Expendables Potion of CL 1 Protection from Chaos (50gp) Potion of CL 1 Protection from Law (50gp) Potion of CL 1 Protection from Good (50gp) Potion of CL 1 Protection from Evil (50gp) Scroll of CL 1 Faerie Fire (25gp) Scroll of CL 1 Hide from Animals (25gp) Scroll of CL 1 Longstrider (25gp) 2x Scroll of CL 1 Obscuring Mist (50gp) 2x Scroll of CL 1 Cure Light Wounds (50gp) Scroll of CL 3 Resist Energy (150gp) Scroll of CL 3 Spider Climb (150gp) 2x Scroll of CL 5 Summon Nature's Ally II (300gp) 2x Scroll of CL 5 Produce Flame (250gp)
Parchment of Expenditures (tot. 800gp) 2x Scroll of CL 5 Produce Flame (250gp) Scroll of CL 1 Obscuring Mist (25gp) Crawling Tattoo of ML 2 Vigor (100gp) 2x Scroll of CL 1 Longstrider (50gp) Scroll of CL 4 Summon Nature's Ally I (100gp) Potion of CL 1 Protection from Chaos (50gp) Scroll of CL 1 Faerie Fire (25gp) 3x Scroll of CL 1 Cure Light Wounds (75gp) Scroll of CL 1 Hide from Animals (25gp) Sold: Medium Chainshirt Barding (100gp)
Storyline Nyphanalith is a strange being, a short humanoid bearing primitive garb hailing from the woodlands. Despite the mask always covering his face, judging by the reptilian limbs poking out from his clothing and statue he is a kobold. The Mask of the Setting Sun, as it is known by its proper name, is part of Nyphanalith's unusual reverence and accord with the Moon, of which he believes he draws power from more than any other spectacle of nature. The Mask of the Setting Sun is rumored to have mystic powers associated with it, but Nyphanalith keeps any information about it as mysterious as the Moon itself in the night sky.
After 5 fights Oh no! Zaqh'fool has gone missing just in time for the Eclipse, a rare and special ritual night! Nyphanalith won't stand for it. Enlisting the services of Ruffles the crocodile, he goes on an expedition for the Unevolved Green Wyrmling. When he finally comes across Zaqh'fool, he has... evolved! And grown hostile, at that. But in no time flat the masked kobold subdues the grown wyrmling and brings him safely home.
- +2 Strength, +2 Constitution, -2 Dexterity: Half-giants are tough and strong, but not too nimble. - Giant: Half-giants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. - Medium: As Medium creatures, half-giants have no special bonuses or penalties due to their size. - Half-giant base land speed is 30 feet. - Low-Light Vision: A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. - Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures. - Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. - Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. - Psi-Like Ability: 1/day-stomp. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based. - Automatic Language: Common. Bonus Languages: Draconic, Giant, Gnoll, Ignan. - Favored Class: Psychic warrior. - Level Adjustment: +1
Spells SimpleWeapons Armor Shields Turn Undead Spontaneous Cast: Healing Domains: - Magic: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. - Travel:For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of cleric class skills.
Tueor was always a big guy, raised in a human comunity. When he was young he was made fun of for his size, which he would use to quiet the insults. He quickly became a trouble maker and was feared by all the other rough groups. One day however, a group of bandits broke into his families house, killed Tueors parents, and stole all thier belongings before his eyes. This tramautized him and he ran off into wilderness alone. Afew years latter he emerged as a large man, but one filled with compassion for all living things. For years he wandered around spreading his love to the world. Then he arrived in Gladius. He was shocked by the huge city and the gladiatorial matches. Why would people fight each other so much? His large frame was quickly noticed by those with an interest in gladiators and he was smoothtalked into joining. He now fights to spread his word of love to the thousands of people who watch the fights. Character Build Consultation provided by: CoCo Elder, LLMadCow
Not only did neither gladiator send me tactics, but only one of them had defaults. And even then only 5 words of tactics in the default tactics. Shortest match EVER, because the winner won by 5 words.
Week 1 Time Between Fights: 6hrs Prebuffs/Ongoing Effects: none Items Used: none Spells Used: Bulls Str, Longstrider x/day Abilities Used: none Free Activity: Train Javelin to defend
Zax Kar Nissex
Middle-aged male Human, Humanoid (human) medium size, Height 6'6", Weight 280lbs Neutral Evil Druid of Insects, ECL 4 XP: 9050 / XP for Next Level: 10000
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 (Ape) 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) Resist Nature's Lure (+4 bonus to saving throws vs Fey spell-like abilities)
Buffs and Prefight actions: Bring Hugs (Animal companion) and command him to heel. Bring Net and Trident and command them to heel (CR1 each) Recall Bull's Strength with a Pearl of Power (2nd)
Zax does not like head on confrontation and uses Hugs to act as an emissary for him - to extract the lungs of his opponents.
Hugs 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 or, more likely, a pin command.
Buffing sequence: short and sweet - Bull's strength on Hugs. Entangle will be used to entrap speedy opponents, but most of the time, Zax will use Produce Flame.
If Hugs 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...).
Trident and Net are usually used to protect Zax from harm, so he usually only sends them in to fight when Hugs has already engaged the opponent - especially if the opponent is now grappled or pinned.
Ready for Feb 28, 2007 [Fight 1] - Free Activity: Profession: Barrister (+92 gp)
Art by Chris Tessmer. Used without permission. Let me know and I'll take it down.
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 4 (War and Magic) (Channels negative energy) Experience: 8850/10000
Gods of earth and iron, 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 endure like the mountain stone.
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 14] Guidance, Guidance, Guidance, Virtue, Virtue Level 1 [DC 15] Magic Weapon[sup]D[/sup], Command, Command, Shield of Faith, Shield of Faith Level 2 [DC 16] Spiritual Weapon[sup]D[/sup], Bull's Strength, Hold Person, Hold Person
Necromancy spells: +1 DC (note that this includes spontaneous inflict spells)
Spell Levels Available Per Fight: 5 (2 Orisons) (9 SLs available for fight 2) [13 Total Spell Levels / 3, rounded up] Total Spell Levels: 13 [(5 x 0), (5 x 1), (4 x 2)] Caster Level: 4
Prefight Actions Bring Bulwark the horse Load Crossbow
Equipment Worn and Carried Basic Outfit [0 lbs] [0 gp] Cloak of Resistance +1 [1 lb][500[sup]c[/sup] gp] Periapt of Wisdom +2 [1 lb][2000[sup]c[/sup] gp] Masterwork Greatsword [8 lbs][350 gp] Masterwork Light Crossbow [4 lbs][335 gp] 40 Bolts [4 lbs][4 gp] Cold Iron Light Mace [4 lbs][10 gp] Masterwork Full Plate [50 lbs][1650 gp] Heavy Wooden Shield (Generally stowed on back) [10 lbs][7 gp] 2 Spell Component Pouches [4 lbs][10 gp] 5 Wooden Holy Symbols [5 gp] Pearl of Power I [0 lb][500[sup]c[/sup] gp]
Wands Wand of Enlarge Person (46 charges) [690 gp]
Expendable Items
Arcane Scrolls: 1 x Scroll of Enlarge Person (CL 1) [25 gp] 6 x Scroll of Expeditious Retreat (CL 1) [25 gp each = 150 gp] 3 x Scroll of Shield (CL 1) [75 gp] Scroll 5 (multiple spells): Sleep (CL 1) Sleep (CL 1) Sleep (CL 1) Sleep (CL 1) Silent Image (CL 1) (Gundmir, Large-sized) [125 gp]
Divine Scrolls: 1 x Scroll of Shield of Faith(CL 2) [50 gp] 1 x Scroll of Protection from Evil (CL 2) [50 gp]
Total: 475 gp Max total (4[sup]2[/sup] x 50): 800 gp
Equipment at Home Masterwork Law Books (+2 Competence bonus on Prof(Barrister)) [55 gp] 86 Bolts [8.6 gp] 1864 gp (in the form of letters of credit backed by various Gladian banks and temples)
Skills Jump +3 (+4 after running start due to run feat) [+3 Str, +4 Speed, -4 ACP] Listen: +4 [+1 Wis, 3 Ranks (3 Animal)] Spot: +4 [+1 Wis, +3 Ranks (3 Animal)
Tricks Known Combat Riding Package
Equipment Worn and Carried Scale Barding [60 lbs] [200 gp] Military Saddle [30 lbs] [20 gp] Bit and Bridle [1 lbs] [2 gp] 40 Bolts [0.1 lb each = 4 lbs] [0.1 gp each = 4 gp] 40 Silver Bolts [0.1 lb each = 4 lbs] [2 gp each = 80 gp] 40 Cold Iron Bolts [0.1 lb each = 4 lbs] [0.2 gp each = 8 gp]
Carrying Capacity A light load for a light warhorse is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A light warhorse can drag 3,450 pounds. Bulwark's Gear: 103 lbs Gundmir: 144 lbs Gundmir's Gear: 91 lbs Total: 338 lbs => medium load
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
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.
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."
7 x Scroll of Expeditious Retreat (CL 1) [175 gp] 3 x Scroll of Enlarge Person (CL 1) [75 gp] 4 x Scroll of Shield (CL 1) [100 gp] 1 x Charge from Wand of Expeditious Retreat [15 gp] (Note: the wand was returned due to violation) 4 x Charge from Wand of Enlarge Person [60 gp] 14 x bolts [1.4 gp]
Ranged Attacks Sling: +6[sup]d[/sup], 1d4+3 (x2), Bludgeoning, Range 50 ft [3 BAB + 3 Dex]
Combat Abilities Rage (1/day): +4 Str, +4 Con, +2 morale bonus on Will saves, –2 AC Stability: +4 to resist being bull rushed or tripped when standing on the ground
Arcane Spells Prepared Level 0 [DC 10]:
Spell Levels Available Per Fight: -- [- Total Spell Levels / 3, rounded up] Total Spell Levels: - [(- x 1)] Arcane Spell Failure: ??% [?? Armor + ?? Shield] Caster Level: -
Conditional Modifiers [sup]a[/sup] +4 dodge bonus vs giant types [sup]b[/sup] +2 vs spells/powers and spell/power-like effects [sup]c[/sup] +2 vs poisons [sup]d[/sup] +1 vs orcs & goblinoids [sup]e[/sup] +2 racial bonus when related to stone or metal
General Tactics Always stow equipment; never drop it. Always make melee attacks one-handed unless otherwise specified. Always make use of relevant skills for given situations. Use any and all equipment available whenever necessary. Never surrender.
Starting: 3,000.00 gp Battles: 5,300.00 gp Sales: + 0.00 gp --------------- Total Earned: 8,300.00 gp Purchases: - 2,504.00 gp --------------- Total Left: 5,796.00 gp
Ranged Attacks MW Darkwood Light Crossbow +10, 1d6, (19-20/x2), Range 80 ft, piercing [5 Dex, 3 BAB, 1 Size, 1 Enhancement] To-hit for Energy Ray: +9, +11 when using electricity and target is wearing metal armor.
Elude Touch (Ex) Starting at 2nd level, a wilder’s intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks.
Surging Euphoria (Ex)
Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge.
Power Points Available Per Fight: 8 [23 Total Power Points / 3, rounded up] Total Power Points: 23 [(Wilder 17, 6 ability score)] Manifester Level: 4[/font]
Feats [sup]Lvl 1[/sup] Enlarge Power [sup]Lvl 3[/sup]Imprint Powerstone
Equipment Worn and Carried +1 Mithril Chain Shirt [5 lbs][2,100 gp] +1 Darkwood Heavy Shield [2.5 lbs][1,207 gp] Shield is cheaper than DMG version because of small size: Base armor = 7 gp, masterwork = +150 gp, darkwood (10 gp per pound, small size shields is 5 pounds) adds 50. Darkwood Light Crossbow [1 lbs][345 gp] 40 Small Bolts [0.05 lb each = 2 lbs] [0.1 gp each = 4 gp]
Expendable Items 10 Powerstone of Energy Ray [ML 2]^ (Enlarged)(C) [0.0 lb each = 0 lbs][25 gp each = 250 gp] 1 Energy Ray [ML4]^ (Enlarged) (C) [0.0 lb each = 0 lbs][100 gp each = 100 gp] 2 Powerstone of Offensive Prescience [ML 1] [25 gp each = 50 gp][/font] 2 Powerstone of Recall Agony [ML4]^ (Enlarged) (C) [0.0 lb each = 0 lbs][100 gp each = 200 gp] 3 Powerstone of Skate [ML 1] [0.0 lb each = 0 lbs][25 gp each = 75 gp] 1 Powerstone of Synesthete [ML 1] [0.0 lb each = 0 lbs][25 gp each = 25 gp] 4 Powerstone of Vigor [ML2]^ (C) [0.0 lb each = 0 lbs][25 gp each = 100 gp]
Max total (ECL[sup]2[/sup] x 50): 800 gp
Equipment at Home Monk's Outfit [0 lbs] [0 gp] Divining Rod (Profession: Miner masterwork tool) [0 lbs] [0 gp]
(Misc. Item) ??? gp received [??? gp originally spent] (Misc. Item) ??? gp received [??? gp originally spent] (Misc. Item) ??? gp received [??? gp originally spent]
20 Bolts [0.1 gp each = 2 gp] (2) Powerstone of (Energy Ray) [ML 2^] (Enlarged) [25 gp each = 25 gp] (3) Powerstone of (Vigor) [ML 2^] [25 gp each = 25 gp] (2) Powerstone of Offensive Prescience [ML 1] [25 gp each = 25 gp]
Zax's tactics vs Gundmir, Blizzard and Weapon (Hunter fight)
My druid in the city... well let's see what I can do.
Let's start off at the default of my starting area with nothing in hand. Hugs will be in the front corner and Net and Trident beside me.
In round 1, cast Bull's Strength on Hugs and set out in a clockwise direction. Hugs should lead the way, Zax will be behind him and both Net and Trident will keep to Zax's side.
After that it depends on who I find.
1. Gundmir - oh Happy Day. Cast Hold Animal on his horse and order my pets to attack Gundmir (Pin for Hugs, attack for the other two). If the hold doesn't work, or if the horse breaks out before Hugs and company have reached Gundmir, chase him down. Once Hugs gets Gundmir into a grapple, he will try to pin; while grappling Net and Trident will be attacking Gundmir. They will only attack the horse if the horse is making attacks against them and Gundmir is dead. Since Net's web attack is a part of his natural attacks - having shoot a web or two at a target is reasonable.
2. Blizzard - ignore him unless Weapon is known to be dead or unless Gundmir is already dead. If my tactics call for fighting him - same orders for pin (Hugs) and attack (Net and Trident).
3. Weapon - if Weapon finds me before I am ready to engage her, have Net try to web her and get out of dodge. If she continues to be a problem, send Hugs to pin. If she is currently my target (if the other two are dead), follow my tactics from above - pin and attack (as before).
Contingencies:
1. Most important - if Hugs goes down and is not completely dead - immediately surrender and cast Cure Minor wounds on him. 2. If Gundmir is enlarged (and by definition not on his horse), the tactics do not change - except do not cast Hold Animal on his horse in this case. If I do not cast Hold Animal against Gundmir, Zax will contribute against the other opponents with Produce Flame if possible.
Notes:
1. Hugs is a large creature with natural reach. Grapple attempts should not provoke AoO because of this.
That's pretty much it. Let me know if you have any questions.
Tactics for Gundmir Guldesdep in hunter fight 3/1/07
Hello, and thanks for pitlording!
The plan (such as it is) is to hunker down for a few rounds in my starting position while the other gladiators fight each other, then buff minimally and attack the survivors in melee.
Setup: Start in the default position with a scroll of shield in hand, mounted on the horse.
Buff Sequence: Round 1) Full defense (do nothing). Round 2) Full defense (do nothing). Round 3) Full defense (do nothing). Round 4) Shield of Faith from memory on self. Round 5) Virtue from memory on self. Round 6) Guidance from memory on self. (Use on next attack roll or save) Round 7) Shield from scroll on self (don't forget to roll ASF for Gundmir's plate armor). Round 8) Ride out and seek melee battle.
The Plan: There's really not much of a plan; there are too many characters and too many contingencies to plan for. Just try to attack in melee against the weakest-seeming character first, or do whatever else seems like a good idea. I see in your signature that you want your characters played in accordance with their Int and Wis stats, so I'm confident you'll do right by Gundmir (Int 14, Wis 19). I don't think he can win this, so I'd rather not spend more in the way of expendables or prepared spells than I've outlined above, and it'd be nice if the horse survived. On the other hand, if the situation evolves such that a couple other characters drop and Gundmir thinks there's at least a 50% chance of victory, go ahead and use any and all available resources.
