to four humans screaming, centered next to his ear, or as close to his ear as I can get it.(I think this should have an effect roughly equal to a thunderstone when the screaming starts, afterwords it'll mask the sound of me casting spells.). Finally, cast Sleep until he fails a save. This shouldn't take too long, as he has a horrible will save. Once he's asleep, CDG with my spear. If he's still not asleep after all those sleeps, throw alchemist's fire at him, then scorching ray him, then alchemist's fire and acid him until he drops (while running away, of course).
Divine Spells Readied Level 1 [DC 12] Resist Energy
Spell Levels Available Per Fight: 1 [1 Total Spell Levels / 3, rounded up] Total Spell Levels: 1 [(1 x 1)] Caster Level: 2
Feats Point Blank Shot[sup]Lvl 1[/sup] +1 Bonus to attack and damage rolls with ranged weapons at ranges of up to 30ft. Weapon Focus (Trident)[sup]Lvl 3[/sup] +1 to attck with trident. Track[sup]Class 1[/sup] Combat Style (Archery)[sup]Class 2[/sup]Treated as having Rapid Shot feat, even if prerequisites are not met. Endurance[sup]Class 3[/sup]
Hide: 7 +4 Racial when in water, also, a croc can lie in the water with only eyes and nostrils showing for a +10 cover bonus. [1 Dex, 3 Ranks (3 (Crocodile)), 3 feat] Listen: 4 [1 Wis, 3 Ranks (3 (Crocodile))] Spot: 4 [1 Wis, 3 Ranks (3 (Crocodile))][/color][/size] Swim: 12 [4 Str, 8 Ranks (8 (Crocodile))]
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. Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning. Low-Light Vision: Can see in the dark.
Bonus Tricks: 1: Heel: The Animal Companion will follow, even where it normally wouldn't go. [DC:15]
Normal Tricks: 1: Attack: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. 2: Seek: The animal moves into an area and looks around for anything that is obviously alive or animate. 3:---
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Results Drowned by (Ook the Fighter (NiQil)) - [300 xp] [300 gp] Drowned by (Treetall Oakleg the Lesser (Hogarth)) - [300 xp][300 gp] Proved Himself against (Farig of Denth (TelinArtho)) and (Emorick Brightstar (Iced)) with ALOT of aide from (Andurwin (Zelck)) - [1,125 xp] [1,125 gp] Proved Himself against (Darrgon the Summoner (TelinArtho)) [900 xp][900 gp] Drowned by (Andurwin (Zelck)) - [300 xp][300 gp] Took second against (Sali Kan (Ayyiniwindryder)) and (Khabil (Traevanon)) - [600 xp] [600 gp] Drowned with (Indrithia (Zevox)) by (Pestilence(NiQil)) - [400 xp] [400 gp] Drowned against (Geoffrey (Dr. Funk)) - [450 gp] [450 xp]
Between/Before Fight Action Head to the ocean, since Gladius is a port town, take a dive into the ocean to rejuvenate his gills effect.
Ihdald is an Aquatic Elf who wants to prove to himself that he is a great fighter in any arena, be it plain, sea, mountain, forest, or any other.
Fight Cycle 1: -After his first fight, and loss, he became even more determined to grow stronger. -Continuing his losses during his cycle of three fights, he begins to grow discouraged, but refuses to give up. -Finally winning with the aide of a fellow elf, Andurwin, and gaining a respect for the strength of land elves.
Fight Cycle 2: -Darrgon fought against him valiantly, but Ihdald remained diligent and took down his summons and even the wizard himself, but admires him for a grand fight. -Was forced to fight Andurwin, who proved to be to much, and lost. -Enjoyed a senic view from a roof while shooting at Sali Kan and Khabil, and taking second. -Growing stronger from his final fight, Ihdald learned a ritual to gain an ally. Preforming it, he received a crocodile to aid him in battle, bought a whistle, and trained himself in how to handle and train it.
Fight Cycle 3: -Teamed with Indrithia against Pestilence, he knew he had little chance, but fought on anyway, to little success. Followed up by a session with Cuddles to teach her to attack. -Pitted against a mounted knight, Geoffrey, he knew he had little chance of winning, but tried anyway, to little prevail.
Basically, begin with trident and magic weapon oil in hand. Apply it to trident liberally. Draw pot of shield of faith. Drink. Draw shield. Head out hunting. Moving silently and attempting to hide would help.
Once he is found, charge. Stab. Pretty much that simple. Couple other scenarios though...
He spots me and spell casts: Try to resist and get to him anyway.
Alchemist's fire/tanglefoot bag: Keep moving for fire, attempt to save for the bag I suppose.
Healing Contingency: Drawing the wand and using it should be done once HP is at 10 or lower. Keep in mind that it can be used while shield and trident are still out and useable.
Bag of Tricks Minion: Avoid if possible to get to Lucky, if not, stab it instead, and continue afterwards.
Yeah... that should cover it. PM me if there is any problems with my tactics.
Fight Info Luxt'l will be in red. Ihdald will be in blue. All rolls are listed here.
Initiative Luxt'l starts in the center of position 3, holding a Scroll of Invisibility and his shield. Initiative [19]+3=22. Ihdald starts in the center of position 1, holding his trident and shield and an Oil of Magic Weapon. Initiative [3]+3=6.
Round 1 Luxt'l reads his scroll [stan], but it strains her [COLOR=GRAY][caster level [3]+1=4 vs 4, success!].[/COLOR] Ihdald applies his oil to the trident [stan], and draws a Potion of Shield of Faith.
Round 4 Luxt'l moves to the stones [move], and begins to cross [move] [COLOR=GRAY][balance [4]+3=7 vs 15], but he doesn't even make it onto the first stone.[/COLOR] Ihdald moves out [2x move].
Round 5 Luxt'l makes it partway across the stones [move] [COLOR=GRAY][balance [16]+3=19 vs 15, success!], but falls in the water! [move] [balance2 [5]+3=8 vs 15, fail][/COLOR] Ihdald reaches the stones [2x move], and is spotted by Luxt'l!
Round 6 Luxt'l flails about in the water and sinks! [move] [COLOR=GRAY][swim [5] vs 10, fail]. He regains his concentration and makes it to shore [move] [swim2 [16] vs 10, success!] Ihdald hears his thrashing, and gets a good idea of his location! [Ihdald listen [20!]+11-12=19 vs -5][/COLOR] Ihdald begins crossing the stones [move] [COLOR=GRAY][balance [20!]+3=23 vs 15, success!], but falls in as well! [move] [balance2 [6]+3=9 vs 15][/COLOR]
Round 7 Luxt'l makes his way to ambush Ihdald [2x move]. Ihdald swims to shore [move] [COLOR=GRAY][swim [8]+3=11 vs 10], and begins creeping his way towards where he heard Luxt'l. He remains undetected. [Luxt'l spot [4]+9-5=8 vs Ihdald hide [17]+10=27; Luxt'l listen [5]+9-5=9 vs Ihdald move silently [12]+10-2=20][/COLOR]
Round 8 Tactics say to use Ghost Sound to act as Thunderstone and mask audio casting. I do not believe that it is capable of the first, and sleep will drop invis anyway, so the second (IMHO) is useless. Luxt'l moves [move], and readies to Sleep on sight [stan]. Ihdald hears him. [COLOR=GRAY][Ihdald listen [15]+11-7=19 vs Luxt'l move silently [7]+3=10][/cOLOR] Ihdald makes his way closer [2x move] [COLOR=GRAY][Luxt'l listen [19]+9-5=21 vs Ihdald move silently [1!]+10=11], and is heard by Luxt'l.[/COLOR]
I had missed the cast time of Sleep here, so Luxt'l would have only used 2. Edited 3FC block to reflect this, but the fight will remain as written however, as the outcome is identical.
