[FONT="Comic Sans MS"]Owen Ir'Tolden Male Human Abjurer 5/Red Wizard 7 Age: 20 Height 5’ 6” Weight 148lbs XP: 73772/78000[ECL 12] TN Adjunct Planar Research Professor of The Arcane Order
3FC Info:
Prebuffs: Owen: Mage Armor 15 hrs, False Life 10 hrs, Aid (CL3) Nest: Mage Armor 15 hrs, Aid (CL3) Wraith: Aid (CL 3)
Red Wizard Enhanced Specialization: Prohibited: Illusion Specialist Defense +3 Spell Power +3 Circle Magic Bonus Feat
Buffs and Prefight actions: Bring Nest (Ally 25%) Bring Wraith Wraith Casts Aid on Owen, Nest, and Wraith (Aid at Will 1d8+3) Owen Casts Mage Armor on Self (15hrs) Recall Mage Armor w/ PoP [1] Owen Casts Mage Armor on Nest (15hrs) Next Casts False Life on Owen (10 hrs)
Equipment: * Means crafted 5* Spell Component Pouch 25gp 10lbs Head: Headband of Intellect +6 18000gp* Necklace: Amulet of Health +4 8000gp* Cloak: Cloak of Resistance +5 12500gp* Ring: Ring of Counterspells 4000gp 3* Pearl of Power [1] 1500gp* Pearl of Power [2] 2000gp* Pearl of Power [3] 4500gp* Blessed Book 6250gp* 1lb Lesser Rod of Extend 3000gp 5lbs Stoneskin Diamond Dust 250gp Contingency Focus 1500gp Mage's Sword Focus 250gp
Basic: 66/100 pages 0th - All but Trans/Evo (11) 1st - Sleep, Charm Person, Ray of Enfeeblement, Shield, Mage Armor, Silent Image, Comprehend Languages, True Strike 2nd - Hideous Laughter, Touch of Idiocy, Ghoul Touch, See Invisible 3rd - Hold Person, Rage, Invisibility Sphere, Arcane Sight 4th - Confusion, G. Invisibility, Phantasmal Killer, Crushing Despair 5th - Feeblemind, Teleport, Dominate Person, Hold Monster
Blessed Book: 139/1000 1st - Shield, Obscuring Mist, Pro Evil, Chill Touch, Grease 2nd - Pro Arrows, Invisibility, Resist Energy, Web, False Life, Glitterdust, Summon Swarm, Mirror Image 3rd - Dispel Magic, SM III, MC vs Evil, Phantom Steed, Displacement, Arcane Sight, Stinking Cloud, Ray of Exhaustion, Vampiric Touch 4th - Lesser Globe, D. Anchor, SM IV, Black Tentacles, Dimension Door, Bestow Curse, Solid Fog, Enervation, Fear 5th - SM V, Dismissal, Break Enchantment, Cloudkill, Psychic Turmoil, Mind Fog, Magic Jar(F), Wall of Stone
Feats: H Tattoo Focus (Enchantment) W Scribe Scroll 1 Enlarge Spell 3 Spell Focus (Enchantment) 5 Heighten Spell 6 Skill Focus (Knowledge (Planes)) 9 Improved Familiar (Lantern Archon) L G. Spell Focus (Enchantment)Racial and Class Abilities:Show
Saves: Fort: 3(+7 vs Posion) Rflx:3 Will:8 Atk: +5 Light Ray (1d6) 30ft Touch Spell: +5 (effect varies) Full atk: 2 rays +5/+5
Feats: Improved Initiative
Skills: As Nest, except noted here: Diplo +4, Listen +4, Sense Motive +4, Spot +4
Special Abilities: Aura of Menace (DC 17) (10+10HD/2+2racial) Magic Circle vs Evil (CL 10) G. Teleport at will Tongues DR 10/Evil and Magic Immunity to Electricity and Petrification SLA (CL 3) at Will: Aid, Detect Evil, Continual Flame
Results 02400xp/03400gp Win ... vs Destrachan (Join TAO) 42372xp/85174gp Mission to The Sands (Completed)
Ironman Tourney Loss - Uhme (returned to tournament after withdrawal) Win -- Brilf Win -- Va'ria Loss - Besthira Win -- Aerryl Used (Monetary only)Show
Starting: Barrow spellbooks to copy cost (1500gp) (200 - 2*2nd lvl, 1050 - 7*3rd lvl, 200 - 1*4th lvl) TAO - None Purchaces: Scribe Bear's Endurance, Haste, Stinking Cloud, Rope Trick, Enlarge Person (via Scroll) into spellbook (475gp) Craft [sup]X[/sup]: Pearl of Power [1], Amulet of Health +2 (2500gp) Mission into the Sands - Purchased: - Spells: Overland flight, D.Door, Wall of Force (700gp) - Items: Ring of Counterspells (4000) - Crafted: Cloak of Resistance + 1 (500gp) - Used: Scrolls: Blacklight [5],See Invisible [3] Long Craft: 1234567891011121314151617-19 Crafted: Blessed Book 12.5k, Int Headband +4 -> +6 20k, Int Headband +6 36k, Resist Cloak +1 -> +5 24k, Resist Cloak +5 -> 25k, Con Amulet +4 16k (Cost: 66,250gp) Sold: Owens Regular Spellbook (+4950gp) Purchases: - Familiar Cost, Foci: Contingency, Magic Jar, Mage's Sword, 5x Spell component pouch, Potion: Fox Cunning, Diamondust (250gp), 6050gp worth of spells (8575gp)purchased spellsShow
Thanks for Pitlording, this will be ... interesting to say the least.
Plan: Let them kill each other and then sort stuff out
Buffing: Round 1: Owen delays till after Nest if Owen acts first - Nest: Invis Sphere (all 3); Owen: fly Round 2: If Krack has gone invisible go with Owen: See invis; Otherwise Owen and Nest will move towards the middle of the arena sticking together (to keep Invis Sphere up). I don’t want to be in the middle of the action, but I want to be able to strike if/when one of them goes down. If they go after each other, just move over to where their fight is and let them slug it out, and have Owen and Nest move into range of their medium distance spells.
Mode 1: Magic Jar If both Valen and Krack head in the direction of Owen and Nest. When they get close I’m assuming Touchsight, so Nest will cast Magic Jar and attempt to possess one of them (Can’t determine one way or the other.) Owen will pick up the Soul Gem from Nest’s body and stay close to the host. After Nest casts, Owen will dispel the closer of the targets (G. Dispel on Krack, normal on Valen). If possession works go as follows: - Possess Valen: Owen throws down his other dispel then Nest Drops the Greatsword, charges and attempt to Grapple, she will not attempt to use HiPS. After that Full attack/beatdown Krack with Owen supporting with MM support. If Krack goes down, Nest will fly down to Owen, hand over the sword, and then Owen will perform a CDG on Valen. If Krack knocks Valen out, then Nest will try to posses Krack and go from there. - Posses Krack: Owen uses other dispel on Valen, Nest will get into the area and attempt to break the Eversmoking Bottle, psi crystal or Hit Valen if the eversmoking bottle is getting in the way.
If Nest Gets kicked out of the host due to suppression then attempt to possess the other. If she is kicked out of both bodies she returns to her own.
Mode 2: Dispel and EBT Through dispels (target boots if needed) try to get one or both of them on the ground. If that happens Drop Black Tentacles (Owen) on that target, followed by a bunch of other spells. Owen will recall and cast another Dispel (pop3) if it is the only target left. Krack: Ray of Enfeeblement, Ray of Exhaustion, Psy Turmoil, MMx2 Valen: H. Laughter (use both if needed), MMx2, RoEnfeeble if only one left Recall MM w/ Owen if needed, or ready Scorching Ray for EBT ending (pending Spell levels and flow of combat.)
Mode 3: SM6 By this point there should be one of them left, if not … I’m in trouble. If they are both grounded: Summon a C. Polar Bear, If they are still airborne go for 1d4+1 Lantern Archons and blast away.
Wraith: Wriath’s primary function is to keep Owen and Nest alive, so … cast Aid when needed. Otherwise after Magic Jar gets into full swing, he can use light rays to attack whoever. Go after Quartz if no other target presents itself. If I get the chance … go ahead and try to get a continual flame cast on Valen’s sword, or armor, or face.
Nest Goes down: Lantern Archon Barrage If Nest goes down she will try to stabilize w/ Auto-Hypnosis. If Both Krack and Valen are still up. Owen will shift more defensive. Use fly to get altitude, and then dispel fly/metamorph spells (target the person if possible) Then try to keep the MM damage up and help the person winning. Altitude is to prevent charges. If still in Magic Jar tactics: switch EBT to a SM5 for 1d3 L. Archons and Go straight to SM6 as well. Switch out Psy Turmoil for Haste on all of them and have them work on making full attacks. I would rather get SM5, SM6, and Haste than for Owen to have some offensive casting spell options. If casting both SM5&6, The lantern Archons that appear in the first round, will all cast Continual flame on themselves to help remove shadows if Valen is still around, or Aid if Kracknol is around.
Notes: - If I get double teamed, then have Owen use his D. Door to get some distance away (300ish ft horizontal) and some altitude (+50ft vert above highest altitude opponent) - All Summons are augmented, there is a link for the L. Archons in the CEF thread, but I don’t think there is one for the Polar Bear. - The remaining Pearls of Power are useable for damage spells like Magic Missile or Scorching Ray if I get it off. - Rough spell list is below, but needs to be a bit flexible. It gets really ugly around the ‘Nest Goes down’
]Ready for December 19 [Fight 3] (Free Activity: Perform 168gp) (ECL 12)
Valen Sky
"I'd rather be lucky than good."
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 5/Shadow Dancer 1 (ECL 12) Experience: 73153/78000
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) (+4 to Damage, Bluff, Listen, Spot, Sense Motive, Survival) Enemy Sense Brain Nausea Lucid Buffer
Shadow Dancer Abilities: Hide in Plain Sight
Powers Readied Level 1 [DC 16] Vigor, Prescience-Offensive, Precognition-Offensive, Force Screen, Entangling Ectoplasm, Crystal Shard[sup]2nd[/sup], Expansion[sup]EK[/sup] Level 2 [DC 17] Animal Affinity, Energy Adaption-Specified, Chameleon Level 3 [DC 18] Touch Sight, Hustle, Dispel Psionics, Solicit Psicrystal Level 4 [DC 19] Metamorphosis, Freedom of Movement (Psionic), Dimension Door (Psionic), Telekinetic Manuever
Power Points Available Per Fight: 26 (+4 for fight 3) [78 Total Power Points / 3, rounded up] Total Power Points: [s]78 [s]59 30 [(+0 Ranger 2, +58 Psion 4 and Slayer 3, +20 Int] Manifester Level: 8
Prefight Actions Gain Psionic Focus Bring Psicrystal (Quartz) Quartz activates Self-propulsion Tie Sunrod to Quartz with 1' silk rope (Use Rope, take 10) Remove stopper from Eversmoking bottle
Equipment Worn and Carried Explorers Outfit [0 lbs] [0 gp] +1 Deepcrystal Composite Longbow (Mighty +4) [3 lbs][3500 gp] +1 Suppression Adamantine Greatsword [8 lbs][21,050 gp] +2 Shadow Mithral Chain Shirt (+5 competence to hide) /w [mwk] Armor Spikes [20.0 lbs][9,200 gp] [mwk] Cold Iron Guisarme [12 lbs][318 gp] Cloak of Resistance +3 [1 lbs][9,000 gp] Ring of Protection +2 [8,000 gp] Headband of Intellect +2 [4,000 gp] Belt of Giant Strength +4 [1 lbs][16,000 gp] Boots of Speed [1 lbs][12,000 gp] Necklace of Adaptation [9,000 gp] Eversmoking Bottle [1 lbs][5,400 gp] 4 Tindertwig [4 gp] 2 Sunrods [2 lbs][4 gp] 2 Vials of Antitoxin [50 gp each = 100 gp]
[mwk] Cold Iron Dagger [1 lbs][304 gp] [mwk] Alchemical Silver Dagger (-1 Damage) [1 lbs][322 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] (10) [mwk] Adamantine Arrows [0.15 lb each = 1.5 lbs][30.025 gp each = 300.25[sup]C[/sup] 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]
Expendable Items 3 Powerstones of Synesthete [ML 1][25 gp each = 75 gp] 3 Powerstones of Control Light [ML 1][25 gp each = 75 gp] 3 Powerstones of Create Sound [ML 1][25 gp each = 75 gp] 3 Powerstones of Bolt [ML 1][25 gp each = 75 gp] 3 Powerstones of Entangling Ectoplasm [ML 1][25 gp each = 75 gp] 2 Powerstones of Control Sound [ML 3][150 gp each = 300 gp] 2 Potions of Silence [CL 3][0.1 lb each = 0.2 lbs][300 gp each = 600 gp] 2 Potions of Protection from Evil [CL 1][0.1 lb each = 0.2 lbs][50 gp each = 100 gp] 2 Potions of Protection from Law [CL 1][0.1 lb each = 0.2 lbs][50 gp each = 100 gp] 2 Potions of Protection from Chaos [CL 1][0.1 lb each = 0.2 lbs][50 gp each = 100 gp] 3 Potions of Enlarge Person [CL 3][0.1 lb each = 0.3 lbs][150 gp each = 450 gp] 1 Oil of Bless Weapon [CL 1][0.1 lb each = 0.1 lbs][100 gp each = 100 gp] 1 Oil of Corrupt Weapon [CL 1][0.1 lb each = 0.1 lbs][100 gp each = 100 gp] Max total (ECL[sup]2[/sup] x 50): 7200 gp Current total: 2225 gp
Total Weight with Expendables: 84.5 +1.3 = 85.9 lbs Encumbrance: Light (58 lbs or less for Str 14)
Always try to Dispense with Displays (I.e. hide manifestation) Always use Hide in Plain Sight when available (don't necessarily run away, just use hide checks when moving if possible).
Manifest Chameleon (3pp) Manifest Animal Affinity-Dex (3pp) Manifest Touchsight (5pp) Manifest Expansion, Augmented for 3pp (10 min/level duration) Manifest Metamorphosis (Annis Hag vs Melee, Troll vs Casters) for 7pp Manifest Force Screen (1pp)
Get into melee, using haste as needed. Go ranged if necessary.
Time Between Fights: ? hrs Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining) Items Used: xxxxx, xxxxx Spells or Powerpoints Used: xxxxx x/day Abilities Used: xxxxx Free Activity: xxxxx
--Pitlords cut here--
Results Win vs Saunginel (DocNessumo) - [900 xp] [900 gp] Win vs both Ash (NiQil) and Fnorri (False_Keraptis) - [1500 xp] [1500 gp] Win vs Khabil Baruhk (Traevanon) - [900 xp] [900 gp] Leveled to 4! Lost vs Indrithia Celeth (Zevox) - [350 xp] [350 gp] Lost vs Osiris (Iced) - [400 xp] [400 gp]Surrendered to avoid going into Week 3/3 Win vs Khabil Baruhk (Traevanon) - [1050 xp] [1050 gp] Win vs Torel Silvanus (Erithmu) - [1050 xp] [1050 gp] Lost vs Ventr the Dreamer (Milov) - [350 xp] [350 gp]Surrendered to avoid going into Week 2/2 Win vs El'enees'ka Hunn'et (malakaiunseen) - [1050 xp] [1050 gp] Leveled to 5! Lost vs Annalina Vale (Zevox) - [500 xp] [533 gp] Lost vs Kilpquabjeg (hogarth) and => Ventr the Dreamer (Milov) - [479 xp] [510 gp] Win vs 3 Centaurs (Monster Fight) - [1375 xp] [1467 gp] Win vs Ventr (Milov), Reginald Molehusband (Hogarth) - [2500 xp] [2666 gp]Leveled to 6! Success in Miniquest to join LOY - [1687 xp] [1875 gp] Win vs Relanex Thines (Macbrea) - [1687 xp] [1875 gp]Crafted arrows Lost with Poe (McJarvis) vs Dudael Angelus (DSugui) - [600 xp] [666 gp] Win vs Izumi (Macbrea) - [1687 xp][1875 gp]Leveled to 7! Lost vs Ihdald Seaslash (Milov) - [665 xp][805 gp] Win vs Istima (Zevox) - [2310 xp][2860 gp]Istima surrendered in order to avoid going into week 4 Lost vs Istima (Zevox) - [770 xp][956 gp] Lost vs Jar-red (TelinArtho) - [665 xp][822 gp] Success in "To Teach an old dog new tricks" - [6038 xp] [7427gp] Leveled to 8! (including 300g potion in gold award and noting it in expenditures) Lost vs a Stone Giant - [768 xp][1083 gp] Win vs a Ihdald Sealash (Milov) - [2640 xp][3722 gp] Win vs a Jar-red (TelinArtho) - [2400 xp][3400 gp] Leveled to 9! Win vs a Phrenic Bulette - [2700 xp][4500gp] Lost vs Balrog (Maraxus) and Kervan Sheharath (MindWandererB) - [900 xp][1500 gp] Lost vs 4 Cloakers - [900 xp][1500 gp] Lost vs Greater Earth Elemental - [900 xp][1500 gp] Win Kervan Sheharath (MindWandererB) - [2700 xp][4500 gp]Leveled to 10! Win with Jonathan Raven Gravebound (Abyssal Stalker) vs Besthira Lafali (MindWandererB) & Kracknol (SauroGrenom) - [3187 xp][6162+140 gp] Lost vs Elrick Flamebrother (Templer10) and Izumi (Macbrea) - [1062 xp][2053+140 gp] Win vs Eraca Moralta (Zevox) & Kracknol (SauroGrenom) - [4000 xp][7733+140 gp] Win vs Lord Frost (Macbrea) [3000 xp][5800+140 gp]Leveled to 11! Lost vs Elite Phrenic Lammasu - [1100 xp][2500+154 gp] Win vs The Chameleon (Lonewolf) - [3300 xp][7500+154 gp] Win vs Kervan Sheharath (MindWandererB) - [3300 xp][7500+154 gp] Lost with Raskos (SauroGrenom) vs Samuel Highground (Lonewolf) - [1100 xp][2500+154 gp] Lost vs Elrick Flamebrother (Templer10) - [1222 xp][2777.77+154 gp] Lost vs Hound Archon Psychic Warrior 8 - [1200 xp][3266 + 168 gp] Win vs Kracknol (SauroGrenom) - [3600 xp][9800 + 168 gp] Lost vs Longshot (Templer10) - [1470 xp][4000.85 + 168 gp]
Hi Templer10, thanks for pitlording during the holiday season.
Fight Setup: Begin with Greatsword and a potion of Silence in hand, Quartz will be in a pocket. Begin in square closest to the center of the map.
Brief Summary: Buff, teleport in, swing sword alot.