These tactics are in addition to the general tactics listed on my sheet.
Start me nearest any visible balconies from my starting box, or if none than nearest the center, with nothing in hand.
To start, immediately proceed to the nearest balcony and attempt to climb up into it.
Assuming I am successful, from here, I am just going to stay put and fire my sling at anything that moves. If I have a choice, my order of attack should be Weapon>Zax>Gundmir>anything else.
I am content to run myself out of sling bullets from up here, if no one tries to join me. Plink them to death. If, however, one or more parties tries to climb up to join me on the balcony, once they get halfway up (10 ft), ready an action to bull rush them off of the balcony just before they reach the top. The nice thing here is that I will provoke an AoO doing this, but only someone with a weapon that doesn't have to be held can take it, which means the only ones who can are those with natural attacks, such as the druid's pets, or a caster with a held spell. If I succeed on the bull rush, this should knock them back to the ground, causing them to take falling damage. If not, then they can join me on the balcony.
Keep the above strategy up for as long as I am alone on the balcony. When someone does make it up to the balcony with me, at that point draw my adamantine waraxe and attack in melee normally. If I kill someone/something in melee on the balcony, return to the above ranged tactic until it is interrupted.
If I run out of bullets and I still have viable opponents, then climb down, draw the adamantine waraxe, and go looking for trouble, using the same order of attack as above. Hopefully I won't go through all my bullets, however.
If I get grappled, (most likely by something enlarged), just the attack an opponent action to make melee attacks with unarmed strikes vs their AC at a -4 penalty.
Now, if I get engaged before I am able to climb up to the balcony, then attack in melee normally with the adamantine waraxe until such time as either the thing attacking me is dead or gone, or I am dead. If I am able to, after this happens, proceed with the climbing tactic above as my earliest convenience.
Hopefully that covers it. If you have any questions PM me.
Sorry if this seems complicated, lots of folks to keep track of.
(Note on notation: pp = power points, +x”s” means levels of wild surge. In other words, 3pp+2s means “three power points plus two levels of wild surge augmentation.”
Main tactic: Plink away with crossbow from rooftop. If no target sighted, make one active spot check and use the other to move to another corner of the rooftop, taking 10 on the balance check. Bring out the energy cannon only at specified times. If psionic focus is lost and I’m not in melee or within charge range of it, take a full-round action to gain focus as necessary if all targets are beyond close range. Tumble to avoid AOOs. When/if I get forced to the ground against Blizz or Gundmir, use the hedge for cover.
My crossbow target priorities are as follows: 1.) Zax Kar. Ignore all of his followers. 2.) Blizzard, if/when he gets within 100 feet of me. 3.) Gundmir. 4.) Blizzard, when not within 100 feet.
A quick note on the reasoning behind this to try to shed more light on carrying out this tactic. I’ve got enough PP firepower to drop any one of them individually, but I can’t take on all three or even two of them fully healthy. The goal is to attempt to plink a little damage myself while waiting for the most advantageous and efficient time to toss the e-ray.
Consumables: Eat as many ML2 e-ray powerstones as necessary after I very likely run out of pp. Reserve the ML4, Synesthete and the Recall Agony stones – in fact, I don’t even really want to use Recall Agony at all in this fight. Any other ones, well, if it seems like a good time to try it and you think my mental stats justify thinking out of the box (unlikely,) go for it.
When to burn: * With the exception of Blizzard, make all energy rays fire. For Blizzard, make it electricity if he hasn’t engaged me in melee yet, fire otherwise. * From the time that I see Zax, wait no more than three rounds for him to come within range of extended energy ray. (70 feet before wilding) If he doesn’t approach within that timeframe, jump off the roof, making a tumble and jump check to try to negate damage (if skate is still active, remember to add +6 to the jump result.) When he gets in range and I’ve hit him three times with the xbow, give him a 1pp +2 surge fire e-ray. If I’ve hit him 1-2 times or he is already wounded, 2pp+2s. If he appears uninjured, 3pp+2s. If I drop him and I’m on the ground, get back to the roof if I’m not in immediate danger. After I hit him with one, 1pp+1s until he’s dead. * Don’t use the e-ray against someone who’s not my target. Head for the city square. * For Gundmir, if I’m above 5pp, use a 2pp+2s then a 1pp+2s. If I hit with both rays and he’s still up, 1pp+1s. Below 5pp, 1pp+2s. * For Blizz, if I’m above 5pp, use 4pp+2s, then 1pp+2 until he’s dead. Below 5pp, 2pp+2s if possible, then 1pp+2s.
Contingencies: * If I get a disembodied weapon on me, break LOS to Gundmir. * If I get grappled, make one attempt to escape artist, then start trying to manifest in the grapple with 1pp+2s surges. If I’m out of pp, escape and scramble for the powerstones! * If I get brought down below 12 real hp, 1pp+1s vigor if I have the pp, powerstone it if I don’t. * Remember my surging euphoria! +1 hit, saves, damage rolls in the round after a successful surge. * If Gundmir and me are the last two standing and he’s big, shoot him once with the crossbow before doing any burning. *If he’s not the last target and Blizz is or is positioning to climb up for me, move away from him and when he gets on the roof, jump down and head for the center of the city square. * If Hugs is bleeding and Zax hasn’t surrendered, CDG him with the xbow.
Start Routine: Start in corner with scaffolding with powerstone of skate in hand.
Round 1: Activate skate, climb scaffolding (should get 10 feet).
Round 2: Finish climbing, walk on roof to corner with most advantageous view of the center, taking ten on the balance checks. I don’t think there should be any violence in round 2 that would force me to make the rolls, but roll if I have to.
Round 3: Draw and activate powerstone of vigor.
Round 4: If no targets seen, move (again, taking 10) and draw crossbow as part of movement; take standard to load it. Otherwise, shoot what I see according to target prioritization.
Round 5: Shoot and load. If no targets, take an active spot and move. If two or three targets are in sight and they’re not engaging me, draw and activate stone of offensive prescience and resume sniping. Continued Just remembered something - I lose my dex modifier when on the roof. That's bad. Instead of going to the roof, stay near the hedge facing the square and snipe alternating moving and shooting - i.e., in one round, have cover, shoot and move to break LOS (hedge is 5', I'm 3'something round two, load crossbow and move back to edge of hedge, rinse and repeat.
If you'd rather me redo the whole thing, that's OK as well; I'm just dead tired atm or I would. But I think that can be replaced fairly well. No need to redo in entirety, I can adapt what you have sent.
Racial Abilities: Human +1 skill point/lvl 1st level bonus feat
Template Abilities: Lycanthrope +2 Wisdom in all forms, Physical abilities of animal when in hybrid or animal form Low light vision in all forms Scent in all forms +2 natural armor in all forms Alternate Form (Standard action, requires Control Shape check) Lycanthropic Empathy (in any form, able to communicate/empathize with creatures of a like type) DR 5/Silver in Hybrid and Animal forms Can't cast spells with somatic, verbal or material components while in animal form or spells with verbal components in hybrid form
Animal Abilities: Deinonychus Pounce - can full attack on a charge (animal form only)
Class Abilities: Barbarian All Simple and Martial Weapon proficiencies, All Armor and All shields (excluding tower) Fast Movement (+10 speed in all forms) Illiteracy Rage 1/day (+4 Str/Con, -2 AC, +2 Will, lasts 8 rounds (human form)/12 rounds (hybrid and animal form))
Speaks Common Speak Language [1] [1 total languages]
Equipment: Traveler's Outfit [5 lbs] +1 Mighty (+7 Str) Composite Long Bow [3lbs] [3100gp] Incandescent Blue Ioun Stone [8000gp] Dusty Rose Prism Ioun Stone [5000gp]
[3lbs] [16100gp]
Expendable Items: [Total 2450gp/2450gp] 60 cold iron arrows [9lbs] [6gp] 60 silver arrows [9lbs] [126gp] Potion of Fly [0.1lbs] [750gp] 2 Potions of Invisibility [0.2lbs] [600gp] 3 Potion of Mage Armor [0.3lbs] [150gp] Potion of Greater Magic Fang +1 [0.1lbs] [750gp] Potion of Protection from Good [0.1lbs] [50gp] Potion of Protection from Evil [0.1lbs] [50gp] 2 Potions of Shield of Faith +2 [0.2lbs] [100gp]
On most maps, Jar-red will first buff with appropriate potions, change shape into animal form and then seek out his opponent.
Once in animal form, Jar-red will seek out his opponent efficiently with his 70ft movement. If possible, he will close to melee with a charge (even turning once with his fleet of foot feat) and pounce. If he can set up to pounce, he will rage during that action.
If the opponent is likely to be a flyer, Jar-red will still try to engage in melee - by jump-attacking when possible. On a running jump, he can achieve as much height as (35+20=55/4=13ft) someone starting 10ft above him. If the opponent is flying above this height, he will either change back to hybrid form or stay in that form to start with.
I'm hoping this goes nice and easy. Let's start with two potions in hand - invisibility and protection from good. In round 1, drink the potion. From round 2-x, run towards my opponent until I am within charge range in animal form (~140ft). Now drink the potion of protection from good. Shift to animal form. Set up to charge, and pounce on my opponent. My jump check in animal form is high enough to auto-succeed a long jump over any obstacle in the plains map.
Once I get into melee - do not let up. Full attack until he is dead. If he moves far enough away to receive another charge - punish him for it.
For the duration of the fight, specify Valen as my dodge target.
Special: If he brings his horse with him, I'm going to have to kill it. Instead of buffing, stow my potions and draw my bow. Fire at the horse from my starting area until it is killed, moving closer each round until I am at 250ft. After the horse is downed, proceed with the above tactics.
That's it. He can probably try to use entangling ectoplasm on me - but it'll be after the pounce attack - so I'm not too concerned about it - especially since I can still outrun him once his mount is killed...
Gender and Race: Male Human Size and Type: Medium Humanoid (Human, psionic) Height and Weight: 5'6' 140lbs [changed from 150 lbs] Age: 21 years old Alignment: Neutral Good ECL: Ranger 2/Psion (Egoist) 4/Slayer 1 (ECL 7) Experience: 25001/28000 Guild: LOY
Dagger +7, 1d4+2, (19-20/x2), piercing (+2 Damage vs Elves, Human (Psionic)) [2 Str, 5 BAB] [mwk] Alchemical Silver Dagger +8, 1d4+1, (19-20/x2), piercing (+2 Damage vs Elves, Human (Psionic)) [2 Str, 5 BAB, 1 Enhancement]
Ranged Attacks [mwk] Deepcrystal Composite Longbow (Mighty +2) +9, 1d8+2, (20/x3), Range 110 ft, piercing (+1 to hit/damage at 30' or less, +2 Damage vs Elves, Human (Psionic), +2d6 for 2PP) [3 Dex, 5 BAB, 1 Enhancement] Rapid Shot: [mwk] Deepcrystal Composite Longbow (Mighty +2) +7/+7, 1d8+2, (20/x3), Range 110 ft, piercing (+1 to hit/damage at 30' or less, +2 Damage vs Elves, Human (Psionic), +2d6 for 2PP) [3 Dex, 5 BAB, 1 Enhancement, -2 Rapid Fire] Cold Iron Javelin +8, 1d6+2, (20/x2), Range 30 ft, piercing (+1 to hit/damage at 30' or less, +2 Damage vs Elves, Human (Psionic)) [3 Dex, 5 BAB] Alchemical Silver Javelin +8, 1d6+1, (20/x2), Range 30 ft, piercing (+1 to hit/damage at 30' or less, +2 Damage vs Elves, Human (Psionic)) [3 Dex, 5 BAB]
Dagger +8, 1d4+2, (19-20/x2), Range 10 ft, piercing (+1 to hit/damage at 30' or less, +2 Damage vs Elves, Human (Psionic)) [3 Dex, 5 BAB] [mwk] Alchemical Silver Dagger +9, 1d4+1, (19-20/x2), Range 10 ft, piercing (+1 to hit/damage at 30' or less, +2 Damage vs Elves, Human (Psionic)) [3 Dex, 5 BAB, 1 Enhancement]
Special Attacks & Abilities Human Traits: Bonus feat 1 extra skill point per level (4 at 1st)
Ranger Abilities: Proficiency with all Simple and Martial Weapons Proficiency with Light Armor and Shields (not Tower shields) +2 Favored Enemy: Humanoid (Elves) (+2 to Damage, Bluff, Listen, Spot, Sense Motive, Survival) Wild Empathy Combat Style: Rapid Fire Feat while in light or no armor
Psion Abilities: Access to Egoist Discipline Bonus Feat
Slayer Abilities: Proficiency with all simple and martial weapons and with all types of armor Favored Enemy: Humanoid (Human, Psionic) (+2 to Damage, Bluff, Listen, Spot, Sense Motive, Survival) Enemy Sense
Power Points Available Per Fight: 8 (14 available this week) [[s]23 14 Total Power Points / 3, rounded up] Total Power Points: 23 [(+0 Ranger 2, +17 Psion 3, +6 Int] Manifester Level: 4
Feats Point Blank Shot [sup]Human[/sup] Dodge [sup]Lvl 1[/sup] Track [sup]Ranger 1[/sup] Psicrystal Affinity [sup]Psion 1[/sup] Mobility [sup]Lvl 3[/sup] Rapid Fire [sup]Ranger 2[/sup] Spring Attack [sup]Lvl 6[/sup]
Skills First change of skillsSecond change of skills Total Skill Points: 76 [50 Ranger, 24 Psion (Egoist), 8 Slayer] Languages: Common, Undercommon, Sylvan, Elven [1 Racial, 3 Int] Armor Check Penalty: -0 [0 Armor]
Balance: +3 [3 Dex] Bluff: +4 (+2 vs Elves, Human (Psionic))[-1 Cha, 5 Ranks (5 Slayer)] Climb: +2 [2 Str] Concentration: +12 [2 Con, 10 Ranks (4 Ranger,5 Psion, 1 Slayer)] Craft (Bowmaking): +10 [3 Int, 5 Ranks (4 Ranger, 1 Psion), 2 Masterwork Tools] Handle Animal: +6 [-1 Cha, 5 Ranks (5 Ranger), 2 Masterwork Whistle] Hide: +16 (+10 Enhancement from Chameleon)[3 Dex, 8 Ranks (7 Ranger,2[sup]CC[/sup] Psion), 5 Competance] Jump: +2 [2 Str] Knowledge (Dungeoneering): +7 [3 Int, 4 Ranks (4 Ranger)] Knowledge (Geography): +8 [3 Int, 5 Ranks (5 Psion)] Knowledge (Nature): +13 [3 Int, 8 Ranks (8 Psion), 2 Synergy] Listen: +5 (+2 from Alertness when Psicrystal within 5', +2 vs Elves, Human (Psionic))[1 Wis, 4 Ranks (4 Ranger)] Move Silently: +11 [3 Dex, 8 Ranks (7 Ranger,2[sup]CC[/sup] Psion)] Psicraft: +4 [3 Int, 1 Ranks (1 Psion)] Ride: +6 [3 Dex, 1 Ranks (1 Ranger), 2 Synergy Handle Animal] Sense Motive: +3 (+2 vs Elves, Human (Psionic))[+1 Wis, 2 Ranks (2 Slayer)] Spot: +5 (+2 from Alertness when Psicrystal within 5', +2 vs Elves, Human (Psionic))[1 Wis, 4 Ranks (4 Ranger)] Survival: +6 (+2 Tracking Elves, Human (Psionic), +2 vs Getting Lost or Natural Hazards (Geography Synergy))[1 Wis, 5 Ranks (5 Ranger)] Use Rope: +8 (+2 with Silk Rope (in Adventuring Backpack))[3 Dex, 5 Ranks (5 Ranger)]
Conditional Modifiers +1 to hit and +1 to damage with ranged attacks within 30' (Point Blank Shot) +1 Dodge modifier to AC against one target, selectd as a free action each round (Dodge) +4 to AC versus Attacks of Opportunity caused by moving out of or within a threatened area (Mobility) +2 to Spot and Listen when Psicrystal is within 5' (Alertness - Psicrystal Affinity) +2 to Will Saves when Psicrystal is within 1 mile (Resolved) +2 to Damage, Bluff, Listen, Sense Motive, Spot, Survival vs Elves, Human (Psionic) (+2 Favored Enemy)
Prefight Actions Gain Psionic Focus Bring Psicrystal (Quartz) Psicrystal activates Self-propulsion Bring light warhorse (Lightning) Tie Backpacks onto both sides of Lightning's sadle with special Knot. Take 10 + 8 = 18 vs DC 15. Knots release backpacks with a move action.