Round 9 Luxt'l returns to his previous position after hearing Ihdald [move] [COLOR=GRAY][Ihdald listen [18]+10-2=26 vs Luxt'l move silently [12]+3=15], and readies to Sleep [stan].[/COLOR] Ihdald knows his foe is close but cannot see him! He continues movine towards the road [move] [COLOR=GRAY][Luxt'l listen [10]+9=19 vs Ihdald move silently [6]+10-2=14; Luxt'l spot [20!]+9=29 vs Ihdald hide [13]+10=23].[/COLOR] Luxt'l sees Ihdald right infront of him!! He casts sleep [readied] [COLOR=GRAY][Ihdald will [16]+3=19 vs 14, pass!], but Ihdald resists![/COLOR] Ihdald is taken aback when his enemy appears out of thin air, right infront of him!! He strikes [stan] [COLOR=GRAY][attack [10]+9=19 vs 16, hit!; damage [1!]+4=5][/COLOR]
Round 10 Ihdald strikes again [stan]. [COLOR=GRAY][attack [16]+9=25 vs 16, hit!; damage [1!]+4=5] He sighs at his pitiful damage.[/COLOR] Luxt'l quicksteps back and casts Sleep again [stan] [COLOR=GRAY][Ihdald will [17]+3=20 vs 14, pass!], but he is resisted again![/COLOR]
Round 11 Ihdald bases his opponend and strikes again [stan] [COLOR=GRAY][attack [17]+9=26 vs 16, hit!; damage [2]+4=6][/COLOR] Magic Weapon fades. Luxt'l again tries to make his opponent sleep after quicksteping back [stan] [COLOR=GRAY][Ihdald will [3]+3=6 vs 14, fail; immune to sleep], and his opponent fails his save! But wait...he's immune?![/COLOR]
Round 12 Ihdald, laughing to himself, steps up and strikes [move] [COLOR=GRAY][attack [12]+9=21 vs 16, hit!; damage [2]+3=5] and downs his foe![/COLOR]
Uilo Female Human Neutral Good (was Neutral) Druid 8, ECL 8 Experience 29949/36000 [see Experience breakdown] Height: 6 feet Weight: 140 lbs Member of the Living Tree (TLT)
Combat Statistics Hit Points 55 (7HD) [8 Druid1 + 31.5Druid2/3/4/5/6/7/8 + 8*2 Constitution = 55.5] AC normal 17 ...... [+0 Size, +2 DEX, +4 Armor, +1 Shield, +0 Natural, +0 Deflect] AC touch 12 ....... [+0 Size, +2 DEX, No Armor, No Shield, No Natural, +0 Deflect] AC flatfooted 15 .. [+0 Size, No DEX, +4 Armor, +1 Shield, +0 Natural, +0 Deflect] Initiative +2 ..... [+2 DEX] BAB/Grapple +6/+8 . [+6/+1 BAB(Druid8), +2 STR] Speed 30' ......... [Human 30']
Feats [ human ] Blind-Fight: Reroll your miss chance, don’t lose DEX to AC, attacker no +2 if invisible [1st lvl] Scribe Scroll: Create a scroll of any spell that you know [3rd lvl] Skill Focus (Handle Animal): +3 bonus on all checks involving Handle Animal[change] [6th lvl] Natural Spell: Verbal and somatic components of a spell even in wild shape
Saves Fortitude +8[+6 Druid8, +2 CON] Reflex .. +4[+2 Druid8, +2 DEX] Will .... +9[+6 Druid8, +3 WIS] [+4 bonus on saving throws against the spell-like abilities of fey]
Attacks Rod of Python (+1/+1 Quarterstaff, used two handed): Melee , Hit +9[+6 BAB, +2 STR, +1 Enh], Damage 1d6+4, Crit 20 x2 Scimitar (masterwork): Melee , Hit +9[+6 BAB, +2 STR, +1 MW], Damage 1d6+2, Crit 18-20 x2 Dagger: Melee , Hit +8[+6 BAB, +2 STR], Damage 1d4+2, Crit 19-20 x2 Club: Melee , Hit +8[+6 BAB, +2 STR], Damage 1d6+2, Crit 20 x2, Range 10' Club with Shillelagh: Melee , Hit +9[+6 BAB, +2 STR, +1 Enh], Damage 2d6+3, Crit 20 x2, Range 10' Flame Blade [touch attack]: Melee , Hit +8[+6 BAB, +2 STR], Damage 1d8+2, Crit 20 x2
Racial Characteristics (Human) Human base land speed is 30 feet Feat: 1 extra feat at 1st level Skill: 4 extra skill points at 1st level and 1 extra skill point at each additional level Automatic Language: Common Bonus Languages: Any Favored Class: Any
Class Characteristics (Druid) Class skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim Skill: 1st Level: (4 + INT modifier) * 4; after 1st level: 4 + INT modifier Weapons: Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle, Shortspear, Sling, Spear Armors: Light and Medium armor but no metal armor; Shiels (no tower shields, only wood) Spontaneous Cast: Summon Nature's Ally Animal Companion (Ex): loyal companion that accompanies the druid on adventures Nature Sense (Ex): +2 bonus on Knowledge (nature) and Survival checks Wild Empathy (Ex): Like a Diplomacy check, made to improve the attitude of animals Woodland Stride (Ex): Move through natural undergrowth at normal speed and without penalties Trackless Step (Ex): Leave no trail in natural surroundings and cannot be tracked Resist Nature’s Lure (Ex): +4 bonus on saving throws against the spell-like abilities of fey Wild Shape (Su): 3/day (Large) Alternate Form ability (as for WotC Errata 2006-02-17, see Note)
Husk Medium Animal Neutral as Riding Dog plus +4 HD, +4 Natural Armor, +2 Str/Dex, 3 Bonus tricks Ability Scores Strength ... (STR) 17 [+3] 15 Dog2, +2 Animal Companion Dexterity .. (DEX) 17 [+3] 15 Dog2, +2 Animal Companion Constitution (CON) 15 [+2] Intelligence (INT) 02 [-4] Wisdom ..... (WIS) 12 [+1] Charisma ... (CHA) 06 [-2] Combat Statistics Hit Points 39 (6HD) [6*4.5 Dog1/2/3/4/5/6 + 6*2 Con] AC normal 25 ...... [+0 Size, +3 Dex, +4 Armor, +0 Shield, +4+4 Natural, +0 Deflect] AC touch 13 ....... [+0 Size, +3 Dex, No Armor, No Shield, No Natural.., +0 Deflect] AC flatfooted 22 .. [+0 Size, No Dex, +4 Armor, +0 Shield, +4+4 Natural, +0 Deflect] AC modified by Chain Shirt (mw) and Animal Companion Natural Armor bonus Initiative +3 ..... [+3 Dex] BAB/Grapple +4/+7 . [+4 BAB(6HD), +3 Str, +0 Size] Speed 40' ......... [8 squares] Saves Fort +7 [+5 Dog6, +2 Con] Refl +8 [+5 Dog6, +3 Dex][Evasion] Will +4 [+2 Dog6, +2 Wis] Special: +4 morale bonus on Will saves against enchantment spells and effects Attacks Bite Melee, Hit +8 [+4 BAB, +3 Str, +0 Size, 1 Feat(Weapon Focus)], Damage 1d6+3, Crit 20 x2 Special Attacks Trip (Ex): If trained for war, these animals can make trip attacks just as wolves do. A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. A wolf (riding dog) 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 (riding dog). Special Qualities Scent (Ex): This extraordinary ability allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell... Low-Light Vision (Ex): A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions... Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill... Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion... Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects Feats [ bonus ] Track: Find tracks or to follow them for 1 mile [1st lvl] Alertness: Get a +2 bonus on all Listen checks and Spot checks [3rd lvl] Weapon Focus (bite): Gain a +1 bonus on all attack rolls with bite [6th lvl] Power Attack: Subtract up to 4 to attack and add it to the damage [3rd level and 6th level feats granted by extra HD] Skills +12 Jump .......... (Str) [+2 Dog2, +4 Racial, +3 Str, +4 Speed, -1 Armor] +07 Listen ........ (Wis) [+2 Dog2, +2 Dog3/4, +2 Feat(Alertness), +1 Wis] +07 Spot .......... (Wis) [+2 Dog2, +2 Dog5/6, +2 Feat(Alertness), +1 Wis] +02 Swim .......... (Str) [+1 Dog2, +3 Str, -2 Armor(-1*2)] +05 Survival(Scent) (Wis) [+0 Dog2, +4 Racial, +1 Wis] [Riding Dog in SRD: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*] Tricks Trained 6/6; Bonus 3/3 Combat Riding(Attack, Come, Defend, Down, Guard, Heel), Fetch, Track, Improved Attack Carrying Capacity A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds Ally Equipment Chain Shirt (mw) .... [25 lb]