Round by Round Start: 1st Round: Drink potion of silence. Move 30' towards the center while hiding within the smoke from the eversmoking bottle. 2nd Round: Manifest Touchsight. Continue moving and hiding towards Owen.
Main Tactics: If OWen is not flying, dimension door (7pp) adjacent to him.
The following round, if he still is on the ground and within a 5' step: Full Attack Hasted melee. Use the last iterative attack to attempt to trip him. If Owen is still on the ground and within a 60' single move: Manifest Hustle (5pp), activate Haste and move to melee range, and full attack. If Owen is beyond a single move, but within charging range, charge him (with haste if necessary to reach).
If Owen is flying, stow greatsword and draw +1 bow. Keep taking a single move closer and reading to fire upon casting from Owen. If within 220', use 2pp
to increase damage on these shots by 2d6.
If Kracknol seems to be heading for Valen, and gets within charging range (and Valen isn't in melee with Owen) ready an action to manifest entangling
ectoplasm (3 pp if he's large or 5 pp if he's huge) on Kracknol once he's within range.
Use hasted hide in plain sight spring attack kiting. After about 2 rounds of this, manifest Chameleon (3pp) and continue Hide in Plain sight spring attack
kiting. (Use haste for this as long as it lasts). If he takes a ready action, draw a javelin in one hand (holding sword in the other) on that turn and
move, then the next throw it at him, then move (drawing another javelin). If continues to just ready an action, continue with this. If not, go back to
spring attack kiting.
Backup Tactic: Swing sword or shoot people with bow.
Modifications: 1) Hide within the smoke or opponent's shadows whenever possible. 2) Use any AoOs provoked by Owen to trip him. If he's standing up, deal damage (since you can't trip him in that case). 3) If possible (doubtful but you never know) try to keep Owen between Valen and Kracknol. 4) Reapply touchsight after Owen goes down if it was dispelled.
Important Notes: Don't forget smoke effects. Also, in order to speak for spell casting, I'm pretty sure you can't be holding your breath.
Time Between Fights: 6 Hours Prebuffs/Ongoing Effects: none Items Used: 1 Usage of Boots of Flying, Potion of Invisibility, 1 Usage of Haste form Plate of Speed Spells or Powerpoints Used: 8 PP (touchsight, psionic lions charge) x/day Abilities Used: None Free Activity: None
Time Between Fights: 1 hr Prebuffs/Ongoing Effects: none Items Used: 1 use of winged boots, 1 use of fullplate of speed Spells or Powerpoints Used: 11pp x/day Abilities Used: none Free Activity: none
Kracknol The deeps are populated with creatures’ best left to their own devices. Lawful Neutral, Male Dwarf (Ranger1, Psychic Warrior8, Slayer 3, ECL 12) 76012/78000XP Founding Member of the Warfare Alliance
Hit Points:109[12hd][8 (1d8) + 49 (11d8) + 36 (12x3Con) +16hp Feat] AC 25 [+2 Dex, +9 Armor, +3 Shield, +1 Deflection][+4 Dodge vs Giants, +1 Dodge (Plate of Speed)] Initiative: +2 [+2dex] BAB/Grap: +10/+16 [+10bab, +6str] [+1 Racial Bonus vs Orcs and Goblinoids.] Speed 30(40,70) [base 20, +10 Fast Movement +10 Speed of Thought, +30 Haste] Fly (Good) 60 (70,100) [base 60, +10 Speed of Thought, +30 Haste]
Saves: Fort +16 [+2 Ranger, +6 PsyWarrior, +1 Slayer, +4 Resistance, +3 Con] Refl +11 [+2 Ranger, +2 PsyWarrior, +1 Slayer, +4 Resistance, +2 Dex] Will +13 [+2 PsyWarrior, +3 Slayer, +4 Resistance, +2 PsiCrystal, +2 Wis] +2 Racial bonus on saves against spells, spell-like effects and Poison +1 Dodge bonus to reflex saves when using Haste +2 Intuition bonus on Will saves using Empty Mind +4 Competence bonus vs compulsions and mind effecting effects.
Attacks:[Large 10’ Reach][Huge 15' Reach] +1 Deep Crystal GreatAxe of Suppression +17/+12 melee, 1d12+10 [20/x3] Slashing [3d6+11][4d6+13] [+10BAB, +6 STR, +1 Enhancement] MW Silver Armor Spikes +17/+12 1d6+5 [20/x2] Piercing [1d8+6][2d6+7] [+10BAB, +6 STR, +1 Enhancement] [+1 attack Racial Bonus vs Orcs and Goblinoids.] [+2 Damage Favored Enemy Bonus vs Elves & Half Giants.] [+2d6 Damage when using greater psionic strike.] [When using Plate of Speed, +1 to attack rolls and +1 attack roll at full attack bonus in full attack action.]
Feats: Psionic Weapon [1st lvl] Expend your psionic focus to cause an extra 2d6 damage upon a hit. Track [Ranger Bonus] Gain access to the track ability. Psicrystal Affinity [Psy Warrior Bonus 1st] Gain a Psicrystal. Personality “Resolved” grants +2 bonus on will saves. Alertness [Psicrystal] If the psicrystal is within 5 feet of Kracknol, then Kracknol gains +2 on spot and listen checks Speed of Thought [3rd level] When psionicaly focused gain a +10 insight bonus to speed. Psionic Body [Psy Warrior Bonus 2nd] Bonus +2 HP for all Psionic Feats. Power Attack [6th level] Psi Crystal Containment [Psy Warrior Bonus 5th] PsiCrystal can hold a psionic focus Psionic Meditation [9th Level] Move action psionic focus Deep Impact [Psy Warrior Bonus 8th] Expend Psionic Focus to resolve an attack as touch attack Expanded Knowledge (Touchsight) [12th Level]
Racial Abilities: Darkvision: out to 60 feet Stability: Dwarves are exceptionally stable on their feet. A dwarf receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground). Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Giant Combat Training: +4 dodge bonus to Armor Class against creatures of the giant type. Racial Combat Training: +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). Racial Skills: Dwarves have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal. Ranger Class Abilities: Favored Enemy (Elf): The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Elves. Likewise, he gets a +2 bonus on weapon damage rolls against Elves. Track: A ranger gains Track as a bonus feat. [sub]UA Content Request: Swap Ranger Combat Feats for Druid shape change and Barbarian Fast Movement[/sub] Slayer Class Abilities: Favored Enemy (Half Giant): The Slayer gains a +2 bonus on damage rolls and Bluff, Listen, Sense Motive, Spot, and Survival checks against half giants. Enemy Sense: A slayer can sense the favored enemy within 60’. Lucid Buffer: Gain a +4 bonus vs compulsions and mind effecting affects.
Buffs and Prefight actions: Gain Psionic Focus, and charge Padparadscha with focus Padparadscha has self-propulsion/flight active in Kracknol's pocket Address Powerstones Activate the Animated Shield
Equipment: +1 Deep Crystal GreatAxe of Supression[sup]c[/sup] [12 lbs][510 gp][+18000gp (+1 Enhancement, +2 Suppression)]
+1 Mithril Full Plate of Speed[sup]c[/sup] [25 lbs][5250 gp][+15000gp (Speed), +1000gp (+1 Enhancement)][ACP-3] with MW Silvered Spikes [+10lbs][+185gp] with Locked Gauntlet [- lbs][+8gp]
Winged Boots [1 lbs][16000 gp] Belt of Giant Strength +4 [- lbs][16000 gp] Cloak of Resistance +4 [1 lbs][16000 gp] Ring of Protection +1 [- lbs][2000 gp] 3xPearl of Power 1st level[- lbs][3000 gp]
Expendable Items: (2775gp/6050) Wand of Delay Poison [- lbs][750gp] 2xStone of Body Purification [ML4][- lbs][400gp] 2xStone of Specified Energy Adaptation [- lbs][300gp] 3xPotion of Invisibility [- lbs][900gp] Stone of Synesthete [- lbs][25gp] Oil of Bless Weapon [- lbs][100gp] Silver Sheen [- lbs][300gp] 2x Potion of Protection from Evil [- lbs][100gp]
Padparadscha (Psicrystal) Diminutive Construct (Resolved) Hit Dice: 12hd (54 hp) Initiative: +2 Speed: 30 ft. (6 squares), Fly 50’ (poor), climb 20 ft.* Armor Class: 21 (+4 size, +2 Dex*, +5Natural), touch 16, flatfooted 19 Base Attack/Grapple: +10/–6 Attack: — Full Attack: — Space/Reach: 1 ft./0 ft. Special Attacks: — Special Qualities: Construct traits, hardness 8, Power Resistance 16, psicrystal granted abilities (improved evasion, personality, self-propulsion, share powers, sighted, telepathic link,deliver touch powers, telepathic speech, flight) Saves: Fort +9, Ref +7, Will +7 Abilities: Str 1*, Dex 15*, Con —, Int 11, Wis 10, Cha 10 Skills: Climb +10*, Handle Animal +5, Listen +15, Move Silently +6, Ride +16, Search +2, Spot +6 Feats: Alertness *abilities if self-propulsion is active. Construct Traits: A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual construct traits of darkvision and low-light vision. Psicrystal Granted Abilities: The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, deliver touch powers, telepathic speech and flight and personality and Spell resistance. (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a speed of 0 feet and has no Strength score and no Dexterity score.) Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.
Equipment at home: Gold: 1024+7840gp+3266 MW Armor Smith tools [5 lbs][55 gp] MW Weapon Smith tools [5 lbs][55 gp]
Past Expenditures 8xStone of Dissolving Weapon ML3 [1200gp] 15xStone of Vigor (Augmented) ML4 [3000gp] 3xStone of Dissipating Touch ML4 [600gp] 9xStone of Force Screen ML2 [450gp] 1x Stone of Skate ML1 [25gp] 1xCrawling Tattoo of Force Screen[50gp] 2xCrawling Tattoo of Vigor [100gp] 2xCrawling Tattoo of Mind Thrust [100gp] 15xStone of Animal Affinity ML3 [2150gp] 1xSpell Casting Services for Cone of Energy [150gp] 2xPotion of Shield of Faith [100gp] 3xPotion of Protection from Good [150gp] 3xPotion of Protection from Law [150gp] 1xPotion of Protection from Evil [50gp] 2xPotion of Fly[1500gp] 8xSpell Casting Services for Dissipating Touch [ML5] [400gp] 1xSpell Casting Services for Dissolving Weapon[ML3] [60gp] 1xStone of Synesthete [25gp] 3xPotion of Invisibility [900gp]
Torgir the Riding Dog -175 Riding Saddle -12.5 Elixer of Sneaking -150gp Stone of Metaphysical Weapon -12.5 Stone of Prescience, Offensive -12.5 Stone of Skate -12.5 Stone of Energy Adaptation Specified -75 Crawling Tattoo of Dissolving Touch -150 2xCrawling Tattoo of Mind Thrust -50 MW Longbow -187.5 58Arrows -1.5
ALL ROLLS HERE – All attacks/rolls will be categorized as Hit, Miss, Crit, Pass, Fail only unless corections to roller are needed to be made due to mistakes.
Rith – false life is a personal only spell so I had it done on nest
Own delays for nest. Nest casts Invisibility sphere around all three of them. Owen casts Fly.
Valen begins with potion of silence and greatsword. Valen drinks potion of silence and moves 30 forward towards center and hides (19 – spot impossible)
I suspect iam going to have to improvise a bit here – Valen have no tactics to how to fins owen when he's invisible exept stumbling on him with touchsight, Owen completely ignored the smoke and him not able to find Valen and no one though about what to do if kraknol simply wont show up to the fight So for owen ill have to go with the AOE spells (or similar effects) first then possibly single target spells/summons if he find anything to cast at. Valen will have to find owen and then go melee/bow depends if owen will be flying then
Owen Doesn’t see valen but he does see the cloud of Smoke And he assumes valen is in there So he thinks that Nest can attempt to magic jar valen if he really is in that smoke when they get closer to it so he and company moves closer to the smoke cloud moving at nests speed.
Valen manifests touchsight He wants to move towards owen – unfourtently owen is invisible so he moves towars owen's starting squere – smoke fills 50 feat around him note valen can't see anything exept for the touchsight due to smoke
owen and company single move closer to smoke, nest casts Magic jar Note that there are only 2 life forces near, a weak one (wraith) and a much stroneger one he assumes is owen.
Valen double move closer to owen's starting squere only moving 45 (to stay whitin smoke) While still hiding in it. Smoke fills again 50 feet around valen
Owen delays so the smokes edge get closer and into nest's range.
Nest delay.
Valen double moves closer (45) towards owen starting squere, smoke fills again 50 feet radius around valen.
Owen acts – he have seen the Smoke's Edge get closer and the new middle of it is in his range so he casts EBT on the middle of it with valen in there – grapple made, 8 dmg. Nest sense a new powerfull life force enter's his range acts and he attempts to posses it (valen) – Valen fails the Save, Nest in valens body can't speak due to silence so he can't make the bottle stop smoking but He simply lets the EBT Kill valen.
owen Time Between Fights: 6 hours Prebuffs/Ongoing Effects: false life on nest 3+ Hours, mage armor on nest 8+ hours, mage armor on owen 8+ hours Items Used: 1 pearl of power I Spells or Powerpoints Used: 7 SL (fly, EBT) for owen, 8 SL for nest (magic jar, invisib sphere) x/day Abilities Used: none Free Activity: guard
valen Time Between Fights: Prebuffs/Ongoing Effects: none Items Used: potion of silence Spells or Powerpoints Used: unimportent x/day Abilities Used: none Free Activity: Perform 168 gp
Kracknol Time Between Fights: 6 hours Prebuffs/Ongoing Effects: Items Used: none Spells or Powerpoints Used: none x/day Abilities Used: none Free Activity: none
Hirumajoe – one crappy roll lost it for you – a few comments – something you don’t seem to notice is that in Larger maps the bottle can be a hinderence sometimes – it marks where you are so can be targeted by AOA spells and since you can't see out of it – you are essentially blind beyond touchsight range which means it will take you a while to find enemies, Especially when you want to stay hidden (As you did here) – also – see prison violations.
Power Points Available Per Fight: 12 [35 Total Power Points / 3, rounded up][This fight: 23] Total Power Points: 35 [25 Psion, 10 Int] Manifester Level: 5th
Conditional Modifiers +4 Shield bonus to AC (Force Screen)
Prefight Actions Gain Psionic Focus Address all power stones
Equipment Worn and Carried Scholar's Outfit [0 lbs] [0 gp] +1 Mithral Chain Shirt [5 lbs][2100 gp] Shortspear [1.5 lbs][1 gp] Light Crossbow [2 lbs][35 gp] 1 Dorje of Enlarged Energy Ray [ML 1] (37 charges) [0.25 lbs][750 gp] 1 Dorje of Enlarged Entangling Ectoplasm [ML 1] (47 charges) [0.25 lbs][750 gp] Cloak of Resistance +1 [1 lb][1000 gp] Ring of Protection +1 [0 lb][2000 gp] 2 Brain Lock Pearls [0 lbs][300 gp each = 600 gp] 40 Bolts [0.1 lb each = 4 lbs] [0.1 gp each = 4 gp]
Expendable Items 3 Potions of Cure Light Wounds [CL 1] [0.1 lb each = 0.3 lbs][50 gp each = 150 gp] 4 Powerstones of Force Screen[sup]C(Creation) CC[/sup] [ML 1] [0.0 lb each = 0 lbs][12.5 gp each = 50 gp] 3 Powerstones of Entangling Ectoplasm [ML 1][0.0 lb each = 0 lbs][25 gp each = 50 gp] 2 Powerstones of Astral Construct[sup]A, C[/sup] [ML 3] [0.0 lb each = 0 lbs][75 gp each = 150 gp] Max total (4[sup]2[/sup] x 50): 800 gp
Equipment at Home Masterwork Sculptor's Tools [55gp]
Results Loss vs Apocalypse (NiQil) [300 xp] [300gp] Loss vs Kykal Aiba (Eamane) [300 xp] [300 gp] Victory! vs Xanaver Valassar (Sjiggie) [900 xp] [900 gp] Defeated by a Denthian Salt Mephit [300 xp] [300 gp] Victory! vs Gwerdan "Twofist" Grummler (whitebaron) [900 xp] [900 gp] Loss vs Wooly (whitebaron) [300 xp] [300 gp] Victory! vs Wroth Korthek [1200 xp] [1200 gp] 3rd in a free-for-all against Ikhain al-Habari (Abyssal Stalker), Darrgon the Summoner (TelinArtho) and Ackbar Stormsword (Taureus Drakken) [800 xp] [800 gp] Loss vs Darian Thorne (lonewolf) [400 xp] [400 gp] Loss vs Tzimosica (Eamane) [400 xp] [400 gp] Victory! vs Gortek ChaoSlayer (Rauul) [1200 xp] [1200 gp] Allies Maximum CR per ally: CR 1 Maximum ECL per ally: ECL 2 Maximum CA of allies per fight: CA 1
3 Powerstones of Matter Agitation [sup]C(Creation)[/sup] [ML 1] 37.5 gp received [color=gray][12.5 gp each = 37.5 gp originally spent][/color] (Misc. Item) ??? gp received [??? gp originally spent] (Misc. Item) ??? gp received [??? gp originally spent]
(Qty) Arrows [0.05 gp each = ?? gp] (Qty) Bolts [0.1 gp each = ?? gp] (Qty) Bullets [0.01 gp each = ?? gp] (Qty) Dorje of (Name) [ML ?] [?? gp each = ?? gp] (Qty) Oil of (Name) [CL ?] [?? gp each = ?? gp] (Qty) Potion of (Name) [CL ?] [[?? gp each = ?? gp] 5 Powerstones of Astral Construct[sup]A C[/sup] [ML 3] [75 gp each = 375 gp] 2 Powerstones of Force Screen[sup]C[/sup] [ML 1] [12.5 gp each = 25 gp] (Qty) Psicrown of (Name) [ML ?] [?? gp each = ?? gp] (Qty) Scroll of (Name) [CL ?] [?? gp each = ?? gp] (Qty) Staff of (Name) [CL ?] [?? gp each = ?? gp] (Qty) Tattoo of (Name) [ML ?] [?? gp each = ?? gp] (Qty) Wand of (Name) [CL ?] [?? gp each = ?? gp]
Time Between Fights: 5 hrs Prebuffs/Ongoing Effects: None. Items Used: Powerstone of Force Screen Spells or Powerpoints Used: None. x/day Abilities Used: None. Free Activity: Craft (Sculpting) for 102.12 gp
Rennae, despite her cheery appearance, had long served as a last line of defence for her caravan of halfling artisans. Little did she know that, during a trip to Gladius which promised so much profit, the caravan would be attacked by roaming bandits while Rennae was showing off her latest piece of sculpture to an interested Gladian nobleman. The caravan had the appaling luck to be attacked in an area where the Nimbus had failed. They weren't coming back. Rennae swore to avenge her caravan, but she knew she had to become stronger before she could face an entire bandit troop on her own. So she turned to the one place in Gladius where you can get combat training and get paid for it: the Arena.