Equipment Worn and Carried Explorers Outfit [0 lbs] [0 gp] [mwk] Deepcrystal Composite Longbow (Mighty +2)[3 lbs][650[sup]C[/sup] gp] +1 Adamantine Greatsword [8 lbs][5050 gp] +1 Shadow Mithral Chain Shirt (+5 competance to hide) /w [mwk] Armor Spikes [20.0 lbs][6200 gp] Cloak of Resistance + 1 [1 lbs][1000 gp] Ring of Protection +1 [0 lbs][2000 gp] 4 Tindertwig [0 lbs][4 gp] 3 Vials of Antitoxin [0 lbs][50 gp each = 150 gp]
Efficient Quiver [2.0 lbs][1800 gp]
Inside Efficient Quiver (40) Steel Arrows [0.15 lb each = 6.0 lbs][0.025 gp each = 1.0[sup]C[/sup] gp] (20) [mwk] Mundane Crystal Arrows [0.15 lb each = 4.5 lbs][3.025 gp each = 60.5[sup]C[/sup] gp] (15) Cold Iron tipped Javelins [2 lb each = 30 lbs][2 gp each = 30 gp] (3) Alchemical Silver tipped Javelins [2 lb each = 6 lbs][22 gp each = 66 gp] (2) Cold Iron Spears [2 lb each = 6 lbs][4 gp each = 8 gp] (2) Quarterstaves [4 lb each = 8 lbs][2 gp each = 4 gp] Masterwork Composite Longbow (Mighty +2) [3 lbs][300[sup]C[/sup] gp] End of Inside Efficient Quiver
Total Weight on Valen: 34 lbs
Lightning (Light Warhorse)[- lbs][150 gp] Equipment on Lightning Leather Barding [30 lbs][40 gp] Riding Saddle [25 lbs][10 gp] Backpack (Adventuring) (Tied on to saddle with a special Knot as prebuff with take 10 on Use Rope)[2 lbs][2 gp]
50' Rope, Silk (+2 to Use Rope)[5 lbs][10 gp] 6 pitons [1/2 lb each = 3 lbs][0.06 gp] Hammer [2 lbs][0.05 gp] 2 Smokestick [1.0 lbs][40 gp] 50ft Hempen Rope [10 lbs][1 gp] Flint and Steel [- lbs][1 gp] Grappling Hook [4 lbs][1 gp] Lantern, hooded [2 lbs][7 gp] 10 Oils (1 pint flasks) [1 lb each = 10 lbs][0.1 gp each = 1 gp] 2 Torches [1 lb each = 2 lbs][0.01 gp each = 0.02 gp] (40) Alchemical Silver Arrows (-1 Damage) [0.15 lb each = 6 lbs][1.025 gp each = 41[sup]C[/sup] gp] (40) Cold Iron Arrows [0.15 lb each = 6 lbs][0.05 gp each = 2[sup]C[/sup] gp] (40) Steel Arrows [0.15 lb each = 6 lbs][0.025 gp each = 1[sup]C[/sup] gp] (10) [mwk] Adamantine Arrows [0.15 lb each = 1.5 lbs][30.025 gp each = 300.25[sup]C[/sup] gp] [mwk] Cold Iron Dagger [1 lbs][304 gp] [mwk] Alchemical Silver Dagger (-1 Damage) [1 lbs][322 gp] Total Weight Inside: 59.5 lbs
Backpack (Survival) (Tied on to saddle with a special Knot as prebuff with take 10 on Use Rope)[2 lbs][2 gp] Backpack Survival ContentsShow
7 days Trail Rations [1 lb each = 7 lbs][0.5 gp each = 3.5 gp] Soap [1 lb][0.5 gp] Shovel [8 lb][2 gp] Tent [20 lb][10 gp] 2 Full Waterskins [4 lb each = 8lbs][1 gp each = 2 gp] Whetstone [1 lb][0.02 gp] Winter Blanket [3 lb][0.5 gp] Bedroll [5 lb][0.1 gp] Masterwork Whistle (+2 to Handle Animal)[1 lbs][50 gp] Total Weight Inside: 58 lbs
Expendable Items 4 Powerstones of Skate [ML 1][0.0 lb each = 0 lbs][25 gp each = 125 gp] 3 Powerstones of Synesthete [ML 1][0.0 lb each = 0 lbs][25 gp each = 75 gp] 2 Potions of Protection from Evil[0.1 lb each = 0.2 lbs][50 gp each = 100 gp] 2 Potions of Protection from Law[0.1 lb each = 0.2 lbs][50 gp each = 100 gp] 2 Potions of Protection from Chaos[0.1 lb each = 0.2 lbs][50 gp each = 100 gp] 3 Powerstones of Bolt [ML 1][0.0 lb each = 0 lbs][25 gp each = 75 gp] 2 Powerstones of Entangling Ectoplasm [ML 1][0.0 lb each = 0 lbs][25 gp each = 50 gp] Max total (ECL[sup]2[/sup] x 50): 1800 gp Current total: 600 gp
Total Weight with Expendables: 34 +0.6 = 34.6 lbs Encumbrance: Light (58 lbs or less for Str 14)
Special Attacks and Abilities Personality (Resolved) Self-Propulsion (Stats assume Self-Propulsion Active) Share Powers Sighted: Can see/hear out to 40ft, ignores normal and magical darkness Telepathic Link: Telepathically communicates with master Alertness: Provides Alertness feat to master when within arms reach (5') Improved Evasion Deliver Touch Powers +8 racial Climb bonus: Use Dex instead of Str, can always take 10
Always try to Dispense with Displays (I.e. hide manefestation) (DC 15 + level of the power Concentration check) Always hold breath when within an area of effect containing smoke. Always stow equipment. Share all buffs with Quartz when in range.
Roll a 1d4 die. This determines which of the following tactics to use. Roll a 1d6+4 die. This is the number of rounds to use this tactic for. After that duration, roll the 1d4 die and repeat.
Buffs: In general, try buffing Animal Affinity-Dex (3pp), Force Screen (1 pp), Offensive Precognition (1 pp), and Offensive Prescience (1pp). Use any remaining pp for entangling ectoplasms as needed. If stealth comes up under the random tactics first, don't buff Prescience, instead do Chameleon (3pp).
More Specific Tactics: 1: Ranged: Valen mounts on Lightning. Quartz drives Lightning. Stay at range and shoot, using Rapid Shot when possible.
2: Stealth: Break LOS, hide. Attempt to snipe with bow, or hide, fire, and move to total cover.
3: Melee: Mount up on Lightning, charge opponent with Greatsword. Dismount, and flank. Quartz has Lightning full attack. Valen attacks with Greatsword.
4: Skirmish: Utilize Spring attack to move in and out of melee range. Use Entangling Ectoplasm to slow the opponent down. Sunder any ranged weapons.
Modifications: If it helps, use the delay action: I.e. if Valen is shooting into melee, delay until after Lightning has made a standard attack and move, or after Lightning has used the Withdraw manuever so as to avoid the -4 penalty.
Fight Setup Valen will begin with both quivers of 20 silver arrows in his hands. He will be sitting on lightning. Quartz will be mounted on Lightning and will officially be guiding Lightning. Lightning will begin such that he can immediately run towards any corner (i.e. placed towards the center the map).
Main Tactic: Buff, Entangle, shoot.
Round by Round Start: 1st Round: Valen will manifest Animal Affinity - Dex +4 for 3pp. He will then take a move action to put one quiver of silver arrows on.
If Valen is on the same edge as Jar-red, Quartz will delay until after Valen has cast, then use run action with Lightning towards the corner farthest from Jar-red.
2nd Round: If Lightning ran last turn, he will take a single move action this turn. Valen will delay until Lightning has made his double move (not run), towards the far corner if necessary. Manifest Offensive Precognition (+2 to hit) for 4pp. (Auto-success on concentration for 1st level power while double moving on a mount). Valen will use a move action to put the other quiver of silver arrows on.
3rd Round: If Jar-red is still beyond charging range, manifest Force Screen for 1pp. Draw bow as a move action. Go to main tactics if he is.
4th Round: If Jar-red is still beyond charging range, manifest Offensive Prescience (+2 to damage) for 1pp. Go to main tactics if he is.
Detailed Tactic: 1st Priority: If Jar-red is in animal form and charging range, ready an action to manifest entangling ectoplasm (1pp) on him once he comes within 30'. If he's already within 30', just manifest it on him. Draw bow as a move action if not already out.
If Jar-red is in Hybrid form with his longbow, you may need to approach. Feel free to use a run with Lightning combined with Valen manifesting after the run via delay (since as far as I know, he is still allowed a standard attack in that case). Use the Psionic Focus to auto-succeed the concentration check.
Continue to do the above everytime entangling ectoplasm wears off. Use powerstones if necessary.
2nd Priority: If Jar-red is in animal form and entangled. Use lightning to stay around 100' away and standard action shoot Jar-red with silver arrows. Make sure to be farther away than 140' when the entangle wears off or make sure Valen has a readied action to manifest entangling ectoplam on Jar-red coming within 30' (i.e. don't let Jar-red get a free charge in).
If Jar-red is in Hybrid form using the bow and entangled, get off Lightning. and send Lightning to safety at a distance (run if necessary, and use the delay action if necessary to get it done in one round). Try to stay between 25-30' and single shoot Jar-red. If he switches to Animal form, draw and manifest skate, while also keeping distance (and keep in mind the entangle countd own.) Use a move, draw, move, manifest if necessary to avoid full attacks. Also, Lightning can come back and meet up to provide additional mobility.
Backup Plan: Draw admantine greatsword, manifest skate and spring attack melee, while trying to keep Jar-red entangled.
Modifications -Use the Psionic Focus to manifest defensively, when damaged, or while in a grapple if necessary. (15 Concentration check). -If Valen is on foot and Jar-red is in animal form and entangled, draw and use a stone of skate. Its acceptable to take a single attack in this case, but not a full attack. -Remember to use Spring attack (with Armor spikes if need be) to avoid AoOs -Use the Adamantium Greatsword (Rather than the silver dagger from the pack) since even with DR/5 it does more damage on average. -If Force Screen and/or Offensive Prescience are not up, get to range and manifest them once Jar-red is entangled. -Use the silver Javelins if out of arrows. Remember you can pick them back up since they're not destroyed on a hit or miss. -Manifest Vigor for enough to get Valen above 15 hp if his hit points drop to 15 or less.
Important Notes -Valen, Quartz's and Lightning's weight with the packs put's Lightning's speed at 40', not 60'. Because Valen will be taking 2 quivers of arrows out, even if the bags get dropped, they're still in the medium encumbrance category until Valen drops ~6 lbs of other stuff (or the additional arrows get mostly shot.) -Valen has 14 pp total available for this fight.
Gundmir starts box 2 mounted, scroll of shield in hand. Weapon starts box 1 nearest hedge cover with powerstone of skate in hand. Zax starts in box 4 empty handed with Hugs in front and Net/Trident flanking. Bizzard starts in box 3 empty handed looking for balconies.
Note that Net is not actually an area effect spell. I am just using that marker to indicate his space.
Gundmir (62,63) 33/33 HP AC 19 9/9 SP Bulwark (62, 63) 22/22 HP AC 18 Weapon (4,61) 20/20 HP AC 25 8/8 PP Zax (2,2) 21/21 HP AC 14 4/4SP Hugs (3,3) 29/29 HP AC 18 Trident (2,1) 13/13 HP AC 17 Net (2,3) 11/11HP AC 17 Blizzard (61,4) 33/33 HP AC 19
I am pressed for time on this fight and the roller takes me longer, so I am using my own dice from here on out. With 8 possible combatants, that is just too much changing around of the roller.
Round 01
Gundmir does nothing favoring full defense. Weapon activates skate and heads for the hedges. Zax casts Bull's Str on Hugs and they menagerie sets out closkwise. Blizzard double moves toward balconies.
Gundmir (62,63) 33/33 HP AC 19 9/9 SP Bulwark (62, 63) 22/22 HP AC 18 Weapon (12,59) 20/20 HP AC 25 8/8 PP Skate (11) Zax (5,7) 21/21 HP AC 14 4/4SP Hugs (4,9) 29/29 HP AC 18 Bull's Strength (41) Trident (6,7) 13/13 HP AC 17 Net (4,7) 11/11HP AC 17 Blizzard (47,8) 33/33 HP AC 19
Round 02
Gundmir does nothing favoring full defense. Weapon keeps moving and draws his loaded crossbow. Zax and the menagerie keep moving. Blizzard moves to a blacony and starts climbing (climb 1d20=20+6=26) and attains a position on the balcony. All listens fail.
Gundmir (62,63) 33/33 HP AC 19 9/9 SP Bulwark (62, 63) 22/22 HP AC 18 Weapon (23,49) 20/20 HP AC 25 8/8 PP Skate (11) Zax (9,15) 21/21 HP AC 14 4/4SP Hugs (8,17) 29/29 HP AC 18 Bull's Strength (41) Trident (10,15) 13/13 HP AC 17 Net (8,15) 11/11HP AC 17 Blizzard (39,6) 33/33 HP AC 19
Round 03
Gundmir does nothing favoring full defense. Weapon reaches what she thinks is a comfortable spot to hunker down and snipe from. Zax and the menagerie move on. Blizzard moves to the other end of the balcony waits for a target. All listens fail.
Gundmir (62,63) 33/33 HP AC 19 9/9 SP Bulwark (62, 63) 22/22 HP AC 18 Weapon (31,41) 20/20 HP AC 25 8/8 PP Skate (11) Zax (9,27) 21/21 HP AC 14 4/4SP Hugs (8,29) 29/29 HP AC 18 Bull's Strength (41) Trident (10,27) 13/13 HP AC 17 Net (8,27) 11/11HP AC 17 Blizzard (36,6) 33/33 HP AC 19
Round 04
Gundmir casts shield of faith from memory. Weapon hides and readies to attack. Zax and the menagerie keep moving. Blizzard readies to attack. All listens failed.
Gundmir (62,63) 33/33 HP AC 21 8/9 SP SoF (44) Bulwark (62, 63) 22/22 HP AC 18 Weapon (31,41) 20/20 HP AC 25 8/8 PP Skate (11) Zax (14,33) 21/21 HP AC 14 4/4SP Hugs (16,33) 29/29 HP AC 18 Bull's Strength (41) Trident (15,32) 13/13 HP AC 17 Net (15,33) 11/11HP AC 17 Blizzard (36,6) 33/33 HP AC 19
Round 05
Gundmir casts virtue from memory. Weapon readies to attack. Zax and his menagerie keep seeking. Hugs moves out and is spotted by Weapon (who ignores him). Hugs does not spot Weapon. Net moves out behind Hugs and is spotted by Weapon (who ignores him). Net does not spot Weapon. Trident moves out and is spotted by Weapon (who ignores him). Trident does not spot Weapon. Zax moves forward and is spotted by Weapon. Zax does not spot Weapon. Weapon's readied attack goes off (1d20=17+10-4cover=23, hits for 5) and he attempts to re-hide, but fails to re-hide. Hugs moves forward. Net scurries toward Weapon. Trident moves forward. Zax moves forward. Blizzard sits tight and readies to attack. Grundmir and Blizzard fail their listen checks.
Gundmir (62,63) 34/33 HP AC 21 8/9 SP SoF (44), Virtue (15) Bulwark (62, 63) 22/22 HP AC 18 Weapon (31,41) 20/20 HP AC 25 8/8 PP Skate (11) Zax (21,38) 16/21 HP AC 14 4/4SP Hugs (22,40) 29/29 HP AC 18 Bull's Strength (41) Trident (23,39) 13/13 HP AC 17 Net (25,37) 11/11HP AC 17 Blizzard (36,6) 33/33 HP AC 19
Round 06
Gundmir casts Guidance on himself. Weapon expends focus and Surges a 2pp+2 e-ray of fire at Zax (Enervation 86, fine; Ranged touch 1d20=14+9=23, hits; 4d6=20+4=24 dmg.) Blizzard readies to attack, seeing the flashes but not hearing anything.