Magic Items Bag of Tricks (Tan) ................. [10 minutes, 4 times][SRD] Brooch of Shielding ................. [absorb up to 94 damages from magic missiles][SRD] Wand of Cure Light Wounds (x39) [CL1] [Touch, 1d8+1, VS][SRD] Rod of Python ....................... [+1/+1 quarterstaff, become a Giant Constrictor Snake][SRD]
Other Scrolls Scroll of Resist Energy.............. [CL1] [pFeb1][Touch, 10 resistance] (Ranger scribed)
Potions Potion of Protection from Evil ...... [CL1] [0.1 lb, Mar08] Potion of Protection from Chaos ..... [CL1] [0.1 lb, pFeb1] Potion of Protection from Law ....... [CL1] [0.1 lb, pFeb1]
Equipment at home Masterwork Profession (Veterinarian) tools [ 5 lb]
Gold Balance Base .....................: 3000 GP 00:-1063 -2650 -712.5 +0.5:-4426 GP 01:+1560 .................:+1560 GP 02: +960 -575 ............: +385 GP 03:+2160 -575 ............:+1747 GP 04:+1288 -338 ............: +950 GP 05: +538 -625 ............: -087 GP 06: +450 -500 -137.5 -0.5 : -187 GP 07: +084 -150 -200.0 .....: -266 GP 08:+2000 +144 ............:+2144 GP 09:+2000 +144 ............:+2144 GP 10:+2000 +144 ............:+2144 GP 11:+3400 +500 -13000 .....:-9100 GP 12: +888 +175 ............:+1063 GP 13:+1039 +175 +17.........:+1231 GP 14: +959 +175 ............:+1134 GP 15:+2583 +175 ............:+2758 GP Gold Balance . . . . . . .:+6194 GP
Default Tactics Attack using animal companion, bag of tricks, scimitar and spells
Fights results 01: Vulcanes(Vulcanes) + Weiniete(Skojar) Book5: win +1500 XP, +1560 GP the power of nature prevailed 02: Loddick(Erithmu) + Marcos(Iced) + Jecht(wellTHATstinks) Warclone: 2nd +900 XP, +960 GP almost 1st 03: Feradeth(Kaigan) + Ural(TelinArtho) + Sven(TroubleWolf) Luni: win +2100 XP, +2160 GP winner! 04: Savour Die (Warclone) Altaris13: win +1200 XP, +1288 GP nature prevailed 05: Feradeth(Kaigan) => Anakala(TelinArtho): Usurpator2nd +450 XP, +538 GP damn wand of clw 06: Ural(TelinArtho) => Histal(waywreth): MitzaVolchenkoloss +450 XP, +450 GP dice gods decided 07: Quest: Nature's Old Bag Sindorinsuccess +6916 XP, +84 GP tough quest 08: Feradeth Dryearraheal(Kaigan): Zevoxwin +1800 XP, +2144 GP no magic missiles on me! 09: Perius (Ravashack) Erithmuwin +1800 XP, +2144 GP the lion was hungry 10: Lortavos (Gonbow) MysticMonk2005win +1800 XP, +2144 GP the bear was hungry 11: Quest: Join Guild: The Living Tree DSuguisuccess +3150 XP, +3400 GP faced a gorgon 12: Leif(Sunwolf) + Donak(Mal-2): Lonewolfloss +718 XP, +1063 GP there was an error in the fight 13: Archdevil Asran (Zevox): MindWandererBloss +840 XP, +1039 GP nevermind 14: Alagar (King Uther): Erithmuloss +775 XP, +1134 GP there is something wrong here 15: Uilo & Loddick intercept Cyra Val (Stormwind) TelinArthowin +2100 XP, +2583 GP TLT Guild saved!
[Cycle 1] Spells: Spike Growth, Produce Flame, Call Lightning Expendables: Scroll of Obscuring Mist, Rod of Python no longer usable, Wand: CLW 6 charges
[Cycle 2] Spells: Flame Strike, Faerie Fire, Chill Metal Expendables: Scroll of Magic Stone
Uilo (Dracazar) vs. Sir Valkin (TelinArtho) : lonewolf [Cavern] [All vs All] # [A] Uilo (Dracazar) [Power: 5768 (1012); 7 won, 6 lost] [Q:2] # [A] Sir Valkin (TelinArtho) [Power: 6133 (1076); 12 won, 7 lost] [Q:2][C:1]
Objective: Use many Animals (including summons) to engage the horseman from all directions
Tactic: Start back of the starting box holding Bag of Tricks Husk starts near me, granting cover from the opposite direction (+4 to AC vs ranged) (default command: defend) Round 1: Use Bag of Tricks 20' away (standard) Command Husk to move in position and attack the foe as soon as he come in melee range (free) Command the other Animal the same task of Husk (move), see schema Round 2: Buff Husk with Magic Fang Greater from memory (standard) Husk and Animal will wait for foe approaching Uilo Round 3: Uilo Buff with Cat's Grace and move to cover Round 4: If animals engage foe then use Summon Nature's Ally IV and bring in Dire Boar to attack the foe from back Otherwise if there is no foe us SNA2 (Spider Climb) and bring a Black Bear near the animal Round 5: Uilo cast Call lighting and start using them while animals works like a stopple for the cavern
This image will help about position
Contingencies: Use Husk's Trip special attack, do it every time it is able Use Blind-Fight feat, reroll miss chance, don’t lose Dex to AC, attacker no +2 if invisible Use Wand of Cure Light Wounds if less than 20 HP (repeat every time needed) Use the 5' step to cast or draw scrolls avoiding AoO, cast defensively if needed Use Spellcraft to know what spells are casted and active If the creature from the Bag of Tricks dies, then Uilo tosses another one as soon as possible If suffering Energy damage evaluate to cast Resist Energy from scroll if needed If foe is Invisible command Husk to track + scent, use Listen/Spot and area spells If out of tactic please Play the character, Uilo is a wise and powerful druid If there are evident problems with this tactic please PM me, thanks If he hides from animal it ends on first attack (Xorn is not an animal)
Protection (by RAW): PfEvil: attackable by Good summons PfGood: attackable by Neutral and Evil summons PfLaw: attackable by Neutral and Chaos summons PfChaos: attackable Neutral and Law summons
Bag of Tricks (Tan): Ball tossed up to 20 feet away, the animal serves for 10 minutes It can follow any of the commands described in the Handle Animal skill Animals produced are always random, and only one may exist at a time 01–30 Brown bear 31–60 Lion 61–80 Heavy warhorse 81–90 Tiger 91–00 Rhinoceros
Time Between Fight: 3 hrs Prebuffs/Ongoing Effects: Summon Overseer (14 hours), Foreman (killed week 1) Items Used: Spells or Powerpoints Used: 1 SL (Bless Weapon) x/day Abilities Used: See Invisibility power from Hand of Glory Free Activity:
