Thorell has been a credit junkie for 5 weeks of combat and 1 week of crafting. Everybody's doing it!
Thorell Runesmith
UA Approval Gender and Race: Male Deep Dwarf For stats purposes this character is actually female Size and Type: Medium Humanoid Height and Weight: 3'11" height, 80lbs weight Age: Normal Alignment: True Good ECL: 3 (Fighter 1/UA Wizard Variant 2) Unearthed Arcana Variants used: --> Domain Wizard --> Simple Animal Companion Variant Domain: Conjuration Opposed School: Enchantment Experience: 4,700/6,000 [+ 1,200 xp for this cycle] This 3FC: 1,200/1,300 to level.
Attributes STR 16 (+3) -=- [10 Pts] [16 Base] DEX 16 (+3) -=- [10 Pts] [16 Base] CON 16 (+3) -=- [06 Pts] [14 Base + 2 Racial] INT 14 (+2) -=- [06 Pts] [14 Base] WIS 12 (+1) -=- [04 Pts] [12 Base] CHA 06 (-2) -=- [00 Pts] [08 Base - 2 Racial]
Miscellaneous Statistics Hit Points: 24 -=- [3 HD] [10 (Fighter) + (2.5 (Wizard) x 2) + (3 HD x 3 Con)]
Armor Class (Normal): 13 -=- [10 Base, 3 Dex] Armor Class (Touch): 13 -=- [10 Base, 3 Dex] Armor Class (Flat-Footed): 10 -=- [10 Base]
+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants) Mostly Half-giants, though, I'm guessing..
+1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears).
Special Attacks & Abilities
Darkvision out to 90 feet. Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell. Wizard Variant: Trade familiar for Aninimal companion of a druid that is 1/2 wizard levels. Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
For RP Purposes this is an exotic Dwarven Warpony.
Animal Companion:
Combat riding package: 6 tricks.
1 bonus trick from druid 5 purchased from trainers.
50gp*5=250gp.
plus a military saddle=20gp [30lbs]
Large Animal Hit Dice: 3 (19 hp) Initiative: +3 Speed: 50 ft. (10 squares) Armor Class: 13 (–1 size, +3 Dex, +1 natural) touch 12, flat-footed 10 Base Attack/Grapple: +2/+10 Attack: Bite +0 melee (1d4+2*) Full Attack: Bite +0 melee* (1d4+2*) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +6, Will +1 Abilities: Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4 Skills: Listen +5, Spot +5 Feats: Alertness, Endurance carrying capacity: light load 300 lbs, medium up to 600 lbs, heavy up to 900 lbs currently carrying 154 lbs
While enlarged: (Body weight is increased by 8x[per spell], large-sized equipment is defined per SRD as 2x weight, under weapons section)
carrying capacity: light load 798 lbs, medium up to 1,596, heavy up to 2,400 lbs carrying 80(my body weight)*8 + 74*2 (what I'm carrying + saddle) = 640 + 148 = 788
Thorell wins and gains 900xp and 900gp. Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: none Items Used: scroll of invisibility, scroll of expeditious retreat Spells or Powerpoints Used: enlarge person x/day Abilities Used: none Free Activity: guard
ECL 3: Ready for Jan 2 [Fight 1] - Free activity: Craft(Jewelry) (60 gp)
Varuxor Gender and Race: Male Elan Size and Type: Medium Aberration Height and Weight: 6 ft, 175 pounds Age: 415 years (Old) Alignment: Neutral ECL: 3. Kineticist 3 Experience: 3200/6000
Special Attacks & Abilities Naturally Psionic: Elans gain 2 bonus power points at 1st level. Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action. Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends. Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
Powers Readied Level 1 [DC 16] Vigor, Control Object, Force Screen, Synesthete, Precognition (offensive). Level 2 [DC 17] Energy Push, Energy Missile
Power Points Available Per Fight: 7 [20 Total Power Points / 3, rounded up] Total Power Points: 20 [(11 Psion 3, 7 Int 20, 2 Elan] Manifester Level: 3
1) Try to get within 50ish ft of him. (or whatever is necessary to pull this off)
**I expect that I can fully
2) Single move to base him(that is, out bases touching), announce a full power attack, and cast true strike(shared on camel), weild axe two-handed. If possible[ie- he's moving around], make sure he's in a position where he can't 5' step & be out of my reach- like around a corner. I want to provoke AoO's later in the fight if my initial attack doesn't kill him.
At this point he can move & draw an AoO, or I get to hit him next turn.
to hit: +22 =+0(norm)+2(invis)+20(true strike) damage: 1d6+2
Have the camel attack first so any readied action he has goes off against it instead of me.
If he doesn't fall to that blow[I think there's a pretty good chance of that], just stay based with him and attack away with the axe. Due to my 10' reach he has to draw an AoO or manifest defensively every round.
This isn't the easiest fight for Varuxor, but it could have been worse. I think I should have enough time to buff, as Thorell will probably go into a invisibility-enlarge-shield/mage armor-true strike routine. So, here's my buffing routine.
Round 1: Start with a Buffing powerstone in hand. Manifest Vigor from it (+15 hp). Look if I can see him and then move to cover. Round 2: Manifest Force Screen. (from the powerstone) Draw dorje of skate Round 3: Activate dorje of skate. Here comes the tricky part.
He will likely come towards me, invisible, and eager to put his glaive in my stomach. Is there much I can do about it? No.
Make myself recognizable and allow him to attack. Take cover though, just in case he'll keep distance. If possible, allow him to attack but avoid him giving a chance to charge by staying close to the pillars cluster in the middle.
After he is visible again, Energy Missile him and his camel. Use Fire missiles, as he doesn't seem to have any fire resistance. (3d6+3, DC 17) Move away to avoid another charge, drawing another buffing stone if he hit me.
Manifest vigor again, than draw a dagger.
We should be close enough to get use of my Control Objects (overchannel it) spell. Cast it and control the dagger, then use it to attack Thorell. The dagger will attack with +6, and damage for 1d6+5. As long as I can keep my concentration continue that way (max 4 rounds).
If he looks badly wounded Energy Missile him and the camel again (Electricity, 3d6. DC 19).
If Thorell isn't invisible Energy Missile him and his camel, until I drop the Camel. Then, with the PP left, manifest control objects and finish him with the Camel saddle or my dagger, whatever is closer to him
As usual, move to prevent charges and get cover whenever is possible.
Remember, I have Autohypnosis and I'm an Elan. If an attack is going to kill me, I can spend 1 pp to save me 2 hp of damage. Do that if it can save me. In case I'm at 0 hp, I can attempt a Willpower check DC 20 (Autohypnosis) to act without taking another point of damage.
Since Varuxors powerstones are priced incorrectly, they will all be dropped for this fight except 2. Since his tactics don't require more than that, i'll leave it to you how to fix it afterwards.
Setup rolls are at http://www.hwx.it/wizards.com/dice.php?sid=1878 Thorell starts in Box 4, with Initiative +3 = 17, mounted on his so-called warpony and holding a scroll of invisibility. Varuxor starts in Box 3, with Initiative +1 = 7 and his buffing Powerstone in hands.
Round 1 Thorell casts Invisibility from scroll(shared with camel) and draws a scroll of Expeditious Retreat. Varuxor manifests Vigor from his powerstone.
Summary Thorell 24/24 HP, AC 13 (Invisibility [31]) Varuxor 9+15/9 HP, AC 15 (Vigor [31])
Round 2 Thorell casts Enlarge Person(shared with camel). Varuxor manifests Force Screen from his powerstone and draws his dorje of skate.
Summary Thorell 24/24 HP, AC 13 (Invisibility [31], Enlarge Person[22]) Varuxor 9+15/9 HP, AC 15+4 (Vigor [31], Force Screen [12])
Round 3 Thorell casts Expeditious Retreat from scroll(shared with camel) and draws a scroll of True Strike. Varuxor uses his dorje of Skate, drops powerstone and dorje and moves out, searching for Thorell.
Summary Thorell 24/24 HP, AC 13 (Invisibility [31], Enlarge Person[22], Expeditious Retreat[13]) Varuxor 9+15/9 HP, AC 15+4 (Vigor [31], Force Screen [12], Skate[13]) mapShow
Round 4 Thorell moves to intercept, predicting his opponents next move. Varuxor moves again, searching for Thorell.
Summary Thorell 24/24 HP, AC 13 (Invisibility [31], Enlarge Person[22], Expeditious Retreat[13]) Varuxor 9+15/9 HP, AC 15+4 (Vigor [31], Force Screen [12], Skate[13])
Round 5 Thorell bases his opponent invisibly, casts True Strike (shared) and announces a full power attack while gripping his axe with both hands. It's impossible for Varuxor to not have heard this, and so he decides to stay where he is.
Summary Thorell 24/24 HP, AC 13 (Invisibility [31], Enlarge Person[22], Expeditious Retreat[13]) Varuxor 9+15/9 HP, AC 15+4 (Vigor [31], Force Screen [12], Skate[13])
Round 6 Thorell's Camel attacks(3). Thorell barely makes his ride check, and hits Varuxor hard(15).* Varuxor manifests an energy missile defensively(Thorell:12, Camel:13) and then moves away drawing another buffing powertstone(both AoOs miss) . * i decided to go with the ROTG after all. unless coco does some house rules, it's the rotg, right?
Summary Thorell 12/24 HP, AC 13 (Invisibility [31], Enlarge Person[22], Expeditious Retreat[13]) Varuxor 6/9 HP, AC 15+4 (Force Screen [12], Skate[13]) Camel 6/19 HP
Thorell wins and gets 900 XP, 900 GP Varuxor loses and still gets 300 XP, 300 GP and 60 GP for crafting
Thorell Time Between Fights: 1 Hour Prebuffs/Ongoing Effects: none Items Used: Scroll of Invisibility, Scroll of True Strike, Scroll of Expeditious Retreat Spells or Powerpoints Used: 1/Enlarge Person x/day Abilities Used: None Free Activity: None
Varuxor Time Between Fights: 1 Hour Prebuffs/Ongoing Effects: none Items Used: Vigor and Force Screen from Buffing Powerstone Spells or Powerpoints Used: 3 x/day Abilities Used: None Free Activity: Crafting for 60 GP
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.
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: 5 (Wizard 5) Experience: 11500 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: 14 [5 HD] [4 (Wizard 1) + (2.5 (Wizard) x 4) + (0 HD x 0 Con)] 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 5)](Conditional Modifier: +1 if using Resistance) Reflex: +3 [+2 Dex, +1 (Wizard 5)](Conditional Modifier: +1 if using Resistance) Will: +5 [+1 Wis, +4 (Wizard 5)](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]
Prefight Actions Bring Aiewae (Crafting Headband of intellect as a Full action since last fight went into week 2)
Equipment Worn and 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] (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
[s](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 ] (1) Scroll of Invisibility [sup]C[/sup][CL 3] [0.0 lb each = 0 lbs][75gp each ] [150gp] [s](1) 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 ]
[s](1) Cure light wounds Potion [0.0 lb each = 0 lbs][50gp each ]
800 total Max total (ECL 5*[sup]2[/sup] x 50): 1250gp
Special Attacks and Abilities Speaks Common, Alertness when in arms reach of Snaga, Improved Evasion, Share Spells Empathic link, Deliver touch spells, Speak with Master
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]
- 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.
Some of these contingencies call for multiple undead from Snaga's Robe of Bones, and for that I am sorry.
Basic Plans: I'm not spotted: Hide until one of my enemies is dead, then use invis. hold person and Coup De Grace.
I am spotted (or I can't delay any longer): Move so they must enter my corner to engage me, then Web them and overwhelm with undead.
That Damn bat: If Kai is trying to use his bat to scout, and it is coming near me, have Aiewae engage it, grapple it to the ground and try to kill it. Aiewaie will flee if anyone else approaches, but will return to kill an isolated bat.
Start as out of sight as possible, near a small statue in a far corner, with a Scroll of web in hand.. Aiewae starts on shoulder.
Move to a small statue and use it for improved cover and to hide. Take a ready action to cast web as soon as someone heads into my corner. If I'm spotted at any point, move out of line of sight, take best defense possible and take a ready action to web them when they are near the Large statue.
If I hear my opponents engaging each other cast Exped. Retreat.