Gundmir (62,63) 34/33 HP AC 21 7/9 SP SoF (44), Virtue (15), Guidance (16) Bulwark (62, 63) 22/22 HP AC 18 Weapon (31,41) 20/20 HP AC 25 6/8 PP Skate (11) [s]Zax (21,38) -8/21 HP AC 14 4/4SP Hugs (22,40) 29/29 HP AC 18 Bull's Strength (41) Trident (23,39) 13/13 HP AC 17 Net (25,37) 11/11HP AC 17 Blizzard (36,6) 33/33 HP AC 19
{b]Round 07[/b]
Gundmir casts shield from scroll (ASF 56, fine). Weapon re-hides and reloads. Blizzard readies to attack.
Gundmir (62,63) 34/33 HP AC 25 7/9 SP SoF (44), Virtue (15), Guidance (16), Shield (17) Bulwark (62, 63) 22/22 HP AC 18 Weapon (31,41) 20/20 HP AC 25 6/8 PP Skate (11) [s]Zax (21,38) -8/21 HP AC 14 4/4SP Hugs (22,40) 29/29 HP AC 18 Bull's Strength (41) Trident (23,39) 13/13 HP AC 17 Net (25,37) 11/11HP AC 17 Blizzard (36,6) 33/33 HP AC 19
Round 08
Gundmir moves out looking for Blizzard. Weapon regains psionic focus. Blizzard readies.
Gundmir (56,52) 34/33 HP AC 25 7/9 SP SoF (44), Virtue (15), Guidance (16), Shield (17) Bulwark (56, 52) 22/22 HP AC 18 Weapon (31,41) 20/20 HP AC 25 6/8 PP Skate (11) [s]Zax (21,38) -8/21 HP AC 14 4/4SP Hugs (22,40) 29/29 HP AC 18 Bull's Strength (41) Trident (23,39) 13/13 HP AC 17 Net (25,37) 11/11HP AC 17 Blizzard (36,6) 33/33 HP AC 19
Round 09
Gundmir moves on seeking Blizzard. Weapon has LOS and spots Gundmir. Gundmir fails to spot Weapon and moves on looking for Blizzard. Weapon readies an e-ray for Gundmir. Blizzard readies to attack.
Gundmir (56,36) 34/33 HP AC 25 7/9 SP SoF (44), Virtue (15), Guidance (16), Shield (17) Bulwark (56, 36) 22/22 HP AC 18 Weapon (31,41) 20/20 HP AC 25 6/8 PP Skate (11) [s]Zax (21,38) -8/21 HP AC 14 4/4SP Hugs (22,40) 29/29 HP AC 18 Bull's Strength (41) Trident (23,39) 13/13 HP AC 17 Net (25,37) 11/11HP AC 17 Blizzard (36,6) 33/33 HP AC 19
Round 10
Gundmir moves on looking for Blizzard, fails to spot Weapon. Weapon moves out and manifests a 2pp+2s energy ray (Enervation check=50, fine; Ranged touch=1d20=20!, crit confirm 1d20=14+9-4 cover=19, hits; 4d6=16+4=204d6=4+4=8 more dmg...missed crit dmg, sorry.) Blizzard is in delay, grumbles and climbs down from the balcony and goes looking for his opponents.
Gundmir (43,33) 6/33 HP AC 25 7/9 SP SoF (44), Guidance (16), Shield (17) Bulwark (43, 33) 22/22 HP AC 18 Weapon (37,36) 20/20 HP AC 25 4/8 PP Skate (11) [s]Zax (21,38) -8/21 HP AC 14 4/4SP Hugs (22,40) 29/29 HP AC 18 Bull's Strength (41) Trident (23,39) 13/13 HP AC 17 Net (25,37) 11/11HP AC 17 Blizzard (33,12) 33/33 HP AC 19
Round 11
Gundmir rides to Weapon and attempts to seperate his head from his shoulders with the greatsword. (Ride, 1d20=15+1=16; Attack 1d20=18+8+1G=27, hits for 13). Weapon takes a 5' step and surges a 1pp+2s fire e-ray at Gundmir (Enervation=5, enervated; Ranged touch 1d20=18+9=27, hits for 3d6=9+3=12). Blizzard emerges and sees Gundmir and Weapon engaged, takes a long shot with sling at Weapon (Attack 1d20=20!, crit confirm 1d20=14+6-2rng-4cvr=14 does not confirm; Damage 1d4=4+3=7).
[s]Gundmir (38,35) -6/33 HP AC 25 7/9 SP SoF (44), Shield (17) Bulwark (38, 35) 22/22 HP AC 18 Weapon (36,37) 0/20 HP AC 25 1/8 PP [s]Zax (21,38) -8/21 HP AC 14 4/4SP Hugs (22,40) 29/29 HP AC 18 Bull's Strength (41) Trident (23,39) 13/13 HP AC 17 Net (25,37) 11/11HP AC 17 Blizzard (33,20) 33/33 HP AC 19
Round 12
Weapon is dazed and does nothing. Blizzard closes the distance and sends another stone at Weapon (1d20=10+6=16, miss)
[s]Gundmir (51,33) -6/33 HP AC 25 7/9 SP SoF (44), Shield (17) Bulwark (51, 33) 22/22 HP AC 18 Weapon (36,37) 0/20 HP AC 25 1/8 PP [s]Zax (21,38) -8/21 HP AC 14 4/4SP Hugs (22,40) 29/29 HP AC 18 Bull's Strength (41) Trident (23,39) 13/13 HP AC 17 Net (25,37) 11/11HP AC 17 Blizzard (33,28) 33/33 HP AC 19
Round 13
Gundmir moves away to wait out the end of the conflict between Blizzard and Weapon. Weapon snaps out of it and manifests 1 pp+1s vigor (Enerv=57, fine) Blizzard draws his adamantine axe and charges Weapon (1d20=19+7+2chrg=28, hit; 1d10=8+3=11).
[s]Gundmir (55,37) 2/33 HP AC 25 7/9 SP SoF (44), Shield (17) Bulwark (51, 33) 22/22 HP AC 18 [s]Weapon (36,37) -1/20 HP AC 25 0/8 PP Vigor (73) [s]Zax (21,38) -8/21 HP AC 14 4/4SP Hugs (22,40) 29/29 HP AC 18 Bull's Strength (41) Trident (23,39) 13/13 HP AC 17 Net (25,37) 11/11HP AC 17 Blizzard (35,26) 33/33 HP AC 17
Fourth Place Zax 317xp/317gp +88gp profession Used Bull's Strength Third Place Gundmir 787xp/787gp+92gp profession Used Guidance, Virtue, Shield of Faith, Scroll of Shield First Place Blizzard 2700xp/2700gp Used 2 bullets Second Place Weapon 1350xp/1350gp+84gp profession Used 8PP, 1 crossbow bolt, powerstone of skate
Male Human Medium Humanoid (Human, Psionic) Lawful Evil Wilder 4/Fighter 1 [ECL 5] XP/TNL: 10,500/15,000 [10,500 start] Height 5’8’’, Weight 160 lbs, Age 26 “Deity”: Dispater (Lord of Dis, Second Layer of Hell; Patron of War and Intrigue) Current 3-Fight-Cycle InformationShow
Fight 1 Time Between Fights: hrs Prebuffs/Ongoing Effects: Items Used: Spells or Powerpoints Used: x/day Abilities Used: Free Activity:
Activities this week: Fighting in the arena and making 110 gp as a politican.
Buffs and Prefight Actions: Address Powerstones. Pray to Dispater.
Equipment: Warrior Cultist’s Garments Mithril Full Plate[sup]C[/sup] [25 lbs][5,250 gp] - Masterwork Cold Iron Armor Spikes[sup]C[/sup] [10 lbs][200 gp] Deep Crystal Greatsword[sup]C[/sup] [8 lbs][525 gp] Deep Crystal Guisarme[sup]C[/sup] [12 lbs][504 gp 5 sp] Masterwork Composite Longbow (str+3) [3 lbs][700 gp] Quiver w/ 60 arrows [9 lbs][3 gp] Cloak of Resistance +1 [1 lb][1,000 gp] Wooden Holy Symbol of Dispater [0 lbs][1 gp] Climber’s Kit [5 lbs][80 gp] Belt Pouch (Powerstones & Potions) [1/2 lb][1 gp]
Powerstones & Potions in Belt Pouch: 2x Potion of Protection from Evil [.1 lbs each][50 gp each] Powerstone of Force Screen (3 uses) [ML 2nd] [0 lbs][50 gp per use] Powerstone of Skate (3 uses) [ML 2nd] [0 lbs][50 gp per use] Powerstone of Offensive Precognition (3 uses) [ML 2nd] [0 lbs][50 gp per use] Powerstone of Synsthete (2 uses) [ML 2nd] [0 lbs][50 gp per use]
Past Expenditures (tot. gp): 9,500 gp start Expenses 2/22/2007 (Creation) - 5,250 gp Mithril Full Plate - 200 gp Masterwork Cold Iron Armor Spikes - 525 gp Deep Crystal Greatsword - 504 gp 5 sp Deep Crystal Guisarme - 700 gp Masterwork Composite Longbow (str+3) - 3 gp 60 arrows - 1,000 gp Cloak of Resistance +1 - 1 gp Wooden Holy Symbol of Dispater - 80 gp Climber’s Kit - 1 gp Belt Pouch - 100 gp 2x Potion of Protection from Evil - 150 gp Powerstone of Force Screen (3 uses) [ML 2nd] - 150 gp Powerstone of Skate (3 uses) [ML 2nd] - 150 gp Powerstone of Offensive Precognition (3 uses) [ML 2nd] - 100 gp Powerstone of Synsthete (2 uses) [ML 2nd] - 55 gp Masterwork Armorsmith’s Tools - 55 gp Masterwork Weaponsmith’s Tools - 50 gp Masterwork Politican’s Tools Total Difference: 425 gp 5 sp Used Expendables:Show
Durin Gender and Race: Male Deep Dwarf Size and Type: Medium-sized humanoid Height and Weight: 4'5", 170 lbs. Age: 45 years Alignment: Neutral good (changed) ECL: Barbarien 2 / Psi-Warrior 3 (ECL5) Experience: 14.427/15.000
Attributes STR 17 (+3) [10 pts] [16 Base, +1 lvlup][+4 in rage, +2 Expansion] DEX 12 (+1) [04 pts] [12 Base][-2 Expansion] CON 16 (+3) [06 pts] [14 Base, +2 Racial][+4 in rage] INT 14 (+2) [06 pts] [14 Base] WIS 16 (+3) [10 pts] [16 Base] CHA 06 (-2) [00 pts] [08 Base, -2 Racial]
Miscellaneous Statistics Hit Points: 47 [+8 in rage] [3 HD] [12 (Barbarien) + (4.5 (Psi-Warrior) x 3) + (6.5 (Barbarien)) + (5 HD x +3 Con)] Armor Class (Normal): 21 [+2 when using heavy shield, or +4 when using Force screen, -2 in rage, +4 vs giant, -2 Expansion] [10 Base, +1 Dex, +9 Armor, +1 Deflection] Armor Class (Touch): 12 [-2 in rage, +4 vs giant, -2 Expansion] [10 Base, +1 Dex, +1 Deflection] Armor Class (Flat-Footed): 21 [+2 when using heavy shield, or +4 when using Force screen, -2 in rage, +4 vs giant, -2 Expansion] [Uncanny Dodge] [10 Base, +1 Dex, +9 Armor, +1 Deflection Initiative: +1 [+1 Dex] Base Attack Bonus: +4 [+2 (Barbarien), +2 (Psi-Warrior)] Grapple: +7 [+2 in rage, +5 Expansion] [+4 BAB, +3 Str] Speed (Land): 20 ft [20 Base, +10 Barbarien, but not in heavy armor] Weight Carried: 125.00 lbs, medium encumbrance [0-76 (Light), 77-153 (Medium), 154-230 (Heavy)]
Saves Fortitude: +10 [+2 in rage, +3 against poison, +3 against spells and spell-likes] [+3 Con, +3 (Barbarien), +3 (Psi-Warrior), +1 Enhancement] Reflex: +3 [+3 against spells and spell-likes] [+1 Dex, +1 Psi-Warrior, +1 Enhancement] Will: +5 [+2 in rage, +3 against spells and spell-likes] [+3 Wis, +1 Psi-Warrior, +1 Enhancement]
[+1 higher ground vs. medium sized or smaller, when mounted, +2 attack in rage, +1 attack vs. Orcs and Goblinoids]
Ranged Attacks Mighty Composite Longbow +6, 1d8+3, (20/x3), Range 110 ft, Piercing [2d6+3 Expansion] [+1 Dex, +4 BAB, +1 Enhancement] Net +1, none, Range 10 ft (max),[sup]3[/sup] [+1 Dex, +4 BAB, -4 unproficient]
[-2 Expansion, +1 attack vs. Orcs and Goblinoids]
[sup]1[/sup]: May be used to make trip attempts. [sup]2[/sup]: +2 on check to disarm opponent [sup]3[/sup]: Entangles Opponent
Special Attacks & Abilities -See feats! -Dwarven Stability: +4 vs. trip attempts. -Darkvision 90ft. -Light Sensitivity: Dazzled in bright sunlight or daylight spell. -Uncanny Dodge: Dex to AC, even when flat-footed or attacker invisible.
Powers Readied Level 1: Vigor, Force Screen, Expansion
Power Points Available Per Fight: 3 This fight: 3 pp [7 Total Power Points / 3, rounded up] Total Power Points: 7 [(3 Psi-Warrior, +4 through Wis] Manifester Level: 3
Feats Combat Expertise,[sup]Lvl 1[/sup]: Attack to AC Improved Trip,[sup]Psi-Warrior 1[/sup]: +4 on trip, Free follow up attack Knock Down,[sup]Lvl 3[/sup]: free trip after 10 damage hits. (Trip modifier +7, with Expansion +12, +2 more in rage) Psionic Weapon,[sup]Psi-Warrior 2[/sup]: +2d6 when expending Psi. Focus
- Stonecunning: +2 racial bonus on Search checks to notice unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Durin was a young dwarf in an underground village, and was decided to become a sage, despide his good physical condition. Then, one day, the village was threatened by a group of tribe giants. The first attack almost compleatly wiped out the village's defence. The dwarves were waiting for the second attack to surely wipe them out, but the rescuers came in time. A group of dwarven adventurers with great psychic poweres and the ability to activate great pysical power in combat. They awaited the giant's at the gates and killed them all.
Durin was impressed and decided to ignore the way, that was choosen for him and went of to learn their way of mental power and war.
Arden starts in the default position, holding his powerstone of force screen.
General tactics: Buff hp and AC, kill his horse, hit him with Crystal Shards, and try to finish him with physical attacks.
Round 1: Manifest Vigor (1pp + 2 surge, 15 temp hp) from memory, move behind a statue. Round 2: Use powerstone of Force Screen, drop stone and draw greatsword. Round 3: Manifest Defensive Precognition (2pp + 2 surge, gets me +2 insight to AC and saves) from memory. Round 4+: 5’ step out from behind statue, ready to attack the horse when it comes within melee range using psionic weapon (+8 for 4d6+4 damage).
Round X+: Once we begin our fight, I’ll probably need to attack the horse again, so do so. After that, start hitting him with 1pp + 2 surge Crystal Shards until I run out of pp – manifest defensively will obviously be needed, but with +10 vs DC 16 I’m reasonably confident I can make those checks. And after that, all I can really do is keep on swinging and hope I hit him hard enough to bring him down before he does so to me.
Notes - Arden has a 10% enervation chance whenever he uses Wild Surge. - Remember Defensive Precognition boosts my touch AC as well. - Whenever Arden is tripped, stand before making an attack. - If Arden fails a check to manifest defensively, remember he simply loses the power, his foe does not get an AoO!
Conditionals - If Durin is enlarged, ignore the horse and go for him first instead. Still open with the Crystal Shards (if I get the opportunity, switch my ready to hitting him this as soon as he comes within my 40’ range; and also use my focus on a take 15 concentration check with one of those), but the attacks after that may require a bit of alteration. If hes using a reach weapon and keeping me at 20’, 5’ step back out of that reach, switch to my Bow, and fire. If hes keeping me at 15’, 5’ step towards him, switch to my Guisarme, and swing for the fences. If I’m closer than that, still use my Greatsword. - If for some reason he decides on ranged combat – well, I’ll count my blessings. Use my bow to down his horse, then hit him with Crystal Shards (if possible) and fire away with the bow.