Sorry about this; I wasn't supposed to have any gladiators fighting this week, but Rennae got held over.
Sewers? Start with Touchsight, then single-move & ready 5pp Energy Missile (Fire)s. If Fire is ineffective, switch to Cold. Once he's located, move away and take cover where available, but maintain either LOS or Touchsight. Blast each round. 18d6 damage should do it. Hope it goes quickly, and thanks for pitlording this close to Christmas.
Ialgo male Elf, humanoid (elf) Medium size, Height 6' 4"; Weight 220 lbs Neutral Cleric of Elemental Influence 5, ECL 5 XP: 11725 / XP for Next Level: 15000
Racial Abilities: Elf Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Low-Light Vision Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow). +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Class Abilities: Cleric Weapon and Armor Proficiencies: All Simple weapons, all armor types and all shields (except tower) Domain: Fire (3/day: Turn/Destroy Water Creatures, Rebuke/Command/Bolster Fire Creatures) Domain: Air (3/day: Turn/Destroy Earth Creatures, Rebuke/Command/Bolster Air Creatures) Turn Undead (3/day) Spontaneous Casting of Cure Wounds spells
Fire Elemental, small Elemental (Fire, Extraplanar) HD 2d8; hp 9; init +5; speed 50ft; AC 15 (+1 sz, +1 dex, +3 nat), Touch 12, Flat-footed 14; BAB +1/Grapple -3; Slam +3 melee (1d4 dmg plus 1d4 fire); Saves +0/+4/+0; S10 D13 C10 I4 W11 Ch11; Skills: Listen +2, Spot +3, Hide +5, Move Silently +1; Feats: Dodge, Improved Initiative[Sup]B[/Sup], Weapon Finesse[Sup]B[/Sup]; Specials: Burn (on a successful hit, sets opponent on fire for 1d4 rounds, Reflex DC11 to negate; If opponent on fire, opponent can put out flames with a move action; Also deals burn damage against natural attacks and unarmed strikes against the elemental), Darkvision 60ft, Elemental Traits
An elf born out of his element, Ialgo was born in the harsh realms of the Kiari Desert - just south of the wastelands in a little known nomadic community. Mostly followers of the Elemental Influences, it is of no surprise that this is the focus Ialgo took upon his own life - focusing mostly on the elements of Air and Fire.
He did not leave the Kiari Desert until an adult and then started a pilgrimage around the world - visiting reaches as far as the north pole and the Elven Realm in his travels. He is merely passing through Gladius, where he has heard of much going on and is intensely interested in how the elements balance themselves in such a bustling city.
Ialgo focuses mostly on the aspects of air in his practices and uses fire to temper the winds he summons with warmth. For this purpose, his Spiritual Weapons take the form of Rapiers over Battleaxes.
About the Followers of the Elemental Influences: Followers of the Elemental Influences are not really centered around a single god, but are more focused on the influences and balance of the four elements. Clerics of the disposition tend to focus on two particular elements and sometimes focus on opposing elements because of their inherent balance.
Ethos of the followers can sometimes be misconstrued as chaotic in nature, mostly due to the preconceived notion that elemental forces are chaotic at their roots (for instance the destructive and sudden nature of powerful winds (air), forest fires (fire), earthquakes (earth) and water dangers (waves, tsunamis and such) (water). The reality however is that followers are very focused on balance and are not all that afar from druids in their beliefs.
Followers of the Elemental Influences tend to don garb that is fashioned after their favored elements - forging together colors of air, water, earth and fire in tune with their beliefs. The holy symbols of such followers are also iconic images of the four elements - usually a combination of the two chosen by the follower.
Followers of the Elemental Influences can choose two of the four elemental domains. Rare followers sometimes pick from among the following: Destruction, Weather, Strength or Sun - but always have at least one Elemental domain.
The favored weapon of a follower of the elemental influences varies by the elements chosen. Air: Rapier, Fire: Battleaxe, Earth: Warhammer, Water: Trident. Once a particular follower has chosen one type of favored weapon, that weapon will always appear for conditions that call for it (spiritual weapon)
Buffs and Prefight actions: Bring Whisp-of-Light-Wind (CR1, commanded Air Elemental) Bring Burning-Ember (CR1, commanded Fire Elemental)
Tough fight for Ialgo here - but its bound to happen.
Start off at the clockwise corridor next to the dry square leading out of the starting area with my wand of produce flame in hand.
Burning-Ember and Whisp-of-Light-Wind will start behind me and above me respectively.
In round 1, use the wand and move out. The elementals should follow me - Whisp staying at the ceiling and 20ft in front of me; Burning-Ember staying 20ft behind me.
Continue moving out until Rennae is found with the elementals always at that distance away.
Once Rennae is found, start throwing flames at her and order the elementals to attack. If she is in range of sound burst on first sight - cast it before sending the elementals in.
Special - if I do cast sound burst and if Rennae fails her save and had a dorje in hand - Whisp will do a fly-by and pick up the dorje and move away immediately.
Contingencies: 1. If I am approached by a construct of some sort - have the elementals engage it and throw flames until it goes down. 2. If I am engaged by multiple constructs within 15ft - cast Burning hands from memory on them. Use produce flames to finish them off if needed.
Refresh produce flame from the wand as needed.
I'm really not sure about this one. Rennae has a lot of options to choose from - and energy missile is just going to tear through me and my elementals...
Round 4 Whispering wind moves in towards Reanne and attacks but misses. Ialgo follows and triggers Reannes readied energy missile(using focus to manifest defensively). Burning Ember moves also closer. Reanne steps away from the elemental and shoots another missile which easily kills of the elf.
Reanne 30/30 hp, AC 20, touchsight(long) Ialgo -17/31 hp, AC 18, produce Flame(ends 31) - Whisp-of-Light-Wind 9/9 hp, AC 17, - Burning-Ember 9/9 hp, AC 15,
Reanne wins and gains 1750xp and 1866.67gp. Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: 15pp x/day Abilities Used: none Free Activity: Craft (Sculpting) for 134.4gp
loses and gains 417xp and 444gp. Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: none Items Used: 1 charge of wand of produce flame Spells or Powerpoints Used: none x/day Abilities Used: none Free Activity: guard
Miscellaneous Statistics Hit Points: 18 [3 HD] [4 + 2.5 x 2 + 3 HD x 3 Con](Conditional Modifier) Armor Class (Normal): 13 [10 Base, +2 Dex, +1 Size]+4 Mage Armor, +4 Shield. +2 if reduced, +4 dodge bonus to Armor Class against monsters of the giant type. Armor Class (Touch): 13 [10 Base, +2 Dex, +1 Size]+4 Shield. +2 if reduced, +4 dodge bonus to Armor Class against monsters of the giant type. Armor Class (Flat-Footed): 11 [10 Base, 1 Size]+4 Mage Armor Initiative: +2 [+2 Dex] Base Attack Bonus: +1 [3rd level Wizard] Grapple: -4 [+1 BAB, -1 Str, -4 Size] Speed (Land): 20 ft [20 ft Base] Weight Carried: 27.125 lbs, Medium encumbrance [0-19.5 (Light), 20-39.75 (Medium), 40-60(Heavy)]
Saves Fortitude: +4 [+3 Con, +1 Wizard]+2 racial bonus on saving throws against illusions. Reflex: +3 [+2 Dex, +1 Wizard]+2 racial bonus on saving throws against illusions. Will: +5 [+2 Wis, +3 Wizard]+2 racial bonus on saving throws against illusions.
Melee Attacks Dagger +1, 1d3-1, (19-20/x2), piercing or slashing [-1 Str, +1 BAB, +1 Size]+1 racial bonus on attack rolls against kobolds and goblinoids.
Ranged Attacks light crossbow +4, 1d6, (19-20/x2), Range 80 ft, piercing [+2 Dex, +1 BAB, +1 Size]+1 racial bonus on attack rolls against kobolds and goblinoids.
Special Attacks & Abilities Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level. Low-Light Vision.
Arcane Spells Readied Cantrips [DC 14] Flare x 3, Touch of Fatigue Level 1 [DC 15][s] Sleep, Magic Missile, Color Spray Color Spray DC 16 Level 2 [DC 16] Spectral Hand, Touch of Idiocy
Spell Levels Available Per Fight: 3 (4 Cantrips)5 spell levels for fight 3, + Color Spray recalled[7 Total Spell Levels / 3, rounded up] Total Spell Levels: 7 [(3 x 1), (2 x 2)] Arcane Spell Failure: 0% Caster Level: 3
Prebuffs Use the last pearl of power to recall Color Spray
Equipment Worn and Carried Scholar's Outfit [1.5 lbs] [5 gp] Dagger [0.5 lbs][2 gp] Dagger [0.5 lbs][2 gp] Greataxe [6 lbs][20 gp] Light Crossbow [2 lbs][35 gp] Backpack [0.5 lbs][2 gp] Mirror, steel [0.5 lbs][10 gp] Spell component pouch [2 lbs][5 gp] Pouch, belt [0.125 lbs][1 gp] [s]20 11 Bolts [0.1 lb each = 2 lbs] [0.1 gp each = 2 gp] [s]10 9 Tindertwigs [sup]Creation[/sup] [0 lbs] [0.5 gp each = 5 gp] 4 Thunderstones [4 lbs] [30 gp each = 120 gp] [s]5 4 Smokesticks[sup]Creation[/sup] [2.5 lbs] [10 gp each = 50 gp] 5 Alchemist's fire flasks [sup]Creation[/sup] [5 lbs] [10 gp each = 50 gp] 2 Lvl 1 pearls of power [sup]Creation[/sup] [- lbs] [500 gp each = 1000 gp]
Expendable Items [s]3 1 Scrolls of Mage Armor [CL 1][sup]Creation[/sup] [0.0 lb each = 0 lbs][12.5 gp each = 37.5 gp] 3 Scrolls of Ray of Enfeeblement[sup]Creation[/sup] [CL 1] [0.0 lb each = 0 lbs][12.5 gp each = 37.5 gp] 3 Scrolls of Expeditious retreat[sup]Creation[/sup] [CL 1] [0.0 lb each = 0 lbs][12.5 gp each = 37.5 gp] [s]3 1 Scrolls of Shield [CL 2] [sup]Creation[/sup][0.0 lb each = 0 lbs][25 gp each = 75 gp] [s]3 2 Scrolls of Reduce person [sup]Creation[/sup][CL 2] [0.0 lb each = 0 lbs][25 gp each = 75 gp] 3 Scrolls of Shocking Grasp[sup]Creation[/sup] [CL 3] [0.0 lb each = 0 lbs][37.5 gp each = 112.5 gp] 1 Scroll of Scorching Ray[sup]Creation[/sup] [CL 3] [0.0 lb each = 0 lbs][75 gp each = 75 gp] Max total (ECL[sup]2[/sup] x 50): 450 gp
Equipment at Home Masterwork Sculpting Tools [5 lbs][55 gp]
Results Won Nemion vs Uranedal [900 xp] [900 gp] Won Uranedal vs Korwald Barandar [1125 xp] [1125 gp]
Allies Maximum CR per ally: CR ?? Maximum ECL per ally: ECL ?? Maximum CA of allies per fight: CA ??
(Misc. Item) ??? gp received [??? gp originally spent] (Misc. Item) ??? gp received [??? gp originally spent] (Misc. Item) ??? gp received [??? gp originally spent]
Time Between Fights: 6 hours Items Used: Scroll of Mage Armor, Scroll of Shield, Scroll of Reduce Person, Pearl of Power (1st level). Spells/Power Points Used: Sleep (1 SL), Color Spray (Recovered) X/Day Abilities Used: None. Free Activity: Craft (Sculpting) for 66 gp.
Power Points Available Per Fight: 5 (+6 Fight 3) [15 Total Power Points / 3, rounded up] Total Power Points: [s]15 11 [(11 Psion 3), (0 Psion Uncarnate 0), (4 ability score)] Manifester Level: 3
Equipment Worn and Carried Basic Outfit [0 lbs] [0 gp] Mithril Chain Shirt [10 lbs][1100 gp] Light Crossbow [4 lbs][35 gp] 30 Cold Iron Bolts [0.1 lb each = 3 lbs] [0.2 gp each = 6 gp] [48 Charges] Dorje of Enlarged Crystal Shard [CL 2][0.25 lb][1,500 gp] Shortspear [3 lbs][1 gp] 4 Daggers [4 lbs][2 gp each = 8 gp]
Expendable Items 2 Powerstones of Synestate [ML 1] [0.0 lb each = 0 lbs][25 gp each = 50 gp] 3 Powerstones of Skate [ML 1] [0.0 lb each = 0 lbs][25 gp each = 75 gp] 3 Powerstones of Entangling Ectoplasm [ML 1] [0.0 lb each = 0 lbs][25 gp each = 75 gp] [s]3 2 Powerstones of Force Screen [ML 1] [0.0 lb each = 0 lbs][25 gp each = 75 gp]
Max total (ECL[sup]2[/sup] x 50): 450 gp
Total Weight: 24.25 lbs
Equipment at Home Masterwork Sculpting Tool [1 lbs][50 gp] 30 Cold Iron Bolts [0.1 lb each = 3 lbs] [0.2 gp each = 6 gp] 1945 gp
Results Win vs Thorell Runesmith (McJarvis) - [900 xp] [900+63 gp] Win vs Dajeus (Eamane) - [900 xp] [900+63 gp] Allies Maximum CR per ally: CR 1 Maximum ECL per ally: ECL 1 Maximum CA of allies per fight: CA 1
Miscellaneous Information Non-Combat AbilitiesShow
Discipline: Metacreativity Bonus Psionic/Metapsionic feat Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear
Time Between Fights: 5 hrs Prebuffs/Ongoing Effects: None. Items Used: Powerstone of Force Screen, 2 Charges from Dorje of Enlarged Crystal Shard Spells or Powerpoints Used: 4 PP. x/day Abilities Used: None. Free Activity: Craft (Sculpter) for 63 gp
Hello whitebaron, thanks for pitlording this fight.
Altair is by far the worst enemy I could pick, so this fight will be pretty hard for the lucky gnome.
Altair got an excellent array of options.. luckily I can see two countermeasures to his main tactics: 1) The dorje and almost all his attack powers requires to be within 60'. Just stay out of that range (Hide is your friend) 2) Astral constructs are nasty, but they can't harm if they can't hit. Pump out the AC and avoid being flanked
However Uranedal also needs to do some damage, if he wants to win the fight.. here's what I came up with: 1) Start near the beloved L-shaped wall (either one, it's not really important). As usual, greataxe in hand BUT no mage armor in the other one. Use Reduce Person (CL 2, duration 20 rounds) instead. Free action: drop greataxe. SA: Cast Reduce MA draw Expeditious retreat scroll.
2) Cast Spectral hand (memory, CL 3, 30 rounds). If I hear something from him, move to another point with cover staying hidden.
3) Cast Expeditious retreat (CL 1, 10 rounds). At this point my speed would be 50 ft for 10 rounds. It's time to look for Altair staying hidden. Remember that I want to avoid his cristal shards, so I won't never get closer that 110 ft (60 range, 45' Altair move action if skating). Lisca will still share my square, so I should have a decent Listen and Spot check. Furthermore being reduced give me an Hide check of +11. Move silently increases to +3 due to higher Dex. Distance should help. Luckily I don't have to care about a psicrystal.
4) Once I find out where Altair his, Touch of Idiocy through spectral hand. My touch attack would be +3, so I have 50% chance to hit him. Keep attacking in the following rounds if I miss. Every time I use the spectral hand he will see a glowing thing going towards him, so that will likely reveal my position. Move out hiding to another point with cover. As I read the LoE thing, you still have LoE when you have anything beside full cover. I can hide with half cover, though. Touch of Idiocy is useful to cut his will save and hopefully make him useless. If I roll a 6, he wouldn't be able to use anything except his dorje. I don't know how it could affact pp though.
5) Now.. here the tactic can take 2 different roads, depending if he summons an Astral Construct or not. He can summon a level 2 construct with 50 ft base movement which is able to reach me easily with a charge. Don't give him the chance to have a straight line. If he is able to summon Astral Constructs take the Mage Armor-Shield buffing routine. I suppose I could draw a scroll while moving (just as you do with weapons) but if I can't just take a double move (hidden) before drawing-casting to avoid being hit by the Astral thing unbuffed.
If he can't/won't summon the Thing, just electrify him with Shocking Grasp. Melee touch attack here is +6 (thanks to his Mithral Shirt). I got 3 scrolls. Remember, keep range.(110 ft) If those aren't enough to kill him, use Magic Missile. If he his still alive try to get close to him (Hidden, as usual) and Color Spray him. Should I fail, I'm probably doomed.
Even if he summoned Astral Constructs I won't really care about them.. I want just to buff so they can hit me with a 19-20 only. (Buffed AC is 23) Even then, I should manage to withstand a couple of hits. Plus, they'll last 3-4 rounds at most. If the constructs are really a lot, instead than taking hits, it's wiser to just move out for a few rounds hidden waiting for them to expire, and then finish him to death.
Generic guidelines. 1) Stay always at 110 ft or more 2) If Expeditious retreat/Reduce person expires cast another one 3) Buff (Mage Armor-Shield) if facing constructs 4) Don't give Altair a chance to summon a construct with a straight line for charging. 5) Move staying hidden and silently, always. 6) Use ghost sound (gnome) if he seems in construct summoning frenzy. Wait for the constructs attacking me to expire and then ghost sound in the opposite direction from where I'm moving. 7) If the constructs are really a lot, instead than taking hits, it's wiser to just move out for a few rounds hidden waiting for them to expire.
More guidelines. 1) Have a Wonderful Christmas, you and your whole family 2) Shouldn't we read before, I also wish you 2008 will be the best year of your life. 3) Spend New Year's Eve having as much fun as you never had!
Given that no one seems to be really satisfied with the fight, and Whitebaron doesn't have time for edits, would it be possible to accept a surrender from Altair and simply switch it to a win for Uranedal? I believe his tactics were sound and should have beaten Altair's default tactics.
Just to convince myself, I rolled 2 more attack rolls for Uranedal, who promptly blew Altair away. I think if the expeditious retreat had been used, he would have gotten at least those 2 more shots in. Those two can be found here.
Setup rolls are at http://www.hwx.it/wizards.com/dice.php?sid=2174 Altair starts in Box 1, with Initiative +3 = 10 and his crossbow in hands. Uranedal starts in Box 2, with Initiative +2 = 10 and his greataxe in hands.
Round 1 Altair moves out, looking for Uranedal. (he choses box 3 to start with) Uranedal drops his greataxe, draws his scroll of Expeditious Retreat and casts Reduce Person from memory. (Altair hears this...)