1 foe is down: Cast Invisibility from scroll (unless Foe is Kai, and he has see invisibility up). Sneak up and cast hold person. Then Coup De Grace. Recast Hold person if they make their save. If they make the second save go with the Web/Undead strategy
Foe is Webbed: Once foe is webbed, cast invisibility from scroll. Then drop unread from robe of bones in the following order, Wolf Skeleton, Wolf Zombie, Human Skeleton, Human Zombie, Goblin skeleton. Stop dropping undead once foe leaves the web. Drop the web if it prevents the undead from attacking in unison. While my foe fights the undead (who should be ignoring the invisible me) cast flaming Sphere and have the sphere engage him as well. Then cast true strike, and Scorching ray (switch to scrolls if out of memorized spells).
Feel free to PM me with any questions and thanks again!
P.S. I should Have 9 spell levels available for this fight.
Miscellaneous Statistics Hit Points: 33 [4 HD] [8 (Psychic Warrior) + 13.5 (Monk 3) + 12 (4 HD x 3 Con)] Armor Class (Normal): 14 [10 Base, 1 Dex, 3 Wisdom] Armor Class (Touch): 14 [10 Base, 1 Dex, 3 Wisdom] Armor Class (Flat-Footed): 13 [10 Base, 3 Wisdom] Initiative: +1 [1 Dex] Base Attack Bonus: +2 [0 Psychic Warrior1, 2 Monk3 ] Grapple: +14 [2 BAB, 4 Str, 4 Size(half-giant), 4 Improved Grapple]+12/+12 flurry | +5 when expanded | +4 grip of iron Speed (Land): 50 ft [30 Base, 10 Insight(Speed of Thought), 10 Enhancement(Monk)] Weight Carried: 33.25 lbs, Light encumbrance [0-100 (Light), 101-200 (Medium), 201-300 (Heavy)]
Saves Fortitude: 8 [3 Con, 3 Monk, 2 Psychic Warrior] Reflex: 4 [1 Dex, 3 Monk, 0 Psychic Warrior] -1 when expanded Will: 6 [3 Wis, 3 Monk, 0 Psychic Warrior] Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Monks receive a +2 bonus to savings throws against enchantment spells and effects.
Special Attacks & Abilities Fire Acclimated (see saves) Flurry of Blows (Ex, see melee attacks) Naturally Psionic (see powers section) Powerful Build (one size larger for opposed checks if advantageous, also for being affected by special attacks based on size, weapon size) Psi-Like-Ability: Stomp, 1/day, DC9 Lowlight-Vision Evasion[sup]Monk 2[/sup] Still Mind[sup]Monk 3[/sup](see saves)
Powers Known Level 1 [DC 14] Grip of Iron
Power Points Available for Cycle: [s]1/1/1 Power Points Available Per Fight: 1 [3 Total Power Points / 3, rounded up] Total Power Points: 3 [0 Psychic Warrior, 1 Wis, 2 Racial] Manifester Level: 1
Equipment Worn and Carried Basic Outfit [0 lbs] [0 gp] MWK Composite Longbow, large[6 lbs][500 gp] MWK Greatsword, large[16 lbs][400 gp] 20 Arrows, large [0.30 lb each = 6 lbs] [0.1 gp each = 2 gp] 1 Dorje of Inertial Armor [ML 1][43 charges] [0.25 lbs][750 gp] 1 Dorje of Vigor[sup]A[/sup] [ML 2][39 charges] [0.25 lbs][1500 gp] 5 Sunrods [1lb each = 5lbs][2 gp each = 10 gp]
Expendable Items 2 Powerstone of Force Screen [ML 1] [25 gp each = 50 gp] [s](3) 2 Powerstone of Expansion[sup]A[/sup] [ML 3] [150 gp each = 450 gp] [s](2) 1 Potion of Invisibility [300 gp each = 600 gp] 2 Potion of Protection from Evil [50 gp each = 100 gp] 1 Potion of Jump [50 gp each = 50 gp]
Max total (ECL[sup]2[/sup] x 50): 5[sup]2[/sup] x 50gp = 1250 gp
Equipment at Home 1 Bookkeeping Tools, Mwk [1 lbs][50 gp] 79 Arrows, large [0.30 lb each = 24 lbs] [0.1 gp each = 8 gp] 10547 gp
Time Between Fights: 4 hours Prebuffs/Ongoing Effects: none Items Used: Potion of Invisibility, Powerstone of Expansion, 1 charge from Dorje of Inertial Armor, 1 charge from Dorje of Vigor. Spells or Powerpoints Used: None. x/day Abilities Used: None. Free Activity: profession 110 GP
Synopsis So, everyone could use invis in this fight. I don't care about that option, though, as i'll level anyway. Just grapple anyone that comes close.
Setup + Buffs Start in the back of my square, with dorjes out. * Inertial Armor, Drop, Draw Powerstone of Expansion * Expansion, Draw Powerstone of Force Screen * Vigor, Keep Dorje in hands * Force Screen
Engagement Go and grapple someone to death. Basically i don't care who, but if the targets are equally reachable, go for Kai. Else, take the one you can reach. If one of them is dead, switch to the other.
Contingencies * Use Psionic Weapon in the grapple. * Use Grip of Iron as immediate action before starting grapple with Kai. * Use all AoOs to start a grapple. * Always use Flurry. * If reduced to lower than 20 hps: refresh vigor from dorje.
Ready for January 2nd [Fight 2] (Free Activity: Craft +120gp) (ECL 5)
Kai Engel
Kai Engel Gender and Race: Male Human Size and Type: Medium Humanoid (Human) Height and Weight: 6'3" 200 lbs Age: 21 Alignment: Neutral Good ECL 4: Human Paragon 3 / Fighter 1 / Wizard 1 [HP 1, Fi 2, Wi 3, HP 4-5] Experience: 12,174/15,000
Attributes STR 16 (+3) [10 pts] [16 Base] DEX 14 (+2) [6 pts] [14 Base] CON 16 (+3) [8 pts] [15 Base, 1 Level] INT 18 (+4) [10 pts] [16 Base, 2 Human Paragon] WIS 10 (+0) [2 pts] [10 Base] CHA 08 (-1) [0 pts] [8 Base]
Miscellaneous Statistics Hit Points: 40 [3 HD] [8 (Human Paragon 1) + (4.5 Human Paragon x2) + (5.5 Fighter x 1) + (2.5 Wizard x 1) + (5 HD x 3 Con)] Armor Class (Normal): 13 (+4 Mage Armor, +4 Shield, -2 Enlarged) [10 Base, 2 Dex, 1 Deflection] Armor Class (Touch): 13 (-2 Enlarged) [10 Base, 2 Dex, 1 Deflection] Armor Class (Flat-Footed): 11 (+4 Mage Armor, +4 Shield, -1 Enlarged) [10 Base, 1 Deflection] Initiative: +2 [2 Dex] Base Attack Bonus: +3 [2 Human Paragon, 1 Fighter, 0 Wizard] Grapple: +6 (+5 Enlarged) [3 BAB, 3 Str] Speed (Land): 30 ft (+30 ft Expeditious Retreat) [30 Base] Weight Carried: 33.0 lbs, Light encumbrance [0-76 (Light), 77-153 (Medium), 154-230 (Heavy)]
Ranged Attacks [mwk] Composite Longbow (Mighty +3) +6, 1d8+3, (20/x3), Range 110 ft, piercing (-2 to hit, 2d6+3 damage when Enlarged) [2 Dex, 3 BAB, 1 Enhancement] Dagger +5, 1d4+3, (19-20/x2), Range 10 ft, piercing [2 Dex, 3 BAB]
Special Attacks & Abilities Power Attack (-X to hit for +X to damage with 1-h weapons or +2X with 2-h weapons, max X = BAB (3)) Combat Expertise (-X to hit for +X dodge bonus to AC. Max X = BAB (3) or 5, whichever is less) Improved Trip (Can make Trip attacks without AoO and a +4 bonus on the Strength check, Free attack if successful) Improved Sunder (Can make Sunder attacks without AoO and a +4 on the attack roll) Free trip attack after dealing 10 or more damage with a melee attack
Equipment Worn and Carried Basic Outfit [0 lbs] [0 gp] Adamantine Greatsword [8 lbs][1525[sup]C[/sup] gp] Ring of Protection +1 [0 lbs][2000 gp] Dagger [1 lbs][1[sup]C[/sup] gp] [mwk] Cold Iron Guisarme [12.0 lbs][159[sup]C[/sup] gp] [mwk] Alchemical Silver Warhammer [5.0 lbs][201[sup]C[/sup] gp] [mwk] Composite Longbow (Mighty +3) [3 lbs][700 gp] [mwk] Cold Iron Spiked Gauntlet [1 lbs][155[sup]C[/sup] gp] [mwk] Alchemical Silver Spiked Gauntlet [1 lbs][162.5[sup]C[/sup]] (60) Arrows [0.15 lb each = 9 lbs] [0.05 gp each = 3 gp] (20) Alchemical Silver Arrows [0.15 lb each = 3 lbs] [2.05 gp each = 43 gp] (20) Cold Iron Arrows [0.15 lb each = 3 lbs] [0.1 gp each = 2 gp] (2) Spell Component Pouches [2 lb each = 4 lbs] [5 gp each = 10 gp] Spellbook [3 lbs] [15gp]
Total Equipment Value: 4931.5 gp Equipment Weight: 33 lbs
Expendable Items 3 Scrolls of Power [CL 2] [Mage Armor x1, Shield x1, Expeditious Retreat x1, Enlarge Person x1] [100[sup]C[/sup] gp each = 300 gp] 3 Scrolls of Ray of Enfeeblement [CL 1] [12.5[sup]C[/sup] gp each = 37.5 gp] 3 Scrolls of Grease [CL 1] [12.5[sup]C[/sup] gp each = 37.5 gp] 3 Scrolls of Chill Touch [CL 1] [12.5[sup]C[/sup] gp each = 37.5 gp] 2 Scrolls of Reduce Person [CL 1] [12.5[sup]C[/sup] gp each = 25 gp] 2 Scrolls of Sleep [CL 1] [12.5[sup]C[/sup] gp each = 25 gp] 24 Scrolls of True Strike [CL 1] [True Strike x 1] [12.5[sup]C[/sup] gp each = 300 gp] 1 Scroll of Warding [CL 1] [Protection from Evil x3] [37.5[sup]C[/sup] gp each = 37.5 gp] 3 Scrolls of See Invisibility [CL 3] [75[sup]C[/sup] gp each = 225 gp] 1 Scroll of Alter Self (Trog) [CL 3] [75[sup]C[/sup] gp] 1 Scroll of Invisibility [CL 3] [75[sup]C[/sup] gp] 1 Scroll of Mirror Image [Cl 3] [75[sup]C[/sup] gp]
Max total (5[sup]2[/sup] x 50): 1250 gp Total Expendables: 1250 gp Expendable Weight: 0.0 lbs
Equipment + Expendable Weight = 31.0 lbs
Equipment at Home Masterwork Weaponsmithing Tools [1 lbs][50 gp] Masterwork Extra Dimensional Sculpture Tools [1 lbs][50 gp] (360) Cold Iron Arrows [0.15 lb each = 3 lbs] [0.1 gp each = 36 gp]
Total Home: 136 gp Remaining Gold: 1563.10 gp
Allies Maximum CR per ally: CR ?? Maximum ECL per ally: ECL ?? Maximum CA of allies per fight: CA ??