Sir Valkin Member of The Celestial Forces (CEF) male human, Humanoid (human) Medium size, Height 5', Weight 120lbs Lawful Good Fighter 1/Paladin 7, ECL 8 XP: 31547 / XP for Next Level: 36000
STR 18 [+4] (10 pts) [16, +1 @8th, +1 enh] DEX 12 [+1] (4 pts) CON 14 [+2] (6 pts) INT 10 [--] (2 pts) WIS 12 [+1] (4 pts) CHA 18 [+4] (10 pts) [16, +1 @4th, +1 enh]
Hit Points: 64.5 [8d10 HD +16 Con] AC 23 [+1 dex, +9 armor, +3 shield], Touch 11, Flat 22; DR 3/-- Initiative: +1 BAB/Grap: +8/+12 [+8bab, +4str] Speed 20ft [base 30ft]
Racial Abilities: Human +1 skill point/lvl 1st level bonus feat
Class Abilities: Fighter Bonus feat at 1st and even levels All Simple and Martial Weapon proficiencies, All Armor and All shields (including tower)
Class Abilities: Paladin Aura of Good (radiates good aura equal to his Paladin class levels) Detect Evil, at will, to 60 foot radius, as spell Smite Evil (2/day, +4 to hit (Cha), +7 damage vs Evil creature for 1 attack) Divine Grace (add Charisma bonus to all saving throws) Lay on Hands (heal up to 28hp/day, divide as needed) Aura of Courage (Immune to fear; Allies within 10ft gain +4 morale bonus to save vs fear) Divine Health (Immune to all diseases (supernatural and magical too)) Turn Undead (7/day, as a 4th level cleric) Spells (CL 3) Special Mount (full round action, CL2, 14 hours, dismiss as a free action) Remove Disease (1/week as the spell)
Equipment: Traveler's Outfit [5lbs] Adamantine Full Plate +1 [50lbs] [8250gp[sup]C[/sup] +1000gp for enchantment] Darkwood Heavy Shield +1 [5lbs] [128gp, 5sp[Sup]C[/Sup] +1000gp for enchantment] [Ma] Lance [10lbs] [310gp] Cold Iron Lance [10lbs] [10gp[Sup]C[/Sup]] [Ma] Long Sword [4lbs] [315gp] [Ma] Silver Long Sword [4lbs] [202gp, 5sp[Sup]C[/Sup]] [Ma] Cold Iron Long Sword [4lbs] [165gp[Sup]C[/Sup]] [Ma] Mighty (+3 Str) Composite Long Bow [3lbs] [700gp] Cloak of Charisma +1 [2lbs] [1000gp, 5°] Gauntlets of Ogre Power +1 [0lbs] [1000gp, 5°] Weight included in armor Hand of Glory [2lbs] [8000gp][used See Invisibility power in wk1] Silver Holy Symbol of Pelor [1lbs] [25gp]
[100lbs] [21806gp, 0sp]
Expendable Items: [Total 100gp/3200gp] 54 arrows [9lbs] [3gp] 20 silver arrows [3lbs] [41gp] 20 cold iron arrows [3lbs] [2gp] 3 Tanglefoot Bags [12lbs] [150gp] Oil of Magic Weapon [0.1lbs] [50gp] Potion of Shield of Faith +2 [0.1lbs] [50gp] Wand of Cure Light Wounds (37 charges) [0.1lbs] [750gp]
[27.4lbs] [1046gp]
Allies and Equipment: "Overseer" - Special Mount: Heavy Warhorse Riding Saddle [25lbs] [10gp] Bit and Bridle [1lb] [2gp] Horseshoes of Speed [12lbs] [3000gp](+30 ft speed for mount) Studded Leather Barding +1 [40lbs] [125gp[sup]C[/sup] +1000gp for enchantment]
[78lbs] [4137gp]
"Foreman" - Light Warhorse [150gp] Riding Saddle [25lbs] [10gp] Bit and Bridle [1lb] [2gp] [Ma] Studded Leather Barding [40lbs] [125gp[sup]C[/sup]]
[66lbs] [287gp]
"Flagon" - Mule [8gp](non-combatant - not to be brought into arena) Pack Saddle [15lbs] [5gp] Bit and Bridle [1lb] [2gp] 2 Saddlebags [16lbs] [8gp] In Flagon's Saddlebags 3 Weeks of Trail Rations[21lbs] [10gp, 5sp] 50ft Silk Rope[5lbs] [10gp] 3 Sacks[1.5lbs] [3sp] Flint and Steel[1gp] 3 weeks of feed[210lbs] [1gp, 5cp] 5 Torches[5lbs] [5cp] Tent[20lbs] [10gp] 10 Pitons[5lbs] [1gp] Grappling Hook[4lbs] [1gp]
Buffs and Prefight actions: [s]Bring Foreman (light warhorse) with his equipment. Bring Overseer (special mount) with his equipment [CL2, 14 hours left]
1: Pestillence, Prince FyreDragon [Vathelokai]: win[+675xp/+675gp] -- Used 7 bolts (3sp, 5cp) 2: Jodan Desho, Vathelokai and Kronos, NiQil with Victor, Laughing Dragon [Mind Rogue]: win[+675xp/+675gp] -- Used 1 bolt (5cp); Crafted Banded Mail (125gp), Bought Horseshoes of Speed (3000gp) [3125gp] 3: Ch'ch'ili, Begferdeth [Luni]: loss[+225xp/+225gp] 4: Shakari, Luni [Altaris13]: win[+843xp/+843gp] -- Used 1 bolt (5cp); Crafted 60 bolts for campaign, purchased incidentals for campaign. Campaign "The Drums of War" -- Started September 7th. -- Campaign cancelled October 24th 5: Hennan, Snommelp [Usurpator]: win[+675xp/+675gp] [Level 4] 6: Perius, Ravashack [Maraxus]: win[+1050xp/+1050gp] -- Used Potion of Shield of Faith +2 7: Maven, Tellish_of_Ket [Luni]: win[+1312xp/+1312gp] 8: Vivi Ornatier Senior, Dr. Funk [Tellish_of_Ket]: win[+1050xp/+1050gp] 9: Silas, NiQil [MysticMonk2005]: win[+1050xp/+1050gp] [Level 5] 10: Sam Jones, Snommelp [Maraxus]: win[+1375xp/1467gp] 11: Bathleby, Pittbull, Perius, Ravashak and Tatyana, Gonbow (all vs all) [Luni]: 2nd[+1375xp/+1467gp] 12: Caspian, NiQil [Altaris13]: win[+1375xp/+1467gp] 13: Thelgar Giantbane [Kaigan]: win[+1375xp/+1467gp] [Level 6] -- Used 2 crossbow bolts, crafted barding for Overseer, started on Full plate for Valkin 14: Raskos, SauroGrenom [Usurpator]: loss[+600xp/+666gp] -- Used 18 crossbow bolts 15: Griff Mythral, Iced [Book5]: loss[+600xp/+666gp] 16: Boraxx, Pittbull [DTFarstar]: loss[+712xp/790gp] 17: Boraxx, Pittbull [Huan]: loss[+750xp/+832gp] MQ: (Week 1) Shadows of the Early Morningnew link [Waywreth] [+1688xp/+1875gp] -- Used a potion of Protection from Evil, cast Bless Weapon, 1 smite evil, 20hp out of 20hp of Lay on Hands and Summon Mount (10 hours minus 4 rounds left). 18: (Week 2) Manzarf the Lonesome, Abyssal Stalker [Pittbull]: win[+1687xp/+1875gp] [Level 7] -- Used 13 charges of Wand of Cure Light Wounds and 26 arrows (2 hits, 48 misses, 24 recovered) 19: (Week 3) Zero (the annoying lizard), MindwandererB [Zevox]: loss[+665xp/+822gp] -- Used 4hp of lay on hands. Q1: Between Crusaders [Huan] [post=]new link[/post] [+6300xp/+7800gp] [Level 8] -- Used only lay on hands ability. Recovered the Silver Sun Edicts. X1: Full activity - Craft a suit of Adamantine Full Plate (1/3) X2: Full activity - Craft a suit of Adamantine Full Plate (2/3) X2: Full activity - Craft a suit of Adamantine Full Plate (3/3) MQ2: (Week1) Aspects of Honor [Usurpator] CEF Raid of EHTC Headquarters [+2300xp/+3243gp] [Size=1]-- Summoned Overseer (14 hours), Bless Weapon from memory, Activated Hand of Glory for See Invisible, Foreman died[/Soze]
Okay, start off at the front corner of my starting area, mounted on Overseer with my lance in hand. Immediately set out looking for my opponent - traveling clockwise if I have not heard or seen anything to indicate direction. Overseer has a movement of 80 - so it should be pretty likely to find Uilo quickly.