Summary Altair 26/26 HP, AC 17, 11/11 PP Uranedal 18/18 HP, AC 13+1+1 (Reduce Person [31])
Round 2 Altair moves closer to box 2, looking for Uranedal. Uranedal hears Altair, but as he cannot pinpoint where he is, he'll stay where he is and casts Spectral hand.(3)
Summary Altair 26/26 HP, AC 17, 11/11 PP Uranedal 15/18 HP, AC 13 (Reduce Person [31], Spectral Hand [32])
Round 4 Altair moves into box 2, spotting Uranedal. Uranedal sees Altair, and casts Touch of Idiocy through his spectral hand(hit, 1). he then moves away a bit.
Summary Altair 26/26 HP, AC 17, 10/10 PP (Touch of Idiocy [long]) Uranedal 15/18 HP, AC 13 (Reduce Person [31], Spectral Hand [32])
Round 5 Altair moves closer and manifests Entangling Ectoplasm(miss). Uranedal decides that moving away is important, and draws his scroll of Expeditious Retreat and casts it.
Summary Altair 26/26 HP, AC 17, 9/10 PP (Touch of Idiocy [long]) Uranedal 15/18 HP, AC 13 (Reduce Person [31], Spectral Hand [32], Expeditious Retreat[15])
Round 6 Altair tries another Entangling Ectoplasm(hit). Uranedal sees that his speed is not really there, and draws a scroll of Shocking Grasp and tries to cast it(succeeded, but missed).
Summary Altair 26/26 HP, AC 17, 8/10 PP (Touch of Idiocy [long]) Uranedal 15/18 HP, AC 13 (Reduce Person [31], Spectral Hand [32], Expeditious Retreat[15], entangled[11])
Round 7 Altair summons an Astral Construct.(overchanneled, talented, 4pp) Uranedal does not know what Altair casts, and therefore reuses Shocking Grasp (miss)
Summary Altair 26/26 HP, AC 17, 8/10 PP (Touch of Idiocy [long]) Uranedal 15/18 HP, AC 13 (Reduce Person [31], Spectral Hand [32], Expeditious Retreat[15], entangled[11])
Round 8 Altair places his Astral Construct (Improved Slam, Trip) and it charges(10, tripping ), while Altair starts to summon another one using overchannel again (4pp). Uranedal reuses Shocking Grasp (miss)
Summary Altair 26/26 HP, AC 17, 4/10 PP (Touch of Idiocy [long], Astral Construct [12]) Uranedal 5/18 HP, AC 13 (Reduce Person [31], Spectral Hand [32], Expeditious Retreat[15], entangled[11])
Round 9 Altair places another Astral Construct (Improved Slam, Trip) and it charges(min damage disables).
Uranedal wins and gets 900 XP, 900 GP and 66 GP for crafting Altair loses and gets 300 XP, 300 GP and 63 GP for crafting
Altair Time Between Fights: 6 Hours Prebuffs/Ongoing Effects: none Items Used: None Spells or Powerpoints Used: Last fight of 3FC x/day Abilities Used: None Free Activity: Sculpting for 63 gp
Time Between Fights: 6 Hours Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: Last fight of 3FC x/day Abilities Used: None Free Activity: Sculpting for 66 gp
@hirumajoe: thought you'd know better than to not send tactics. you won, though i deem it as ill gotten. @crazy: if you want to hide, specify how to hide. and if you want to move away, better make sure you have time to do that. The arena is very small, especially if your opponent knows where you are. it is basically impossible to stay out of reach of a 60ft spell in the arena even with +30ft more speed. also, give the amount of your crafting on your sheet, too.
@both: sorry for the inconvenience. i'll make sure in the future i've got time for the fight AND edits.
Sadly, I don't think this has anything to do with wanting Next to be a great game. It has to do with wanting Next to determine who won the Edition War. [...] For those of us who just want D&D Next to be a good game, this is getting to be a real drag.
I think I figured it out. This program is a character builder, not a character builder. It teaches patience, empathy, and tolerance. All most excellent character traits.
Conditional Modifiers [sup]a[/sup] +2 Saves vs. Poison [sup]a[/sup] +2 Saves vs. Spells and Spell-like Effects
Melee Attacks (2 handed) +1 Large Dwarven waraxe: +7, 2d8+5 [x1.5 for 2 handed] (20/x3), Slashing Rage +9 2d8+7 [x1.5 for 2 handed] +2 vs Outsider (Evi) [4 BAB + 3 Str + 1 Feat +1 Enchantment -2 Size]
Ranged Attacks Light Crossbow: +7, 1d8 (19-20/x2), Piercing, Range 80 ft +2 vs Outsider (Evi) [4 BAB + 3 Dex] Rapid shot Light Crossbow: +5/5, 1d8 (19-20/x2), Piercing, Range 80 ft +2 vs Outsider (Evi) [4 BAB + 3 Dex -2 rapid shot]
Combat Abilities +1 Attack vs. Orcs and Goblinoids +2 Saves vs. Poison +2 Saves vs. Spells and Spell-like Effects +4 Dodge Bonus to AC vs. Giants Darkvision (Ex): 60 ft. Stability (Ex) Weapon Familiarity (Ex) Favored Enemy: Outsider (Evil) (+2) Rage 1/day 9 Rds +4 Str/+4 Con (+8 HP) +2 Will Save -2 Ac
Class Features
Barbarian Fast Movement Illiteracy Proficiency: Armor, Light Proficiency: Martial Weapons: All Proficiency: Shields Proficiency: Simple Weapons: All Proficiency: Armor, Medium Rage (1x/day) Uncanny Dodge
Starting: 3,000.00 gp Battles: 5,475.00 gp Crafts 660.00 gp Sales: + 25.00 gp --------------- Total Earned: 8,184.00 gp Purchases: - 8,067.00 gp --------------- Total Left: 117.00 gp
Rauul]Well i am expecting an Invisible/sleep/CDG combo from him... in that case i am pretty much done for.. LOL
Start in front of start square with crossbow in 1 hand, wand of longstrider in other..
rd 1 Longstrider from wand, stow wand rd 2 look for him.. yell out cusses at him (His momma is an orc)
Ready action to shoot with crossbow once he is within range.... if for some reason he is within 80ft.. drop crossbow, draw axe, charge!(or get close enough to kill with axe)
Both wands are CL1 with 50 charges (i forgot to put that on when i bought them)
thanks for Pitlording.. should be fast
wrote:Well i am expecting an Invisible/sleep/CDG combo from him... in that case i am pretty much done for.. LOLStart in front of start square with crossbow in 1 hand, wand of longstrider in other..rd 1 Longstrider from wand, stow wandrd 2 look for him.. yell out cusses at him (His momma is an orc)Ready action to shoot with crossbow once he is within range.... if for some reason he is within 80ft.. drop crossbow, draw axe, charge!(or get close enough to kill with axe)Both wands are CL1 with 50 charges (i forgot to put that on when i bought them)thanks for Pitlording.. should be fast[/quoteShow
ECL 4: Ready for December 18 [Fight (3)] - (Free Activity: Profession (teacher): (10+8)*4=72gp
[b]Mineau Guwango
Gender and Race: male Gray Elf Size and Type: Medium, Humanoid (elf) Height and Weight: 5'2 107 lbs Age: Age 117 Alignment: neutral good ECL: 4 (Wizard 4) Experience: (7075)/(10000)
Equipment Worn and Carried Basic Outfit [0 lbs] [0 gp] Scholars Outfit [6 lbs][5 gp] Spell book [3 lbs][15 gp] Spell component pouch [2 lbs][5 gp] Amulet of natural armor +1 [ - lbs][ 2000 gp] Signet ring [ - lbs][5 gp] (27) Bolts [0.1 lb each = 3 lbs] [0.1 gp each = 2,7 gp] Dagger (M) [ 1 lbs][2 gp] Light Crossbow (M) [ 4 lbs][35 gp] Wand of Magic missile(CL1, 49 charges) [0.1lbs] [750gp]
Expendable Items (2) Scroll of (mage amor) [sup]c[/sup][CL 1] [0.0 lb each = 0,0 lbs][ 25 gp each = 50 gp] (3) Scroll of (Sheild) [CL 1] [0.0 lb each = 0,0 lbs][ 25 gp each = 75 gp] (2) Scroll of (expeditious retreat) [CL 1] [0.0 lb each = 0,0 lbs][ 25 gp each = 50 gp] (1) Scroll of Scorching ray c[CL 3] [0.0 lb each = 0,0 lbs][75 gp each = 75 gp ] (1) Scrolls of Invisibility c[CL 3] [0.0 lb each = 0,0 lbs][75 gp each = 75 gp ]
Total = 325 gp Max total (4[sup]2[/sup] x 50): 800 gp
Equipment at Home rope (hempen 50 ft) [1 lbs][1 gp] Flint and steel [ - lbs][1 gp] Bedroll [5 lbs][1/10 gp] Ink 1 oz vial [ - lbs][8 gp] Ink pen [ - lbs][1/10 gp] Paper 10 sheet [ - lbs][ 4 gp] Sealing wax [1 lbs][1 gp] water skin [4 lbs][1 gp] Marster work teaching tool [50 gp ]
Scholars Outfit [5 gp] Spell book [15 gp] Spell component pouch [5 gp] Amulet of natural armor +1 [ 2000 gp] Signet ring [5 gp] (30) Bolts [0.1 gp each = 3 gp] Dagger (M) [2 gp] Light Crossbow (M) [35 gp] Wand of Magic Missile (CL1, 50 charges) [750gp] (9) Scroll of (mage amor) c[CL 1] [ 25 gp each = 225 gp] (9) Scrolls of (Sheild)[CL 1] [ 25 gp each = 225 gp] (1) Scroll of (Sleep) c[CL 1] [ 12,5 gp each = 12,5 gp] (3) Scroll of (expeditious retreate) [CL 1] [25 gp each = 75 gp] (2) Scroll of (true strike) [CL 1] [25 gp each = 50 gp] (1) Scroll of (Invisibility) [CL 3] [150 gp each = 150 gp] (1) Scroll of Scorching ray c[CL 3] [75 gp each = 75 gp ] (4) Scrolls of Invisibility c[CL 3] [75 gp each = 300 gp ] Invisibility copied from other spell book [100 gp] materials for writing Invisibility into spellbook [200 gp] (1) Scrolls of (Sheild)[CL 1] [ 25 gp each = 25 gp] copied to spellbook (3) scrolls of mage armor c[Cl 1] [ 12,5 gp each = 37,5 gp]. (4) Scroll of (Sheild) c[CL 1] [ 12,5 gp each = 50 gp] (2) Scrolls of (Protection from Arrows) c[CL 3] [ 75 gp each = 150 gp] materials for writing sheild into spellbook [100 gp] rope (hempen 50 ft)[1 gp] Flint and steel [1 gp] Bedroll [1/10 gp] Ink 1 oz vial [8 gp] Ink pen [1/10 gp] Paper 10 sheet [ 4 gp] Sealing wax [1 gp] water skin [1 gp] Marster work teaching tool [50 gp] Total 4661,2 gp
(1) Scroll of (Sleep) c[CL 1] [ 12,5 gp each = 12,5 gp] (7) Scrolls of (Sheild)[CL 1] [ 25 gp each = 175 gp] (7) Scroll of (mage amor) c[CL 1] [ 25 gp each = 175 gp] (1) Scroll of (Invisibility) [CL 3] [150 gp each = 150 gp] (1) Scroll of (expeditious retreate) [CL 1] [25 gp each = 25 gp] (1) Scroll of (Invisibility) [CL 3] [75 gp each = 75 gp] (3) Bolts [0.1 gp each = 0,3 gp] (1) Scroll of (true strike) [CL 1] [25 gp each = 25 gp]
(1) Scroll of (Sleep) c[CL 1] [ 12,5 gp each = 12,5 gp] (7) Scrolls of (Sheild)[CL 1] [ 25 gp each = 175 gp] (7) Scroll of (mage amor) c[CL 1] [ 25 gp each = 175 gp] (1) Scroll of (Invisibility) [CL 3] [150 gp each = 150 gp] (1) Scroll of (expeditious retreate) [CL 1] [25 gp each = 25 gp] 1) Scroll of (Invisibility) [CL 3] [75 gp each = 75 gp] (1) Scroll of (true strike) [CL 1] [25 gp each = 25 gp] 1 Charge Wand of MM (3) Bolts [0.1 gp each = 0,3 gp]
Time Between Fights: 4 hrs Prebuffs/Ongoing Effects: none Items Used: scroll of mage armor, scroll of invisibility, scroll of shield, scroll of True Strike Spells or Powerpoints Used: scorching ray, shocking grasp x/day Abilities Used: none Free Activity: scribe scrolls: (3) scrolls of mage armor c[Cl 1] [ 12,5 gp each = 37,5 gp]. (2) Scrolls of Invisibility c[CL 3] [ 75 gp each = 150 gp], (4) Scroll of (Sheild) c[CL 1] [ 12,5 gp each = 50 gp], (2) Scrolls of (Protection from Arrows) c[CL 3] [ 75 gp each = 150 gp] Total 387,5 gp
-Use Rowier as a Scout but make sure he stays between Mineau Guwango and the foe so tha he can return, to deliver touch attacks.
-Try to avoid to cast a spell so as to provoke an attack of opportunity. Either take a 5 foot step or if that is, for some reason, impossible cast defensively.
- Never surrender Knowledge can be gained from defeat.
Mineau Guwango hails from the small village of Saltrup, where he lived the quiet life of village teacher. This life was ended when a group of former studes now corupted by the evil of Denth, burned down Saltrup. After the attack Mineau decitet too take up an old interest of his too gather Knowledge from far and wide, And it was this search that led him to Gladius.
Hit him on the will save then CDG Don't let him charge Stay out of melee Keep Rowier with me
Start: begin with Scroll of mage armor in hand. Round 1:cast mage armor on self. Draw scroll of expeditious retreat Round 2:Cast expeditious retreat on self. Draw scroll of shield Round 3:Cast shield on self.
Begin to move towards Gortek when in range cast sleep on Gortek if he falls asleep move and take his brooch of Shielding (if this does not wake him up) then if it would not wake him up cast blindness on him take his weapon and use it to CDG if it was a crossbow keep it if it was an axe drop it. If Gortek survives move backwards and cast sleep again and repeat the above if possible. Use his weapon to CDG. if Gortek survives cast Hideous laughter then cast blindness on him (if not used before) then if the brooch has been removed cast MM from memory followed by MM from wand, if he still has his brooch use the crossbow. And make sure to stay away from him. when Gortek is Laughting Rowier will attack with melee and move away when Gortek stopes
Contingency
if expeditious retreat runs out recast it and likewise with shield. If all fails use crossbow and pray to the dice gods.
Durzulgor I Gender and Race: Male, Human Size and Type: m, Humanoid (human) Height and Weight: 6'2", 200lb Age: 21 Alignment: true neutral ECL: Barbarian 1/Cleric 1/PsiWar 2 Experience: 6200/10000
Spell Levels Available Per Fight: 1 (3 Orisons) [3 Total Spell Levels / 3, rounded up] Total Spell Levels: 3 [(3 x 1)] Caster Level: 1
Powers Readied Level 1 [DC 13] Elfsight, Vigor
Power Points Available Per Fight: 2 [5 Total Power Points / 3, rounded up] Total Power Points: 5 [1 (PsiWar 2), 2 ability score, 2 feat] Manifester Level: 2
Feats Power Attack[sup]Lvl 1[/sup] Improved Sunder[sup]human[/sup] Psionic Weapon[sup]PsiWar 1[/sup] (Description) Speed of Thought[sup]Lvl 3[/sup] (Description) Psionic Talent[sup]PsiWar 2[/sup]
Expendable Items (2) Scroll of Invisibility [CL 3] [0.0 lb each = 0 lbs][150 gp each = 300 gp] [s](1) Scroll of Invisibility [CL 3] [0.0 lb each = 0 lbs][150 gp each = 150 gp] Max total (ECL[sup]2[/sup] x 50): 450 gp
Equipment at Home Core-Rulebooks (MW tool, profession Lawyer) [to heavy][50 gp]
Results Win vs The Needle [900 XP], [900 GP] and [57 gp crafting] Loss vs Zodiac II [300 XP], [300 GP] and [57 gp crafting], the dice gods wheren't with me this time Win vs Shugho-Zact [900 XP], [900 GP] and [57 gp crafting] well, well, seems I'm intimidating enough that my enemy never even dared to show up. (That, or she was just too occupied going mad!) Win vs Thorell Runesmith [900 XP], [900 GP] and [57 gp crafting] One nice and clean cut. Keep them heads rollin', ECL4, here I come! *note to myself: include unforseen possibilities in future tactics*
Durzulgor]Hi and thx for pitlording eventhough it's x-mas coming!
Sooo, 2 opponents... Berri is the more dangerous one and Snaga's only hope is his sleep spell. Hmmm, on secound thought, he has no melee weapon for the CDG. So focus on Berri first. I think I'll move through the middle, ignoring the grates (exeption: if I hear someone sundering them or see Berri squeezing through them).
Start with only scoll of invis in hands. Startingbox 1 or 4: start in field 6 of my startingbox, 2 or 3: start in field 4 1 2 3 4 5 6 7 8 9
*) Cast invis (CL-check vs 3, use luck reroll if necessary), move out and draw wand of enlarge *) Manifest 2pps vigor, move out (move right if box 1/4, left if 2/3 (there is less water on the way to the middle!)). *) Cast resistance, move and draw wand of cure light wounds. *) try to locate Berri, cast enlarge person as soon as she is found and I'm pretty close. Get close enough to start a grapple (basing her preferrably), drop the wand of enlarge and draw the dagger while closing in. I shouldn't provoke any AoOs, since I'm invisible. Grapple for damage untill she goes down. The dagger is there only to be treatening spaces (should the grapple attempt fail, for example). Use the wand of CLWs to heal back up while grappling if I were to fall below 20hp. Snaga has an equal chance of hitting any of us inside the grapple, should he show up and decide to shoot at us, so he might even help me! Best case scenario: Snaga casts "Summon Swarm" on top of Berri and me! I'll just continue to grapple Berri in this case until she goes down and heal up occasionally, then, once Berri goes down, I'll just dismiss enlarge and move to behind snaga, so that his swarm will follow up to him. Should he try to move away (provoking an AoO) I'll start grappling him, to keep him close to the swarm. Grapple for damage + swarm damage + heal myself back up. That (not necessarily in that order) should finish him!
should Berri go down and Snaga is not currently visible: dismiss enlarge and move away a bit. If below 20hp: heal back up to full, otherwise: move out to search for Snaga, get him into melee and grapple him untill he goes down. Always heal back up if below 20hp. Should I notice Snaga casting longer than a standard action: move out of sight by more than 10' to avoid possible sleep-spells. In case of summoned swarms close enough to him: move further away from them as he is: his speed: 30' (double: 60) wrote:
Hi and thx for pitlording eventhough it's x-mas coming!