And that’s what I’ve got. This doesn’t look good – Durin having expansion and being a Dwarf gives an edge in the tripping department I don’t have, and of course that horse is a pain. I’ll need some serious luck on trips and Crystal Shards to win this. What I wouldn’t give for this fight to be at next level, when I have Improved Disarm and Psionic Meditation… ah well, thanks for running the fight!
Bwa - Durin is not to much into politics. Okay, politicians with a greatsword are somewhat cooler then the rest, but he will smack him nevertheless.
Start mounted, innermost, with Greataxe and Powerstone 2. Manifest Force-Screen and ride out. If I don't find him in round 2, manifest Precognition, Offensive at the beginning of round 3 (drop the stone after this. Obviously drop it, too before attacking.).
Attack and use combat expertise 3, if he is attacking me (none, if he is attacking Sleipnir). Ride for cover, if needed. Use Trip attacks, if I find his AC to be buffed higher then 22.
Rage, if I fall below 20 HP, use Trip attacks once I fall so low. Use Psionic weapon on the first attack vs. prone (usually the AoO for him standing up).
Well, looks simple but in fact it is simple. Simply kill him with the Greataxe in the most efficient way.
Arden starts in box 2 holding powerstone of force screen, default position. Durin starts in box 3 mounted holding a powerstone and his great axe, innermost position.
Arden (27,27) 32/32 HP AC 20 7/7PP Durin (5,6) 47/47 HP AC 21 3/3PP Sleipnir (5,6) 22/22 HP AC 20
u]Round 01[/u]
Arden surges for vigor (Enervation=50) and moves behind cover. Durin manifests force screen and moves out.
Arden (23,26) 47/32 HP AC 20 6/7PP Vigor (61) Durin (11,10) 47/47 HP AC 25 2/3PP Force Screen (41) Sleipnir (11,10) 22/22 HP AC 20
Round 02
Arden manifests Force Screen from powerstone, drops it, and draws his greatsword. Durin manifests Offensive precog from stone, and drops it. Sleipnir moves them out.
Arden (23,26) 47/32 HP AC 24 6/7PP Vigor (61), Force Screen (22) Durin (19,10) 47/47 HP AC 25 2/3PP Force Screen (41), Offensive Precog (12) Sleipnir (19,10) 22/22 HP AC 20
Durin spots Arden behind his statue (Spot 8 vs Hide 7).
Arden (23,26) 47/32 HP AC 26 4/7PP Vigor (61), Force Screen (22), Defensive Precognition (63) Durin (21,24) 47/47 HP AC 25 2/3PP Force Screen (41), Offensive Precog (12) Sleipnir (21,24) 22/22 HP AC 20
Round 04
Arden steps out expends focus and attacks Sleipnir (1!, misses). You have no way to know what his AC is. Since I cannot validate that portion of the conditional, I amignoring the conditional and moving on as if the conditional and trip request is not there. Durin expends focus and attacks (20!, does not confirm on 14) dealing 14 points of damage. Forgot free trip attempt Durin tries to knock Arden down (21 vs. 13 touch AC)...moves to str check (13 vs. Arden 18) but does not force Arden to the ground. Fight resumes as is.
Arden (22,25) 33/32 HP AC 26 4/7PP Vigor (61), Force Screen (22), Defensive Precognition (63) Durin (21,24) 47/47 HP AC 25 2/3PP Force Screen (41), Offensive Precog (12) Sleipnir (21,24) 22/22 HP AC 20
Round 05
Arden attacks Sleipnir and hits for 12 points of damage. Durin attacks but misses.
Arden (22,25) 33/32 HP AC 26 4/7PP Vigor (61), Force Screen (22), Defensive Precognition (63) Durin (21,24) 47/47 HP AC 25 2/3PP Force Screen (41), Offensive Precog (12) Sleipnir (21,24) 10/22 HP AC 20
Round 06
Arden attacks Sleipnir (1!) but misses. Durin attacks but misses.
Arden (22,25) 33/32 HP AC 26 4/7PP Vigor (61), Force Screen (22), Defensive Precognition (63) Durin (21,24) 47/47 HP AC 25 2/3PP Force Screen (41), Offensive Precog (12) Sleipnir (21,24) 10/22 HP AC 20
Round 07
Arden attacks Sleipnir (1!) but misses. Durin attacks but misses.
Arden (22,25) 33/32 HP AC 26 4/7PP Vigor (61), Force Screen (22), Defensive Precognition (63) Durin (21,24) 47/47 HP AC 25 2/3PP Force Screen (41), Offensive Precog (12) Sleipnir (21,24) 10/22 HP AC 20
Round 08
Arden attacks Sleipnir but misses. Durin attacks Arden but misses.
Arden (22,25) 33/32 HP AC 26 4/7PP Vigor (61), Force Screen (22), Defensive Precognition (63) Durin (21,24) 47/47 HP AC 25 2/3PP Force Screen (41), Offensive Precog (12) Sleipnir (21,24) 10/22 HP AC 20
Round 09
Arden attacks Sleipnir and hits (for 11) and drops the horse. Durin easily hops free of his falling mount and attacks for a trip (21wrong modifier used, hits touch AC 13) and with superior strength (23 vs Arden 10) forces Arden to the ground. Durin makes his follow up attack (18, misses vs AC 22) Sleipnir tries to stop bleeding (10, stabilizes).
Arden (22,25) 33/32 HP AC 26 4/7PP Vigor (61), Force Screen (22), Defensive Precognition (63) Prone Durin (21,24) 47/47 HP AC 25 2/3PP Force Screen (41), Offensive Precog (12) Sleipnir (21,24) -1/22 HP AC 20
Round 10
Arden stands up drawing an AoO [Durin's AoO (16, miss)] and manifests surged crystal shard defensively (30, success), (Enerv, 48), (Ranged Touch, 13:hits for 7dmg). Durin tries to trip Arden but fails.
Arden (22,25) 33/32 HP AC 26 3/7PP Vigor (61), Force Screen (22), Defensive Precognition (63) Durin (21,25) 40/47 HP AC 25 2/3PP Force Screen (41), Offensive Precog (12) Sleipnir (21,25) -1/22 HP AC 20
Round 11
Arden takes a 5' step back and manifests surged crystal shard defensively (17, success) (Enerv, 21), (Ranged Touch, 7, misses). Durin attacks for trip but misses.
Arden (22,26) 33/32 HP AC 26 3/7PP Vigor (61), Force Screen (22), Defensive Precognition (63) Durin (21,25) 40/47 HP AC 25 2/3PP Force Screen (41), Offensive Precog (12) Sleipnir (21,25) -1/22 HP AC 20
Round 12
Arden takes a 5' step back and manifests surged crystal shard (Enervation, 8, Arden is enervated losing 4 PP) (Ranged Touch 17,hits for 8) and is dazed. Durin takes a 5' step and tries to trip (20, hits), (Str Chk 17 vs Arden 16) and forces Arden to the ground (Follow up swing 20!, Confirm Crit 25 vs. AC 22, confirms; Dmg 37) and guts him.
Arden (22,26) -4/32 HP AC 26 -2/7PP Vigor (61), Force Screen (22), Defensive Precognition (63) Durin (21,25) 40/47 HP AC 25 2/3PP Force Screen (41), Offensive Precog (12) Sleipnir (21,25) -1/22 HP AC 20
Arden is defeated and receives 542xp/577gp3sp9cp+110gp profession Arden used 9 powerpoints (enervation takes two from your next pool), powerstone of force screen. Durin is victrious and receives 1375xp/1466gp7sp2cp Durin used 1pp and powerstone of offensive precognition
Yes, I missed some modifiers (I always do, and then I go back to see if it is necessary to re-calculate. Dice in that last round kept this from becoming a roll for luck fight.
Conventions Those are the conventions for this fight run by TheMagister Actions types are denoted with {Free} {Move} {Stan} {Full} {NoAc} Maps are dynamically generated with coco.php script
Fight Info Jar-red will be referred as "Jar-red" and red is his color. Valen will be referred as "Valen" and blue is his color. Lightning and Quartz will be green. All rolls are HERE, but will not be catalogued except as "hit", "miss", "success", or "fail". If ya wanna see the mods, click on the link. Mods forgotten in the roller will be manually added in so as to be visibly accounted for.
Initiative
Jar-red r9+Dex5=14 Valen r11+Dex3=14 [Tie to higher modifier – Jar-red is first and gets first pick of starting area]
Round 0: Jar-red starts in the #4 starting block in the default square holding his oil of invisibility and his potion of protection from good. Valen starts mounted on Lightning riding shotgun behind Quartz (who is guiding Lightning {rolls eyes}) in the #3 starting block in the front square closest to the center of the map holding his two quivers of silver arrows. mapShow
Senses Line of Sight is established. Distance is ~425' Senses are listed with CharacterName(Listen, Spot, MoveSilently, Hide) Jar-red(+14,+10,+8,+18) vs. Valen(+9,+9,+11,+16) Valen(+9,+9,+11,+16) vs. Jar-red(+14,+10,+8,+18)
Round 1 Jar-red sees Lightning and sighs heavily, stowing both his potions [color=GRAY]{Move}{Move} .[/color] Valen sees Jar-red on the same side of the plains as he and communicates telepathically to Quartz his desire for rapid locomotion [color=GRAY]{Free}. He also manifests Animal Affinity (Dex) and fastens a quiver around his waist and declares jar-red to be his dodge-buddy {Stan}{Move}{NoAc}.[/color] [That's a pretty good trick one-handed. Can you buckle your belt while riding a galloping horse? ] Lightning feels a pinch on his shoulders just above the saddle and takes off like a moderately encumbered scalded dog [color=GRAY]{Full-Run}.[/color] Jar-red, 61/61 hp, AC 23; Valen, 41/41 hp, AC 19, 11/14 pp; Animal Affinity (dex)(ends 41) Lightning, 22/22 hp, AC 16; medium encumbrance mapShow
Round 2 Jar-red draws his bow while moving closer and pops off a shot at the rapidly retreating horse [color=GRAY]{Move}{Free}{Stan}. He declares Valen to be his dodge-buddy {NoAc}.[/color]
Miss.
Valen telepathically relays a desire for a less bone-jarring pace and delays [color=GRAY]{NoAc-delay} .[/color] Lightning slows to a canter at Quartz's urging [color=GRAY]{Move}{Move}.[/color] Valen manifests offensive precognition and fastens the other quiver onto his waist [color=GRAY]{Stan}{Move} .[/color] Jar-red, 61/61 hp, AC 23; Valen, 41/41 hp, AC 19+2, 11/14 pp; Animal Affinity (dex)(ends 41), Offensive Precognition +2(ends 42) Lightning, 22/22 hp, AC 16; medium encumbrance mapShow
Round 3 Jar-red moves and shoots [color=GRAY]{Move}{Stan} .[/color]
Miss.
Lightning canters on [color=GRAY]{Move}{Move}.[/color] Valen manifests force screen and draws his bow [color=GRAY]{Stan}{Move}.[/color] Jar-red, 61/61 hp, AC 23; Valen, 41/41 hp, AC 19+2+4, 6/14 pp; Animal Affinity (dex)(ends 41), Offensive Precognition +2(ends 42), force screen +4(ends 43) Lightning, 22/22 hp, AC 16; medium encumbrance mapShow
Round 4 Jar-red moves and shoots [color=GRAY]{Move}{Stan} .[/color]
1! Automiss. [You smell somethin'? It stinks in here! Like failure! ]
Lightning canters [color=GRAY]{Move}{Move}.[/color] Valen manifests Offensive Prescience and pulls one of his special knots, lightening his load [color=GRAY]{Stan}{Move} .[/color] Jar-red, 61/61 hp, AC 23; Valen, 41/41 hp, AC 19+2+4, 5/14 pp; Animal Affinity (dex)(ends 41), Offensive Precognition +2(ends 42), force screen +4(ends 43), Offensive Prescience +2(ends 44) Lightning, 22/22 hp, AC 16; medium encumbrance mapShow
Round 5 Jar-red moves and shoots [color=GRAY]{Move}{Stan} .[/color]
HIT! Dmg: 14.
Lightning stumbles after being pierced by the spear-like force of the clothyard shaft. He awaits orders [color=GRAY]{NoAc-delay}.[/color] Valen dismounts [color=GRAY]{Move} and telepathically urges Quartz to take Lightning to cover. He fires a silver arrow at Jar-red {Free}{Stan}.[/color]
Miss.
Jar-red, 61/61 hp, AC 23; Valen, 41/41 hp, AC 19+2+4, 5/14 pp; Animal Affinity (dex)(ends 41), Offensive Precognition +2(ends 42), force screen +4(ends 43), Offensive Prescience +2(ends 44), 0/1 silver arrows hit/missed Lightning, 8/22 hp, AC 16; medium encumbrance mapShow
Round 6 Jar-red moves and shoots, keeping his focus on the speedy quadraped [color=GRAY]{Move}{Stan} .[/color]
20! Autohit! Dmg: 14 kills (no need to roll confirmation)
Valen hears the whinny of his horse behind him and can tell that it's mortally wounded. He fires off two shots in return, hoping for a fluke [color=GRAY]{Full} .[/color]
20! Autohit! Does not confirm. 1! Automiss! Dmg: 13-1(silver)=12.
Lightning bleeds and Quartz comes to Valen's pocket. Jar-red, 49/61 hp, AC 23; Valen, 41/41 hp, AC 19+2+4, 5/14 pp; Animal Affinity (dex)(ends 41), Offensive Precognition +2(ends 42), force screen +4(ends 43), Offensive Prescience +2(ends 44), 1/2 silver arrows hit/missed Lightning, -7/22 hp, AC 16; medium encumbrance mapShow
Round 7 Jar-red is satisfied with his ranged prowess, and stows his bow while he moves [color=GRAY]{Move}{Free}. He also draws his oil of invisibility {Move}.[/color] Valen ratchets off two more arrows at Jar-red [color=GRAY]{Full} .[/color]
Miss. Miss.
Lightning bleeds. Jar-red, 49/61 hp, AC 23; Valen, 41/41 hp, AC 19+2+4, 5/14 pp; Animal Affinity (dex)(ends 41), Offensive Precognition +2(ends 42), force screen +4(ends 43), Offensive Prescience +2(ends 44), 0/1 silver arrows hit/missed Lightning, -8/22 hp, AC 16; medium encumbrance mapShow
Round 8 Jar-red smears the oil all over himself, fading from view [color=GRAY]{Stan}. He moves forward again {Move}.[/color]
[Okay, Hirumajoe. You've got nuthin' to utilize that'll help you deal with invisibility. The BEST I can come up with is manifesting synesthete and then readying to manifest entangling ectoplasm when you hear him charging in. {Checks your pp} You've got 5 pp left. So that'll limit you to 4 entangles (of which the first one is the only really important one, and it suffers a 50% miss chance). If the first one doesn't hit, the rest is just details barring huge crits. He's comin' for ya', and there's nothing you can do about it. I'm going to go with the entangle/greatsword/spring attack strategy. Good luck!]