Name: Daemon (Familiar) Gender and Race: Male Bat Size and Type: Diminutive Magical Beast Height and Weight: 6" and 1/8th lb Age: 2 years Alignment: Neutral Good Cost to Summon: 100 gp
Attributes STR 1 (-5) [1 Base] DEX 15 (+2) [15 Base] CON 10 (+0) [10 Base] INT 6 (-2) [6 Base] WIS 14 (+2) [14 Base] CHA 4 (-3) [4 Base]
Miscellaneous Statistics Hit Points: 20 [5 HD] [1/2 Master's HP (40/2)] Armor Class (Normal): 18 [10 Base, 2 Dex 4 Size, 2 Natural] Armor Class (Touch): 16 [10 Base,2 Dex, 4 Size] Armor Class (Flat-Footed): 16 [10 Base, 4 Size, 2 Natural] Initiative: +2 [2 Dex Base Attack Bonus: +3 [Master's BAB (3)] Grapple: -14 [3 BAB, -5 Str, -12 Size] Speed (Land): 5 ft [5 Base] Speed (Flight): 40 ft, Good maneuverability [40 Base]] Weight Carried: 0.0 lbs, Light encumbrance [0-0.75 (Light), 1-1.5 (Medium), 1.75-2.5 (Heavy)]
Saves Fortitude: +3 [0 Con, Same as Master's (3)] Reflex: +3 (Improved Evasion) [2 Dex, Same as Master's (1)] Will: +7 [2 Wis, Same as Master's (5)]
Special Attacks and Abilities Alertness Share Spells Empathic Link Improved Evasion Blindsense 20' +4 Racial bonus to Listen and Spot while Blindsense is not negated
Feats Alertness[sup]Lvl 1[/sup]
Skills Languages: None [0 Racial] Total Skill Points: 49 [Asame as Master's (49)] Armor Check Penalty: -0 [0 Armor]
Proficiency with all simple weapons and any one martial weapon (Greatsword) Light Armor proficiency Adaptive Learning (Spot is class skill for all levels) Bonus Feat Ability Boost (Intelligence+2)
Cast Mage Armor. Cast Shield. Cast Expeditious Retreat. Go whack something with big shiny sword. Use True Strike as needed. 5' step out to avoid AoO's. Use Familiar's 20' Blindsense and 40' movement to localize hiding opponents. Fly over their square to indicate position or use empathy. If can't get to melee range, pull out bow and shoot.
Fight Setup: Valen will begin in the square close to a statue with his scroll of power in hand. Daemon will be in the same square, on his shoulder (always remaining within 5' of Kai).
Brief Summary: Buff
Round by Round Start: 1) Cast Invisibility from memory. Share with Daemon. 2) Cast Mage Armor from scroll. Share with Daemon. 3) Cast Expeditious retreat from Scroll. Share with Daemon. 4) Cast Enlarge Person from scroll. 5) Cast Shield from scroll and drop scroll. Share with Daemon. Draw scroll of True strike. 6) Begin moving out and draw Greatsword in other hand.
Main Tactics:
Snaga (first target): Daemon will act as Kai's eyes for any possible invisible Snaga using empathy to signal when found (i.e. when Kai is facing the right way and so forth). Once pinpointed, Kai will cast true strike from the scroll, drop it, and proceed to power attack for all he's worth at Snaga. Once Snaga has been dropped, move away from "Two-Fist" and out of a charging lane (ideally at least 60' away).
If Snaga cannot be located quickly, is already dropped by "Two-fist" or "Two-fist" is causing problems for Kai, switch to dealing with him.
"Two-fist" (second target): Kai will cast grease on his armor for the +10 to escape grapples and then proceed to engage "Two-fist" (sure its only 2 rounds of protection, but better than none). Draw and cast true strike. Attack and power attack (and expertise) for full on "Two-fist". If it succeeds, go for the knock-down. After that, just proceed to melee with Greatsword as normal.
Try to escape all grapples while grease is up, after that, just deal damage in grapples.
Initiative Snaga starts in box 3 with a scroll of web in hand. Gwerdan starts in box 1 with his dorjes out. Kai starts in box 4 with scroll of power in hand.
Round 1 Snaga moves towards the smaller statues and hides there while readying to cast Web if an enemy comes close. Kai casts invisibility and shares it with his bat. Snaga hears the casting, but cannot identify the spell. Gwerdan uses and drops the dorje of inertial armor, then draws a stone of expansion.
Snaga 14/14 hp, AC 13, Gwerdan 33/33 hp, AC 18, Inertial Armor(long) Kai 40/40 hp, AC 13, invisible(ends 31)
Round 2 Snaga continues to ready. Kai casts Mage armor from scroll and shares it with his bat. Both enemies hear the casting, and Snaga identifies the spell. Gwerdan uses the stone of expansion and draws a stone of Force Screen.
Snaga 14/14 hp, AC 13, Gwerdan 33/33 hp, AC 16, Inertial Armor(long), Expansion(long) Kai 40/40 hp, AC 17, invisible(ends 31), Mage armor(long)
Round 3 Snaga continues to ready. Kai casts Expeditious Retreat from scroll and shares it with his bat. Gwerdan uses his dorje of Vigor.
Snaga 14/14 hp, AC 13, Gwerdan 43/33 hp, AC 16, Inertial Armor(long), Expansion(long), Vigor(ends 23) Kai 40/40 hp, AC 17, invisible(ends 31), Mage armor(long), Expeditious Retreat(ends 23)
Round 4 Snaga continues to ready. Kai starts casting Enlarge person from the scroll. Gwerdan uses his Stone of Force Screen and moves out.
Snaga 14/14 hp, AC 13, Gwerdan 43/33 hp, AC 20, Inertial Armor(long), Expansion(long), Vigor(ends 23), Force Screen(ends 14) Kai 40/40 hp, AC 17, invisible(ends 31), Mage armor(long), Expeditious Retreat(ends 23)
Round 5 Snaga continues to ready. Kai finishes Enlarge person, casts shield from the scroll and draws a scroll of True Strike. Gwerdan moves out and past the invisible Kai.
Snaga 14/14 hp, AC 13, Gwerdan 43/33 hp, AC 20, Inertial Armor(long), Expansion(long), Vigor(ends 23), Force Screen(ends 14) Kai 40/40 hp, AC 19, invisible(ends 31), Mage armor(long), Expeditious Retreat(ends 23), Enlarge Person(ends 25), Shield(ends 25)
Round 6 Snaga continues to ready. Kai moves out looking for Snaga, ignoring Gwerdan for the moment. He spots the little goblin hiding and moves closer without blocking Gwerdans way. Gwerdan moves out and triggers Snagas ready action whose web hits both Gwerdan and Kia. Gwerdan is not stuck on the ground however and is able to continue to move towards Snaga.
Snaga 14/14 hp, AC 13, Gwerdan 43/33 hp, AC 18, Inertial Armor(long), Expansion(long), Vigor(ends 23), Force Screen(ends 14), Entangled Kai 40/40 hp, AC 17, invisible(ends 31), Mage armor(long), Expeditious Retreat(ends 23), Enlarge Person(ends 25), Shield(ends 25), Entangled, stuck
Round 7 Snaga draws and uses a scroll of invisibility. Kai manages to unstuck himself from the web but cannot move yet. Gwerdan struggles against the web but fails to get any further.
Snaga 14/14 hp, AC 13, invisible(ends 37) Gwerdan 43/33 hp, AC 18, Inertial Armor(long), Expansion(long), Vigor(ends 23), Force Screen(ends 14), Entangled Kai 40/40 hp, AC 17, invisible(ends 31), Mage armor(long), Expeditious Retreat(ends 23), Enlarge Person(ends 25), Shield(ends 25), Entangled
Round 8 Snaga takes a wolf skeleton figurine from his robe of bones and places it in front of him. In his horror he realizes that this skeleton will not attack on its own and that he has no way of commanding it to attack. So he switches to his backup tactic and draws a scroll of flaming sphere. Kai manages to move a bit, but Gwerdan is in the way. Gwerdan manages to move forward.
Snaga 14/14 hp, AC 13, invisible(ends 37) Gwerdan 43/33 hp, AC 18, Inertial Armor(long), Expansion(long), Vigor(ends 23), Force Screen(ends 14), Entangled Kai 40/40 hp, AC 17, invisible(ends 31), Mage armor(long), Expeditious Retreat(ends 23), Enlarge Person(ends 25), Shield(ends 25), Entangled
Round 9 Snaga casts flaming sphere on Gwerdan and sets the web on fire by the way. Kai manages to move through the web a bit. Gwerdan breaks free of the web and bases Snaga.
Snaga 14/14 hp, AC 13, Gwerdan 31/33 hp, AC 18, Inertial Armor(long), Expansion(long), Force Screen(ends 14), Entangled Kai 40/40 hp, AC 17, invisible(ends 31), Mage armor(long), Expeditious Retreat(ends 23), Enlarge Person(ends 25), Shield(ends 25), Entangled
Round 10 Snaga directs the flaming sphere to Gwerdan who dodges it. Then he casts True Strike defensively and fails. Kai breaks through the burning web and also bases Snaga. Gwerdan grapples Snaga and nearly kills him at once.
Snaga 2/14 hp, AC 13, Gwerdan 31/33 hp, AC 18, Inertial Armor(long), Expansion(long), Force Screen(ends 14), Entangled Kai 37/40 hp, AC 17, invisible(ends 31), Mage armor(long), Expeditious Retreat(ends 23), Enlarge Person(ends 25), Shield(ends 25), Entangled
Round 11 Snaga tries to escape the grapple and fails. Kai figures that Gwerdan has Snaga under control and casts grease on his armor. Gwerdan grapples Snaga and kills him.
[s]Snaga -10/14 hp, AC 13, Gwerdan 31/33 hp, AC 18, Inertial Armor(long), Expansion(long), Force Screen(ends 14), Entangled Kai 37/40 hp, AC 17, invisible(ends 31), Mage armor(long), Expeditious Retreat(ends 23), Enlarge Person(ends 25), Shield(ends 25), Entangled, Greased armor(ends 14)
Round 12 Kai casts True Strike from scroll and draws greatsword. Gwerdan uses listen to try to pinpoint his enemy, steps forward and flurries into thin air.
Gwerdan 31/33 hp, AC 18, Inertial Armor(long), Expansion(long), Force Screen(ends 14), Entangled Kai 37/40 hp, AC 17, invisible(ends 31), Mage armor(long), Expeditious Retreat(ends 23), Enlarge Person(ends 25), Shield(ends 25), Entangled, Greased armor(ends 14)
Round 13 Kai attacks with full power attack and combat expertise. He hits with much force, but fails to trip the mighty halfgiant. Gwerdan refreshes Vigor from dorje.
Gwerdan 18/33 hp, AC 18, Inertial Armor(long), Expansion(long), Force Screen(ends 14), Entangled, Vigor(ends 33) Kai 37/40 hp, AC 17, Mage armor(long), Expeditious Retreat(ends 23), Enlarge Person(ends 25), Shield(ends 25), Entangled, Greased armor(ends 14)
Round 14 Kai attacks and misses. grease ends. Gwerdan flurry attacks for a grapple and manifests grip of iron. He succeeds and damages Kai twice. Force screen ends.
Gwerdan 18/33 hp, AC 14, Inertial Armor(long), Expansion(long), Entangled, Vigor(ends 33) Kai 16/40 hp, AC 17, Mage armor(long), Expeditious Retreat(ends 23), Enlarge Person(ends 25), Shield(ends 25), Entangled
Round 15 Kai tries to deal damage in the grapple and fails. Gwerdan flurry grapples and kills Kai.
Gwerdan 18/33 hp, AC 14, Inertial Armor(long), Expansion(long), Entangled, Vigor(ends 33) Kai -9/40 hp, AC 17, Mage armor(long), Expeditious Retreat(ends 23), Enlarge Person(ends 25), Shield(ends 25), Entangled
Snaga is 3rd and gains 500xp and 533gp. Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: none Items Used: scroll of Web, 1 wolf skeleton figurine from robe of bones, scroll of flaming sphere Spells or Powerpoints Used: true strike x/day Abilities Used: none Free Activity: none
Gwerdan wins and gains 2500xp and 2666gp. Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: none Items Used: 1 charge of dorje of inertial armor, stone of Expansion[ML3], 2 charges of dorje of Vigor[ML2], powerstone of Force screen Spells or Powerpoints Used: 1pp(Fist of Iron) x/day Abilities Used: none Free Activity: profession(bookkeeping) 110 gp
Kai comes 2nd and gains 1000xp and 1066gp. Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: none Items Used: scroll of power[CL2](mage armor, expeditious retreat, enlarge person, shield), scroll of true strike Spells or Powerpoints Used: invisibility, grease x/day Abilities Used: none Free Activity: Craft (Extra Dimensional Sculptures) 120gp
Special Attacks & Abilities Sneak Attack +1d6 Darkvision. Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stability: A dwarf gains 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).