Stay out of the water unless my opponent chooses to go there. If she does, do a ride by attack - spirited charge leap over the water. With Overseer's +28 jump skill (+4 str, +20 speed, +4 run feat), Overseer should be able to at least clear the open water enough to get the charge complete. If Uilo is not in the water - don't worry about charging unless she leaves herself open to it - in which case - teach her a lesson about it.
If the animal companion stands in my way, take it down with a charge and continue attacking until it is done for. If I am opposed by summons, take them down as well with ride by attack charges. If Uilo is in range to move and attack - use that option instead of engaging a summoned creature or Husk.
If needed, use all of my lay on hands to heal either myself or Overseer when we are at half hit points or below.
If Husk tries to trip me - please remember to use my ride check in place of the regular trip modifier. If I am attacked, please use Overseer as cover when that is an option. If Overseer is attacked, please use the Mounted Combat feat to negate a hit if needed.
Also, do note that my armor is adamantine - so I have DR 3/--.
If I am being overwhelmed by creatures - withdraw and try to draw them away from Uilo. With my speed - I should be able to run around them and close in on Uilo.
Once I get into melee - drop my lance and draw my sword to attack. Overseer should attack/full attack the same target when available. I have quickdraw - so if I need my lance again, just quickdraw another in my arsenal - especially if Uilo has just opened up for a charge.
That's pretty much it. Use my healing wand if I get the chance and opportunity - but I doubt I will...
Conventions and Setup Actions types are denoted with [Free] [Move] [Stan] [Full] [NoAc] Maps are dynamically generated with coco.php script The map for this fight is the Arena
Aerryl will be referred as "Aerryl" and red is the color Samuel will be referred as "Samuel" and blue is the color
Aerryl starts in the square 4 in the front center, mounted on Predator, holding potion of Protection from Chaos Samuel starts in the square 2 in the back center, holding stone of Dispel Psionics and a stone of Specified Energy Adaptation
Senses are listed with Character Name (Listen, Spot, Move Silently, Hide) Senses: Aerryl (+20,+8,+6,+6) Samuel (+12,+16,n/a,+18)
Round 1 Samuel manifests Energy Adaptation, protecting himself from electricity [color=gray][Stan] and moves into the ground [Move][/color] Aerryl casts Call Lightning Storm [color=gray][Full][/color] Predator waits orders
Aerryl (8, 31, 0), 44/44 hp, AC 21, Spell Levels (29/34) [Call Lightning Storm (ends 91 - 9 bolts left)] - Predator (7, 32, 0), 60/60 hp, AC 26 Samuel (62, 31, -2), 25/25 hp, AC 28, Power Points (10/10) [Energy Adaptation - Electricity (ends 301)]
Round 2 Samuel uses his Defensive Precognition Psi-like Ability [color=gray][Stan] and moves forward [Move][/color] Aerryl drinks the potion of Protection from Chaos [color=gray][Stan] and draws a potion of Protection from Law [Move] while urging Predator to fly out [Free][/color] Predator flies up [color=gray][2x Move][/color]
Aerryl (16, 25, 4), 44/44 hp, AC 21, Spell Levels (29/34) [Call Lightning Storm (ends 91 - 9 bolts left); Protection from Chaos (ends 12)] - Predator (15, 26, 4), 60/60 hp, AC 26 Samuel (58, 31, -2), 25/25 hp, AC 29, Power Points (10/10) [Energy Adaptation - Electricity (ends 301); Defensive Precognition (ends 32)]
Round 3 Samuel manifests a surged Vigor [color=gray][Stan] and moves forward [Move][/color] [Enervation chance (1-10%)=[34] %] Aerryl feeds the potion of Protection from Law to Predator [color=gray][Stan] and draws a scroll of Magic Fang [Move] while guiding Predator to move [Free][/color] Predator flies [color=gray][2x Move][/color]
Aerryl (28, 19, 4), 44/44 hp, AC 21, Spell Levels (29/34) [Call Lightning Storm (ends 91 - 9 bolts left); Protection from Chaos (ends 12)] - Predator (27, 20, 4), 60/60 hp, AC 26 [Protection from Law (ends 13)] Samuel (54, 31, -2), 25/25 +25 temp hp, AC 29, Power Points (7/10) [Energy Adaptation - Electricity (ends 301); Defensive Precognition (ends 32); Vigor (ends 53)]
Round 4 Samuel moves forward [color=gray][2x Move][/color] Aerryl casts Magic Fang from the scroll on Predator [color=gray][Stan] while guiding Predator to move [Free][/color] [Concentration check +12 vs DC 11 auto succeeds] Predator flies [color=gray][Move][/color]
Aerryl (36, 19, 4), 44/44 hp, AC 21, Spell Levels (29/34) [Call Lightning Storm (ends 91 - 9 bolts left); Protection from Chaos (ends 12)] - Predator (35, 20, 4), 60/60 hp, AC 26 [Protection from Law (ends 13); Magic Fang (ends 24)] Samuel (46, 31, -2), 25/25 +25 temp hp, AC 29, Power Points (7/10) [Energy Adaptation - Electricity (ends 301); Defensive Precognition (ends 32); Vigor (ends 53)]
Round 5 Samuel moves forward and partially leaves the ground [color=gray][2x Move][/color] Aerryl starts casting Summon Nature Ally V [color=gray][Full] while guiding Predator to move [Free][/color] [Concentration check [16]+12=28 vs DC 15 pass] Predator flies [color=gray][Move][/color] [Aerryl Spot [20]+8-5(distance)=23 vs Samuel Hide [11]+18=29]
Aerryl (43, 21, 4), 44/44 hp, AC 21, Spell Levels (24/34) [Call Lightning Storm (ends 91 - 9 bolts left); Protection from Chaos (ends 12)] - Predator (42, 22, 4), 60/60 hp, AC 26 [Protection from Law (ends 13); Magic Fang (ends 24)] Samuel (39, 31, -1), 25/25 +25 temp hp, AC 29, Power Points (7/10) [Energy Adaptation - Electricity (ends 301); Defensive Precognition (ends 32); Vigor (ends 53)]
Round 6 Samuel sees Aerryl and Predator, so he manifests Dispel Psionics from the stone in their area [color=gray][Stan][/color] [ML check to manifest Dispel Psionics from the stone [15]+3=18 vs DC 6 pass] [Dispel check vs Aerryl's Call Lightning Storm [3]+5=8 vs DC 20 fail] [Dispel check vs Aerryl's Protection from Chaos [14]+5=19 vs DC 12 pass] [Dispel check vs Predator's Magic Fang [8]+5=13 vs DC 13 pass] [Aerryl Spot [18]+8-5(distance)=21 vs Samuel Hide [9]+18-20=7] Aerryl sees the ghost just as she finishes casting and a Janni appears. She instructs the genie to use its Ethereal Jaunt Spell-like Ability and attack Samuel in the Ethereal Plane. Then she calls a bolt of Lightning [color=gray][Stan] while guiding Predator to move [Free][/color] [Aerryl CL check [13]+9=22 vs PR 13 pass][Samuel Ref save [4]+9+4(cover)=17 vs DC 19 fail] [Call Lightning Storm damage [5]+[6]+[4]+[1]+[1]=17-10=7] The janni uses its Ethereal Jaunt Spell-like Ability [color=gray][Stan] and bases the halfling [Move][/color] Predator flies [color=gray][2x Move][/color]