Sooo, 2 opponents... Berri is the more dangerous one and Snaga's only hope is his sleep spell. Hmmm, on secound thought, he has no melee weapon for the CDG. So focus on Berri first. I think I'll move through the middle, ignoring the grates (exeption: if I hear someone sundering them or see Berri squeezing through them).
Start with only scoll of invis in hands. Startingbox 1 or 4: start in field 6 of my startingbox, 2 or 3: start in field 4 1 2 3 4 5 6 7 8 9
*) Cast invis (CL-check vs 3, use luck reroll if necessary), move out and draw wand of enlarge *) Manifest 2pps vigor, move out (move right if box 1/4, left if 2/3 (there is less water on the way to the middle!)). *) Cast resistance, move and draw wand of cure light wounds. *) try to locate Berri, cast enlarge person as soon as she is found and I'm pretty close. Get close enough to start a grapple (basing her preferrably), drop the wand of enlarge and draw the dagger while closing in. I shouldn't provoke any AoOs, since I'm invisible. Grapple for damage untill she goes down. The dagger is there only to be treatening spaces (should the grapple attempt fail, for example). Use the wand of CLWs to heal back up while grappling if I were to fall below 20hp. Snaga has an equal chance of hitting any of us inside the grapple, should he show up and decide to shoot at us, so he might even help me! Best case scenario: Snaga casts "Summon Swarm" on top of Berri and me! I'll just continue to grapple Berri in this case until she goes down and heal up occasionally, then, once Berri goes down, I'll just dismiss enlarge and move to behind snaga, so that his swarm will follow up to him. Should he try to move away (provoking an AoO) I'll start grappling him, to keep him close to the swarm. Grapple for damage + swarm damage + heal myself back up. That (not necessarily in that order) should finish him!
should Berri go down and Snaga is not currently visible: dismiss enlarge and move away a bit. If below 20hp: heal back up to full, otherwise: move out to search for Snaga, get him into melee and grapple him untill he goes down. Always heal back up if below 20hp. Should I notice Snaga casting longer than a standard action: move out of sight by more than 10' to avoid possible sleep-spells. In case of summoned swarms close enough to him: move further away from them as he is: his speed: 30' (double: 60); their speed: 40'(double 80), fly; my speed: 50'(double 100) he should just be the closest target so they'll attack him (use jump to negate the movement penalties for the murky water if possible)!
Worst case scenario: he gets me into his Web and lets his swarm eat away at me. That will be quite costly regarding my wand of CLWs, but I won't surrender! Try to break free and move away from him whenever I'm at more than 20hp. Move around the block to get at him without moving through the web and heal back up as necessary. Let's see how the swarm fares against the DC20 Str check to break free of the web! ;-)
Asuming Berri manages to break the grapple before I can finish her off: stow the wand, drop the dagger, draw the greatsword and sunder all weapons she might draw. Attempt to grapple whenever she is unarmed. Use Power attack (-2 att +4 dam) against the greatsword.
Notes: My jump check is quite ok, so try to jump over that damn green water whenever possible. I'd just like to avoid getting soaked in sewer water, if possible. (at least as long as I'm not enlarged or moving through the middle) Always call Berri "Billy" unless she corrects me at which point I'll apologize(I dunno how often I had to change that... :rolleyes Ask "Billy" out to dinner while grappling (she IS quite charismatic after all!) Should Snaga choose to bambard me with undead after Berri's demise: avoid them if possible and move around the acidic pool in the middle, they're mindless, they shouldn't "know" it hurts! ;-) Should avoiding them be impossible: Get them close to Snaga, he has no means of controlling them, so the "grapple for damage and heal with wand" tactic should still be fine, they should just attack both of us! ;-) Whenever I'm healing up: heal at least until I'm at 25+hp (max-dam for scorching ray: 24. To bad I can't account for all crit-possibilities!), heal back to full if undisturbed. Should Snaga try to let his swarms kill me while he is invisible: move away from them and heal back up. Sooner or later he's bound to be closer to them than my little self! ;-) Being large can be quite invonvinient while in the severs so I'll dismiss enlarge if it suits my needs. On the other hand: I'll recast it, should the need arise (Snaga levitating out of reach, for ex.) Don't use more than 1 scroll of invis. Use rage only if Snaga is the only1 left, I've got a good chance on killing him and I'm at low hp.
I'm shure I forgot something, but well, thats the way it goes! Merry X-mas and thx again for pitlording!
Durzulgor]Please use rage only in case of emergency. (I forgot to correct the conditional modifyer: rage gives me +8hp, not +6) If I'm not invisible and I get the chance to attack that raven but nothing else: kill it! If I spent my focus and I feel unthreatened (Snaga is nowhere to be seen and Berri is down and my hp are ok, for ex.), try to regain my focus while searching for my new prey. Schould Berri hit me with her "add charisma-bonus to damage" ability, tell her, that she is so charming, it hurts...
wrote:Please use rage only in case of emergency. (I forgot to correct the conditional modifyer: rage gives me +8hp, not +6)If I'm not invisible and I get the chance to attack that raven but nothing else: kill it!If I spent my focus and I feel unthreatened (Snaga is nowhere to be seen and Berri is down and my hp are ok, for ex.), try to regain my focus while searching for my new prey.Schould Berri hit me with her "add charisma-bonus to damage" ability, tell her, that she is so charming, it hurts...[/quoteShow
Snaga Gender and Race: Male Goblin Size and Type: Small, Humanoid, Goblinoid Height and Weight: (3' 4") (42 lbs) Age: Young Alignment: (True Chaotic) ECL: 4 (Wizard 4) Experience: 9500 Member of The Arcane Order
Attributes STR 6 (-2) [0 pts] [8 Base, -2 Racial]
DEX 14 (+2) [4 pts] [12 Base, +2 Racial]
CON 10 (+0) [2 pts] [10 Base]
INT 19 (+4) [16 pts] [18 Base +1 lvl 4]
WIS 12 (+1) [4 pts] [12 Base]
CHA 14 (+2) [10 pts] [16 Base, -2 Racial]
Miscellaneous Statistics Hit Points: 11 [3 HD] [4 (Wizard 1) + (2.5 (Wizard) x 3) + (0 HD x 0 Con)]May cast false life Armor Class (Normal): 13 [10 Base, +2 Dex, +1 Size] Armor Class (Touch): 13 [10 Base, +2 Dex, +1 Size] Armor Class (Flat-Footed): 11 [10 Base, +1 size] Initiative: +2 [+2 Dex] Base Attack Bonus: +2 [Wizard 4] Grapple: -4 [+2 BAB, -2 Str, -4 Size, 0 Feat, etc] Speed (Land): 30 ft [30 Base]
Saves Fortitude: +1 [0 Con, 1 (Wizard 4)](Conditional Modifier: +1 if using Resistance) Reflex: +3 [+2 Dex, +1 (Wizard 4)](Conditional Modifier: +1 if using Resistance) Will: +5 [+1 Wis, +4 (Wizard 3)](Conditional Modifier: +1 if using Resistance)
Melee Attacks (No Melee weapons, I mean come on why would he use them!) +1, ?d?+?, (??-20/x?), (damage type) [-2 Str, +2 BAB, +1 Size, 0 Enhancement, 0 Feat, etc]
Travelers outfit [0 lbs] [0 gp] Backpack [.5 lbs] [2 gp] Masterwork Heavy Crossbow "Bessie" [2 lbs] [350gp] (Spell book) [3 lbs][15 gp] (Spell Component Pouch) [2 lbs][5 gp] (17) Bolts [0.1 lb each = 1 lbs] [0.1 gp each = 1 gp] (2) Pearls of Power 1st level [0 lb each = 0 lbs] [1000gp each = 2000 gp] (1) Thunderstone [0.0 lb each = 0 lbs][30gp each = 30gp] Robe of Bones [1.0 lb each = 1 lbs][2400gp each = 2400gp] All Expendable items. (see below)
Expendable Items
(2) Scroll of Summon Swarm (bats)[sup]C[/sup] [CL 3] [0.0 lb each = 0 lbs][75gp each ] [150gp] (1) Scroll of Flaming Sphere[sup]C[/sup][CL 3] [0.0 lb each = 0 lbs][75gp each ] (2) Scroll of Invisibility [sup]C[/sup][CL 3] [0.0 lb each = 0 lbs][75gp each ] [150gp] (2) Scroll of Levitate[sup]C[/sup][CL 3] [0.0 lb each = 0 lbs][75gp each ] [150gp] (2) Scroll of Web [sup]C[/sup][CL 3] [0.0 lb each = 0 lbs][75gp each ] [150gp]
(1) Scroll of Sleep [sup]C[/sup][CL 1] [0.0 lb each = 0 lbs][12.5gp each ] (1) Scroll of Ray of Enfeeblement [sup]C[/sup][CL 1] [0.0 lb each = 0 lbs][12.5gp each ] (1) Scroll of Color spray [sup]C[/sup][CL 1] [0.0 lb each = 0 lbs][12.5gp each ] (1) Scroll of True strike [sup]C[/sup][CL 1] [0.0 lb each = 0 lbs][12.5gp each ] (1) Scroll of Chill Touch [sup]C[/sup][CL 1] [0.0 lb each = 0 lbs][12.5gp each ] (1) Scroll of Shield [sup]C[/sup][CL 1] [0.0 lb each = 0 lbs][12.5gp each ]
(1) Cure light wounds Potion [0.0 lb each = 0 lbs][50gp each ]
800 total Max total (ECL 4*[sup]2[/sup] x 50): 800gp
Carried: Travelers outfit [0 lbs] [0 gp] Backpack [.5 lbs] [2 gp] Masterwork Heavy Crossbow "Bessie" [2 lbs] [350gp] (Spell book) [3 lbs][15 gp] (Spell Component Pouch) [2 lbs][5 gp] (18) Bolts [0.1 lb each = 1 lbs] [0.1 gp each = 1 gp] Pearl of Power 1st level [0 lb each = 0 lbs] [1000gp each = 1000 gp] 2nd Pearl of Power 1st level [0 lb each = 0 lbs] [1000gp each = 1000 gp] (1) Thunderstone [0.0 lb each = 0 lbs][30gp each = 30gp] Robe of Bones [COLOR="Silver"][1.0 lb each = 1 lbs][2400gp each = 2400gp] [/COLOR] 2443.8 GP
All Expendable items. (1) Scroll of Sleep [sup]C[/sup][CL 1] [0.0 lb each = 0 lbs][12.5gp each ] (1) Scroll of Ray of Enfeeblement [sup]C[/sup][CL 1] [0.0 lb each = 0 lbs][12.5gp each ] (1) Scroll of Color spray [sup]C[/sup][CL 1] [0.0 lb each = 0 lbs][12.5gp each ] (1) Scroll of True strike [sup]C[/sup][CL 1] [0.0 lb each = 0 lbs][12.5gp each ] (1) Scroll of Chill Touch [sup]C[/sup][CL 1] [0.0 lb each = 0 lbs][12.5gp each ] (1) Scroll of Shield [sup]C[/sup][CL 1] [0.0 lb each = 0 lbs][12.5gp each ]
(2) Scroll of Summon Swarm (bats)[sup]C[/sup] [CL 3] [0.0 lb each = 0 lbs][75gp each ] [150gp] (1) Scroll of Flaming Sphere[sup]C[/sup][CL 3] [0.0 lb each = 0 lbs][75gp each ] (2) Scroll of Invisibility [sup]C[/sup][CL 3] [0.0 lb each = 0 lbs][75gp each ] [150gp] (2) Scroll of Levitate[sup]C[/sup][CL 3] [0.0 lb each = 0 lbs][75gp each ] [150gp] (2) Scroll of Web [sup]C[/sup][CL 3] [0.0 lb each = 0 lbs][75gp each ] [150gp]
(1) Cure light wounds Potion [0.0 lb each = 0 lbs][50gp each ]
[/COLOR] 450 GP
Used: (2) Scroll of Summon Swarm (bats)C [CL 3] [0.0 lb each = 0 lbs][75gp each ] (2) Scroll WebC [CL 3] [0.0 lb each = 0 lbs][75gp each ] (1) Scroll of Invisibility C [CL 3] [0.0 lb each = 0 lbs][75gp each ] (1) Scroll of Web [sup]C[/sup][CL 3] [0.0 lb each = 0 lbs][75gp each ]
(2) Scroll of Shield C[CL 1] [0.0 lb each = 0 lbs][12.5gp each ] (3) Scroll of True strike C[CL 1] [0.0 lb each = 0 lbs][12.5gp each ] (1) Scroll of Expeditious Retreat C[CL 1] [0.0 lb each = 0 lbs][12.5gp each ] (1) Scroll of Mage Armor C[CL 1] [0.0 lb each = 0 lbs][12.5gp each ] (1) Scroll False life [sup]C[/sup][CL 3] [0.0 lb each = 0 lbs][75gp each ] (1) Scroll Summon Swarm (bats) [sup]C[/sup][CL 3] [0.0 lb each = 0 lbs][75gp each ] (1) Scroll Invisibility [sup]C[/sup][CL 3] [0.0 lb each = 0 lbs][75gp each ] (12) Bolts [0.1 lb each = 1 lbs] [0.1 gp each = 1 gp] (1) Thunderstone [0.0 lb each = 0 lbs][30gp each = 30gp] (1) Cure light wounds Potion [0.0 lb each = 0 lbs][50gp each ]
(Misc. Item) ??? gp received [??? gp originally spent] (Misc. Item) ??? gp received [??? gp originally spent] (Misc. Item) ??? gp received [??? gp originally spent]
(2) Scroll of Summon Swarm (bats)C [CL 3] [0.0 lb each = 0 lbs][75gp each ] (2) Scroll WebC [CL 3] [0.0 lb each = 0 lbs][75gp each ] (1) Scroll of Invisibility C [CL 3] [0.0 lb each = 0 lbs][75gp each ]
(2) Scroll of Shield C[CL 1] [0.0 lb each = 0 lbs][12.5gp each ] (3) Scroll of True strike C[CL 1] [0.0 lb each = 0 lbs][12.5gp each ] (1) Scroll of Expeditious Retreat C[CL 1] [0.0 lb each = 0 lbs][12.5gp each ] (1) Scroll of Mage Armor C[CL 1] [0.0 lb each = 0 lbs][12.5gp each ] (1) Thunderstone [0.0 lb each = 0 lbs][30gp each = 30gp] (12) Bolts [0.1 lb each = 1 lbs] [0.1 gp each = 1 gp]
Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: Scroll of Web [CL 3], 1 Crossbow Bolt Spells or Powerpoints Used: Sleep, Color spray. x/day Abilities Used: None. Free Activity: Illegal Crafting (Need 5 ranks to make money with crafting)
Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None. Items Used: Pearl of Power 1. Spells or Powerpoints Used: Mirror Image, Shield, Hideous Laughter, Touch of Fatigue x/day Abilities Used: None. Free Activity: None.
- Always try to set up an ambush using hide and move silently. Remember to have Aiewae make her own spot and listen checks as well. - If spells fail Snaga is in trouble. Use x-bow, fire a shot then retreat. Next round run to maximum distance and reload. Redo from start. (Hopefully his goblin 30’ speed should give him enough distance to load and fire and not enter melee.) - Never cast a spell so as to provoke an attack of opportunity. Either take a 5 foot step or if that is, for some reason, impossible cast defensively. - Use Aiewae to deliver all touch attacks.
History: Snaga is not spoken of in the prophecy. He is not deposed royalty, or “from a different world” he doesn’t have amnesia, or a mysterious parentage, and he is certainly not favored by the gods! He’s just a goblin with some drive and he resents the implication that any success he’s had is due to something other than hard work!
He spent his youth like most of his brethren; scraping out a living in abandoned Dwarven mines and scavenging the remains of fallen adventurers (he found that Halflings always had the best leavings). But a crippling fever left him physically frail and soured his taste for evil.
He was forced to learn how to use his cunning and his powers of persuasion in order to stay alive. When his clan was captured and enslaved by a powerful Drow Wizard: Ragdahazt, he managed to ingratiate himself to the powerful mystic, working as his librarian. Little did Ragdahazt know that this unassuming little helper to whom he only referred as “Snaga” (Goblin for “slave” was learning the art of magic, in secret, while the rest of the clan slept.
Things moved predictably from there. Snaga became overconfident, Ragdahazt became suspicious, and Snaga “accidentally” gave a rival band of hobgoblins the location of a secret passageway that led directly into Ragdahazt’s inner sanctum. Snaga thought it prudent to leave at that point.
Goals: 1. To compile a “complete spell book.” Basically he wants to be able to cast every spell on the Wizard list. He will overspend, grossly, to advance this goal.
2. To found a “civilized Goblin city.”
3. To find a way to reduce the cost of both 1 and 2.
Personality: Snaga is intellectual to the extreme. He a can be a tad snobby at times (a trait he picked up from Ragdahazt) but he’s surprisingly likable (for a goblin). He cares nothing for tradition as tradition dictates that he and all his kind should live lives of squalor and violence. His philosophy on magic is that if its study is advanced it will radically alter society. He has no problem with this and seeks to hasten the transformation.
He has very small handwriting and gives an excellent lecture.
The Dread Dormammu]Hi, and thanks so much for pitlording!
Snaga's Small size and ability to control movement should help him in this fight. The basic plan is to use summons and web to even the odds. Snaga may have to use 2 or more scrolls (use scrolls as memorized spells run out). In general the idea here is to either immobilize them or limit their movement and then use a bat swarm to finish them off. If circumstances reveal obvious way to do this that isn't stated explicitly in the tactics, feel free to do that instead.
Start off hiding and silent in a corner with scroll of Invisibility in hand (other hand free). Aiewae starts on Snaga's shoulder. Wait one round to listen and see if I can deduce the location of either opponent, then cast invisibility from scroll and head towards the center.
Once in the center cast web from memory so as to fill the central chamber, now no one will be able to get through quickly! Cast expeditious retreat from memory and draw scroll of Summon Swarm. Then head back into the tunnels and move to where I think one of my opponents is, by squeezing through a grate. When my opponent is in sight cast summon swarm from scroll (but not directly on them so as not to spoil invisibility).
Maintain concentration and watch the fireworks (use my better speed so that foe is always closer to the swarm.) Drop a wolf skeleton if they are “ wrote:
Hi, and thanks so much for pitlording!
Snaga's Small size and ability to control movement should help him in this fight. The basic plan is to use summons and web to even the odds. Snaga may have to use 2 or more scrolls (use scrolls as memorized spells run out). In general the idea here is to either immobilize them or limit their movement and then use a bat swarm to finish them off. If circumstances reveal obvious way to do this that isn't stated explicitly in the tactics, feel free to do that instead.