Feats Improved Shield Bash [sup]Lvl 1[/sup] Retain AC bonus when bashing Two Weapon Fighting [sup]Fighter 1[/sup] Combat Expertise [sup]Lvl 3[/sup] Improved Feint[sup]Fighter 2[/sup] Feint as move action
Conditional Modifiers +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects. +1 racial bonus on attack rolls against orcs and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type.
Expendable Items 3 Potions of Cure light wounds [CL 1] [0.1 lb each = 0.3 lbs][50 gp each = 150 gp] [s]3 2 Tattoos of Chameleon [ML 1] [0.0 lb each = 0 lbs][100 gp each = 300 gp] Max total (ECL[sup]2[/sup] x 50): 450 gp
Equipment at Home MW weaponsmithing tools [55 gp] MW armorsmithing tools [55 gp]
Results Lost Altair vs Eland [300 xp][300 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]
Horse, Light (75gp) Large Animal Hit Dice: 3d8+6 (19 hp) Initiative: +1 Speed: 60 ft. (12 squares) Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 Base Attack/Grapple: +2/+8 Attack: Hoof –2 melee (1d4+1*) Full Attack: 2 hooves –2 melee (1d4+1*) Space/Reach: 10 ft./5 ft. Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +4, Will +2 Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Skills: Listen +4, Spot +4 Feats: Endurance, Run Challenge Rating: 1
The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two. A light horse cannot fight while carrying a rider.
Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light horse can drag 2,250 pounds.
Tiny Magical Beast Hit Dice: 3 (1 hp) Initiative: +3 Speed: 10 ft. (2 squares), fly 40 ft. (average) Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 14 Base Attack/Grapple: +0/–11 Attack: Talons +5 melee (1d4–3) Space/Reach: 2-1/2 ft./0 ft. Special Qualities: Low-light vision Fort +2, Ref +5, Will +2 Str 4, Dex 17, Con 10, Int 7, Wis 14, Cha 4 Skills: Listen +16, Move Silently +17, Spot +8* Feats: alertness, weapon finesse Special: improved evasion, share spells, empatic link, deliver Touch Spells
Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
Locate the target, aim, shoot. Blind foes often find it difficult to shoot back... Show them, that elven steel makes nice lonswords, if they come to close.
Undurion is a wizened old bookbinder, who wants to enjoy the occasional adventure in his old days and what better place therefore, than the arena? Here they resurrect you for free! The 'occasional' 'near death' -or better: 'being dead for a while'- experience might even help him find out something about death, before it takes him for good!
Hello TelinArtho, tactics are pretty straight-forward for this fight.
Eland will start in the middle of it's starting box, right between the two L-shaped walls, bow in hand.
Round 1: Run towards the couple of rocks near the center of the arena. Round 2: Tap the tattoo of chameleon and then move inside the pillar cluster in the middle of the map.
After that just keep sniping from there. I have a -4 modifier on the roll, but with the help of distance I should be able to do that. If I see his familiar flying near me, take Lossea out.
Just in case I can't spot him after a few rounds, move out looking for him. Anyway, stay hidden and try to sneak attack him. Make sure you already killed his familiar, if possible. Try to stay out of blindness range.
If I have the chance, throw him a thunderstone to give him some problems
Use everything I've got left (exept for the scroll of invis)!
=> Mage armor, blindness, arrows, ray of frost and perhaps even ghost sound to confuse him, once he is blinded. Stay mounted until I've got him blinded and have my familiar help me locate him.
Stay away from him until I run out of arrows, thats pretty much it.
[Prefight Locations and Initiative] Eland starts in area 2 (55,32) with his bow in hand. Initiative 9 Undurion starts in area 3 (31,5) with nothing in hand, mounted on Luinil. Initiative 4
[Round 1] Eland runs to (41,32). During the run there was a mutual spotting. LOS is currently blocked. Undurion casts Mage Armor from memory.
[Round 2] Eland taps the tattoo of chameleon and moves to (38,33) Undurion moves out to (39,11) and is able to Eland in the open. He casts Blindness on him [Fort 15 vs DC19, fail]
[Round 3] Eland fires an arrow at Undurion [84% vs 51%, success; 9 vs AC11+4, miss] Undurion draws his bow while relocating to (41,20) and fires an arrow [20+2 vs AC15, hit; Dmg 1d8-2=4] [Listen 8 vs MS -8]
[Round 4] From here, I am giving Eland a break by allowing his listen check against Undurion's attack and giving Undurion a break by not making Eland move to cover and kneel. Make no mistake - this is to make my life easier.
Eland fires an arrow errantly (wrong square). Undurion moves a little and fires an arrow [10+2 vs AC15, miss] [Listen 1 vs MS 1]
[Round 7] Eland fires an arrow [83% vs 51%, success; 10 vs AC11+4, miss] Undurion fires an arrow [22!+2 (8+2-not confirmed) vs AC15, hit; Dmg 1d8-2=5] [Listen 6 vs MS -1]
[Round 10] Eland fires an arrow errantly. Undurion fires an arrow [5+2 vs AC15, miss] [Listen 14 vs MS -8]
[Round 11] Eland fires an arrow [96% vs 51%, success; 15 vs AC11+4+4 [Ride 20 vs DC15, success], miss] Undurion fires an arrow [12+2 vs AC15, miss] [Listen 6 vs MS -2]
[Round 12] Eland fires an arrow errantly. Undurion fires an arrow [12+2 vs AC15, miss] [Listen 3 vs MS -16]
[Round 13] Eland fires an arrow errantly. Undurion fires an arrow [15+2 vs AC15, hit; Dmg 1d8-2=4] [Listen 5 vs MS -4]
Ranged Attacks (light crossbow) +8 - 1d8, (19-20/x2), Range 80 ft, (piercing) [2 Dex, 6 BAB] (Ranged Touch powers) +8 (+3 on E-ray electricity against targets wearing metal armor)) [2 Dex, 6 BAB]
Powers Readied Level 1 [DC 20/21] vigor, energy ray, force screen, precognition, defensive, control object Level 2 [DC 21/22] share pain, Control Air, energy adaptation (specified), energy missile [DC 22/23] Level 3 [DC 22/23] dispel psionics, energy retort [DC 23/24], touchsight, solicit psicrystal level 4 [DC 23/24] control body [DC 24/25], freedom of movement (psionic), energy adaptation, Energy ball [DC 24/25], inertial Barrier Level 5 [DC 24/25] energy current [DC 25/26], power ressistence, psychic crush Level 6 [Dc 25/26] Overland Flight, dispelling Buffer, Fuse flesh Level 7 [DC 26/27] Reddopsi
+1 DC when expanding focus, +1 DC on psychokinesis powers
Power Points Available Per Fight: 69 [199 Total Power Points / 3, rounded up] Total Power Points: 206 left for cycle 69 for next battle [(147 (psion 12), (58 int)] Manifester Level: 13
Feats Psionic body[sup]Lvl 1 [/sup]
psicrystal affinity[sup]Lvl 1 bonus psion feat[/sup] single minded personality
Prefight Actions Activate self propulsion + Flight of Bullet Gain psionic Focus Gain psionic focus of Bullet Gain psionic focus of Metamorph address powerstones Bring Metamorph (cohort) activate self propulsion of Light (cohort psicrystal) Bring light (cohort class ally) bring Bullet (class ally) [s]Bring arrow
Equipment Worn and Carried Basic Outfit [0 lbs] [0 gp] Psionatrix of psychokinesis [1 lbs] [8000 gp] cloak of charisma +3 approved [1 lbs] [9000 gp] Brooch of shielding 101/101 HP left [1 lbs] [1500 gp] Light crossbow [3 lbs] [35 gp] (20) bolts [0.1 lb each = 4 lbs] [0.1 gp each = 4 gp] 1 dorja of enlraged crystal shard [ml2-aug] 50 charges [0 lbs] [1500 gp] Dorja of force screen [ml2] 42 charges [0 lbs] [1500 gp] Dorja of force screen [ml2] 50 charges (on metamorph) [0 lbs] [1500 gp] Dorja of Vigor [Aug-ML4] - crafted - 34 charges. [0 lbs] [3000 gp] Dorja of enlarged entangling ectoplasem [ML1] 50 charges [0 lbs] [750 gp] Dorja of defensive precognition [ml4-aug] 48 charges [0 lbs] [6000 gp] Vest of ressistence +4 (not yet approved) [1 lbs][16000 gp] headband of Intellect +6 [0 lbs] [36000 gp] Mithral chain shirt +1 (crafted) [10 lbs] [1550 gp] Dorja of enlarged energy missile (Aug- ML6) 25 charges (crafted)320 range, DC 16 – 6d6 damage [00 lbs][6750 gp] Military saddle (on wing) [00 lbs][20 gp] 2 Light warhorses(Lopal and lopal2) [00 lbs][300 gp] 1 Elite hipograph (arrow) - Trained with combat riding package. [00 lbs][6000 gp] Large chain barding +1 (on arrow) [80 lbs][1400 gp] Cloak of ressistence +1 (on metamorph) [01 lbs][1000 gp] Headband of intellect +2 (on Metamorph) [1 lbs] [4000 gp] Dorja of expansion [ml3-aug] (on metamorph) 46 charges [1 lbs] [4500 gp] deep crystal Longsword +1 (on metamorph) [4 lbs] [3015 gp] MW CI longsword (on metamorph) [4 lbs] [330 gp] Mithral chain shirt +1 (on metamorph) [10 lbs] [6100 gp] Boots of skating [7000 gp] Amulet of health +2 (on metamorph) [4000 gp] Winged boots (on metamorph) [16,000 GP]
Expendable Items (1) powerstone of share pain (ML3) [0.0 lb each = 0 lbs][150 gp each = 150 gp] (1) powerstone of enlarged psionic grease (aug-ml2) [0.0 lb each = 0 lbs][50 gp each = 50 gp] (1) powerstones of enlarged entagling ectoplasem [0.0 lb each = 0 lbs][25 gp each = 25 gp] (1) powerstone of enlarged entangling ectoplasem [ml3-aug] [0.0 lb each = 0 lbs][150 gp each = 150 gp] (1) powerstone of Bolt [0.0 lb each = 0 lbs][25 gp each = 25 gp] (2) powerstone of synesthete [ML1] [0.0 lb each = 0 lbs][25 gp each = 50 gp] (2) powerstone of offensive precognition [ML2] [0.0 lb each = 0 lbs][50 gp each = 100 gp] (2) powersone of prescience, offensive (ML2) [0.0 lb each = 0 lbs][50 gp each = 100 gp] (1) powerstone of energy adaptation, specified (ML3) [0.0 lb each = 0 lbs][150 gp each = 150 gp] 3 potions of shield of faith (cl2) [0.0 lb each=0.1 lbs]100 gp each=300 GP] 2 potion of protection from evil (cl2) [0.0 lb each=0.1 lbs]100 gp each=200 GP] 2 potions of lesser restoration (CL2 - paladin crafted) [0.0 lb each=0.1 lbs]100 gp each=200 GP] 1 potion of protection from good (cl2) [0.0 lb each=0.1 lbs]100 gp each=100 GP] (1) powerstone of psionic levitate [ml3] [0.0 lb each = 0 lbs][150 gp each = 150 gp] 2 potions of invisibility (cl3) [0.0 lb each=0.1 lbs]300 gp each=600 GP] 1 powerstone of Dimension door (psionic) [0.0 lb each=0.1 lbs]700 gp each=700 GP] 1 potion of barkskin 300 gp each=300 gp
Expendbles on metamorph (1) powerstone of defensive precognition [ML2] [0.0 lb each = 0 lbs][50 gp each = 50 gp] (3) powerstone of defensive precognition [ML4-aug] [0.0 lb each = 0 lbs][200 gp each = 600 gp] (2) powerstone of synesthete [ML1] [0.0 lb each = 0 lbs][25 gp each = 50 gp] (3) powerstone of offensive precognition [ML4-aug] [0.0 lb each = 0 lbs][200 gp each = 600 gp] (1) powerstone of energy adaptation, specified (ML3) [0.0 lb each = 0 lbs][150 gp each = 150 gp] (1) powerstone of Force screen (ML2) [0.0 lb each = 0 lbs][50 gp each = 50 gp] (1) powerstone of share pain (ML3) [0.0 lb each = 0 lbs][150 gp each = 150 gp] 3 potions of shield of faith (cl2) [0.0 lb each=0.1 lbs]100 gp each=300 GP] 3 potion of protection from evil (cl2) [0.0 lb each=0.1 lbs]100 gp each=300 GP] 1 potion of protection from good (cl1) [0.0 lb each=0.1 lbs]100 gp each=100 GP] (2) powerstone of thicken skin (cl1) [0.0 lb each=0.1 lbs]25 gp each=50 GP] (2) oils of magic weapon (cl2) [100 GP each=200 2 potion of invisibility (cl3) [0.0 lb each=0.1 lbs]300 gp each=600 GP] 2 powerstones of thicken skin [ml4] 200 gp each=400 1 powerstone of animal affinity [ml3] 150 gp each=150 Max total (ecl 3[sup]2[/sup] x 50): 7200/7200 gp
Equipment at Home (Masterwork armorsmith tool) [00 lbs][55 gp] Large chain shirt [00 lbs][400 gp]
(25) bolts [0.1 lb each = 3 lbs] [0.1 gp each = 3 gp]
Fight 11 - [url=2x Potion of Protection from Evil [CL 1], 2x Potion of Lesser Restoration [CL 2], Potion of Invisibility [CL 3], 1 charge Dorje of Force Screen [ML 2].]Win[/url] with Lord lorian vs samuel [2,769 XP] [4,615 GP]
Power Points Available Per Fight: 35 [103 Total Power Points / 3, rounded up] Total Power Points: 103 left for cycle 35 for next battle [(72 (psion 8, slayer 2), (31 int)] Manifester Level: 9
+2 Dex/Int -2 Con/Str 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) as bonus feats. +2 racial bonus on Listen, Search, and Spot checks
Favored enemy (elf) - +2 bluff/listen/sense motive/spot/survival/dmg vs elves.