Aerryl (39, 32, 0), 44/44 hp, AC 21, Spell Levels (24/34) [Call Lightning Storm (ends 91 - 8 bolts left); [s]Protection from Chaos (ends 12)] - Predator (48, 33, 0), 60/60 hp, AC 26 [Protection from Law (ends 13); [s]Magic Fang (ends 24)] - Janni (39, 30, 0), 33/33 hp, AC 18 [Ethereal Jaunt (ends 606)][Ends 15] Samuel (39, 31, -1), 25/25 +18 temp hp, AC 29, Power Points (7/10) [Energy Adaptation - Electricity (ends 301); Defensive Precognition (ends 32); Vigor (ends 53)]
Round 7 Samuel tries to use Malevolence on Predator [color=gray][Stan], but the bat is still protected by magic [/color] Aerryl casts Dispel Magic targeted on Samuel [color=gray][Stan] while guiding Predator to attack [Free][/color] [Chance to target Samuel with Dispel Magic (1-50% fail) = [57] % pass] [Dispel check vs Energy Adaptation [4]+9=13 vs DC 14 fail; vs Defensive Precognition [13]+9=22 vs DC 14 pass; vs Vigor [20]+9=29 vs DC 16 pass] The janni attacks Samuel [color=gray][Full] but misses [/color] Predator attacks [color=gray][Full] but his fangs just pass through the ghost [/color]
Aerryl (39, 32, 0), 44/44 hp, AC 21, Spell Levels (20/34) [Call Lightning Storm (ends 91 - 8 bolts left)] - Predator (48, 33, 0), 60/60 hp, AC 26 [Protection from Law (ends 13)] - Janni (39, 30, 0), 33/33 hp, AC 18 [Ethereal Jaunt (ends 606)][Ends 15] Samuel (39, 31, -1), 25/25 hp, AC 28, Power Points (7/10) [Energy Adaptation - Electricity (ends 301); [s]Defensive Precognition (ends 32); [s]Vigor (ends 53)]
Round 8 Samuel can't use Malevolence on the janni as per his contingencies, because the genie is not in the Material Plane anymore. Ironically, this is good for Samuel… Samuel moves into the ground [color=gray][Move] and manifests a surged Vigor [Stan][/color] [Janni AoO [5]+9=14 vs AC 17 miss][Samuel Enervation chance (1-10%) = [15] % pass] Aerryl draws a potion of Protection from Good [color=gray][Move] and drink it [Stan][/color] The janni charges after Samuel [color=gray][Full] hitting the ghost hard [/color] [attack [8]+11=19 vs AC 17 hit, damage [5]+4=9] Predator waits orders
Aerryl (39, 32, 0), 44/44 hp, AC 21, Spell Levels (20/34) [Call Lightning Storm (ends 91 - 8 bolts left); Protection from Good (ends 18)] - Predator (48, 33, 0), 60/60 hp, AC 26 [Protection from Law (ends 13)] - Janni (39, 30, -4), 33/33 hp, AC 18 [Ethereal Jaunt (ends 606)][Ends 15] Samuel (39, 31, -5), 25/25 +16 temp hp, AC 28, Power Points (4/10) [Energy Adaptation - Electricity (ends 301); Vigor (ends 58)]
Round 9 Samuel 5ft steps away from the janni [color=gray][Free] draws a stone of Inertial Armor [Move] and manifests it [Stan][/color] Aerryl waits Samuel get out of the ground The janni 5 ft steps [color=gray][Free] and attacks Samuel [Full] missing [/color] [attack [2]+9=11 vs AC 21 miss; [7]+4=11 vs AC 21 miss] Predator waits orders
Aerryl (39, 32, 0), 44/44 hp, AC 21, Spell Levels (20/34) [Call Lightning Storm (ends 91 - 8 bolts left); Protection from Good (ends 18)] - Predator (48, 33, 0), 60/60 hp, AC 26 [Protection from Law (ends 13)] - Janni (38, 30, -4), 33/33 hp, AC 18 [Ethereal Jaunt (ends 606)][Ends 15] Samuel (38, 31, -5), 25/25 +16 temp hp, AC 32, Power Points (4/10) [Energy Adaptation - Electricity (ends 301); Vigor (ends 58); Inertial Armor (ends 609)]
Round 10 Samuel goes after Aerryl [color=gray][Move] and tries to hit her with his draining touch [Stan] but misses miserably [/color] [Janni AoO [8]+9=17 vs AC 21 miss][Samuel attack [1!]+9=10 vs AC 16 miss] Aerryl calls another bolt [color=gray][Stan] hitting the ghost fully [/color] [Samuel Ref [2]+8+4(cover)=14 vs DC 19 fail][CLS damage [6]+[1]+[4]+[4]+[4]=19-10=9] The janni charges at Samuel [color=gray][Full] and misses again [/color] [attack [6]+11=17 vs AC 21 miss] Predator waits orders
Aerryl (39, 32, 0), 44/44 hp, AC 21, Spell Levels (20/34) [Call Lightning Storm (ends 91 - 7 bolts left); Protection from Good (ends 18)] - Predator (48, 33, 0), 60/60 hp, AC 26 [Protection from Law (ends 13)] - Janni (38, 30, -1), 33/33 hp, AC 18 [Ethereal Jaunt (ends 606)][Ends 15] Samuel (38, 31, -1), 25/25 +7 temp hp, AC 32, Power Points (4/10) [Energy Adaptation - Electricity (ends 301); Vigor (ends 58); Inertial Armor (ends 609)]
Round 11 Samuel hits Aerryl with his draining touch [color=gray][Stan][/color] [attack [19]+9=28 vs AC 16 hit, damage [4] Cha] Aerryl calls another bolt [color=gray][Stan] and again Samuel fails to evade the stroke [/color] [Samuel Ref [1!]+8+4(cover)=13 vs DC 19 fail][CLS damage [3]+[3]+[1]+[6]+[1]=14-10=4] The janni attacks Samuel [color=gray][Full] hitting one time [/color] [attack [16]+9=25 vs AC 21 hit, damage [1]+4=5; [10]+4=14 vs AC 21 miss] Predator waits orders
Aerryl (39, 32, 0), 44/44 hp, AC 21, Spell Levels (20/34) [Call Lightning Storm (ends 91 - 6 bolts left); Protection from Good (ends 18)][4 Cha damage] - Predator (48, 33, 0), 60/60 hp, AC 26 [Protection from Law (ends 13)] - Janni (38, 30, -1), 33/33 hp, AC 18 [Ethereal Jaunt (ends 606)][Ends 15] Samuel (38, 31, -1), 23/25 hp, AC 32, Power Points (4/10) [Energy Adaptation - Electricity (ends 301); [s]Vigor (ends 58); Inertial Armor (ends 609)]
Round 12 Samuel hits Aerryl with his draining touch [color=gray][Stan][/color] [attack [12]+9=21 vs AC 16 hit, damage [2] Cha] Aerryl calls another bolt [color=gray][Stan] but this time to no effect [/color] [Samuel Ref [19]+8+4(cover)=31 vs DC 19 pass][CLS damage [1]+[3]+[3]+[3]+[2]=12/2=6-10=0] The janni attacks Samuel [color=gray][Full] but misses [/color] [attack [9]+9=18 vs AC 21 miss; [9]+4=13 vs AC 21 miss] Predator waits orders
Aerryl (39, 32, 0), 44/44 hp, AC 21, Spell Levels (20/34) [Call Lightning Storm (ends 91 - 6 bolts left); Protection from Good (ends 18)][6 Cha damage] - Predator (48, 33, 0), 60/60 hp, AC 26 [Protection from Law (ends 13)] - Janni (38, 30, -1), 33/33 hp, AC 18 [Ethereal Jaunt (ends 606)][Ends 15] Samuel (38, 31, -1), 23/25 hp, AC 32, Power Points (4/10) [Energy Adaptation - Electricity (ends 301); Inertial Armor (ends 609)]
Round 13 Samuel hits Aerryl with his draining touch [color=gray][Stan] and the druid falls unconscious [/color] [attack [14]+9=23 vs AC 16 hit, damage [2] Cha] Aerryl is unconscious The janni attacks Samuel [color=gray][Full] hitting one good blow [/color] [attack [15]+9=24 vs AC 21 hit, damage [5]+4=9; [2]+4=6 vs AC 21 miss] Predator waits orders
Aerryl (39, 32, 0), 44/44 hp, AC 21, Spell Levels (20/34) [Call Lightning Storm (ends 91 - 6 bolts left); Protection from Good (ends 18)][8 Cha damage][Unconscious] - Predator (48, 33, 0), 60/60 hp, AC 26 [Protection from Law (ends 13)] - Janni (38, 30, -1), 33/33 hp, AC 18 [Ethereal Jaunt (ends 606)][Ends 15] Samuel (38, 31, -1), 14/25 hp, AC 32, Power Points (4/10) [Energy Adaptation - Electricity (ends 301); Inertial Armor (ends 609)]
Round 14-15 Samuel withdraws, flying away from the janni Aerryl is unconscious The janni tries to catch up with Samuel but vanishes before he can do it Predator waits orders
Result of the Fight Samuel is the Winner!