Start off hiding and silent in a corner with scroll of Invisibility in hand (other hand free). Aiewae starts on Snaga's shoulder. Wait one round to listen and see if I can deduce the location of either opponent, then cast invisibility from scroll and head towards the center.
Once in the center cast web from memory so as to fill the central chamber, now no one will be able to get through quickly! Cast expeditious retreat from memory and draw scroll of Summon Swarm. Then head back into the tunnels and move to where I think one of my opponents is, by squeezing through a grate. When my opponent is in sight cast summon swarm from scroll (but not directly on them so as not to spoil invisibility).
Maintain concentration and watch the fireworks (use my better speed so that foe is always closer to the swarm.) Drop a wolf skeleton if they are “running laps” to avoid the swarm (If dropping a wolf cancels concentration then ignore this instruction). Once they are dead Aiewae chips and sings (still on shoulder) to lead the bats to the next location to do the same thing to the other foe.
Contingencies:
I find them both and they are in Melee: Great! Cast Web on top of them, then Summon swarm on top of them and maintain concentration.
I find them both, and I can web both simultaneously: Same as above. Saving Berri for last.
They are engaged in ranged combat and not both in a Web-able spot: Wait till one dies then web the other and as above. (If I've been waiting too long summon the bats).
If invisibility ever drops: retreat around the nearest corner (or second nearest corner if I know there is another enemy around the nearest) and cast expeditious retreat. If that spell is already up drop a wolf. Then continue to retreat and cast sleep on the foe when they engage the wolf. (Use pearl to recast if necessary).
Summon Swarm goes down: Re-cast it using another scroll.
Wounded but not dead (unlikely): retreat and drink potion of cure light wounds.
Movement: Always avoid going in the water (no point in being invisible if you are splashing around), and avoid the acid pit at all costs. Move at half speed and silently unless my foe knows my location.
Coup de Grace if it's ever possible. And remember Skeletons and Zombies are not warm blooded and won't attract the bats.
Time Between Fights: 1 hr Prebuffs/Ongoing Effects: None. Items Used: Scroll of Shield (CL2) Spells or Powerpoints Used: 1 Sorcerer SL (Ray of Enfeeblement) x/day Abilities Used: none Free Activity: Guarding
Berri the Friendly Member of The Celestial Forces (CEF) female Aasimar, Outsider (Native) Medium size, Height 4' 9"; Weight 97 lbs Lawful Good Cleric of Yaristis 1/Sorcerer 1/Paladin 1, ECL 4 XP: 8000 / XP for Next Level: 10000
STR 16 [+3] [COLOR=SILVER](10 pts)
DEX 14 [+2] (6 pts) CON 14 [+2] (6 pts) INT 10 [+0] (2 pts) WIS 12 [+1] (2 pts) [10, +2 race] CHA 18 [+4] (10 pts) [16, +2 race]
Racial Abilities: Aasimar Outsider type +2 Wis, +2 Cha Weapon and Armor Proficiencies: All simple and martial weapons Darkvision 60ft +2 racial bonus to Spot and Listen Daylight (1/day, CL2) Resistance to Acid 5, Cold 5, Electricity 5
Class Abilities: Sorcerer Weapon and Armor Proficiencies: All simple weapons, no armor or shields Familiar
Class Abilities: Cleric Weapon and Armor Proficiencies: All Simple weapons, all armor types and all shields (except tower) Domain: Charm (1/day: Charisma boost +4 (unnamed bonus) for 1 minute) Domain: Luck (1/day: allows a reroll of one roll before the declaration of whether it has failed or not) Turn Undead (7/day) Spontaneous Casting of Cure Wounds spells
Class Abilities: Paladin Aura of Good (radiates good aura equal to his Paladin class levels) Detect Evil, at will, to 60 foot radius, as spell Smite Evil (1/day, +4 to hit (Cha), +1 damage vs Evil creature for 1 attack)
Born in the deserts of the Habari Sultanate, "Berri" spent most of her childhood as an orphan in one of East Habari's many orphanages. Although a kind soul and a beautiful child, Berri soon found life as harsh and unpredictable.
After leaving the orphanage, Berri made the best use of her skills that she could; singing throughout the countryside and wandering where her will took her. She's picked up a number of odd skills along the way, including a bit of magic at her hands to help her out from time to time.
Berri is merely passing through Gladius. She hopes one day to find a place she can call home, but until then, she is satisfied to travel the world over.
About Yaristis
Yaristis is a Neutral Good god followed by many of the civilized races the world over. Yaristis is the emblem of charity and good will and the defender of the meek, weak and poor.
Followers of Yaristis bear the emblem of one hand depositing either a coin or a piece of food in the palm of another hand in an expression of giving. Although many of the followers are pacifistic by nature, a sect of the faith specifically aims to defend the weak and to help out those who suffer from lack of food, water or other needs.
Yaristis's favored weapon is the warhammer - a symbol of strength and structure in many societies. Followers of Yaristis may choose from the following domains: Charm, Luck, Travel, or Community.
Well - hopefully the sewers will be of some help here.
Start off at the default square with a scroll of Shield in hand. Round 1 - cast shield from the scroll (CL check and ASF check). If I fail either check - use the luck domain to reroll the failed roll. Move out, drawing my greatsword.
Round 2 - cast resistance from memory and move out some more.
After that - it is all about finding an opponent. Both of them can choose to go invisible - so seek them out and beat them up when they are found.
For Snaga, just move in and attack or charge if necessary.
For Durzulgor, once he is in sight and in range, cast Ray of Enfeeblement on him from memory (ASF). If I haven't used my luck domain and I fail the ASF - use it now.
After ray of enfeeblement - use my charm domain power (+4 Cha for 1 minute, free action), use a turn undead for divine might and attack him.
Repeat divine might as necessary as I attack until he goes down.
That's pretty much it. If I cannot find either opponent, stay near the center of the sewer area.
Well - hopefully the sewers will be of some help here.
Start off at the default square with a scroll of Shield in hand. Round 1 - cast shield from the scroll (CL check and ASF check). If I fail either check - use the luck domain to reroll the failed roll. Move out, drawing my greatsword.
Round 2 - cast resistance from memory and move out some more.
After that - it is all about finding an opponent. Both of them can choose to go invisible - so seek them out and beat them up when they are found.
For Snaga, just move in and attack or charge if necessary.
For Durzulgor, once he is in sight and in range, cast Ray of Enfeeblement on him from memory (ASF). If I haven't used my luck domain and I fail the ASF - use it now.
After ray of enfeeblement - use my charm domain power (+4 Cha for 1 minute, free action), use a turn undead for divine might and attack him.
Repeat divine might as necessary as I attack until he goes down.
That's pretty much it. If I cannot find either opponent, stay near the center of the sewer area.[/quote]
Init+Start: 11 Snaga starts in the SW square, Scroll of invis in hand (4,4) 10+ Durzulgor starts in the NW square, Scroll of invis in hand (3,31) 10- Berri starts in the SE square, Scroll of Shield in hand (31,2)
Round 1 Snaga waits a round Durzulgor Casts Invis from scroll (CL: pass) (Snaga notes someone casting invis in the NW box) Berri casts shield from scroll (ASF: Pass) (Snaga notes someone else casting shield in the SE box) and moves out and draws her sword
Snaga 11/11 AC 13 (4,4) Durzulgor 33/33hp AC 12 (invis 31) (3,31) Berri 21/21 AC 17 (Shield 21) (26,2)
Round 2 Snaga Casts invis and moves towards the middle Durz manifests vigor and moves Berri casts Resistance and continues to move out
Snaga 11/11 AC 13 (invis 32) (7,2) Durzulgor 33/33hp AC 12 (invis 31) (+10 vigor) (12,30) Berri 21/21 AC 17 (Shield 21) (Resistance 12) (21,3)
Round 3 Snaga double moves towards the middle Druz casts resistance and moves drawing his Enlarge Person wand Berri double moves
Snaga 11/11 AC 13 (invis 32) (12,8) Durzulgor 33/33hp AC 12 (invis 31) (+10 vigor) (Resistance 13) (12,20) Berri 21/21 AC 17 (Shield 21) (Resistance 12) (20,13)
Round 4 Snaga moves and casts web (NW corner of 17,16) Durz saw Berri, he heard the casting from the SW start area so he attempts to move through the south webs in hopes that is where Berri will go. He powers through the first part (Str 23), and gets slightly stuck on the next strand (Str: 11) Berri sees moving webs and readies a Ray of enfeeblement on sight of Durz
Snaga 11/11 AC 13 (invis 32) (13,13) Durzulgor 33/33hp AC 12 (invis 31) (+10 vigor) (Resistance 13) (16,13) Berri 21/21 AC 17 (Shield 21) (Resistance 12) (20,13)
Round 5 Snaga draws a scroll of summon swarm and begins casting (Spcft: 8) Durz tries to push through the rest of the web (Str: 12) and moves 5 ft. Berri still readies
Snaga 11/11 AC 13 (invis 32) (13,13) Durzulgor 33/33hp AC 12 (invis 31) (+10 vigor) (Resistance 13) (17,13) Berri 21/21 AC 17 (Shield 21) (Resistance 12) (20,13)
Round 6 Snaga finishes the swarm and places it over Berri Swarm bites at Berri (3 dmg Fort: 10 fail) Druz sees the swarm and Berri in trouble, he moves towards where Snaga would be. (Str 13) Berri is nauseated and moves away. (bleeds)
Snaga 11/11 AC 13 (invis 32) (13,13) -- Swarm 11/11 (19,14) Durzulgor 33/33hp AC 12 (invis 31) (+10 vigor) (Resistance 13) (16,13) Berri 17/21 AC 17 (Shield 21) (Resistance 12) (21,8)
Round 7 Snaga holds concentration and moves away Swarm senses Druz and moves into the web (Str: 6) but gets stuck Druz moves away (Str: 20) and gets out Berri converts detect magic for healing, and moves to the bars
Snaga 11/11 AC 13 (invis 32) (12,8) -- Swarm 11/11 (18,14) Durzulgor 33/33hp AC 12 (invis 31) (+10 vigor) (Resistance 13) (12,13) Berri 18/21 AC 17 (Shield 21) (Resistance 12) (20,4)
Round 8 Snaga moves around towards the bars and sees Berri there, maintains concentration, Both Berri and Druz see some splashing in the water Swarm Str: 3 doesn’t move Druz follows the splash and jumps over the water and moves by the grate, sees Berri has an issue that he can’t reach Berri, so turns back north. Berri sees the single splash and then hears some footsteps, she readies on sight of Druz
Snaga 11/11 AC 13 (invis 32) (13,4) -- Swarm 11/11 (18,14) Durzulgor 33/33hp AC 12 (invis 31) (+10 vigor) (Resistance 13) (12,13) Berri 18/21 AC 17 (Shield 21) (Resistance 12) (20,4)
Round 9 Snaga holds concentration, and wonders where the bat swarm is Swarm Str: 1 Druz gets back to the main room, but the swarm is still there. He waits to see if it will get through. Berri readies
Snaga 11/11 AC 13 (invis 32) (12,11) -- Swarm 11/11 (18,14) Durzulgor 33/33hp AC 12 (invis 31) (+10 vigor) (Resistance 13) (12,13) Berri 18/21 AC 17 (Shield 21) (Resistance 12) (20,4)
Round 10 Snaga holds concentration, and draws his other summon swarm scroll Swarm: 6 Durz Wonders how to get past the swarm, then thinks he has an idea … he pushes through the webs to the NE box. (Str:24) Berri readies.
Snaga 11/11 AC 13 (invis 32) (12,11) -- Swarm 11/11 (18,14) Durzulgor 33/33hp AC 12 (invis 31) (+10 vigor) (Resistance 13) (13,18) Berri 18/21 AC 17 (Shield 21) (Resistance 12) (20,4)
Round 11 Snaga holds concentration Swarm Str: 5 Druz makes the rounds and pushes through to the NE box (Str: 9) but gets in but not through. Berri readies
Snaga 11/11 AC 13 (invis 32) (12,11) -- Swarm 11/11 (18,14) Durzulgor 33/33hp AC 12 (invis 31) (+10 vigor) (Resistance 13) (16,20) Berri 18/21 AC 17 (Shield 21) (Resistance 12) (20,4)
Round 12 Snaga holds concentration and moves back up to the webs to see what happened Swarm Str: 10 moves deeper into the webs after Druz Druz breaks free of the webs to the NE box. Berri readies
Snaga 11/11 AC 13 (invis 32) (12,8) -- Swarm 11/11 (17,15) Durzulgor 33/33hp AC 12 (invis 31) (+10 vigor) (Resistance 13) (16,20) Berri 18/21 AC 17 (Shield 21) (Resistance 12) (20,4)
Round 13 Snaga moves to the middle and sees the swarm stuck in the webs, and drops concentration on them. He moves back down to where Berri is waiting. Swarm Str: 9 Druz moves around and almost gets free into the SE box. Berri readies
Snaga 11/11 AC 13 (invis 32) (12,8) -- Swarm 11/11 (17,15) (rnd 15) Durzulgor 33/33hp AC 12 (invis 31) (+10 vigor) (Resistance 13) (20,16) Berri 18/21 AC 17 (Shield 21) (20,4)
Round 14 Snaga moves south to where he can see Berri Swarm tries once more: (str: 4) Druz tries but can’t move Berri readies (not imposing delay as she has nothing better to do right now)
Snaga 11/11 AC 13 (invis 32) (13,4) -- Swarm 11/11 (17,15) (rnd 15) Durzulgor 33/33hp AC 12 (invis 31) (+10 vigor) (20,16) Berri 18/21 AC 17 (Shield 21) (20,4)
Round 15 Snaga full round casts summon swarm. Druz tries to break through: 19 and gets into the hallway and spots Berri. Berri hears casting (Spcft: 21) and notes another summon swarm, she double moves southwards towards her start box to get away.
Snaga 11/11 AC 13 (invis 32) (13,4) Durzulgor 33/33hp AC 12 (invis 31) (+10 vigor) (21,13) Berri 18/21 AC 17 (Shield 21) (29,2)
Round 16 Snaga finishes casting and places it as far away as possible (18,5), and then double moves towards the middle. Swarm’s last sensed creature was Snaga and moves after him, and catches up (dmg: 4 Fort: 20) Druz moves after Berri and bases her. Berri senses something near her, she steps away onto solid ground and readies Ray of Enfeeblement
Snaga 7/11 AC 13 (invis 32) (12,13) -- Swarm 11/11 (18,5) Durzulgor 33/33hp AC 12 (invis 31) (+10 vigor) (28,2) Berri 18/21 AC 17 (Shield 21) (29,2)
Round 17 Snaga ceases concentration and double moves away. (bleeds) Swarm follows: (Dmg; 6 Fort: 17) Druz steps and uses Wand of Enlarge person (Listen: 15) and Berri narrows the locations, she withdraws down the hall.
Snaga 0/11 AC 13 (invis 32) (3,12) -- Swarm 11/11 (3,12) Durzulgor 33/33hp AC 12 (invis 31) (+10 vigor) (28,2) Berri 18/21 AC 17 (Shield 21) (30,12)
Round 18 Snaga draws and uses a CLW potion (6) Swarm attacks once more (2 dmg Fort: Druz finishes and chases after Berri basing her Berri moves and provokes an AoO (Touch: 18 Grap: 26 vs 14 dmg: 6) She finishes by trying to escape: (Grap: 19 vs 22)
Snaga 4/11 AC 13 (invis 32) (3,12) Durzulgor 33/33hp AC 12 (+10 vigor) (Enlarge Person 28) (30,11) Berri 18/21 (6 subdual) AC 17 (Shield 21) (30,12)
Round 19 Snaga bleeds, and tries to stop it (Heal: 4) [s]goes back towards the middle and the grate Druz Grapples for damage (12 vs 10: dmg: 6) Berri Breaks free (24 vs 17) and steps away
Snaga 3/11 AC 13 (invis 32) (12,11) Durzulgor 33/33hp AC 12 (+10 vigor) (Enlarge Person 28) (30,12) Berri 18/21 (12 subdual) AC 17 (Shield 21) (31,9)
Round 20 Snaga bleeds, and tries to stop it (Heal: 17) [s]double moves Druz Drops wand and dagger, draws Greatsword and sunders Berri’s sword (28 vs 16 dmg: 24) Berri Steps out of reach and casts RoE (ASF: Fail Luck: Pass; Touch: 17 dmg: 3str)
Snaga 2/11 AC 13 (invis 32) (16,4) Durzulgor 33/33hp AC 12 (+10 vigor) (Enlarge Person 28) (-3 str) (30,12) Berri 18/21 (12 subdual) AC 17 (Shield 21) (31,8)
Round 21 Snaga Fixes his familiar at -2 stopping all bleeding[s]Tries to squeeze through the bars (EA: 22) and moves around to the sounds of combat Druz moves and tries to grapple (touch: 20! Grap: 21 vs 6 dmg:6) and Berri is staggered Berri tries to hold off the impending grapple (no action)
Snaga 2/11 AC 13 (invis 32) (25,2) Durzulgor 33/33hp AC 12 (+10 vigor) (Enlarge Person 28) (-3 str) (30,11) Berri 18/21 (18 subdual) AC 17 (Shield 21) (31,8)
Round 22 Snaga double moves [s]moves and assesses the situation of a large Durzulgor and a staggered Berri. He readies an action for Druzulgor to disengage from Berri Druz tries to finish off Berri (24 vs 5 min KOs)
Snaga 2/11 AC 13 (invis 32) (30,2) Durzulgor 33/33hp AC 12 (Enlarge Person 28) (-3 str) (30,11) Berri 18/21 (18 subdual) AC 17 (Shield 21) (31,8)
Round 23 Snaga double moves [s]begins casting sleep Druz [s]hears the casting (listen: 14) but no idea what spell, he CDG Berri to finish her off (dmg: min kills)
Snaga 2/11 AC 13 (invis 32) (30,2) Durzulgor 33/33hp AC 12 (Enlarge Person 28) (-3 str) (30,11) Berri 18/21 (18 subdual) AC 17 (Shield 21) (31,8)
Round 24 Snaga squeezes through the grate (as above) Druz dismisses enlarge person
Snaga 2/11 AC 13 (invis 32) (30,2) Durzulgor 33/33hp AC 12 (-3 str) (31,11) Berri 18/21 (18 subdual) AC 17 (Shield 21) (31,8)
[s]Round 25-26 Snaga moves up, grabs Druz Greatsword and CDG (dmg: 15 Fort: 24 fail)
Round 25 Snaga double moves spotting Druz Durz has no target and no sounds at the moment
Snaga 2/11 AC 13 (invis 32) (30,2) Durzulgor 33/33hp AC 12 (-3 str) (31,11)
Round 26 Snaga begins casting sleep Durz moves around the corner
Snaga 2/11 AC 13 (invis 32) (31,7) Durzulgor 33/33hp AC 12 (-3 str) (26,12)
Round 27 Snaga moves silently up the hallway. (half speed) Druz isn’t sure what to do right now …
Snaga 2/11 AC 13 (invis 32) (31,7) Durzulgor 33/33hp AC 12 (-3 str) (26,12)
Round 28 Snaga moves silently up the hall (17 vs 9-D) Durz waits.