2 powerstones of enlarge entanglic ectoplasem - 12.5 gp each 3 stones of force screen ML2 - 75 recieved 1 powerstone of dispel psionics (ml6-aug) 450 bought- 225 sold 3 powerstone of skate (ml2) 2 stones of defensive precog (ml2)
2 Stone of Skate[ML2] 50gp 8 Stone of Force screen[ML2] 200gp 21 charge of dorje of enlarged energy missile 1 powerstone of psionic levitate[ML3] 150gp 1 potion of shield of faith[CL1] 50gp 3 potion of shield of faith (cl2) 100 gp 6 charge of Djore of vigor[ML4] 3 Powerstones of Specified Energy Adaption[ML3] 150gp 5 Powerstone of Defensive Precognition[ML2] 50gp 2 powerstone of defensive precog [ml4-aug] 200 GP 1 Powerstone of Synesthete[ML1] 25gp 4 potion of protection from evil[CL1] 50gp 2 potion of lesser restoration (paladin crafted-cl2) tattoe of force screen [ml2] 2 stone of share pain 5 potion of invisibility 1 powerstone of touchsight 2 potions of PFG 1 stone of thicken skin (ml1) 1 tatteo of thicken skin (ml1)
ECL 13: Ready for January 2[Fight2] - Free activity: Frighten Allies Samuel Highground Gender and Race: Male phrenic Ghost Halfling Size and Type: Small Undead(Incorporeal,Psionic) Alignment: Chaotic Neutral ECL: 13, (Wilder 6, Phrenic +2, Ghost +5) Guild: Member of the PSI Consortium Experience: 87737/91000
Miscellaneous Statistics: Hit Points: 44 [6 HD] [12 (Wilder/Ghost) + 32 (6.5 * 5 Wilder/Ghost) + 0 (5 HD * Con -)] Armor Class (Normal): 32 [10 Base, +6 Dex, +1 Size(Small), +11 Deflection(Ghost/Cha), +4 Mage Armor]+1 dodge, +5 force screen, +2 defensive precognition Armor Class (Touch): 32 [10 Base, +6 Dex, +1 Size(Small), +11 Deflection(Ghost/Cha), +4 Elude Touch]+1 dodge, +5 force screen, +2 defensive precognition * due to Elude Touch, Samuel gains up to +11 to Touch AC, but his Touch AC can never exceed the Normal AC. so force screen also raise the Touch AC Armor Class (Flat-Footed): 26 [10 Base, +1 Size(Small), +11 Deflection(Ghost/Cha), +4 Mage Armor]+5 force screen Initiative: +6 [6 Dex] Base Attack Bonus: +4 Grapple: Immune to grapple. Speed (Land): 30 ft [20 Base, +10 feat] Speed (Fly): 40 ft(perfect) [30 Base, +10 feat] Power Resistance: 16[sup]Phrenic[/sup]
Special Attacks & Abilities: Darkvision 60ft[sup]Undead type[/sup] Immune to critical hits, nonlethal damage, energy drain, ability drain.[sup]Ghost[/sup] Immune to mind-affecting effects[sup]Ghost[/sup] Immune to poison, sleep, paralysis, stunning, disease and death effects.[sup]Ghost[/sup] Immune to damage to physical ability scores[sup]Ghost[/sup] Immune to fatigue, exhaustion[sup]Ghost[/sup] Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).[sup]Undead type[/sup] Turn Resistance (+4)[sup]Ghost[/sup] Draining Touch (see attacks section)[sup]Ghost[/sup] Telekinesis(DC 24)(CL12)[sup]Ghost[/sup] (see below) [13 Base, 11 Cha] Manifestation[sup]Ghost[/sup] (see below) Volatile Mind +1[sup]Wilder[/sup] (+1 PP cost to manifest a telepathy power on you) Wild Surge +2[sup]Wilder[/sup] (You gain up to 2 additional free PP's for augmenting a power) Psychic Enervation[sup]Wilder[/sup] (After a Wild Surge +x, you have a x*5 % chance to become enervated: -5 PPs, dazed until end of next turn) Surging Euphoria +1[sup]Wilder[/sup] (After a successful Wild Surge +x, you gain +x morale bonus to saves, attack, damage, for x rounds) Manifestation descriptionShow
Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Psi-like Abilities (ML 6): 3/day: defensive precognition (+2 AC, +2 saves for 60 rounds) 1/day: force screen (+5 shield bonus for 60 rounds) 3/day: empty mind (+4 to will saves for 1 round) 3/day: mind thrust (DC 25) (6d10 damage to 1 target, will negates, close range) 1/day: body adjustment (heal 2d12 damage to yourself) 1/day: brain lock (DC 24) (Daze 1 humanoid, animal, fey, giant, magical beast, or monstrous humanoid. It cannot take psionic actions, will negates, medium range)
Powers Known (ML 6): Level 1 [DC 22]: Vigor, Psionic Grease Level 2 [DC 23]: Ego Whip Level 3 [DC 24]: Dispel Psionics Wild Surge up to +2 (see abilities) +1 DC for Ego Whip
Powerpoints Available Per Fight: 23 [69 Total PP / 3 rounded up] Total PPs: 69 [35 Wilder, 33 Bonus, 1 phrenic] Manifester Level: 5
Feats: Dodge[sup]Lvl1[/sup] Speed of Thought[sup]Lvl3[/sup] Flyby Attack[sup]Lvl6[/sup] approved changes
Skills: Total Skill Points: 54 (54 Wilder) Languages: Common, Halfling, Gnome and Dwarven Armor Check Penalty: 0
Buffs and Prefight actions: Gain Psionic Focus Bring Peraxephiel Bring 1 donkey packed with Collossal arrows
Spellcasting service: Mage Armor[CL13] 130gp Dispel Magic into Ring of Counterspells[CL5] 150gp
Equipment: Brooch of Shielding(73/101 damage) [1500gp] Reserve Brooch of Shielding(101/101 damage)[1500gp](not worn) Cloak of Charisma +6[36000gp] Gloves of Dexterity +4[16000gp] Vest of Resistance +4[16000gp] Crystal Mask of Dread[10000gp] Ring of Counterspells[4000gp] Psionatrix of telepathy[8000gp] Boots of Speed[12000gp] Psicrown of the Dominator[450pp][20250gp]
On Peraxephiel: Exotic Military Saddle[40lb][60gp]
3 donkeys[24gp] 3 packsaddles[45gp] on the donkey I take into the arena: 20 collossal cold Iron heavy crossbow bolts[32lb][64gp] 20 collossal silver heavy crossbow bolts[32lb][96gp]
Expendable Items: [CL] 2x Potion of Protection from Evil[CL1] [50gp each = 100gp] 1x Potion of Protection from Good[CL1] [50gp] 1x Potion of Protection from Law[CL1] [50gp] 1x Potion of Protection from Chaos[CL1] [50gp] 2x Potion of invisibility[CL3] [300gp each = 600] 1x Stone of Energy Bolt[ML5] [375gp] 2x Stone of Inertial Armor[ML1] [25 gp each = 50 gp] 2x Stone of Touchsight[ML5] [375 gp each = 750 gp] 2x Stone of Dispel Psionics[ML6] [450 gp each=900 gp] 1x Potion of resist energy(fire)(ranger crafted) [CL7][350 gp] 1x Potion of resist energy(cold)(ranger crafted) [CL7][350 gp] 1x Potion of resist energy(electricity)(ranger crafted) [CL7][350 gp]
ethereal Pegasus Large Magical Beast Hit Dice: 4d10+12 (34 hp) Initiative: +2 Speed: 30 ft. (12 squares), fly 60 ft. (average) Armor Class: 18 (–1 size, +2 Dex, +3 natural, +4 armor), touch 11, flat-footed 16 Base Attack/Grapple: +4/+12 Attack: Hoof +7 melee (1d6+4) Full Attack: 2 hooves +7 melee (1d6+4) and bite +2 melee (1d3+2) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., low-light vision, scent, spell-like abilities Saves: Fort +7, Ref +6, Will +4 Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13 Skills: Diplomacy +3, Listen +8, Sense Motive +9, Spot +8 Feats: Flyby Attack, Iron Will Alignment: chaotic good Spell-Like Abilities: At will—detect good and detect evil within a 60-foot radius. Caster level 5th. Skills: Pegasi have a +4 racial bonus on Listen and Spot checks. Carrying Capacity: A light load for a pegasus is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.
3000gp payed for adult Pegasus 1000gp payed for it to be trained for carrying a rider
Used Items: 4x Potion of Invisibility [300 gp each = 1200 gp] 1x Potion of Shield of Faith+2 [50 gp each = 50 gp] 1x potion of Protection from Chaos [50 gp each = 50 gp] 1x potion of protection from good [50 gp each = 50 gp] 21 charges of Dorje of Energy Ray[ML2] 1x Tanglefoot bag [50 gp each = 50 gp] 1x Stone of Energy Bolt[ML5] [375 gp each=375gp] 8x stone of inertial armor[ML1] [25 gp each = 200 gp] 2x Stone of Touchsight[ML5] [375 gp each = 750 gp] 3x Stone of Dispel Psionics[ML5] [375 gp each = 1125 gp] 1x Stone of Dispel Psionics[ML6] [450 gp each = 450 gp] 1x Stone of specified energy adaption[ML3][150 gp each = 150 gp] Potion of Resist Energy (Cold) [CL7][350 gp each = 350 gp]
sold items: 4x potion of Cure light wounds 100gp MW Chain Shirt 125gp MW Light crossbow 167,5gp 20 bolts 1gp
Phrenic: Psi-like abilities: 3/day - defensive precognition(+2AC/saves) 1/day - force screen(+5AC) 3/day - Mind Thrust(6d10 damage, Will DC 24 negates) 3/day - Empty Mind(+4 on will saves) 1/day - body adjustment(2d12) 1/day - brain lock(Humanoid, animal, fey, giant, magical beast, or monstrous humanoid, DC23) Naturally Psionic: A phrenic creature gains 1 bonus power point. Power Resistance 16 Int +2, Wis +2, Cha +4.
Halfling: +2 Dexterity, –2 Strength. Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. A halfling’s base land speed is 20 feet. +2 racial bonus on Climb, Jump, and Move Silently checks. +1 racial bonus on all saving throws. +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general. +1 racial bonus on attack rolls with thrown weapons and slings. +2 racial bonus on Listen checks. Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc. Favored Class: Rogue.