Valen thinks [color=orange]"Ruh-Roh" as Jar-red fades from his sight. Thinking quickly, he manifests Synesthete and begins to feel sound {Stan}. He moves closer, stowing his bow and drawing his greatsword as he goes {Move}{Free}{Free}.[/color] Lightning bleeds. Jar-red, 49/61 hp, AC 23; 2/5 normal arrows hit/missed, invisibility (ends 38) Valen, 41/41 hp, AC 19+2+4, 4/14 pp; Animal Affinity (dex)(ends 41), Offensive Precognition +2(ends 42), force screen +4(ends 43), Offensive Prescience +2(ends 44), synesthete (feel sound)(ends 48), 1/4 silver arrows hit/missed Lightning, -9/22 hp, AC 16; medium encumbrance mapShow
Round 9 Jar-red draws a potion of protection from good and moves closer [color=GRAY]{Move}{Move} .[/color] Valen readies an action to entangle Jar-red if he hears him coming, and moves closer [color=GRAY]{Stan}{Move} .[/color] Lightning bleeds and dies.{TAPS plays} Jar-red, 49/61 hp, AC 23; 2/5 normal arrows hit/missed, invisibility (ends 38) Valen, 41/41 hp, AC 19+2+4, 4/14 pp; Animal Affinity (dex)(ends 41), Offensive Precognition +2(ends 42), force screen +4(ends 43), Offensive Prescience +2(ends 44), synesthete (feel sound)(ends 48), 1/4 silver arrows hit/missed Lightning, -10/22 hp, AC 16; medium encumbrance mapShow
Round 10 Jar-red runs into charge range [color=GRAY]{Full} .[/color] Valen hears him coming, and braces himself [color=GRAY]{Stan-ready: manifest entangling ectoplasm on successful listen check} .[/color] Jar-red, 49/61 hp, AC 23; 2/5 normal arrows hit/missed, invisibility (ends 38) Valen, 41/41 hp, AC 19+2+4, 4/14 pp; Animal Affinity (dex)(ends 41), Offensive Precognition +2(ends 42), force screen +4(ends 43), Offensive Prescience +2(ends 44), synesthete (feel sound)(ends 48), 1/4 silver arrows hit/missed mapShow
Round 11 Jar-red quaffs his potion of protection from good [color=GRAY]{Stan} and waits to change into animal form.[/color] Valen hops about nervously [color=GRAY]{Stan-ready: manifest entangling ectoplasm on successful listen check} .[/color] Jar-red, 49/61 hp, AC 23+2; 2/5 normal arrows hit/missed, invisibility (ends 38), protection from good (ends 21) Valen, 41/41 hp, AC 19+2+4, 4/14 pp; Animal Affinity (dex)(ends 41), Offensive Precognition +2(ends 42), force screen +4(ends 43), Offensive Prescience +2(ends 44), synesthete (feel sound)(ends 48), 1/4 silver arrows hit/missed mapShow
(no change)
Round 12 Jar-red attempts to shift to animal form [color=GRAY]{Stan} .[/color]
Success!
Valen hears the hissing and popping of bones as the lycanthrope changes into its animal shape. He shivers, but maintains his composure and keeps his pointing hand and sharpened mind ready [color=GRAY]{Stan-ready: manifest entangling ectoplasm on successful listen check}.[/color] Jar-red, 49/61 hp, AC 23+2; 2/5 normal arrows hit/missed, invisibility (ends 38), protection from good (ends 21), animal form (indef) Valen, 41/41 hp, AC 19+2+4, 4/14 pp; Animal Affinity (dex)(ends 41), Offensive Precognition +2(ends 42), force screen +4(ends 43), Offensive Prescience +2(ends 44), synesthete (feel sound)(ends 48), 1/4 silver arrows hit/missed mapShow
(no change)
Round 13 Jar-red charges at the warm-blooded meatsack in front of him, his razor claws tearing up great chunks of turf as he comes [color=GRAY]{Full}. This triggers Valen's ready action!.[/color] Valen waits until the sound reaches a level that he can hardly stand [color=magenta][Imagine playing chicken with a train that wouldn't instantly kill you, but would disembowel you first and then feast with great pleasure on your vitals.] and then flings a gob of psionic goo at the center of the sound {NoAc-fulfullment of ready action – initiative change!} .[/color]
Valen(+9,+9,+11,+16) Listen (+4 syn-3 [30']) vs. Jar-red(+14,+10,+8,+18) -20 (charging): Success by 6. Randomize w/in 15' (37 squares). Jar-red is #19. 17. Wrong square. Auto Miss.
Jar-red leaps upon Valen's form, tearing and gouging with tooth, claw, and talon [color=GRAY]{Full-completion}.[/color]
1st attack (invisible/charging) vs. AC 20: Hit! Dmg: 13. Remainder attacks (charging) vs. AC 25+1(dodge): 1! Miss! Hit! Dmg: 11.
Jar-red, 49/61 hp, AC 23+2; 2/5 normal arrows hit/missed, invisibility (ends 38), protection from good (ends 21), animal form (indef) Valen, 17/41 hp, AC 19+2+4, 4/14 pp; Animal Affinity (dex)(ends 41), Offensive Precognition +2(ends 42), force screen +4(ends 43), Offensive Prescience +2(ends 44), synesthete (feel sound)(ends 48), 1/4 silver arrows hit/missed mapShow
(combatants are in base contact. 5' shifts are all that can be expected now, unless Valen can land an entangling ectoplasm before Jar-red knocks him into his healing contingency)
Round 14 Valen reels backward, [s]and brings up a shell of psionic energy to supplement his battered life force and tries again to entrap Jar-red with psionic goo before moving away [color=GRAY]{NoAc}{Stan}{Move} .[/color]
Concentration (manifest on defensive): 15(focus)= autosuccess HIT! Entangled for 5 rounds. Movement provokes AoO: r17+11+2(charging)-2(entangled)=28. Miss.
Jar-red shifts forward clumsily, slashing with talons [color=GRAY]{Move}{Stan} .[/color]
Hit! [s]Hit! Miss. Miss. Dmg: 8. [s]+6=14.
Jar-red, 49/61 hp, AC 23+2; 2/5 normal arrows hit/missed, invisibility (ends 38), protection from good (ends 21), animal form (indef) Valen, 9/41 hp, AC 19+2+4, 3/14 pp; Animal Affinity (dex)(ends 41), Offensive Precognition +2(ends 42), force screen +4(ends 43), Offensive Prescience +2(ends 44), synesthete (feel sound)(ends 48), [s]vigor 5 (ended), entangling ectoplasm (ends 19), 1/4 silver arrows hit/missed
Round 15 Valen [s]once again tries regroup and bolster his fading strength, moving away and manifesting Vigor 10 [color=GRAY]{Move}{Stan} .[/color]
AoO (movement) vs. AC 26+4(mobility): Miss.
Jar-red follows and slashes with his talons [color=GRAY]{NoAc}{Full}.[/color]
Miss. [s]Miss. Hit. Miss. [s]Dmg: 6.
Jar-red, 49/61 hp, AC 23+2; 2/5 normal arrows hit/missed, invisibility (ends 38), protection from good (ends 21), animal form (indef) Valen, 9/41 hp, AC 19+2+4, 0/14 pp; Animal Affinity (dex)(ends 41), Offensive Precognition +2(ends 42), force screen +4(ends 43), Offensive Prescience +2(ends 44), synesthete (feel sound)(ends 48), [s]vigor 5 (ended), entangling ectoplasm (ends 19), vigor 10 (ends 55), 1/4 silver arrows hit/missed
Round 16 Valen moves forward and swings at Jar-red's thrusting neck before dancing away [color=GRAY]{Stan}{Move} .[/color]
Miss.
Jar-red follows and slashes [color=GRAY]{Move}{Stan}.[/color]
[s]All Miss.
Jar-red, 49/61 hp, AC 23+2; 2/5 normal arrows hit/missed, invisibility (ends 38), protection from good (ends 21), animal form (indef) Valen, 9/41 hp, AC 19+2+4, 0/14 pp; Animal Affinity (dex)(ends 41), Offensive Precognition +2(ends 42), force screen +4(ends 43), Offensive Prescience +2(ends 44), synesthete (feel sound)(ends 48), [s]vigor 5 (ended), entangling ectoplasm (ends 19), vigor 10 (ends 55), 1/4 silver arrows hit/missed
Round 17 Valen repeats, moving in and swinging valiantly [color=GRAY]{Move}{Stan}.[/color]
HIT! Dmg: 12-5 = 7.
Jar-red tears [color=GRAY]{Stan}.[/color]
HIT! [s]Miss. Miss. HIT! Dmg: 8.
Jar-red, 49/61 hp, AC 23+2; 2/5 normal arrows hit/missed, invisibility (ends 38), protection from good (ends 21), animal form (indef) Valen, 9/41 hp, AC 19+2+4, 0/14 pp; Animal Affinity (dex)(ends 41), Offensive Precognition +2(ends 42), force screen +4(ends 43), Offensive Prescience +2(ends 44), synesthete (feel sound)(ends 48), [s]vigor 5 (ended), entangling ectoplasm (ends 19), vigor 2 (ends 55), 1/4 silver arrows hit/missed
Round 18 Valen moves in and strikes [color=GRAY]{Move}{Stan}.[/color]
HIT! Dmg: 12-5 = 7.
Jar-red moves and slashes [color=GRAY]{Move}{Stan}.[/color]
Miss.
Jar-red, 35/61 hp, AC 23+2-2; 2/5 normal arrows hit/missed, invisibility (ends 38), protection from good (ends 21), animal form (indef) Valen, 9/41 hp, AC 19+2+4, 0/14 pp; Animal Affinity (dex)(ends 41), Offensive Precognition +2(ends 42), force screen +4(ends 43), Offensive Prescience +2(ends 44), synesthete (feel sound)(ends 48), [s]vigor 5 (ended), entangling ectoplasm (ends 19), vigor 2 (ends 55), 1/4 silver arrows hit/missed
Round 19 Valen moves away and attempts to entangle Jar-red again, for the last time [color=GRAY]{Move}{Stan}.[/color]
AoO (movement) vs. AC 26+4(mobility): Miss.
Ranged touch vs. AC 16+2(prot)-2(entangled): MISS.
Entangling Ectoplasm ends.
Jar-red charges and pounces [color=GRAY]{Full}.[/color]
Miss. 20! Confirm? YES! Miss. Miss. Dmg: 12.
Valen Falls.
Jar-red, 35/61 hp, AC 23+2-2; 2/5 normal arrows hit/missed, invisibility (ends 38), protection from good (ends 21), animal form (indef) Valen, -1/41 hp, AC 19+2+4, 0/14 pp; Animal Affinity (dex)(ends 41), Offensive Precognition +2(ends 42), force screen +4(ends 43), Offensive Prescience +2(ends 44), synesthete (feel sound)(ends 48), [s]vigor 5 (ended), entangling ectoplasm (ends 19), vigor 10 (ended), 1/4 silver arrows hit/missed
Result of the Fight Jar-red wins! Jar-red gains 2205 xp and 2730 gp. Valen Sky loses. Valen gains 665 xp and 822 gp
Jar-red Time Between Fights: 4 Prebuffs/Ongoing Effects: Change into Animal form Items Used: 4 normal arrows (2 hit, 2 recovered, 3 lost), oil of invisibility, potion of protection from good Spells or Powerpoints Used: n/a x/day Abilities Used: none Free Activity: none
(name 2) Time Between Fight: 4 hrs Prebuffs/Ongoing Effects: none Items Used: Lightning died. 3 silver arrows (1 hit, 2 recovered, 2 lost) Spells or Powerpoints Used: 14 pp used x/day Abilities Used: none Free Activity: guard
Comments @TelinArtho: the invisible charging thing just never gets old, does it? Still, the good luck with the ranged attacks really sealed it. @Hirumajoe: there's nothing to say, really. Better luck next week!
Torel Silvanus Male Human Variant Druid 4/Human Paragon 2 Age: 20 Height 5’ 2” Weight 128lbs XP: 20145/21000[ECL 6] NG Member of The Living Tree, Druid Adept
3FC Info: Week1: Cast Entangle, Produce Flame Used: Scroll of Summon Swarm Week2: Prebuff: Recall Produce flame & Entangle w/ PoP
Equipment: * Means crafted Neck: Periapt of Wisdom +4 8000gp* Cloak: Cloak of Resistance +1 500gp* Pearl of Power [3] 4500gp* Pearl of Power [2] 2000gp* 4* Pearl of Power [1] 2000gp* Quarterstaff 4 lbs MW Composite Longbow (+2 Str) 600gp 3 lbs Arrows (40) 2gp 6 lbs Signal Whistle 50gp
Expendable Items (Max = 2450gp): Druid Scrolls *: Self Scribed Faerie Fire [1]* x2 12.5 Magic Fang [1]* 12.5 Obscuring Mist [1]* 12.5 Shillelagh [2]* 25gp ea Hide from Animals [2]* 25gp Delay Poison [3]* 75gp ea Cat's Grace [3]* 75gp ea Bulls Strength [3]* x2 75gp ea Resist Energy [3]* 75gp Summon Swarm [3]* [s]x2 75gp ea Neutralize Poison [5]* 187.5gp Other Potion of Pro Evil[1] x3 150gp Potion of Pro Good[1] 50gp
This should be interesting … Starting: - Leave Bat at home - Start w/ Scroll of Delay Poison in hand at the outer corner of the start square
Buffing: - Buff: Delay Poison from scroll, move out - Buff: Barkskin from memory, move out - Buff: Resist Energy (fire) from memory, move out - Buff Offensively: Call Lightning
Plan: Primary: Rauul Call lightning till dead -- Mostly for his wand of MM Secondary: Qwogi Entangle + Call lightning -- Need to slow him down first
So Call lightning should be up and running by the time I run into someone. My actions kinda depend on how I run into them
Both at the same time: Catch them both in the entangle if possible, with the effect centered on Qwogi. Burn through Call lightning targeting Rauul as fast as possible, try to only allow one to have LoS at any given time. If Rauul Goes for his healing wand, break LoS w/ Rauul and focus on killing off Qwogi. Then work into the Rauul only tactics, dismissing the Entangle effect will be beneficial for the disarm tactic.
Rauul only: Fire early and fire often. Try to fire a bolt and then move to break LoS in such a way that he can’t follow me with a single move. If he is two handing his wands, move closer and perform an unarmed Disarm of them. Preference to the MM wand (if it can be determined), stow it, then try to disarm the other wand and stow that. Charging to execute the disarm is fine with me. After the disarms, move away and use my speed and the undergrowth to my advantage If I run out of Call lightning switch to produce flame to finish him off after dealing with the disarm issue. -- Qwogi gets in combat range: Hit him with the entangle, and then summon the Direbat(if hidden) or a Hippogriff (if visible) to keep him busy, then get back to work on Rauul.
Qwogi only: I’m guessing he will be sneaking so If I hear someone moving, and can’t locate him, move to some undergrowth to disable his sneak attack from concealment, Drawing scroll of Faerie Fire. If I see him on the next move, cast it on him. If not then Drop Hold animal for a SNAII: Direbat, and tell it to seek, cast Faerie fire when the Direbat starts to attack something. I need to get an entangle on him so that his dex is lowered for the Call lightning save. If possible stay out of Scorching Ray range, while I have the resist fire, every hp is going to count. -- Rauul gets in combat range Depends on how bad I have messed Qwogi up. If Qwogi has taken 3 bolts, just tree cover to finish Qwogi off and then cast the Sonic Call lightning to work on Rauul (or recall the first if I have run out of spell levels). Use the 3 bolt figure to determine how I think he is doing.
Spells: Delay Poison (Scroll) 2- Barkskin 2- Resist Energy: Fire 2- Hold Animal: SNAII Hippo/Direbat 3- Call Lightning (primary + recall) 1- Entangle 1- Produce flame (secondary) 1- Produce flame (sonic) (secondary) 3rd level Pearl: use 1st level Pearl: use one for Produce flame reload
Notes: - Wilderness Step allows me to move at my full base speed through any undergrowth - River crossing: use the log and make a jump check rather than trying to balance across it. - If Tactics conflict as to target, target Rauul and then move to cover. - Stay aggressive rather then neutral or defensive if something comes up. - If Qwogi has/gets Pro. Evil up: not much I can do, switch the summon to Rauul if Rauul is visible. - If I run out of spells and pearls that I have allowed, switch to bow and finish the fight that way.
Ready for February 28 [Fight (3)] - (Scribe Scrolls[sup][Free][/sup], Political +13%)
Scribe Scrolls: 1 x Scroll of Reduce Person [CL 1] for 12.5gp 3 x Scroll of Alter Self (Trog) [CL 3] for 337.5gp 1 x Scroll of Alter Self (Gargoyle) [CL 3] for 112.5gp
Melee Attacks Rapier +2, 1d4, (18-20/x2), (piercing) [+0 Str, +1 BAB, +1 Size] ...+1d6 Sneak Attack ...+2 to hit [+2 to Dex, +1 from Tiny size], damage 1d3-1 when reduced Silver Dagger +2, 1d3-1, (19-20/x2), (piercing/slashing) [+0 Str, +1 BAB, +1 Size]
Ranged Attacks Shortbow +8, 1d4+1, (x3), Range 60 ft, (piercing) [+5 Dex, +1 BAB, +1 Size, +1 Enhancement] ...+1d6 Sneak Attack ...+2 to hit [+2 to Dex, +1 from Tiny size], damage 1d3 when reduced ...+1 to hit and damage within 30' ...Rapid shot available
Racial and Class Abilities Wizard: --Transmuter specialist (+1 spell/day/SL, +2 spellcraft checks vs. Transmutation) --Banned Schools: Enchantment, Necromancy --Scribe scroll bonus feet --Summon familiar – Plumpers the Toad (+3 HP, Alertness if within 5’
Rogue: -Sneak attack +1d6 -Trapfinding
Goblin: –2 Strength, +2 Dexterity, –2 Charisma. --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. --Note: Weapons weigh half weight for small sized build Darkvision out to 60 feet. +4 racial bonus on Move Silently and Ride checks.