Aerryl loses and gains 900 xp and 1494 gp. Samuel wins and gains 2000 xp and 3860 gp.
Time Roll: 2 hours
Aerryl used: Items: - 1 potion of Protection from Chaos [CL 1] - 1 potion of Protection from Good [CL 1] - 1 potion of Protection from Law [CL 1] - 1 scroll of Magic Fang [CL 2]
Spells and Abilities: - 14 Spell Levels [casting Call Lightning Storm, Baleful Polymorph and Dispel Magic] Aerryl past weeks expendituresShow
Week 1: Items: - None
Spells and Abilities: - None
Samuel used: Items: - 1 stone of Energy Adaptation, Specified [ML 3] - 1 stone of Dispel Psionics [ML 5] - 1 stone of Inertial Armor [ML 1]
Spells and Abilities: - 1 use of Defensive Precognition PLA - 6 Power Points Samuel past weeks expendituresShow
Initiative Uilo starts in the Box C, with the bag of Tricks in hand. Sir Valkin starts in the Box B, mounted on Overseer with his Lance in hand.
Round 1
Uilo draws an animal out of the bag of Tricks and a powerful bear appears. The bear and Husk form a defensive line. Sir Valkin rides forward, finding the bear and husk. He rides in a position where he can probably charge next turn.
Uilo 55/55 hp, AC 17, Husk 39/39 hp, AC 25, Sir Valkin 64/64 hp, AC 23, Overseer 45/45 hp, AC 22, Brown Bear 51/51 hp, AC 15,
[img]http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Uilo,M,2,2;b=SirV,L,25,26,21,16,21,10,17,10,mounted on Overseer;c=Husk,M,3,3,8,10;d=Bear,L,5,5,8,9[/img]
Round 2
Uilo moves forward and casts greater Magic Fang on Husk. Sir Valkin charges the bear and rams his lance deep into its hide.
Uilo 55/55 hp, AC 17, Husk 39/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 64/64 hp, AC 23, Overseer 45/45 hp, AC 22, Brown Bear 22/51 hp, AC 15,
[img]http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Uilo,M,2,2,7,4;b=SirV,L,17,10,11,10,mounted on Overseer;c=Husk,M,8,10;d=Bear,L,8,9[/img]
Round 3
Uilo moves into cover and casts Cats Grace on herself. The bear is angry, steps forward and attacks the paladin. He hits with both claws hard. Husk charges, provoking an AoO. Both Husk and Sir Valkin miss. Sir Valkin withdraws from the angry bear, licking his wounds.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82) Husk 39/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 30/64 hp, AC 23, Overseer 45/45 hp, AC 22, Brown Bear 22/51 hp, AC 15,
[img]http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Uilo,M,7,4;b=SirV,L,11,10,21,10,21,22,mounted on Overseer;c=Husk,M,8,10,10,10;d=Bear,L,8,9,9,9[/img]
Round 4
Uilo orders the animals back in position and starts summoning a black bear. Sir Valkin uses his divine energy to heal himself. Noticing that he isnt followed, he stows his lance and quickdraws his wand of CLW.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82) Husk 39/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 58/64 hp, AC 23, Overseer 45/45 hp, AC 22, Brown Bear 22/51 hp, AC 15,
[img]http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Uilo,M,7,4,8,4;b=SirV,L,21,22,mounted on Overseer;c=Husk,M,10,10,8,10;d=Bear,L,9,9,8,9[/img]
Round 5
The Black bear appears and Uilo starts casting Call Lightning. Sir Valkin uses a charge of his healing wand. Nearly fully healed, he puts the wand away and quickdraws the lance again while riding back, setting up a new charge opportunity.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82) Husk 39/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 62/64 hp, AC 23, Overseer 45/45 hp, AC 22, Brown Bear 22/51 hp, AC 15, Black Bear 19/19 hp, AC 13,
[img]http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Uilo,M,8,4,4,8;b=SirV,L,21,10,mounted on Overseer;c=Husk,M,8,10;d=Bear,L,8,9;e=bear,M,10,9[/img]
Round 6
Uilo finishes the spell, she moves to the other side of the box to get Sir Valakin into view and sends a lightning bolt into his direction. Sir Valkin charges the nearest enemy, the black bear. The lance goes right through the bears head and kills it.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Call Lightning(7 left) Husk 39/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 55/64 hp, AC 23, Overseer 38/45 hp, AC 22, Brown Bear 22/51 hp, AC 15, [s]Black Bear -7/19 hp, AC 13,
[img]http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Uilo,M,8,4,4,8;b=SirV,L,21,10,12,10,mounted on Overseer;c=Husk,M,8,10;d=Bear,L,8,9[/img]
Round 7 @Drac: At this point I am a bit unsure what to do. Your tactics clearly say that you want the animals to block the entrance, but that prevents them from engaging Sir Valkin. I am sticking to blocking the entrance and using call Lightning, since this IMHO is the best possibly way to stick with your tactics. Uilo calls another lightning down at the paladin and his horse. Sir Valkin steps forward and attacks the bear. The poor beast quickly dies.please ignore overseers attack-rolls here.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Call Lightning(6 left) Husk 39/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 52/64 hp, AC 23, Overseer 35/45 hp, AC 22, [s]Brown Bear -10/51 hp, AC 15,
[img]http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Uilo,M,4,8;b=SirV,L,12,10,11,10,mounted on Overseer;c=Husk,M,8,10[/img]
Round 8 Uilo draws another animal out of his bag of Tricks and a Lion appears. The mighty beast steps to the paladin and attacks, but Sir Valkin manages to gain enough cover from overseer to dodge the attacks. Husk also charges Sir Valkin, but he only gets hit himself by the paladin AoO. Sir Valkin drops his lance, quickdraws his sword and Attacks the Lion together with overseer. Together they manage to kill the oversized cat.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Call Lightning(6 left) Husk 31/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 52/64 hp, AC 23, Overseer 35/45 hp, AC 22, [s]Lion -2/32 hp, AC 15,
[img]http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Uilo,M,4,8;b=SirV,L,11,10,mounted on Overseer;c=Husk,M,8,10,10,10[/img]
Round 9 Uilo draws another animal out of his bag of Tricks, hoping that it lasts longer than the Lion, and a Brown bear appears. The bear steps forward and attacks the paladin, but misses. Husk doesnt have any luck either. Sir Valkin continues his attacks at the incoming animals together with overseer. Each of their attacks hit the bear, but it is to stubborn to fall.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Call Lightning(6 left) Husk 31/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 52/64 hp, AC 23, Overseer 35/45 hp, AC 22, Brown Bear 14/51 hp, AC 15,
[img]http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Uilo,M,4,8;b=SirV,L,11,10,mounted on Overseer;c=Husk,M,10,10;d=bear,L,8,9,9,9[/img]
Round 10 Uilo starts summoning a dire boar. The bear and husk miss with their attacks. Sir Valkin continues his attacks at the incoming animals together with overseer. He brings the bear down.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Call Lightning(6 left) Husk 31/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 52/64 hp, AC 23, Overseer 35/45 hp, AC 22, [s]Brown Bear -2/51 hp, AC 15,
[img]http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Uilo,M,4,8;b=SirV,L,11,10,mounted on Overseer;c=Husk,M,10,10[/img]