Ghost: Telekinesis (Su): A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.
Manifestation (Su): See SRD.
Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
Turn Resistance (Ex): A ghost has +4 turn resistance.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. +8 racial bonus on Hide, Listen, Search, and Spot checks.
Undead-Traits An undead creature possesses the following traits (unless otherwise noted in a creature’s entry). -No Constitution score. -Darkvision out to 60 feet. -Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). -Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. -Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. -Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score. -Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). -Uses its Charisma modifier for Concentration checks. -Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. -Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. -Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry. -Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor. -Undead do not breathe, eat, or sleep.
Wilder: Wild Surge+2 Psychic enervation Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields). Elude Touch Surging Euphoria +1 Volatile mind (1 power point)
1)please don’t forget political career of 33%. 2)Suppres all displays on Powers – and all powers are to be shared with bullet if possible. 3)note that dispelling buffer DOESN’T work on just 1 4)Both energy ball affect objects so Cold (fort based) work fine on Samuel.
[set up
Well it's not the best map in the world since he has plenty of places to go into, but it could be worse since I have plenty of buff up times.
Main Purpose – Buff, Blast with AOE.
Start in center of squere, with touchsight powerstone and defensive precog dorja in hands
R1- Touchsight From powerstone longshot, Drops defensive precog dorja. R2- Power ressistence for longshot (to PR 25 Vs his ML of 6 Or 8) R3 – Dispelling buffer for longshot (means he need a ML check of 24+5=to dispel for self cast powers = iam immune to essentially everything he can do exept draining touch, And possibly Telekenises if applicable) R4- defensive precog from dorja for longshot R5- Drink invisibility potion R6-- psionic leviate from powerstone – move 20 up. R7- force screen from dorja for longshot. R8 – Drink Shield of faith potion R9- prescience (offensive) from powerstone (+2 Dmg added after divining in half stuff).
If interrupted in buffs skip Presicience, levitate, invisibility.
battle plan
I imagine hell try to sneak up to me while in the ground , possibly invisible - after buffs- I though about dispelling him probable Energy ressistence And Ill just have to risk it.
So after buffs – extremely Simple – If I don't spot him yet – shout my location I have 49 more pps – ready action to blast him with 13 pps Endowed power penetration energy missile (Cold) (13d6+13, DC 28 half), Then single move out to look for him – move on the ground, when fighting him levitate so he needs to move completely out of the ground to attack me with draining touch, Continue with 13 pps energy missiles (and 10 pps energy missile the last one) Until I run out of juice - If it pass the incorporeal anywhere from 1-3 hits finish him.
Note - regain focuses first one in this round, next round second one then blast again with endowment and power penetration, if can only use one – do power penetration). When pps runs out for longshot use E-Missile doraj (Cold if encountered no ressistence, electricity if did, if electricity also resisted use sonic – I'ts ML 6 or 8 vs PR 17 and 50-50 to hit but best I have).
Longshot Incorporeal touch when buffed is 20 (12+4+2+2).
NOTE – I prefer to blast him from outside 60 range if I see him Since when invisible he has no Dex.
[ contingencies 1)use free move actins to regain focus if needed.
2)if grappled somehow, FOM to break free.
3)rebuff from dorjas/powerstone etc if needed/dispelled.
4)make sure to 5 foot/manifests defensivly/expand focus to autosucseed on concentration checks as needed – longshot automakes manifesting defensivly on everything.
5)if Samuel games of hide in stuff are somehow preventing me from Attacking/aoing, Get as fast as possible to the Swamp use psionic levitate stone and levitate so he has to come out fully from an object to attack.
I suspect this is going to come Down to the Dice - that intimidate from samuel ruined a lot of plans lol - Ty and have fun.
Bit of an issue: Longshot doesn't have a powerstone of Touchsight
Blah - iam stupid - hmm - men - i hope the dice are with me - do it from memory.
He scares away Peraxephiel and my donkey and I scare away Metamorph. So far so good.
With Powerresistance up Longshot will be semi-immune to most of my offensive abilities. The only real chance I have in this fight is to use Draining touch. And since he could still manifest while at Str 0, I will have to target his Charisma. Also he will easily dispel my buffs, while I will have a hard time dispelling anything at all. *sigh*
That means I´ve gotta be very tricky:
Samuel starts in the front of his box with a stone of Touchsight and a potion of invisibility in hands.
Round 1: Manifest touchsight from stone and fly into the canopy. Round 2+: Double move through the canopy while looking for Mongshot. Dont forget to hide.
As soon as I find him, manifest a wildsurged 3+2pp targeted dispel Psionics on him. I will most likely not dispel anything he manifested himself, but probably a few buffs from expendables.
Then he is gonna dispel me. If he isnt doing it at once dive at him with draining touches(Charisma) until he does.
Once he dispelled me, move into the ground and do a proper buffing: - Fully Augmented & Wildsurged Vigor - potion of invisibility - Defensive Precognition PLA - Body Adjustment PLA if im already damaged - potion of resist energy(cold)
Also fly out of range of energy current if it is active on me.
After that, emerge again and engage. If he dispels me again, thats just tough luck.
All attacks should be draining touches on Charisma. Start the engagement by moving next to him and doing an AoO if he does anything(breaking invisibility here). If he doesnt do anything, just break the invisibility with a hasted full attack.
Use higher ground to attack. Use Boots of haste to be able to attack twice when able to make a full attack or when the additional speed is needed to reach him. Charge if possible.
Move into the ground and refresh Vigor whenever it runs out.
Always counter Energy Current by moving out of range and into the ground(=> I only take damage once for the Energy Current)
Note that Longshot actually doesnt know Inertial Armor, even though he has used it in at least one fight(I was the pitlord and I didnt check his sheet if he actually knows the power).
I dont have much hope, but I wont give up without a real fight.
[Free Activity results] Longshot scares away Peraxephiel and Samuel's donkey. Samuel scares away Metamorph.
[Prefight locations and initiative] Longshot starts in area 2 (62,62) with a powerstone of Touchsight and a dorje of Defensive Precognition (ML4, aug). Initiative 7. He then realizes he doesn't own a powerstone of touchsight. Samuel starts in area 4 (6,6) with a powerstone of touchsight (ML5) and a potion of invisibility (CL3) in hand. Initiative 21.
[Round 1] Samuel manifests touchsight from the powerstone and moves to (7,14,5) in the canopy. Longshot manifests Touchsight from memory.
[Round 2] Samuel double moves to (7,30,5). Longshot manifests Power resistance from memory.
[Round 3] Samuel double moves to (8,46,5) Longshot manifests Dispelling buffer from memory.
[Round 4] Samuel double moves to (11,59,5) after getting close enough to the starting area to get touchsight at all locations. Longshot manifests Defensive Precognition from the dorje.
[Round 5] Samuel double moves to (27,59) Longshot draws and drinks a potion of Invisibility.
[Round 6] Samuel double moves to (43,59) Longshot draws and manifests Psionic Levitate from a powerstone (ML3).
[Round 7] Samuel single moves to (51,59) (where he detects Longshot) and stops. He manifests a surged dispel psionics [Enervation 36% vs 11%, success; Dispel 20 vs DC24+5 (touchsight), 11 vs DC24+5 (power resistance), 12 vs DC15+5 (defensive precognition), 15 vs DC14+5 (invisibility), 23 vs DC14+5 (psionic levitate), 23 vs DC23+5 (dispelling buffer)] Longshot feels the levitate field leave him, so he knows Samuel is near. He draws a dorje of Force Screen (ML2) and uses it.
[Round 8] Samuel charges at Longshot [31 vs AC12+2+4, hit; Cha Drain 1d4=4] Longshot steps away and draws and drinks a potion of Shield of Faith (CL2).
[Round 9] Samuel steps closer and touches Longshot [16 vs AC12+2+4+2, miss] Longshot steps away and manifests a cold energy missile and uses his focus for endowment [Miss chance 58% vs 51%, success; 28 vs PR16, success; Fort 28-2 vs DC28, success; Dmg 13d6+13=47]
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, 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 • Combat Reflexes [Rogue: 1st lvl]: may make a number of additional attacks of opportunity equal to your Dexterity bonus, may also make AoO's when flat-footed
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: 16439 XP / 22039.69 gold) 1:[sup](ECL6 | Week 2)[/sup] (Win) => Neidr => Kimahri, [King Uther]: [+3000 XP/+3332 gold] Shadows do not accept surrender ... 2:[sup](ECL7 | 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](ECL7 | Week 2)[/sup] (Win) vs Kimahri, [Macbrea]: [+1785 XP/+2210 gold] Shadows walk the sewers. Let the living beware ... 4:[sup](ECL7 | Week 3)[/sup] (Loss) w/ Manzarf vs Noko, [hogarth]: [+595 XP/+708 gold] Sometimes even shadows cannot find the unseen ... 5:[sup](ECL7 | Week 1)[/sup] (Win) vs Gwerden "Twofist" Grummler & Ralein Dreamstriker, [TelinArtho]: [+1785 XP/+2210 gold] Divided they fall to shadow ... 6:[sup](ECL8 | Week 2)[/sup] (Loss) vs The Eternal Dreamless Sleep & Darian Thorne , [whitebaron]: [+600 XP/+1002 gold] Deprived of darkness, shadows fall ... 7:[sup](ECL8 | Week 3)[/sup] (Loss) vs Unknown monster (Erinyes) , [whitebaron]: [+700 XP/+1143.69 gold] A devil of a time ... 8:[sup](ECL8 | Week 1)[/sup] (Win) vs Unknown monster (Forest gnome werehawk ranger 6) , [Calix]: [+2100 XP/+3127 gold] Shadows triumph ... 9:[sup](ECL8 | Week 2)[/sup] (Win) vs Enoch the Prophet, [Hirumajoe]: [+2289 XP/+3395 gold] Uncontrolled Shadows ... 10:[sup](ECL8 | Week 3)[/sup] (Win) vs Solstice & Balthazar, [lonewolf]: [+1800 XP/+2702 gold] Ghosts and Shadows ...
Quest results(Earned: 3750 XP / 4162 gold) 1:[sup](ECL6 | Week 1)[/sup] (Nothing here but Dust and Shadows), [Vathelokai]: [+1950 XP/+2164 gold] Intruders are returned to the dust and Shadows ... 2:[sup](ECL6 | 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 370 gp)Show
Spellcasting/Manifesting services(Value: 370 gp) Deeper darkness x2 (Target: [Blade of the night]; Duration: 5 days) [SL3 | CL5][150gp each] Magic aura (Target: [Blade of the night]; Effect: non-magical aura; Duration: 6 days) [SL1 | CL6][60gp] Magic aura (Target: [Blade of the night]; Effect: non-magical aura; Duration: 1 days) [SL1 | CL1][10gp]
Starting Position: Varjo will start at (3,30, 5ft) or equivalent, with her dagger sheathed. Pitkä and Lyhyt will start at (2,30, 5ft) and (3,31, 5ft) or equivalent, respectively. Varjo will delay her initiative until after Lyhyt and Pitkä.
Basic Idea: Varjo will move towards the center, finishing within a wall. Varjo's shadows will move/run directly to the neighboring starting squares and will let out an unearthly scream if they locate an opponent (see the following map for details: [img]http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=V,M,3,30,10,29,13,22,Varjo (5ft);b=P,M,2,30,30,30,Pitka (5ft);c=L,M,3,31,4,23,4,15,Lyhyt (5ft)[/img]). Once the opponent is located, all three shadows will then converge on the opponent. Varjo's shadows will flank and attack while Varjo comes out of the walls and attacks.