Snaga 2/11 AC 13 (invis 32) (31,12) Durzulgor 33/33hp AC 12 (-3 str) (26,12)
Round 29 Snaga pulls a wolf off his robe and moves away silently (16 vs 17-distance) fail) Wolf charges Druz jumping over the water to attack (Atk: 23 dmg: 2 [s]Trip 21 vs 15) Druz [s]stands provoking an AoO (atk: 8) and double moves to interpose acid between him and the wolf
Snaga 2/11 AC 13 (invis 32) (31,7) Durzulgor 31/33hp AC 12 (-3 str) (13,18)
Round 30 Snaga moves away from the sounds of chaos Wolf follows Druz since it saw him and passes right through the acid (dmg: 5) Durz moves to the edge of the acid pool to keep the wolf in there next round and takes total defense. Stows Enlarge person wand
Snaga 2/11 AC 13 (invis 32) (31,1) Wolf 8/13 (17,16) Durzulgor 31/33hp AC 12 (-3 str) (14,17)
Round 31 Snaga moves to see how his wolf is doing Wolf moves and attacks (Atk: 1) (acid: 5) Druz takes total defense and draws CLW wand
Snaga 2/11 AC 13 (invis 32) (21,3) Wolf 3/13 (17,16) Durzulgor 31/33hp AC 12 (-3 str) (14,17)
Round 32 Snaga moves up to see his wolf in acid, and Druz standing there … invis fades and the goblin curses The wolf attacks (15 miss (vs total defense)) Acid: 6 Druz moves and bases snaga
Snaga 2/11 AC 13 (invis 32) (21,13) [s]Wolf 3/13 (17,16) Durzulgor 31/33hp AC 12 (-3 str) (20,13)
Round 33 Snaga throws out another wolf and steps away from Durz Wolf attacks closest target (Atk: 13 dmg: 7 Durz steps and tries to grapple (atk: 9 miss)
Snaga 2/11 AC 13 (21,12) Wolf 13/13 (20,14) Durzulgor 24/33hp AC 12 (-3 str) (21,13)
Round 34 Snaga withdraws Wolf attacks (atk: 7) Druz charges to grapple (atk:17 Grap: 14+2 vs 16 tie to Druz: dmg: min KOS) -3 str is from RoE 1 min duration … forgot about it this whole time …
Snaga 2/11 AC 13 (22,2) Wolf 13/13 (20,14) Durzulgor 24/33hp AC 12 (-3 str) (21,3)
Durzulgor gets first place 2000xp/2000gp Spells: Resistance PP: 2pp used Used: Wand of Enlarge Person [1]: 1 charge, Scroll of Invis [3] Free: 84gp
Snaga gets second place 800xp/800gp Spells: Web, Sleep Used: 2x Scroll of Summon Swarm [3], Scroll of Invis[3] Used: 2 wolf Skeletons from Robe of Bones
Berri gets third place 400xp/400gp Spells: Detect Magic, Resistance, Ray of Enfeeblement Used: Scroll of Shield [2] Abilities: Luck Domain
Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: none Items Used: 3 charges of wand of CLW, Spells or Powerpoints Used: 2x dispel Magic, Blindness/Deafness x/day Abilities Used: none Free Activity: guard
Enoch the Prophet His aspirations to a simple life as a conjurer gone, he seeks to warn all life of the coming of Bareth`kul the Archfiend. Gender and Race: Male Human Size and Type: Medium Humanoid Height and Weight: 5'0", 124 lbs. Age: 27 Alignment: Lawful Evil ECL: 8 [Cleric 8] Experience: 28822/28000
Special Attacks and Abilities: Deity: Bareth`kul the Archfiend (Domains: Fire and Magic) strong aura of evil and law rebuke or command undead 2/day turn water creatures or rebuke or command fire creatures 2/day spontaneous inflict spell completion or spell trigger as 4th-level wizard
Divine Spells Prepared: Orisons: [DC 15]: cure minor wounds x3, light x[s]32 Level 1: [DC 16]: [s]entropic shield, obscuring mist, sanctuary x2, shield of faith [s]x2, burning hands[sup]D[/sup] Level 2: [DC 17]: hold person, spiritual weapon, resist energy x2, produce flame[sup]D[/sup] Level 3: [DC 18]: [s]blindness/deafness, cure serious wounds, dispel magic [s]x2, [s]dispel magic[sup]D[/sup] Level 4: [DC 19]: summon monster IV, cure critical wounds, divine power, wall of fire[sup]D[/sup] Usable Spell Levels: 16 (6 Orisons) [48 Total Spell Levels/3 Rounded Up Total Spell Levels: 48 [([6+1] x1) + ([4+1] x2) + ([4+1] x3) + ([3+1] x4)]
Fights results: 1: Eiletha Surion, Kaigan: wherein Caterane learned that produce flame does not have a duration of "instantaneous" (win) [+675 XP] [+675 gold] [Caterane pitlord] 2: Rin Szen, Zerone: wherein hold person makes a fight much easier than it should be (win) [+900 XP] [+900 gold] [Malither76 pitlord] 3: Talari Leafwhisper, Luni: wherein bgt learns that protection from good successfully wards off neutral summoned creatures (win) [+675 XP] [+675 gold] [bgt pitlord] 4: Zar Laelithar & Heindal the Big, Rim-Soulfang & SoulLord, with Talari Leafwhisper, Luni: wherein Enoch was completely superfluous (win) [+787 XP] [+787 gold] [Jindl pitlord] Level 4! 5: Draconis Regina, xanadu: wherein initiative is lost and the battle follows suit (loss) [+400 XP] [+400 gold] [Pittbull pitlord] 6: Fasin Rockshield, Jh316: wherein many hit points are negated by a weak will (win) [+1050 XP] [+1050 gold] [Pittbull pitlord] 7: Gray Xander, Gonbow: wherein produce flame proves stouter than a Zweihander (win) [+1050 XP] [+1050 gold] [StoneTree pitlord] 8: Featylec Elendi, Zevox: wherein high touch AC and a horde of lucky rolls seal the deal against me (loss) [+400 XP] [+400 gold] [CaptainStrong pitlord] 9: Dameon Leonne, Huan: wherein cure light wounds overpowers produce flame (loss) [+400 XP] [+400 gold] [lonewolf pitlord] 10: => Dameon Leonne, Huan => Destra Stormwind, Zevox => Valek Usher, DSugui: wherein Enoch's most recent defeat is avenged, and Enoch learns that he no longer remembers what a troglodyte looks like (win vs. Dameon, 2nd place) [+766 XP] [+766 gold] [KingUther pitlord] Level 5! 11: [Fight 1]Miniquest: wherein the Harbinger of Immolation was met and created (win) [+1275 XP][+1360 gold] [Erithmu questlord] 12: [Fight 2]Dameon Leonne & War, Huan & NiQil, with Kitty, lonewolf: wherein hold person and a bag of tricks defeat a horseman and turn a team fight into a 2-on-1 (win) [+1312 XP][+1400 gold] [Zevox pitlord] 13: [Fight 3]Destra Stormwind, Zevox: wherein entangle is unaccounted for and singlehandedly wins the fight (loss) [+459 XP][+489 gold] [bgt pitlord] 14: [Fight 1]=> Matthis Dar'ath III, waywreth => Qwogi Drellfarrow, Eluria: wherein Matthis learns that clerics can cast see invisibility and Qwogi envies rangers' hide in plain sight (win vs. Matthis, 1st place) [+1585 XP][+1690.75 gold] [Maraxus pitlord] 15: [Fight 2]Le Petite Guepe, Horatius: wherein hold person shortens a battle dramatically (win) [+1187 XP][+1267 gold] [Malither76 pitlord] Level 6! 16: [Fight 3]Miniquest: wherein an annis was carved up by skeletons and a hell hound (win) [+1585 XP][+1690.75 gold] [Rauul questlord] 17: [Fight 1]Longshot, templer10: wherein Energy Missile decimates everything Enoch has (loss) [+482 XP][+535 gold] [Erithmu pitlord] 18: [Fight 2]Lord Lorian, templer10: wherein Salrantol learned to look for a brooch of shielding on his opponent's character sheet (loss) [+637 XP][+707 gold] [Zevox pitlord] 19: [Fight 3]Longshot, templer10, with Zodiac, Vathelokai [Interleague]: wherein Enoch finally escapes his all-kineticist 3FC (loss) [+637 XP][+707 gold] [Zevox pitlord] 20: [Fight 1]Rubicanti, TheMagister, with Razorfang, Macbrea [Interleague]: wherein Undeath From Above sacrifices himself to buy time for a worg to climb a tree (win) [+1350 XP][+1500 gp] [Zevox pitlord] 21: [Fight 2]Lady Liara & Bulgar, TelinArtho & templer10 [All-vs-All]: wherein dispel magic stalls long enough to wear down one rival cleric & magic missile defeats another (win) [+2340 XP][+2600 gp] [Sjiggie pitlord] Level 7! 22: [Fight 3]Miniquest: wherein two nightmares futilely strike at Enoch and are brought low and brought to unlife (win) [+1995 XP][+2470 gp] [whitebaron questlord] 23: [Fight 1]Gakhnalak Strongjaw, MindWandererB: wherein Enoch's doubts about his ability to defeat the orc are assuaged and Undeath From Above learns how to swing his sword right (win) [+2100 XP][+2600 gp] [Hirumajoe pitlord] 24: [Fight 2]Inzin Dar'ath, waywreth: wherein Undeath From Above singlehandedly wins a poorly-planned battle (win) [+1575 XP][+1950 gp] [lonewolf pitlord] [Level 8!]
Allies: Maximum CR of Each Ally: 4 Maximum ECL of Each Ally: 6 Maximum CA for Each Fight: 6 Maximum HD of Undead (animate dead): 32 [Current: 27] Maximum HD of Undead (command undead): 8 [Current: 0] Maximum HD of Fire Creatures (command fire creatures): 8 [Current: 0]
Enoch was an apprentice conjurer, under the tutelage of a very powerful summoner, to whom Enoch looked up with a full heart of admiration. One day, before the start of his lesson, Enoch's master decided to demonstrate the Gate spell. Unfortunately, the only demonstration was of why caution is needed when calling a pit fiend with the Gate spell. The summoned pit fiend was Bareth`kul the Archfiend, a powerful denizen of Maladomini, who is more powerful by far than a typical pit fiend and easily overpowered Enoch's master, devouring him and turning his attention to Enoch. Rather than consuming him, Bareth`kul enslaved him. By the use of vile magicks and mundane manipulation, Bareth`kul twisted the lad over several years into a malicious priest and sent him to Gladius to establish the faith. Clearly, Bareth`kul has plans for the city.
(Tot. 3662 gp, 5 sp, 106 XP): scroll of summon monster III [5] x1 [562 gp, 5 sp, 30 XP[sup]C[/sup]] scroll of owl's wisdom [3] x2 [150 gp, 12 XP[sup]C[/sup]] scroll of protection from chaos [1] [12 gp, 5 sp, 1 XP[sup]C[/sup]] scroll of abysmal flame [3] x4 [900 gp, 72 XP[sup]C[/sup]] 6 scrolls of alter self(troglodyte) [3] [900 gp] scroll of resist energy [3] x5 [375 gp, 24 XP[sup]C[/sup]] scroll of protection from good [1] [12 gp, 5 sp, 1 XP[sup]C[/sup]] scroll of shield of faith [1] x2 [25 gp, 2 XP[sup]C[/sup]] summon monster II [3] x2 from Bareth`kul's scroll II[included below] scroll of flight of the disloyal [2] [50 gp] 4 scrolls of shield [2] [200 gp] 2 scrolls of see invisibility [3] [300 gp] scroll of force of Bareth`kul's will [5] [375 gp] scroll of force of Bareth`kul's will [5] x2 [375 gp, 30 XP[sup]C[/sup]] scroll of bull's strength [3] [75 gp, 6 XP[sup]C[/sup]] black onyx [75 gp] (component for animate dead [The Creature With More Flesh Than You'll Have Shortly]) black onyx [50 gp] (component for animate dead [The Harbinger of Immolation]) black onyx x2 [250 gp] (components for animate dead [Undeath From Above, Unidentified Flying Ogremage]) black onyx x2 300 gp] (components for animate dead [Steed Against the Heavens, Infernal Charger]) unholy water [50 gp] (component for desecrate) silver [50 gp] (component for desecrate) 2 Bareth`kul's scroll III (scroll of summon monster III [5]) [0 lbs][375 gp, 30 XP][x]SalesShow
1 scroll of shield of faith [2] [25 gp [2 XP lost][sup]C[/sup]] breastplate [100 gp] 2 scrolls of shield of faith [2] [50 gp] 2 scrolls of summon monster III [350 gp[sup]C[/sup]] From here 1 potion of protection from evil [1] [50 gp] 1 potion of protection from law [1] [50 gp] 1 Bareth`kul's scroll II (scroll of summon monster II [3] x3) [225 gp, 18 XP[sup]C[/sup]] 1 Bareth`kul's scroll II (partially consumed, summon monster II [3] x1 remaining) [225 gp, 18 XP[sup]C[/sup]] 1 Bareth`kul's scroll II.5 (scroll of summon monster II [4] x3) [300 gp, 24 XP[sup]C[/sup]] scroll of abysmal flame (scroll of produce flame [4] x3) [150 gp, 12 XP[sup]C[/sup]] 1 scroll of abyssal metamorphosis (alter self(troglodyte)[sup]A[/sup]) [3] [150 gp] 1 scroll of Bareth`kul's warding of the minion (shield of faith) [1] [12 gp, 5 sp, 1 XP[sup]C[/sup]] 1 scroll of devil's shield (protection from good) [1] [12 gp, 5 sp, 1 XP[sup]C[/sup]] 1 scroll of protection from chaos [1] [12 gp, 5sp, 1 XP[sup]C[/sup]] 1 scroll of Bareth`kul's wisdom (owl's wisdom) [3] [75 gp, 6 XP[sup]C[/sup] 1 scroll of Bareth`kul's might (enlarge personA) [1] [25 gp] 1 scroll of resist energy [3] [75 gp, 6 XP[sup]C[/sup]] 1 scroll of invisibility[sup]A[/sup] [3] [150 gp] 1 scroll of flight of the disloyal[sup]A[/sup] (expeditious retreat) [2] [50 gp] 1 scroll of diabolical restoration II (cure moderate wounds) [3] [75 gp, 6 XP[sup]C[/sup]] 1 scroll of force of Bareth`kul's will (dispel magic) [5] [375 gp] Mark of Bareth`kul (Tattoo of Grip of Iron [1]) [100 gp] Total: 2100 gp, 93 XP
Effective HD vs turning: 7 [4 Undead, 1 Rogue, +2 turn resistance] Hit Points: 35 [12+3x6.5+1x3.5] AC 20 [+6 dex, +4 deflection], Touch 20, Flat 14 [+1 Dodge] Initiative: +6 [+6 dex] BAB: +2 Grapple: Immune Speed: Fly 40 (Good)
Saves Fort +1 [+1 undead, +0 rogue, +0 con] Refl +9 [+1 undead, +2 rogue, +6 dex] Will +6 [+4 undead, +0 rogue, +2 wis] [Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)] [Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects] [Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)]
Combat modifiers • Incorporeal: Immune to all nonmagical attack forms. Damage from a corporeal source has a 50% miss chance (except for positive energy, negative energy, force effects, or ghost touch weapons). • Undead: Immune to critical hits, nonlethal damage, ability drain, energy drain, damage to physical ability scores and to fatigue and exhaustion effects.
Feats[sup][x][/sup] • Dodge [1st lvl]: +1 dodge bonus to AC vs. designated opponent • Flyby attack [3rd lvl]: may take a standard action at any stage during a move action while flying • Two weapon fighting [Rogue: 1st lvl]: penalties on attack rolls for fighting with two weapons are reduced by 2 (primary) and 6 (off hand)
Undead • No Constitution score. Charisma modifier applies to Concentration checks. • Darkvision (60 feet) • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. • Immune to critical hits, massive damage, nonlethal damage, ability drain, energy drain, physical ability scores damage, fatigue and exhaustion effects. • Negative energy (such as an inflict spell) can heal undead creatures. • Destroyed when reduced to 0 hit points or less. • Undead do not breathe, eat, or sleep. • Proficient with its natural weapons, and all simple weapons.
Incorporeal • No Strength score. Dexterity modifier applies to melee and ranged attacks. • Immune to critical hits, extra damage from being favored enemies, and from sneak attacks. • Immune to all nonmagical attack forms (except holy water). Only harmed by: incorporeal creatures, magic weapons, spells, spell-like abilities, or supernatural abilities. • 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons) • An incorporeal creature cannot pass through a force effect. • An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, unless they have the ghost touch ability. Deflection bonuses and force effects (such as mage armor) work normally against it. • An incorporeal creature has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). • An incorporeal creature can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. • Incorporeal creatures hiding inside solid objects get a +2 circumstance bonus on Listen checks, because solid objects carry sound well. Pinpointing an opponent from inside a solid object uses the same rules as pinpointing invisible opponents. • Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see. • Incorporeal creatures are inaudible unless they decide to make noise. • Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. • Incorporeal creatures do not leave footprints, have no scent, and make no noise unless they manifest, and even then they only make noise intentionally. • An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior. Thus it cannot pass entirely through an object whose space is larger than its own. • An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. • Incorporeal creatures pass through and operate in water as easily as they do in air. • Incorporeal creatures cannot fall or take falling damage. • Corporeal creatures cannot trip or grapple incorporeal creatures. • Incorporeal creatures cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. • Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
• Ability adjustments: +4 Dex, -4 Int, +2 Wis, +2 Cha • Skills: +2 racial bonus to Listen and Spot, +4 racial bonus to Search, +4 racial bonus to Hide in shadowy illuminated areas, –4 penalty to Hide in brightly lit areas • Turn resistance (Ex): +2; Hit Dice are considered to be 2 higher vs turning attempts • Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect. • Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Class Abilities (Rogue) • Trapfinding: can use the Search skill to locate traps when the task has a DC higher than 20
Maximum Ally CR (ECL-4): 4 Maximum Ally ECL (ECL-2): 6 Maximum CA (ECL-2): 6
Allies Shade [Shadow] [CR3]: A shadow of a little girl, Varjo's 'daughter' (was Tiefling cleric's child) Pitkä [Shadow] [CR3]: A shadow of a tall woman (was a cleric of Denth) Lyhyt [Shadow] [CR3]: A shadow of a short man (was a sorcerer)
Medium Undead (Incorporeal) Hit Dice: 3d12 (19 hp) Effective HD vs turning: 5 (3 Undead, +2 turn resistance) Initiative: +2 Speed: Fly 40 ft. (good) (8 squares) Armor Class: 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11 Base Attack/Grapple: +1/— Attack: Incorporeal touch +3 melee (1d6 Str) Full Attack: Incorporeal touch +3 melee (1d6 Str) Space/Reach: 5 ft./5 ft. Special Attacks: Create spawn, strength damage Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits Saves: Fort +1, Ref +3, Will +4 Abilities: Str —, Dex 14, Con —, Int 6, Wis 12, Cha 13 Skills: Hide +8*, Listen +7, Search +4, Spot +7 Feats: Alertness, Dodge Organization: Solitary, gang (2-5), or swarm (6-11) Challenge Rating: 3 Alignment: Always chaotic evil Advancement: 4-9 HD (Medium)
A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places. A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly.