Arcane Spells Readied Cantrips [DC 13] Mage Hand[sup]S[/sup], Acid Splash x2, Ray of Frost x2 Level 1 [DC 14] [s]Reduce Person[sup]S[/sup], Shocking Grasp, [s]Color Spray x2 Level 2 [DC 15] Alter Self[sup]S[/sup], Scorching Ray x2
Spell Levels Available Per Fight: 4 All available, F3 (and Cantrips) [10 Total Spell Levels / 3, rounded up] Total Spell Levels: 10 (5 cantrips) [(4 x 1), (3 x2)] Arcane Spell Failure: 0% Caster Level: 3
Feats Point Blank Shot[sup]Lvl 1[/sup] (+1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet) Scribe Scroll[sup]Wizard 1[/sup] Rapid Shot[sup]Lvl 3[/sup] (extra shot, -2 penalty to shots)
Prefight Actions Bring Plumpers All scrolls have been deciphered
Equipment Worn and Carried Basic Outfit [0 lbs] [0 gp] Small Shortbow +1 [1 lbs][2330 gp] Small Rapier [1 lbs][20 gp] Small Silver Dagger [0.5 lbs] [22 gp] 40 Small Arrows [0.075 lb each = 3 lbs] [0.05 gp each = 2 gp] 40 Small Cold Iron Arrows [0.075 lb each = 3 lbs] [0.1 gp each = 4 gp]
Spell Component Pouch [2 lbs] [5 gp] Torch [1lb] [0.01 gp each = 0.01 gp] Flint and Steel [-lb] [1 gp] 3 Alchemist fire [3lb] [60 gp] 1 Drow poison doses (DC 13 vs Unconscious; 5% chance to expose self while applying; if roll a 1, ref DC 15 to avoid self poison)[-lb] [75 gp each = 225 gp]
Expendable Items [s]3 x Potion of Cure Light Wounds [CL 1] [0.1 lb each = 0.4 lbs][50 gp each = 200 gp] Potion of Shield of Faith +2 [CL 1] [0.1 lb each = 0.2 lbs][50 gp each = 100 gp] 1 x Scroll of Mage Armor [CL 1][sup]C (Creation)[/sup] [0.0 lb each = 0 lbs][12.5 gp each = 25 gp] [s]1 x Scroll of Shield [CL 1][sup]C (Creation) [/sup] [0.0 lb each = 0 lbs][12.5 gp each = 12.5 gp] 3 x Scroll of Magic Weapon[CL 1][sup]C (Creation) [/sup] [0.0 lb each = 0 lbs][12.5 gp each = 37.5 gp] 3 x Scroll of Protection from Evil [CL 1][sup]C (Creation) [/sup] [0.0 lb each = 0 lbs][12.5 gp each = 37.5 gp]
Allies Maximum CR per ally: CR ?? Maximum ECL per ally: ECL ?? Maximum CA of allies per fight: CA ??
Try to hide and sneak attack; stay ranged whenever possible. If someone appears immune to arrows, try ranged attacking (with SA if possible) using cantrips/ranged touch spells. Please feel free to improvise; Qwogi appreciates your efforts. Always make use of relevant skills/abilities for given situations. Always stow equipment; never drop it. Never surrender. Use any and all equipment available whenever necessary.
Time Between Fights: 5 hrs Prebuffs/Ongoing Effects: none Items Used: Dose of Drow Poison, Scroll of Mage Armor (CL1), Scroll of Shield (CL1), Potion of Cure Light Wounds, 14 arrows, (25 misses, 1 hit, 12 recovered) Spells or Powerpoints Used: 2 SL (Reduce Person (1), Color Spray (1)) x/day Abilities Used: none Free Activity: Scribing scrolls (3 x Scroll of Mage Armor [CL 1] for 37.5 gp, 2 x Scroll of Shield [CL 1] for 25gp, 1 x Scroll of Reduce Person [CL 1] for 12.5gp)
Feb 14: 3 x Scroll of Mage Armor [CL 1] for 37.5 gp[sup]c[/sup] 2 x Scroll of Shield [CL 1] for 25gp[sup]c[/sup] 1 x Scroll of Reduce Person [CL 1] for 12.5gp[sup]c[/sup]
Hi TM - Thanks for your comments last fight. I do enjoy your pitlording style and commentary. [Yeah, well I'm trying to give it up. Makes the fights take so much longer. I'm getting the patch.]
I PM'd Rauul to discuss tactics, but I am going to be at work Friday 6am-Saturday 2pm; I am still hoping to hear from him tonight, and, if so, that could change the following. However, in case I don't hear from him, here are preliminary tactics for Qwogi, which make no mention of Rauul.
I also have worked 100 hours this week and my brain is fried, so if things don't make sense, I apologize for putting you in the difficult position of having to wing it. Good luck, and thanks for PL'ing
(sent to Rauul My Qwogi tactics, if I don't hear from you, would be: ------------------------------------- Start with Scroll of Mage armor in hand Rd1: Cast Mage Armor, move silently/hiding towards river. Rd2: Cast Alter self: Troglodyte, continue moving silently/hiding towards river
Don't cross the river; wait for Torel unless that incurs delay penalties.
Single move every round, ready action to fire at Torel if he's within 30'; if he's mounted on Sinwa, still fire at Torel, unless for some reason that's impossible.
If it's Qwogi's turn, and Torel is spotted, and hasn't spotted Qwogi, try to get to sneak attack rapid shot him. If that's not possible, cast scorching ray at him. Once combat is joined, scorching ray in consecutive rounds. After that, continue rapid firing. If possible, move to keep cover between Qwogi and Torel to allow "rapid fire, 5' step behind tree" or "rapid fire, break LOS and hide" and hope to gain some extra sneak attacks. I'm still not 100% clear on CoCo rules for hiding/sneak attacking once combat has been joined.
If entangled, use escape artist to get out; don't cast any spells while entangled. If succeed at save, move out of entangle area as fast as able and continue above tactics.
If he summons monsters, try to avoid them with stealth until duration expires. If that's not possible, ignore them and focus on Torel as above.
If he summons a swarm, use torch/alchemist fire on it.
If there's something obvious I'm overlooking and these tactics appear to be not working in the slightest and there's something obviously better to try (Qwogi is intelligent and less-sleep deprived), please adapt as you think he would. Qwogi's main M.O. is firing pathetic tiny arrows, ideally with sneak attack bonus.
Main goal is to be hidden and firing at Torel while hidden as much as possible. Not very hopeful. ----------------------------------------
Equipment Worn and Carried Basic Outfit[0 lbs] [0 gp] Holy symbol, silver[1 lbs][25 gp] (35) Bolts[0.1 lb each = 5 lbs] [0.1 gp each = 5 gp] Mithril chain shirt [10lbs] [1,100 gp] Buckler, Master worked[5 Lbs] [165 gp] Crossbow, light [4 Lbs] [35 gp] Dagger, Masterwork [1 lbs] [302 g] Quarterstaff [4 lbs] [0 gp] wand of cure light wounds [CL 1](47)[0.1 lb each = 0.2 lbs][750gp] Wand of Magic missiles CL3(50)[0.1 lb each = 0.1 lbs][2,250 gp ]
Expendable Items (2)Scroll of Doom [CL 1][crafted][0.1 lb each = 0.1 lbs][25 gp each = 50 gp] (2)Scrolls of Hold person [CL 3][crafted] [0.1 lb each = 0.1 lbs][150 gp each = 300 gp] (1) Spectral hand scroll [CL 1][0.1 lb each = 0.1 lbs][150 gp ] (1) scroll of See Invisible [CL 1][0.1 lb each = 0.1 lbs][150 gp ]
Follow Qwogi's lead and attemp to allways stay 50 ft from her, as to not get caught in an entangle, Inform Qwogi that any protection vs will stop a swarm or summoned monster from harming her (may adjust her tactics to use the scroll i believe) My plan is to blast Torel Silvanus with my Magic missle wand,
My only buff, is to cast Entropic Shield on me as soon as he or his pets are Spotted
@Special Note, if i am Entangled don't try to escape, just blast with the wand.. Since i have no area Spell i will just take the stings of his swarm and keep blasting since to use it he has to be in range on my magic missle.. Since i don't have any prot vs anything or area spells i am hopeing to just light him up with Magic Missiles, and pray the 20% miss chance saves my bacon..
Btw have i told you i hate druids in the woods... [Have I told you I hate the woods, period? Sometimes I wish I was a bear so I could do in the woods what bears do wherever they want.]
Conventions Those are the conventions for this fight run by TheMagister Actions types are denoted with {Free} {Move} {Stan} {Full} {NoAc} Maps are dynamically generated with coco.php script
Fight Info Qwogi will be referred as "Qwogi" and red is his color. Torel will be referred as "Torel" and blue is his color. Rauul will be referred as "Rauul" and green is his color. All rolls are HERE
Round 0: Qwogi starts in the #3 starting block in the default square holding his scroll of mage armor. Plumpers will not be used or kept track of. Please keep all familiars on a leash at all times in the Coliseum. Torel starts in the #2 starting block in the default square holding his scroll of delay poison. Sinwa is left at home. Lucky bat. Rauul starts in the #1 starting block in the default square holding his wand of magic missiles [CL3]. mapShow
Senses Line of Sight is blocked. Distance is ~LONG' Senses are listed with CharacterName(Listen, Spot, MoveSilently, Hide) Qwogi(+2,+2,+13,+14) vs. Torel(+12,+12,+3,+3) Rauul(+4,+4,+2,+2) vs. Torel(+12,+12,+3,+3) Torel(+12,+12,+3,+3) vs. Qwogi(+2,+2,+13,+14) Torel(+12,+12,+3,+3) vs. Rauul(+4,+4,+2,+2)
Round 1 Qwogi casts mage armor from his scroll and moves toward the river while drawing his shortbow [color=GRAY]{Stan}{Move}{Free}.[/color] Torel casts delay poison from his scroll and moves toward the left [color=GRAY]{Stan}{Move}.[/color] Rauul moves toward the left (for his pitlord's sanity) [color=GRAY]{Move}{Move}.[/color] Qwogi, 24/24 hp, AC 16+4, 7/7 SL; mage armor (long) Torel, 42/42 hp, AC 18, 12/12 SL; delay poison (long) Rauul, 25/25 hp, AC 17, 4/4 SL; mapShow
saving on images. I'll post a map when it's important; right now it's all movement.
Round 2 Qwogi casts Alter Self (troglodyte) from memory, gaining numerous boni, and moves toward the river along the path [color=GRAY]{Stan}{Move}.[/color]
Total changes: Base AC: 16-1(size increase)+6(natural)=21+4(mage armor)=25. Attack (ranged): 1(bab)+5(dex)-2(small shortbow)+1(enh)= +5 to hit Attack (melee): 2 claws +1 melee and bite -1 melee or weapons -1 melee (-2 small sized) Skills: (+2,+2,+9,+14) [That was a real pain to do, by the way. Please include your stat adjustments in the future when you do this. Every pitlord will appreciate it.]
Torel casts barkskin from memory, and continues to the south, heedless of the undergrowth [color=GRAY]{Stan}{Move}.[/color] Rauul moves to the east, following the path [color=GRAY]{Move}{Move}.[/color] Qwogi, 24/24 hp, AC 21+4, 5/7 SL; mage armor (long), alter self (trog)(long) Torel, 42/42 hp, AC 18+2, 10/12 SL; delay poison (long), barkskin (long) Rauul, 25/25 hp, AC 17, 4/4 SL; mapShow
not yet
Round 3 Qwogi readies an action to shoot Torel if he happens to materialize anywhere within 30', and then skulks along the pathway [color=GRAY]{Stan}{Move half speed}.[/color] Torel casts resist energy (fire) from memory and continues south through the undergrowth [color=GRAY]{Stan}{Move}.[/color]
LOS is established! Qwogi(+2,+2,+9,+14) hide vs. Torel(+12,+12,+3,+3) spot -12(120ft): hidden Torel(+12,+12,+3,+3) hide vs. Qwogi(+2,+2,+9,+14) spot -12(120ft): hidden
Rauul bustles right along [color=GRAY]{Move}{Move}.[/color] Qwogi, 24/24 hp, AC 21+4, 5/7 SL; mage armor (long), alter self (trog)(long) Torel, 42/42 hp, AC 18+2, 8/12 SL; delay poison (long), barkskin (long), resist energy (fire)(long) Rauul, 25/25 hp, AC 17, 4/4 SL; mapShow
Torel(+12,+12,+3,+3) spot -9 (90') vs. Qwogi(+2,+2,+9,+14) hide: hidden
Torel casts call lightning from memory [color=GRAY]{1 round}.[/color]
Qwogi(+2,+2,+9,+14) spot -8 (80') vs. Torel(+12,+12,+3,+3) hide: Torel Spotted, but end movement puts tree between them and breaks LOS.
Rauul trucks up to the stream, and then decides that "walking along the bottom" is better than balance checks or swim checks [color=sienna]{pitlord rolls his eyes}. He enters the stream and walks along the bottom at 1/4 speed {Move}{Move}.[/color] Qwogi, 24/24 hp, AC 21+4, 5/7 SL; mage armor (long), alter self (trog)(long) Torel, 42/42 hp, AC 18+2, 8/12 SL; delay poison (long), barkskin (long), resist energy (fire)(long) Rauul, 25/25 hp, AC 17, 4/4 SL; mapShow
Torel finishes casting call lightning. Torel moves around the tree, setting up a running jump for the stream [color=GRAY]{Move}{Move}.[/color]
Qwogi(+2,+2,+9,+14) spot -7 (65') vs. Torel(+12,+12,+3,+3) hide: Torel Spotted, but end movement puts tree between them and breaks LOS.
Torel running jump +6 vs. DC 10 (10' stream): success, but out of movement while over the stream. Torel will begin next turn in the air moving, forcing the use of a move action before a standard action.
Qwogi(+2,+2,+9,+14) listen (35') vs. Torel(+12,+12,+3,+3) move silent -20(running): Qwogi hears Torel running and jumping, but doesn't hear her land (hasn't happened yet).
Rauul trudges in the muck [color=GRAY]{Move}{Move}.[/color] Qwogi, 24/24 hp, AC 21+4, 5/7 SL; mage armor (long), alter self (trog)(long) Torel, 42/42 hp, AC 18+2, 5/12 SL; delay poison (long), barkskin (long), resist energy (fire)(long), call lightning (5 bolts or ends 55) Rauul, 25/25 hp, AC 17, 4/4 SL; mapShow
Round 6 Qwogi readies an action to shoot Torel on sight if he's within 30'and sneak attackable and moves into the undergrowth for some concealment [color=GRAY]{Stan}{Move}. He spots Torel just before he lands, but he's more than 30' away.[/color]
Torel(+12,+12,+3,+3) spot -4 (40') vs. Qwogi(+2,+2,+9,+14) hide: Qwogi remains hidden
Torel lands safely and sees no one. He moves through the undergrowth looking for someone to blast [color=GRAY]{Move}{Move}.[/color]
[Okay. Eluria's tactics say to shoot when Torel is sighted and as long as he's within 30'. To me, that says "I wanna sneak attack him." Now, the undergrowth prohibits sneak attacks. Since Eluria specified that she might have missed something obvious because she was sleep deprived and asked me to correct obvious errors, I'm going to change her ready action to "ready an action to fire on Torel when he's sighted and I can sneak attack him. That little qualifier changes everything. Pitlord prerogative, so I'll accept no arguments on this point.]
Torel steps onto the path, triggering Qwogi's ready action!
Qwogi PBS +6 vs. Torel AC 20-3(no dex): Miss. (by ONE!)
Qwogi is autospotted.
Torel jumps a little, but his intuition saves him from a nasty puncture. He calls down lightning on Qwogi!
Qwogi +8 Reflex vs. DC 18 Call Lightning: Success! Dmg: 13/2=6.