Contingencies - If opponent is corporeal: When close enough to attack opponent, Lyhyt and Pitkä will move first to base opponent. Once they have based him (running if necessary), they will let out an unearthly scream so that Varjo knows his precise location. Her shadows will then attack if possible. Varjo will start hidden in a wall (hide: 1d20+10+distance), then flyby attack (attack +11 incorporeal touch attack, 1d6 Str damage), and end her round occupying the same square as her opponent. She will then take any AoO's that the opponent provokes. [Attack (+11): +8 (incorporeal touch) +1 (height) +2 (flanking)] [Hide (+10): 1d20+14-4(bright light)] - If opponent is corporeal and fast enough to evade Varjo, then Lyhyt and Pitkä will move first to base opponent. Once they have based him (running if necessary), they will let out an unearthly scream so that Varjo knows his precise location. Varjo will then double move or run and flank (or occupy the same space as the opponent) so as to take advantage of AoO's that the opponent provokes. - If opponent is undead (if opponent takes no damage from incorporeal touch attack): Varjo will attack with her [Blade of the night] (otherwise she will keep the dagger sheathed). - While Varjo is moving or running, Varjo will start and end her turn within the walls (unless she is attacking). While not within the walls, Varjo will always be within 5ft of cover and thus will remain hidden. [Within object: total cover & total concealment; Emerged: within hide ranks of cover (Hide: 1d20+14-4+distance)]. - Dodge buddy is biped opponent.
Notes - 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.
WEll - i cant catch him But he has to come to me eventually - buff with Force screen move until i find him, start hacking at him, when it seems they are going to come at me, activate defensive stance, dodge on varjo and if he isnt attacking on the shadow that is attacking. if they stay at range for some odd reason, use oil og magic weapon and shoot bow.
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.
position
Varjo-1d4=3 Deepo-1d4=2
initiative
Varjo-1d20+6=24 pitka-1d20+2=12 lyhyt-1d20+2=6
setup
Varjo (30,3) 35/35 HP, 20 AC Pitka (31,3) 19/19 HP, 13 AC Lyhyt (30,2) 19/19 HP, 13 AC
Deepo (31,31) 68/68 HP, 21 AC (12 Incorporeal touch)
Round 1
Varjo Double moves towards the center through the walls. Pitka runs towards north corner encounter deepo and yells.
Deepo taps tattoe of force screen and draws sword.
Lyhyt runs towards deepo after hearing the scream.
end of round
Varjo (20,12) 35/35 HP, 20+1 AC Pitka (31,29) 19/19 HP, 13 AC Lyhyt (30,31) 19/19 HP, 13 AC
Deepo (31,31) 68/68 HP, 21 AC (12 Incorporeal touch)
Round 2
Varjo didn’t hear the scream since he was in the wall so he moves into the middle and wait.
Pitka scream (varjo hears) and attacks – automiss. Deepo 5 foots and full attack pitka – both miss due to concealment. Lyhyt moves to flank deepo and attack – hit – 3 str dmg.
end of round
Varjo (16,17) 35/35 HP, 20+1 AC Pitka (31,29) 19/19 HP, 13 AC Lyhyt (31,31) 19/19 HP, 13 AC
Varjo comes out of the wall And does a fly by attack from height of 5 feet – automiss. Deepo shift dodge to varjo, full attacks and miss. Pitka and lyhyt full attack, lyhyt hits for 5.
end of round
Varjo (16,17) 35/35 HP, 20+1 AC Pitka (31,29) 19/19 HP, 13 AC Lyhyt (31,31) 19/19 HP, 13 AC
Special Attacks & Abilities Spontanous casting into SNA spell. Wild empathy Woodland stride Wild shape 4/day - tiny/small/medium/large animal/plant 0 used in 3fc Immunity to poison Megaraptor Form - Speed FormShow
Large size - 10/5 space/reach. Str 21, Dex 15, con 21. AC - 20 (+2 Dex, +6 natural, +3 Shield (animated) -1 Size), touch 11, flat-footed 18 Speed - 60 BaB/grapple - +9/+18 Attack - talons +13 melee (2d6+5) full attack - talons +13 melee (2d5+5) and 2 foreclaws +8 melee (1d4+2) and bite +8 melee (1d8+2) Speciel attacks - Pounce +16 Jump when wildshaped. ADDTIONAL +3 to saves from new Con.
Prefight Actions Bring Grimlock (animal companion) Bring Fang (handle animal ally) Regain halfling form activate trackless step ability (at will - free action) dispel magic in ring of counterspells - 150 GP done at start of 3fc. Activate animation of shield
Equipment Worn and Carried Basic Outfit [0 lbs] [0 gp] Brooch of shielding 101 HP remaining -inactive [00 lbs][1500 gp][ Ring of protection +2 [00 lbs][8000 gp][ Ring of counterspells [00 lbs][4000 gp][ Periapet of wisdom +6 [00 lbs][22500 gp - crafted from +3-+6][ cloak of ressistence +3 [01 lbs][5000 gp, crafted from +1 to +3][ Dusty rose ion stone (+1 insight to AC) [00 lbs][5000 gp][ 1 pearl of power (Level 1) already used in 3fc [00 lbs][1000 gp][ (rod of extend spell (lesser)) [05 lbs][3000 gp]3 charges left for 3fc, 1 for next fight (small sling) [0.0 lbs][0 gp] (10) small Bullets [0.25 lb each = 2.5 lbs] [0.01 gp each = 0.1 gp] Small shortspear [1 LB] [1 gp] (1) Wand of (cure light wounds) [CL 1] 36 charges [0.1 lb each = 0,1 lbs][750 gp each = 750 gp] (1) Wand of (produce flame (sonic) [CL 5] 36 charges [0.1 lb each = 0,1 lbs][3750 gp each = 3750 gp, 5 credits] (1) wand of ressist energy (ranger crafted) [CL 2] 44 charges [0.1 lb each = 0,1 lbs][1500 gp each = 1500 gp] everburning torch [1 lbs][110 gp] whistle (masterwork handle animal tool) [0 lbs][50 gp] Mithral chain shirt barding (on Grimlock) [20 lbs][3950 gp] Exotic military saddle (on Grimlock) [40 lbs][60 gp] chain shirt barding +1 [50 lbs][1650 gp] on Fang (dragonhide breastplate +1) [15 lbs][1700 gp] (Animated MW darkwood heavy wooden shield +1) [2.5 lbs][9207 gp] Lesser staff of the Archdruids (50 chrages) [2 Lb][30,675 GP]
Expendable Items Scroll of (utility) – contains – 1Xhide from animals[0.0 lb each = 0 lbs][25 GP] Scroll of movement – contains – 3Xlongstrider (CL1), 1Xmagic fang (cl1), Freedom of movement (cl7)[0.0 lb each = 0 lbs][800 GP] Scroll of offense – contains – 2Xmagic stone (cl1), 2X faerie fire (cl1) [0.0 lb each = 0 lbs][100 GP] 3Xscroll of produce flame (subdual) (CL6) [150 gp each=450 gp] 1Xscroll of produce flame (acid) (cl6) [150 gp each=150 gp] 2Xscroll of produce flame (cold) cl5) [250 gp each=125 gp] 1 scroll of protection from energy (ranger crafted) CL 4 [0.0 lb each = 0 lbs][200 GP] 2Xscrolls of ressist energy (cl7) [0.0 lb each = 0 lbs][175 each=350 GP] 2XPotions of lesser restoration (cl2-paladin crafted) 100 GP each=200 gp Scroll of Buffs – 1Xbarkskin (cl3), cat's grace (cl3), 2Xbears endurence (cl3) 600 gp scroll of dispel magic (cleric crafted) CL 10 750 gp Scroll of reduce animal (cl3) 150 gp (1) Tattoo's of (inertial armor) [ML 1] [0.0 lb each = 0 lbs][100 gp each = 100 gp] 3Xpotion of protection from evil (cl1) [0.0 lb each = 0 lbs][50 gp each = 150 gp][/size] 1Xpotion of protection from Good (cl2) [0.0 lb each = 0 lbs][100 gp each = 100 gp][/size] 3 Potions of invisibility [0.0 lb each = 0 lbs][300 gp each = 900 gp][/size] 1 potion of fly [0.0 lb each = 0 lbs][750 gp each = 750 gp][/size]
Max total – 6025/6050
Equipment at Home (Masterwork preaching tool) [00 lbs][55 gp] (100) Bullets [0.25 lb each = 25 lbs] [0.01 gp each = 1 gp] chain shirt barding [50 lbs][400 gp] Exotic military saddle [40 lbs][60 gp]
Results Fight 1 - WIN VS Bulgar stronghammer [1350 XP] [1446 GP]
Fight 2 - WIN in FFA against Matthis Dar'ath III (waywreth) and The Mask Man (Milov) and Weapon (Sutro) [2400 XP] [2496 GP]
Fight 3- WIN - WIN Vs Zax Kar Nissex [1875 XP] [2125 GP]
Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial bonus on Survival checks when tracking by scent. Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+14 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Equipment Chain shirt Barding +1 Military saddle
Miscellaneous Information Non-Combat AbilitiesShow
Halfling Traits (Ex): Halflings possess the following racial traits. • +2 Dexterity, –2 Strength. • Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. • A halfling’s base land speed is 20 feet. • +2 racial bonus on Climb, Jump, and Move Silently checks. • +1 racial bonus on all saving throws. • +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general. • +1 racial bonus on attack rolls with thrown weapons and slings. • +2 racial bonus on Listen checks. • Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc. • Favored Class: Rogue.
1 tattoe of force screen - sold for 50Gp 2 potions of SOF (cl2) - Bought 200, sold 100 1 potion of SOF (cl1) - bought 50, sold 25 2 scrolls of lesser restoratin Monk's belt sold for full price - not yet approved - 13,000 1 potion of protection from arrows - sold for 150 GP 1 scroll of greater magic fang (cl5) - sold for 175.5 GP 1 scroll of spider climb - sold for 75 gp
1 tattoe of sysnethe 1 tatto of force screen [100 GP] 2 scrolls of entangle [50 gp] 1 Scroll of magic stone [25] 1 scroll of extented produce flame [150] 1 scroll of produce flame (acid) 1 potion shield of faith 1 scroll of cat's grace, bears endurence 3 scroll of ressist energy (ranger crafted) [50] 2 scroll of barkskin 1 scroll of owl's wisdom 4 3fc worth of dispel magic into ring of counterspells 1 tattoe of inertial armor (ml1) 1 scroll of magic fang (cl1) 1 potion of protection from evil 1 scroll of dispel magic (cl6) 1 tattoe of force screen (ml1) 1 potion of invisibility (cl3)
1)share ALL spells possible. 2)barkskin is +5 AC at level 12. 3)Elrick is Immune to poison, So is immune to a Vrock's spores if relevant.
General idia + Setup
I think I narrowed it to down to half fiend umber hulks or Vrock demons, If those are unmber hulks – it should be okay more or less, Against 3 vrocks iam pretty much dead.
General idea – Buff, summon, nuke, Aviod dance of ruin (if applicable)
Start on Grimlock with staff of the archdruids in hand.
R1- Barkskin (shared) from memory, Rise 20 feet on Grimlock, Fang will heel. R2-Freedom of movement – just in case. R3- Drop balefull Polymorph for SNA5 for 1d4+1 Augmanted Dire wolves, go up 20 feet. R4- Cast animal growth On fang and All summons. Exeption – If I only got 2 summons drop flame strike for 1d3 augmanted dire wolf and then do animal growth.
Afterwards- Send all animal growthed Animals on The enemies, cast sonic substituted Call lightening storm from staff (sonic dmg) and start Blasting, If it doesn’t pass SR of 1 target, try the rest of them - have the animals if possible concentrate on 1 or 2 targets, if needed use another call lightenig storm from staff, If they ressit sonic, use 1 flame strike from memory then use 1 fire seeds (thrown version – 1 throw), then up to 4 flame strikes (subdual) from staff. If summons duration run out and more are needed, Burn wall of thorns for 1d4+1 more augmanted dire wolves.
IF iam totally wrong about the monster iam pretty much ****ed, attempt to use the tactics given to them.
If it's obvios Summons can't touch them (PFE), burn Fire seeds for 1d4+1 Unicorns (if they ARENT flying) or burn same lev 5 spells as mentioned above for 1d4+1 Augmanted giant eagles.
IF that tctic also fail – Nuke first with fire seeds and 2 flame strikes from staff then use call lightening storm (subdual) and hope for the best.
Note – DON’T do animal growth on grimlock.
Note2 – Remmber that With animal growth they have DR/magic so if I remember correctly they can penetrate DR/magic.
Note 3- If possible use grimlock to stay away from them if it doesn’t interfere with main tactics.
Contingencies
1)If I/grimlock get to 35 HP sleet storm around ys - heal with CLW until full/delay kick in then dismiss it.