Round 11 The dire boar appears and attacks Sir Valkin from behind, but the paladin again uses his mount as cover. Uilo draws another animal out of the bag and another Lion appears and attacks Sir Valkin. He hits once, as does Husk. Sir Valkin continues his attacks at the incoming animals together with overseer. They hit the boar 4 times.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Call Lightning(6 left) Husk 31/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 45/64 hp, AC 23, Overseer 35/45 hp, AC 22, Lion 32/32 hp, AC 15, Dire boar 15/52 hp, AC 15,
[img]http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Uilo,M,4,8;b=SirV,L,11,10,mounted on Overseer;c=Husk,M,10,10;d=lion,L,8,9,9,9;f=boar,L,13,10[/img]
Round 12 Sir Valkin is able to dodge all the incoming attacks from the three animals. Uilo calls another lighting down at the paladin. Sir Valkin continues his attacks at the incoming animals together with overseer. They bring the boar down and hit the lion once.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Call Lightning(5 left) Husk 31/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 43/64 hp, AC 23, Overseer 35/45 hp, AC 22, Lion 24/32 hp, AC 15, [s]Dire boar -7/52 hp, AC 15,
[img]http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Uilo,M,4,8;b=SirV,L,11,10,mounted on Overseer;c=Husk,M,10,10;d=lion,L,9,9[/img]
Round 13 Sir Valkin is able to dodge all the incoming attacks from Husk and the Lion. Uilo calls another lighting down at the paladin. Sir Valkin continues his attacks at the incoming animals together with overseer. They bring the lion down.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Call Lightning(4 left) Husk 31/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 35/64 hp, AC 23, Overseer 35/45 hp, AC 22, [s]Lion -3/32 hp, AC 15,
Round 14 Uilo draws another animal out of the bag and another lion appears. Both animals miss the paladin. Sir Valkin continues his attacks at the incoming animals together with overseer. They bring the lion nearly down.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Call Lightning(4 left) Husk 31/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 35/64 hp, AC 23, Overseer 35/45 hp, AC 22, Lion 0/32 hp, AC 15,
Round 15 The Lion attacks one final time before collapsing. It misses. Uilo draws another animal out of the bag a heavy warhorse appears. Husk hits Sirt Valkin, while the horse misses. Sir Valkin continues his attacks at the incoming animals together with overseer. They bring the horse down.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Call Lightning(4 left) Husk 31/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 35/64 hp, AC 23, Overseer 35/45 hp, AC 22, [s]Lion -1/32 hp, AC 15, [s]Heavy Warhorse -13/30hp, AC14
Round 16 Uilo draws another animal out of the bag a tiger appears. The tiger hits Sir Valkin once, while Husk misses. Sir Valkin continues his attacks at the incoming animals together with overseer. They hit the Tiger hard.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Call Lightning(4 left) Husk 31/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 27/64 hp, AC 23, Overseer 35/45 hp, AC 22, Tiger 8/45 hp, AC 14,
Round 17 Uilo calls down another bolt of lightning. The tiger hits Sir Valkin once, while Husk misses. Sir Valkin continues his attacks at the incoming animals together with overseer. They bring the tiger down and hit husk once.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Call Lightning(3 left) Husk 28/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 13/64 hp, AC 23, Overseer 27/45 hp, AC 22, [s]Tiger -5/45 hp, AC 14,
Round 18 Uilo grabs another animal out of the bag and another brown bear appears. Both animals miss. Sir Valkin withdraws from the battle to heal himself.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Call Lightning(3 left) Husk 28/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 13/64 hp, AC 23, Overseer 27/45 hp, AC 22, Brown bear 51/51 hp, AC 15,
Round 19-27 Uilo readies to call down a lightning bolt should Sir Valkin come into view. The animals go back into position. Sir Valkin sheates the sword, draws the wand and starts healing. in the end he stows the wand and draws the cold Iron Lance.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Call Lightning(3 left) Husk 28/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 54/64 hp, AC 23, Overseer 27/45 hp, AC 22, Brown bear 51/51 hp, AC 15,
Round 28 Uilo readies to call down a lightning bolt should Sir Valkin come into view. Sir Valkin rides forward setting up a charge opportunity and accepts the lightning bolt that is called to greet him.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Call Lightning(2 left) Husk 28/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 49/64 hp, AC 23, Overseer 22/45 hp, AC 22, Brown bear 51/51 hp, AC 15,
Round 29 Uilo calls down a lightning bolt. Sir Valkin charges the bear, ramming the lance deep into the bears hide.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Call Lightning(1 left) Husk 28/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 42/64 hp, AC 23, Overseer 22/45 hp, AC 22, Brown bear 29/51 hp, AC 15,
Round 30 Uilo calls down the last lightning bolt. Bear and Husk each hit once. Sir Valkin continues his attacks at the incoming animals together with overseer. They bring the bear down.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Husk 28/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 16/64 hp, AC 23, Overseer 16/45 hp, AC 22, [s]Brown bear -5/51 hp, AC 15,
Round 31 Uilo grabs his last animal out of the bag and its another bear. Both animals miss. Sir Valkin continues his attacks at the incoming animals together with overseer. They hit the bear 3 times.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Husk 28/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 16/64 hp, AC 23, Overseer 16/45 hp, AC 22, Brown bear 34/51 hp, AC 15,
Round 32 Uilo casts flaming sphere on the paladin. Both animals miss. Sir Valkin continues his attacks at the incoming animals together with overseer. They nearly bring the bear down.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), flaming sphere(ends 40) Husk 28/39 hp, AC 25, Greater Magic Fang(long) Sir Valkin 16/64 hp, AC 23, Overseer 7/45 hp, AC 22, Brown bear 1/51 hp, AC 15,
Round 32 Husk manages to score a critical hit on Sir Valkin and the flaming sphere does the rest to finish of the paladin.
Uilo 55/55 hp, AC 19, Cats Grace(ends 82), Husk 28/39 hp, AC 25, Greater Magic Fang(long) [s]Sir Valkin -5/64 hp, AC 23, Overseer 7/45 hp, AC 22, Brown bear 1/51 hp, AC 15,
Result of the Fight Uilo is the Winner!
Uilo wins and gains 2400xp and 3400gp. Sir Valkin loses and gains 800xp and 1333gp.
Uilo: Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: Greater Magic Fang on Husk(~6hours) Items Used: scroll of Cats grace, 9 uses of tan bag of tricks Spells or Powerpoints Used: Greater Magic Fang, Air Walk, Call Lightning, Flaming sphere, Spider CLimb x/day Abilities Used: None Free Activity: Profession 208 GP
Sir Valkin: Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: Overseer ~12 hours left Items Used: 9 charges of wand of CLW Spells or Powerpoints Used: none x/day Abilities Used: 28hp lay on hands Free Activity: guarding
@Telin: Sir Valkin is a real hero and would have deserved to win that fight. He was just unfortunate to meet someone with 9 uses of the bag of tricks remaining...