[color=green]Rauul trudges the rest of the way across the stream and walks up the other side of the bank [color=GRAY]{Move}{Move}.[/color] Qwogi, 18/24 hp, AC 21+4, 5/7 SL; mage armor (long), alter self (trog)(long) Torel, 42/42 hp, AC 18+2, 5/12 SL; delay poison (long), barkskin (long), resist energy (fire)(long), call lightning (4 bolts or ends 55) Rauul, 25/25 hp, AC 17, 4/4 SL; mapShow
Round 7 Qwogi moves 5' west and tries to hide, then comes back to the same square and casts scorching ray at Torel [color=GRAY]{Move}{Stan}.[/color]
Qwogi(+2,+2,+9,+14) hide vs. Torel(+12,+12,+3,+3) Spot: Qwogi conceals himself.
Qwogi PBS +5 scorching ray vs. Torel touch AC 15(no dex): HIT! Dmg Ray: 13-10=3 fire Dmg sneak: 3. Total: 6 fire damage.
Qwogi can tell the ray should've done more than that. His Spellcraft knowledge is insufficient to help him understand why, however.
Torel winces at the hit, but knows what to do about the situation. He 5' steps into some undergrowth across the path and draws a scroll of faerie fire. He then casts it on Qwogi, who is outlined from crown to foot in dim violet flames (Torel figuring that green wouldn't be the best choice here) [color=GRAY]{NoAc}{Move}{Stan}.[/color]
[You know, reading through the text of faerie fire, it doesn't say anything about eliminating the concealment gained from physical obstructions (such as undergrowth). It just says that it counteracts darkness spells and effects, and stuff like blur and invisibility! The outline of light is dim, like the light shed by a candle. Notice that there's no bright spot from which the light emanates (a 5' tall "candle" would shed quite a bit of light!). Since it's daylight in the forest, but kinda shadowy beneath the boughs, I'm going to give Qwogi a -5 circumstance penalty to his hide checks while he's subject to the faerie fire spell. Again, another Pitlord call. If you wanna debate it, take it to the FotW or the Tavern or maybe to the Courtroom thread, but it won't change here.]
Rauul moves along the path, lookin' for trouble [color=GRAY]{Move}{Move}.[/color] Qwogi, 18/24 hp, AC 21+4, 3/7 SL; mage armor (long), alter self (trog)(long) Torel, 36/42 hp, AC 18+2, 5/12 SL; delay poison (long), barkskin (long), resist energy (fire)(long), call lightning (4 bolts or ends 55), faerie fire (ends 57) Rauul, 25/25 hp, AC 17, 4/4 SL; mapShow
Round 8 Qwogi tries his trick again [color=GRAY]{Move}{Stan}.[/color]
Qwogi(+2,+2,+9,+14) hide (-5 circumstance) vs. Torel(+12,+12,+3,+3) spot: Qwogi doesn't hide.
Qwogi PBS +6 scorching ray vs. Torel touch AC 18: 20% conceal: Pass. 1! Automiss.
Torel picks a spot down the path a ways and casts entangle so that Qwogi is on the outer northern edge [color=GRAY]{Stan}.[/color]
Qwogi +8 Reflex vs. DC 16 entangle: Fail.
Rauul trudges [color=GRAY]{Move}{Move}.[/color] Qwogi, 18/24 hp, AC 21+4-2, 1/7 SL; mage armor (long), alter self (trog)(long), entangled Torel, 36/42 hp, AC 18+2, 4/12 SL; delay poison (long), barkskin (long), resist energy (fire)(long), call lightning (4 bolts or ends 55), faerie fire (ends 57), entangle (ends 58) Rauul, 25/25 hp, AC 17, 4/4 SL; mapShow
Round 9 Qwogi tries to wriggle out of the grasp of the plants [color=GRAY]{Full}.[/color]
Fail.
Torel calls a stroke of lightning [color=GRAY]{Stan}.[/color]
Reflex vs. DC 18: Fail. Dmg: 11.
Rauul hears a faint thunderclap and hurries on [color=GRAY]{Move}{Move}.[/color] Qwogi, 7/24 hp, AC 21+4-2, 1/7 SL; mage armor (long), alter self (trog)(long), entangled Torel, 36/42 hp, AC 18+2, 4/12 SL; delay poison (long), barkskin (long), resist energy (fire)(long), call lightning (3 bolts or ends 55), faerie fire (ends 57), entangle (ends 58) Rauul, 25/25 hp, AC 17, 4/4 SL; mapShow
Qwogi moves out of the entangle area and moves a little out of the area down the path.
Torel follows and blasts Qwogi again for the last time [color=GRAY]{Move}{Stan}.[/color]
Reflex DC 18: Pass! Dmg: 11/2=5.
Qwogi falls, beaten.
Rauul hustles along the path, where he sees Torel standing with pointed finger, as if he had just called down lightning or something [color=GRAY]{Move}{Move}.[/color] Qwogi, -3/24 hp, AC 21+4-2, 1/7 SL; mage armor (long), alter self (trog)(long), entangled Torel, 36/42 hp, AC 18+2, 4/12 SL; delay poison (long), barkskin (long), resist energy (fire)(long), call lightning (1 bolts or ends 55), faerie fire (ends 57), entangle (ends 58) Rauul, 25/25 hp, AC 17, 4/4 SL; mapShow
Round 12 Qwogi bleeds [color=GRAY]{Full}.[/color] Torel sees Rauul to the north and recalls his call lightning spell with his PoP III in preparation for the coming contest. He also moves behind a tree, just in case [color=GRAY]{Stan}{Move}.[/color] Rauul moves a ways and casts entropic shield [color=GRAY]{Move}{Stan}.[/color] Qwogi, -4/24 hp, AC 21+4-2, 1/7 SL; mage armor (long), alter self (trog)(long) Torel, 36/42 hp, AC 18+2, 7/12 SL; delay poison (long), barkskin (long), resist energy (fire)(long), call lightning (1 bolts or ends 55), faerie fire (ends 57), entangle (ends 58), used PoPIII (call lightning) Rauul, 25/25 hp, AC 17, 4/4 SL; entropic shield (ends 42) mapShow
Round 13 Qwogi stabilizes [color=GRAY]{Full}![/color] Torel moves from around the tree and gets ready to blast Rauul on sight [color=GRAY]{Move}{Stan}.[/color] Rauul readies an action to blast Torel on sight, and moves down the path [color=GRAY]{Stan}{Move}.[/color]
Both readies trigger, in initiative order:
Rauul Reflex DC 18: Fail. Dmg: 14.
Rauul Magic Missile dmg: 5.
No initiative change.
Qwogi, -4/24 hp, AC 21+4-2, 1/7 SL; mage armor (long), alter self (trog)(long), stable Torel, 31/42 hp, AC 18+2, 7/12 SL; delay poison (long), barkskin (long), resist energy (fire)(long), call lightning (1 ended), faerie fire (ends 57), entangle (ends 58), used PoPIII (call lightning) Rauul, 11/25 hp, AC 17, 4/4 SL; entropic shield (ends 42) mapShow
Round 14 Qwogi lays chilly [color=GRAY]{Full}.[/color] Torel, out of call lightning bolts for the nonce, steps behind the tree and begins re-casting call lightning [color=GRAY]{NoAc}{1 round}.[/color] Rauul curses as he loses sight of Torel, and moves cautiously down the path, ready to blast the druid on sight [color=GRAY]{Stan}{Move}.[/color] Qwogi, -4/24 hp, AC 21+4-2, 1/7 SL; mage armor (long), alter self (trog)(long), stable Torel, 31/42 hp, AC 18+2, 4/12 SL; delay poison (long), barkskin (long), resist energy (fire)(long), call lightning (1 ended), faerie fire (ends 57), entangle (ends 58), used PoPIII (call lightning) Rauul, 11/25 hp, AC 17, 4/4 SL; entropic shield (ends 42) mapShow
Round 15 Qwogi dreams troglodyte dreams [color=GRAY]{Full}.[/color] Torel finishes casting call lightning and steps out from behind the tree, ready to blast Rauul on sight [color=GRAY]{NoAc}{Stan}{Move}.[/color]
Reflex DC 18: 20! Autosave! Dmg: 9/2=4. Rauul MM dmg: 6. Rauul has already acted this turn. Qwogi, -4/24 hp, AC 21+4-2, 1/7 SL; mage armor (long), alter self (trog)(long), stable Torel, 25/42 hp, AC 18+2, 4/12 SL; delay poison (long), barkskin (long), resist energy (fire)(long), call lightning (1 ended), faerie fire (ends 57), entangle (ends 58), used PoPIII (call lightning), call lightning (ends 4 bolts or 65) Rauul, 7/25 hp, AC 17, 4/4 SL; entropic shield (ends 42) mapShow
Round 16 Qwogi moans in her sleep [color=GRAY]{Free}.[/color] Torel calls down another bolt on Rauul and moves behind the tree for cover [color=GRAY]{Stan}{Move}.[/color]
Reflex DC 18: Success! Dmg: 14/2=7.
Rauul is disabled and surrenders, since he only channels negative energy and cannot spontaneously heal himself.
Qwogi, -4/24 hp, AC 21+4-2, 1/7 SL; mage armor (long), alter self (trog)(long), stable Torel, 25/42 hp, AC 18+2, 4/12 SL; delay poison (long), barkskin (long), resist energy (fire)(long), call lightning (1 ended), faerie fire (ends 57), entangle (ends 58), used PoPIII (call lightning), call lightning (ends 3 bolts or 65) Rauul, 0/25 hp, AC 17, 4/4 SL; entropic shield (ends 42)
(Qwogi) loses and gains 452 xp and 452 gp. He pens some scrolls for use later in his career. (Torel) wins and gains 1800 xp and 2000 gp, and spends a restless night watching nervously for little goblin thief/wizards. (Rauul) loses and gains 400 xp and 400 gp, as well as selling some snake oil on the street to some gullible do-gooders for 80 gp.
Qwogi) Time Between Fights: 4 hrs Prebuffs/Ongoing Effects: none Items Used: Scrolls: mage armor [CL1] Spells or Powerpoints Used: 6 SL (alter self, scorching ray x 2) x/day Abilities Used: n/a Free Activity: Scribe Scrolls: 1 x Scroll of Reduce Person [CL 1] for 12.5gp 3 x Scroll of Alter Self (Trog) [CL 3] for 337.5gp 1 x Scroll of Alter Self (Gargoyle) [CL 3] for 112.5gp
Torel Time Between Fight: 4 hrs Prebuffs/Ongoing Effects: none Items Used: Scrolls: Delay Poison [CL3] and Faerie Fire [CL1]; Pearl of Power I x 2 (prebuffs), Pearl of Power III (call lightning) Spells or Powerpoints Used: 8 SL [barkskin, resist energy, entangle, call lightning (recalled), call lightning (recast)] x/day Abilities Used: n/a Free Activity: Guarding
Rauul Time Between Fight: 4 hrs Prebuffs/Ongoing Effects: none Items Used: Wand of Magic Missiles (2 charges) Spells or Powerpoints Used: 1 (entropic shield) x/day Abilities Used: none Free Activity: Profession: Apothecary (80gp)
Comments @Eluria: I did the best I could. @Erithmu: I did the best I could. @Rauul: Sorry you didn't get to do hardly anything. Not your fault. Blame the forest map. Or me, if you really need something to rail at.
Conditional Modifiers [sup]a[/sup] +1 vs spells/powers and spell/power-like effects
General Tactics Always make use of relevant skills/abilities for given situations. Always stow equipment; never drop it. Never surrender. Use any and all equipment available whenever necessary.
Starting: 3,000.00 gp Battles: 675.00 gp Sales: + 0.00 gp --------------- Total Earned: 3,675.00 gp Purchases: - 2,140.00 gp --------------- Total Left: 1,535.00 gp
Improved trip- If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. bonus to trip STR CHECK is +12 (17 expanded) against (str/dex choose better +- size modifier)
Psi-Like Ability: 1/day—stomp. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based
Powerful Build:[b][u] The physical stature of half-giants lets them function in many ways as if they were one size category larger.
Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.
A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
[b][u]Low-Light Vision: A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Giant: Half-giants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Powers Readied Level 1 [DC 13] expansion, skate
Power Points Available Per Fight: 02 [5 Total Power Points / 3, rounded up] Total Power Points: 5 [(1 (psychic warrior), (2 wis), 2 (racial)] Manifester Level: 2
(combat expertise)[sup]lvl 1[/sup] (When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.)
(improved trip)[sup]psycic warrior 2[/sup] (You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
[font=courier new]Conditional Modifiers Expansion - 1 size larger with all attented advantages/disadvanteges
Prefight Actions Gain psionic Focus
Equipment Worn and Carried Basic Outfit [0 lbs] [0 gp] Masterwork Large spiked chain [20 lbs] [650 gp] spiked chain [10 lbs] [50 gp] Longsword size=1][4 lbs] [15 gp][/size] Large longbow [6 lbs] [150 gp] (6) Large arrows [0.3 lb each = 1.8 lbs] [0.1 gp each = 1.5 gp] masterwork full plate [50 lbs] [1650 GP] 1 bags of Caltrops [02 lbs][2 gp] 1 Torches [01 lbs][0.1 gp]
[font=courier new]Expendable Items (1) Potion of (cure light wounds) [CL 1] [0.1 lb each = 0.1 lbs][50 gp each = 50 gp] (1) Powerstone of (Force screen) [ML 1] [0.0 lb each = 0 lbs][25 gp each = 50 gp] (1) Powerstone of (chameleon) [ML 1] [0.0 lb each = 0 lbs][25 gp each = 25 gp] (2) Powerstone of (Skate) [ML 1] [0.0 lb each = 0 lbs][25 gp each = 75 gp] (1) Powerstone of (metaphysical weapon) [ML 1] [0.0 lb each = 0 lbs][25 gp each = 25 gp] (1) powerstone of defensive precognition [0.0 lb each = 0 lbs][25 gp each = 25 gp]
Max total (ecl 3[sup]2[/sup] x 50): 200/450 gp
Equipment at Home (Masterwork Bodygaurd tool) [00 lbs][55 gp]
Fight Results Fight 1[post=here](harbinger(templer10)) vs (Tyden(NiQill) - WIN) - [900 xp] [957 gp] [powerstone of skate, powerstone of offensive precognition used]
Fight 2 -(harbinger(templer10)) vs (ahab with a piggyback(usernamerl) - WIN) - [1125 xp] [1182 gp] [powerstone of vigor, powerstone of expansion (augmented ML3), powerstone of force screen, 9 arrows used]
(half giant) +2 Strength, +2 Constitution, -2 Dexterity: Half-giants are tough and strong, but not too nimble. Giant: Half-giants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Medium: As Medium creatures, half-giants have no special bonuses or penalties due to their size. Half-giant base land speed is 30 feet. Low-Light Vision: A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures. Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger.
Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.
A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Psi-Like Ability: 1/day—stomp. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based. Automatic Language: Common. Bonus Languages: Draconic, Giant, Gnoll, Ignan. Favored Class: Psychic warrior. Level Adjustment: +1.
never surrender use all necesery expendaples to win to best of ability All attacks are forward by trip attempts unless enemy is at least 2 size categories larger.
(Misc. Item) ??? gp received [??? gp originally spent] (Misc. Item) ??? gp received [??? gp originally spent] (Misc. Item) ??? gp received [??? gp originally spent]
(9) Large arrows [0.1 gp each = 0.9 gp] (Qty) Dorje of (Name) [ML ?] [?? gp each = ?? gp] (Qty) Oil of (Name) [CL ?] [?? gp each = ?? gp] (Qty) Potion of (Name) [CL ?] [?? gp each = ?? gp] (1) Powerstone of (skate) [ML 1] [25 gp each = 25 gp] (1) Powerstone of (offesnsive precognition) [ML 1] [25 gp each = 25 gp] (1) Powerstone of (vigor) [ML 1] [25 gp each = 25 gp] (1) Powerstone of (force screen) [ML 1] [25 gp each = 25 gp] (1) powerstone of (expansion[augmented ML3] [150 gp each = 150 gp]
Time Between Fights: not listed Prebuffs/Ongoing Effects: none Items Used: powerstone of skate, powerstone of offensive precognition Spells or Powerpoints Used: 1 pps x/day Abilities Used: no Free Activity: proffesion bodygaurd (57 GP)
Time Between Fight: 6 hrs Prebuffs/Ongoing Effects: None. Items Used: Power stone of Vigor [1], Power stone of Force Screen [1], power stone of Expansion [3[sup]A[/sup]], 8 arrows (1 hit, 14 missed, 6 recovered) Spells or Powerpoints Used: 1 PP x/day Abilities Used: None. Free Activity: Profession (Bodyguard) for 57 gp.