COMBAT Shadows lurk in dark places, waiting for living prey to happen by. Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect. Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.
It was dark. An oppressive darkness, brooding and alive ... yet there was no life in this dank tomb except that of a young woman, her footsteps echoing on the cold stone steps as she descended into the dark. She had a torch with her, but the shadows it cast were more disturbing than the dark. She paused at the bottom of the steps, unsure and uneasy. Then the shadows gathered ... a soft gasp, prelude to a scream that never came ... just one more shadow in the darkness.
---
Why do shadows gather within the walls of Gladius? You'd have to ask the shadows ... and they don't answer. Danger lurks in the shadows.
Cold ... focused ... hard and unforgiving. Resolute ... unbound by law, natural or otherwise.
A shadowy feminine form. Formed of the very shadows, it fades into them with equal ease.
Against a single opponent: Attack from within the ground (or from within a solid object). Use flyby attack to always finish a turn within the ground. Use allies to flank. Attack simulataneously.
Against several opponents: Kill the weak and thus form shadow spawn. Then move in with the spawn to overwhelm whatever is left. Tactics as versus a single opponent.
Fights results(Earned: 12350 XP / 15942.69 gold) 1:[sup](Week 2)[/sup] (Win) => Neidr => Kimahri, [King Uther]: [+3000 XP/+3332 gold] Shadows do not accept surrender ... 2:[sup](Week 1)[/sup] (Win) w/ Neidr vs Karen, [King Uther]: [+1785 XP/+2210 gold] If your allies fall ... bring them to the shadows ... 3:[sup](Week 2)[/sup] (Win) vs Kimahri, [Macbrea]: [+1785 XP/+2210 gold] Shadows walk the sewers. Let the living beware ... 4:[sup](Week 3)[/sup] (Loss) w/ Manzarf vs Noko, [hogarth]: [+595 XP/+708 gold] Sometimes even shadows cannot find the unseen ... 5:[sup](Week 1)[/sup] (Win) vs Gwerden "Twofist" Grummler & Ralein Dreamstriker, [TelinArtho]: [+1785 XP/+2210 gold] Divided they fall to shadow ... 6:[sup](Week 2)[/sup] (Loss) vs The Eternal Dreamless Sleep & Darian Thorne , [whitebaron]: [+600 XP/+1002 gold] Deprived of darkness, shadows fall ... 7:[sup](Week 3)[/sup] (Loss) vs Unknown monster (Erinyes) , [whitebaron]: [+700 XP/+1143.69 gold] A devil of a time ... 8:[sup](Week 1)[/sup] (Win) vs Unknown monster (Forest gnome werehawk ranger 6) , [Calix]: [+2100 XP/+3127 gold] Shadows triumph ...
Quest results(Earned: 3750 XP / 4162 gold) 1:[sup](Week 1)[/sup] (Nothing here but Dust and Shadows), [Vathelokai]: [+1950 XP/+2164 gold] Intruders are returned to the dust and Shadows ... 2:[sup](Week 3)[/sup] (A happy family), [Vathelokai]: [+1800 XP/+1998 gold] A mother, a daughter, united in shadow.
Past Expenditures (Gold Value of Expended equipment 210 gp)Show
Spellcasting/Manifesting services(Value: 210 gp) Deeper darkness (Target: [Blade of the night]; Duration: 5 days) [SL3 | CL5][150gp] Magic aura (Target: [Blade of the night]; Effect: non-magical aura; Duration: 6 days) [SL1 | CL6][60gp]
Notes: Enoch's arcane spell failure is 15%, but this is ignored by wands, which have no somatic component. Undead (such as Infernal Charger) are immune to ability damage to physical abilities (such as Strength). Enoch will leave Undeath From Above behind for this fight.
NEVER move within 20 ft. of a pillar.
Enoch will begin behind a pillar towards the center of the map, mounted on Infernal Charger, and holding his wand of shield and his scroll of spectral hand.
Round 1: Enoch will direct Infernal Charger to ascend to an altitude of 20 ft. and use and stow his wand of shield. Round 2: Enoch will use his scroll of spectral hand. Round 3: Enoch will cast shield of faith from memory and draw his lesser metamagic rod of Extend. Round 4: Enoch will cast an Extended sanctuary from memory. Round 5: Enoch will direct Infernal Charger to stay at least 20 ft. away from any and all pillars and circle around the map, looking for Varjo, then will cast cure critical wounds, holding the charge. Round 6+: Enoch will ready to deliver the charge of cure critical wounds to Varjo when he sees her within range of the spectral hand.
Once Varjo has been engaged: Enoch will cast an Extended spiritual weapon to attack her if visible. If she is not visible and he has not yet cast the spell, he will instead cast cure serious wounds, holding the charge, and readying to attack with the spectral hand. If she is not visible after he has cast the spell, he will recall it with his 2nd-level pearl of power. Then he will ready to cast it again (Extended again) upon seeing her. If you rule that has to redirect the weapon to her everytime she moves back into range/view, then Enoch will not cast it again, and will instead cast cure serious wounds, holding the charge and readying to attack with the spectral hand on seeing her within range, and, after that, ready to redirect the weapon to her as she comes back into view, but I believe that, unless directed to another target, the weapon retains its target and attacks them if they leave view/range and then return. When spiritual weapon expires, Enoch will ready to cast it again upon seeing her. After second casting of spiritual weapon, cast sanctuary from memory, followed by divine power.
If the other shadows engage first: Just outrun them. Infernal Charger's single moves are longer than their double moves. Make sure to avoid them and not move close to pillars. If they attain melee, somehow, withdraw.
If shield is about to expire, draw wand and recast.
If shield of faith is about to expire, I pity you the duration of the fight, but recall it with pearl of power and recast.
If things break down, the order of use of offensive capacities is: cure critical wounds, cure serious wounds, spiritual weapon, recall SW with pearl and recast, magic missile, cure light wounds.
If Enoch is engaged by Varjo before buffing is completed: Skip sanctuary, but cast all other buffs and go directly to cure critical wounds.
If Enoch is engaged by non-Varjo shadows before buffing is completed: Cast Extended sanctuary and cast other buffs afterwards.
If Enoch's strength does get drained: Cast divine power for 6 extra strength, unless holding a charge.
That should do it. I hope it goes quickly for you.
Starting Position: Varjo will start at (28,8, 5ft) or equivalent. Varjo will begin hiding and with an initial hide check of 1d20+33 [+14(skill) +19(minimum distance)] she will be impossible to spot. Pitkä and Lyhyt will start at (35,8, 5ft) and (35,2, 5ft) respectively and with an initial hide check of at least 1d20+27 [+8(skill) +19(minimum distance)], they will also be impossible to spot initially. Varjo and Pitkä will delay their initiative until after Lyhyt (so the initial initiative order will be Lyhyt, Varjo, Pitkä).
Basic Idea: Varjo and her shadows run up into the ceiling first and will travel within the ceiling as much as possible as they close the distance with their opponent. They will dive attack or charge if possible, or will then base and flank their opponent, running if necessary. Rinse and repeat.
Contingencies - If Enoch is within 5ft then melee until he drops. - If Enoch is within 80ft (and not at a higher elevation) then charge or dive attack. - If Enoch is within 160ft (and not at a higher elevation), then base him, running as necessary, and take any AoO's that he provokes. - If Enoch is at a higher elevation or is further than 160ft away, then Varjo and her shadows will fly into the ceiling and move around within the ceiling until they are close enough to dive attack or charge [+2 attack, -2 AC (dive or charge); +1 attack (height); +2 attack (flanking: Varjo & Pitkä); all downward movement cost is halved]. - If Enoch is continuously moving away (double move each round), then the three shadows will choose a point in Enoch's path to intercept him and setup in the ceiling above it and wait. If they have to wait for more than 8 rounds, then they will move to the ceiling above the center and dive attack/charge or move to base Enoch from there, running as necessary. - If opponent stays in melee range then Varjo will use two-weapon fighting for two incorporeal touch attacks per round. - While Varjo is moving or running in the ceiling, she will move emerge occasionally (in the middle of a move action) to look/listen for opponent. [Within object: total cover & total concealment; Emerged: within hide ranks of cover (Hide: 1d20+14+distance)]. - When close enough to attack, Lyhyt will move first (Pitkä will take Lyhyt's place if Lyhyt is destroyed/rebuked/controlled) and base Enoch. Once she has based him, she will let out an unearthly scream so the others know his precise location (Note that if Enoch is too far away to base, then Lyhyt will simply return to the ceiling). If Lyhyt does not scream or return, then Pitkä will do the same. - Dodge buddy is Enoch. - Enoch opponent is primary target - If Varjo can't locate opponent(s), then run around the ceiling of the arena in a clockwise pattern until she hears/see's something. Then move in.
Notes - Neither 'Death from Above' or 'Infernal Charger' can hurt the shadows (and except for Varjo, the shadows cannot hurt them), so the shadows will ignore them. - Varjo cannot be hurt by her own shadows if they are controlled by Enoch. - Varjo's effective HD vs turning is 7. Her shadows effective HD vs turning is 5. - Varjo will keep her dagger sheathed and so the Deeper darkness effect will be blocked. - Varjo and her shadows will travel together. - If Enoch's mount withdraws, then Enoch must also take the withdraw action to avoid AoO's. - When flanking, Varjo will be on one side of her opponent, and her shadows will be on the other side, as shown below:http://www.hwx.it/coco/coco.php;v=1;...31,50,Opponent - You can’t execute an attack of opportunity against an opponent with cover relative to you. (see SRD under cover) - In the case of incorporeality, miss chances stack. First check for concealment (20%) then check for incorporeal miss chance (50%). See the rules of the game article 'There, Not There (Part Four)' - An incorporeal creature can sense the presence of creatures or objects within a square adjacent to its current location. Thus Varjo will use listen to get a general location and then move closer to locate opponent precisely. - Do not accept surrender. Hunt and kill.
Lighting is Normal. 6 hours have passed since the last fight.
Presented in order of initiative...
Pikta begins in box 4 with nothing in hand. Lyhyt begins in box 4 with nothing in hand. Varjo begins in box 4 with her blade of night in hand. Enoch begins in box 2 mounted on Infernal Charger with his wand of shield and a scroll of spectral hand in his hands.
Round 1 Pikta delays until after Varjo. Varjo and the shadows take double moves to fly up into the ceiling and then begin moving towards the center of the map. Varjo pops in and out of the ceiling just before the end of her movement. Enoch casts shield from his wand and stows it. Infernal Charger rises 20' into the air.
Round 2 Varjo and shadows double move towards box 2. They can't remain in the ceiling and pass through the pillars (need to remain within a surface as opposed to a 0 surface area edge) hence the double move. Enoch casts successfully casts Spectral hand from his scroll. It has 2 hitpoints.
Varjo [35/35 ] Pikta [19/19 ] Lyhyt [19/19 ] Enoch [53/55] [Shield (21), Spectral Hand (32)] Infernal Charger [51/51 ]
Round 3 Varjo and the shadows take double moves, to give Varjo a chance to peak out. Varjo auto-spots Enoch. Enoch does not spot Varjo. Enoch casts shield of faith from memory while drawing his rod of extend spell. Varjo [35/35 ] Pikta [19/19 ] Lyhyt [19/19 ] Enoch [53/55] [Shield (21), Spectral Hand (32), Shield of Faith (83)] Infernal Charger [51/51 ]
Round 4 Varjo and one shadow charge. One shadow (Lyhyt) runs and provides flanking bonuses. Both chargers hit, dealing 8 total strength damage. Enoch realizing his end may be near, 5' steps and casts Divine power gaining 6 strength. The AoO misses. Enoch gains 6 stength from his spell. Varjo [35/35 ] Pikta [19/19 ] Lyhyt [19/19 ] Enoch [53/55] [Shield (21), Spectral Hand (32), Shield of Faith (83)][Strength -8] Infernal Charger [51/51 ]
Round 7 Varjo and shadows charge. Enoch readied action triggers. He hits and deals 24 damage to Varjo. Varjo crits on her charge, confirming and deals 2d6 strength damage for 9 total. Enoch effectively can no longer move.
Varjo wins and gains 2289 XP and 3243 (+152) GP (-25%+20.38% = -4.62%) Enoch loses and gains 837 XP and 1185 GP (-20.38% +25% = +4.62 %)
Varjo Time Between Fights: 6 hours Prebuffs/Ongoing Effects: Deeper darkness (4 days 12 hours), Magic aura (12 hours) Items Used: None Spells or Powerpoints Used: None x/day Abilities Used: None Free Activity: Perform for 152 gp
Enoch Time Between Fights: 6 hours Prebuffs/Ongoing Effects: none Items Used: 1 Charge of Wand of Shield, 1 Scroll of Spectral Hand Spells or Powerpoints Used: Last fight of Cycle x/day Abilities Used: None Free Activity: Guard
Ranged Attacks Longbow: +10, 1d6-3, (20/x3), Range 100 ft, Piercing [8 Dex, 1 BAB, 1 Size] (+1 to hit and damage within 30 feet; Expend focus for +2d6 damage)
Special Attacks & Abilities Greater Invisibility (Su): Invisible at all times. Can suppress or resume as a free action. Spell-like Ablities (CL 8, 1/day each): lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only)
Powers Known Level 1 [DC 18] Deceleration, Force Screen, Defensive Precognition, Offensive Precognition, Vigor
Power Points Available Per Fight: 5 [13 Total Power Points/3: 6 Psi1, 7 Int] Manifester Level: 2nd PP available for fight 3: 9 [13 - 0 - 4]
Skills Total Skill Points: 45 [45 Seer] Languages: Common, Sylvan, Elven, Gnome, Halfling, and four languages spoken by no known creature [2 Racial, 7 Int] Armor Check Penalty: -0
Toss out animals (if they're not useless) and support them with Psionic Shot from a distance. Be very cautious around anyone with see invis or touchsight.
The pixie entered Gladius one day, seemingly at random. When asked what she's doing there, she says that she's there because she's supposed to be there. No one has been able to learn more of the apparently crazy fairy.
Starting: 9500 gp Earned: 7501 gp Current equipment: -12909 gp Current expendables: -525 gp Equipment at home: -57.925 gp Past expenses: 0.075 gp Remaining: 5642 gp
Time Between Fights: 6 hours Prebuffs/Ongoing Effects: none Items Used: 1 use bag of tricks, 2 Arrows (2 hit) Spells or Powerpoints Used: 4 pps x/day Abilities Used: dispel magic Free Activity: craft 168 gp
Undead Darkvision 60ft Immunity: Mind affecting, Poison, Sleep, Paralysis, Stunning, Disease, Death effects Immunity: to Fort spell effects unless it works on objects Uses Cha for Concentration checks Immune to Massive Damage Proficient with Natural and Simple weapons Proficient with Armor as based upon class (none) Do not Breathe, eat, or Sleep
Human +1 skill point per level Bonus Feat
Ghost Manifestation Telekinesis (CL 12 DC 17) Draining Touch
Sorcerer Spellcasting Familiar: none Summoned
[font=courier new]Buffs and Prefight actions: None
Equipment: Cloak: Cloak of Charisma +2 4000gp Gloves: Gloves of Dexterity +2 4000gp Spell Component Pouch x2 10gp
Well, this isn't going to be fun. Lucia will be highly amused when I tell her about this one....
Start with dorje of Crystal Shard in hand at (1,5) or the equivalent.
First, manifest Defensive Precognition, Offensive Precognition, and Vigor (2 PP), hiding the displays and hiding myself. Interrupt this if Solstice gets close (1 round away at the rate he's moving).
Now, fly 50 feet up. If I see Solstice, wait for him to come to me and ready a Psionic Shot Crystal Shard on him coming into range (it's the only thing I have that can hurt him). If I don't, use Detect Law SLA and fly into the corner, waiting for him to show up. Point the cone downward at an angle, so that one edge is just at the corner of the map and the end penetrates 5 feet into the ground. If I'm forced to move due to a delay penalty, single-move around and keep the cone at the same angle. If I do register law, move 30 feet up/away and keep looking. When I locate Solstice (or pinpoint a lawful aura), fire a Psionic Shot Crystal Shard and move away.
After the first shot, I need to get off a second shot if I can. Run away until I'm at least 130 feet away and attempt to refocus. Then shoot and move away, ready to shoot, or run away and try again. Repeat.
Contingencies: - Telekinetic grapple: He's probably going to beat me with this one. The range is just too crazy. In fact, with strategic use of this I don't see how he can fail. Nonetheless, I'll make the effort; try to escape using Escape Artist. Re-apply Vigor when it runs out.
...and that's about it. He'll probably squeeze me to death before I can do anything remotely productive, but it's my 3rd fight anyway, so try. If it looks like 'Rith's strategy is pretty much foolproof, just run it until he grabs me and post it. If I agree (and I probably will), I'll surrender.
Thanks for Pitlording Hiruma, this should be the battle of the glass jaws.
Plan: Spot and fling/drain
Buff: Start forward corner w/ See Invisible scroll in hand, use it in round 1.
Rise to see over the roofs, I suspect that Flutter will stick low, but if she is above the roofline … TK bull rush her on sight upwards and see if the Gladius mages will take care of business.
Try to use the cover of buildings to move around so that I’m not always in the open. Use flyby attacks when doing the TK options. If Flutter gets really really close, use invis scroll and go for a draining touch for str, it will probably put her into medium load which means that she can’t fly. If I get one draining touch, try to get a second one in there for the win.
There is a Tavern question regarding falling damage overcoming DR, if it gets ruled that it does, feel free to fling Flutter into any building, ground, etc to cause damage.
Notes: - If she is running at me w/ a djore in hand, feel free to try grease on it, so that she drops it, and then move into a building for cover if she doesn’t, only do this if TK isn’t ready, and I’m not setting up for the draining touch.