2)If those are vrocks and they start a dance of ruin – i.e – 2 monsters Are in a circle and chanting – all summons should go on the most wounded target, Burn a Flame strike (staff) on it, then flame strike (memory) on it. If not dead after those first 2 rounds of dancing, Handle animal Fang to run away after me (heel essentially) and run away flying myself, fang can run 200, I can run while flying 160 – should be enough to get out of the dance range (100), If you see Ill need more then 1 round to run away do so earlier. EXEPTION – If in you estimate I have a decent chance to kill one of them (better then 50%) stay and do your best to kill them – another flame strike from staff (subdual) is allowed for that.
3)if it's vrock or some other summoner who summons stuff, Drink protection from evil potion, make note of the original Vrocks and go after them only, if he summons dretches or something eqeualy puny – ignore them.
4)vs Telekenises, Note FOM protect vs Most TK effects.
5)If iam wrong on the monsters I really can't predict what kind of expendbles ill use, but all Items/expendbles are free, For ressit energy – use wand, please use obvios counters from scrolls/potions etc.
Large Outsider (Chaotic, Extraplanar, Evil) Hit Dice: 10d8+70 (115 hp) Initiative: +2 Speed: 30 ft. (6 squares), fly 50 ft. (average) Armor Class: 25 (–1 size, +2armor, +2 Dex, +11 natural, +1deflection), touch 12, flat-footed 23 Base Attack/Grapple: +10/+20 Full Attack: 2 claws +15 melee (2d6+6) and bite +13 melee (1d8+3) and 2 talons +13 melee (1d6+3) Space/Reach: 10 ft./10 ft. Special Attacks: Dance of ruin, spell-like abilities, spores, stunning screech, summon demon Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 17, telepathy 100 ft. Saves: Fort +16, Ref +11, Will +12 Abilities: Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16 Skills: Concentration +20, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks) Feats: Cleave, Combat Reflexes, Multiattack, Power Attack Equipment: Cloak of Resistance +2, Ring of Protection +1, Bracers of Armor +2, 2x Potion of Protection from Good [CL 2], 2x Potion of Magic Fang [CL 2], Potion of Haste [CL 5].
A vrock is about 8 feet tall and weighs about 500 pounds.
Combat Vrocks are vicious fighters who like to fly down into the enemy and cause as much damage as possible. They prance about in battle, taking briefly to the air and bringing their clawed feet into play. Despite their advantage in mobility, the vrocks’ deep love of battle frequently leads them into melee combats against heavy odds.
A vrock’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Dance of Ruin (Su): To use this ability, a group of at least three vrocks must join hands in a circle, dancing wildly and chanting. At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures except for demons within the radius take 20d6 points of damage (Reflex DC 18 half ). Stunning, paralyzing, or slaying one of the vrocks stops the dance. The save DC is Charisma-based.
Spell-Like Abilities: Caster level 12th. The save DCs are Charisma-based.
At will - mirror image, telekinesis (DC 18), greater teleport (self plus 50 pounds of objects only); 1/day - heroism.
Spores (Ex): A vrock can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.
Stunning Screech (Su): Once per hour a vrock can emit a piercing screech. All creatures except for demons within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.
Summon Demon (Sp): Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.
Skills: Vrocks have a +8 racial bonus on Listen and Spot checks.
Begin in default position or as near to it as possible, holding potions of magic fang and haste.
Begin by using mirror image and heroism abilities and drinking the magic fang potions (for claws). Then we will all try summoning another Vrock. Most likely we will only get one, but should we happen to get three, form two groups of three, one on either side of the center pillars, and begin dances of ruin in locations such that our foe will be unable to avoid them when they go off, and repeat until one of us falls or he does. We'd like to just do this anyway, but this arena is too big to get all of it in one blast, and we can't count on cowardly Druids sticking around to fight us rather than running in terror when we start our dance.
Assuming that doesn't happen or one falls before he does, battle plan is to rip him to shreds. Drink haste potions upon spotting him. Use teleport to keep near him at all times if necessary, and spores to wound his pets, particularly his mount. If possible, one of us should grapple him to make the ripping easier on the others (and maybe give the others the chance to do a dance of ruin), but we're guessing it won't be with all those pesky spells of his. Each round as long as it is available one of us will use stunning screech while the others press the attack.
If possible to make a dive attack, do so.
If he is mounted on that pesky bat, use telekinesis to trip him off it.
If he has that staff or a sonic flame-throwing wand in hand, disarm him with telekinesis and one of us should grab it and rip it apart (sunder).
If his pets are bothering us, one or two of us (depending on number of summoned Vrocks) could fling them away with Telekinesis' thrust option, if the Halfling isn't giving us too much trouble to spare the time. Just toss them into a pillar or wall as from us as possible.
If necessary and practical, restore mirror image any number of times needed.
Once we kill him, feast on his body, since that accursed Nimbus denies us the pleasure of dragging his soul back home.
Conventions The conventions for this fight are as follows. Elric will be in red. His allies will act on his initiative. The Vrocks will be in blue. They will all act on the same initiative, as will any summons they may get. All rolls can be found here. As a side note/warning, since the number of creatures in this match will likely far exceed the map editor's ability to track, I may be forced to give only general descriptions of the locations of creatures to avoid driving myself insane trying to calculate exact distances and positions of creatures I cannot mark on the map.
Placement Elric starts in box 3, space 31,5, mounted on Grimlock, with Fang behind him, his staff in hand. The Vrocks start in box 4, spaces 4,34; 4,32; and 4,30, holding their potions of magic fang and haste.
Initiative The Vrocks roll a 17 and will go first. Elric rolls a 9 and will go second.
Rounds 1-4 The Vrocks begins by calling up mirror images of themselves, adding to their morale magically, drinking their potions to imbue their claws with magical energy, and finally magically calling to their brethren across the planes. Oddly, not a single one of their calls is heeded, so they will have to go this alone. Elric uses magic to harden his skin to the thickness of tree bark, grants himself the ability to move freely no matter what, then calls in two Wolf allies, and deciding his first spell received too few answers calls in another pair with a lesser spell.
Vrock 1: 115/115 hp; AC 25; (4,32); Mirror Image (8), Heroism (long), Magic Fang (ends 23) Vrock 2: 115/115 hp; AC 25; (4,34); Mirror Image (5), Heroism (long), Magic Fang (ends 23) Vrock 3: 115/115 hp; AC 25; (4,30); Mirror Image (7), Heroism (long), Magic Fang (ends 23) Elric: 81/81 hp; AC 31; 19/34 SL; (31,5,4); Barkskin (+5), Freedom of Movement (long) - Grimlock: 84/84 hp; AC 35; (same as Elric); Barkskin (+5), FoM (long) - Fang: 57/57 hp; AC 20; (31,3) - Wolf 1: 57/57 hp; AC 14; (31,7); SNA 5 (ends 15) - Wolf 2: 57/57 hp; AC 14; (29,7); SNA 5 (ends 15) - Wolf 3: 57/57 hp; AC 14; (33,7); SNA 4 (ends 16) - Wolf 4: 57/57 hp; AC 14; (31,9); SNA 4 (ends 16)
Round 5 The Vrocks fly out and, spotting the assembly of Elric's pets, drink their haste potions. Elric casts animal growth, super-sizing his pets. He sends them out to attack the Vrocks, following them briefly to catch sight of his foes himself.
Vrock 1: 115/115 hp; AC 26; (14,32); Mirror Image (8), Heroism (long), Magic Fang (ends 23), Haste (ends 10) Vrock 2: 115/115 hp; AC 26; (14,34); Mirror Image (5), Heroism (long), Magic Fang (ends 23), Haste (ends 10) Vrock 3: 115/115 hp; AC 26; (14,30); Mirror Image (7), Heroism (long), Magic Fang (ends 23), Haste (ends 10) Elric: 81/81 hp; AC 31; 14/34 SL; (29,12,4); Barkskin (+5), Freedom of Movement (long) - Grimlock: 84/84 hp; AC 35; (same as Elric); Barkskin (+5), FoM (long) - Fang: 69/69 hp; AC 19; (21,20); Animal Growth - Wolf 1: 69/69 hp; AC 13; (22,24); SNA 5 (ends 15), Animal Growth - Wolf 2: 69/69 hp; AC 13; (25,20); SNA 5 (ends 15), Animal Growth - Wolf 3: 69/69 hp; AC 13; (19,20); SNA 4 (ends 16), Animal Growth - Wolf 4: 69/69 hp; AC 13; (19,24); SNA 4 (ends 16), Animal Growth
Round 6 The Vrocks, seeing Elric just out of reach but carrying his staff, begin their plan. One flies into the air to avoid his pets, then calls upon its telekinetic abilities, ripping the staff from Elric's hand and sending it to the ground. The other two, invoke their ability to teleport, one arriving where Elric's staff had fallen and scooping it up, the other arriving in the air above him and then circling down adjacent to and just above him and using its spores to wound his mount. (TK disarm Vrock [14]+15=29 vs Elric resist [8]+9=17, spores damage [1].) Elric, bereft of his staff (and thus half of his combat tactics), decides to try and get it back. He has Grimlock quick-step back a bit and casts Flame Strike defensively, calling a pillar of fire down on the Vrock above him and the one below him. The latter just sneers at him as the flames dance about him without harming him, but the former appears genuinely wounded. Meanwhile, his wolves rush the grounded Vrock, but as each snaps at the creature all they manage to do is dissipate a false image of him. (Flame strike SR 17 [7]+12=19 and [3]+12=15, reflex [8]+14=22 vs DC 23, damage [38]-10 resist = 28.)
Vrock 1: 115/115 hp; AC 26; (14,32, 10); Mirror Image (8), Heroism (long), Magic Fang (ends 23), Haste (ends 10) Vrock 2: 87/115 hp; AC 26; (31,13,6); Mirror Image (5), Heroism (long), Magic Fang (ends 23), Haste (ends 10) Vrock 3: 115/115 hp; AC 26; (28,12); Mirror Image (2), Heroism (long), Magic Fang (ends 23), Haste (ends 10) Elric: 81/81 hp; AC 31; 10/34 SL; (29,11,4); Barkskin (+5), Freedom of Movement (long) - Grimlock: 83/84 hp; AC 35; (same as Elric); Barkskin (+5), FoM (long), Spores (1) - Fang: 69/69 hp; AC 20; (25,14); Animal Growth - Wolf 1: 69/69 hp; AC 14; (28,15); SNA 5 (ends 15), Animal Growth - Wolf 2: 69/69 hp; AC 14; (25,10); SNA 5 (ends 15), Animal Growth - Wolf 3: 69/69 hp; AC 14; (31,11); SNA 4 (ends 16), Animal Growth - Wolf 4: 69/69 hp; AC 14; (29,10); SNA 4 (ends 16), Animal Growth
Round 7 The Vrock up near Elric circles around a bit to stay airborne and emits a horrifying screech, and it so shakes Elric and Fang that they find themselves unable to act for sheer fear. The one on the ground grins and teleports away, off into the skies and away from the main fight, still holding the staff and now ready to destroy it. The other dives at Elric from on high, but miraculously his tough flesh repels the ferocious assault. (Stunning Screech saves Elric [5]+14=19 and Fang [4]+16=20 vs DC 22, others passed handily, Vrock defensive teleport auto-succeeds, dive [2]+22=24 vs stunned AC 26.) [color=red]Elric is stunned, his ground-bound pets cannot strike the airborne Vrocks. Grimlock's defend trick kicks in when the Vrock dives at his master, so he bites at the creature, but only removes a pair of its images. (Grimlock bites [3]+12=15 and [8]+7=15, image checks [8] and [6].)
Vrock 1: 115/115 hp; AC 26; (27,13, 6); Mirror Image (6), Heroism (long), Magic Fang (ends 23), Haste (ends 10) Vrock 2: 87/115 hp; AC 26; (31,13,6); Mirror Image (5), Heroism (long), Magic Fang (ends 23), Haste (ends 10) Vrock 3: 115/115 hp; AC 26; (45,28, 10); Mirror Image (2), Heroism (long), Magic Fang (ends 23), Haste (ends 10) Elric: 81/81 hp; AC 31; 10/34 SL; (29,11,4); Barkskin (+5), Freedom of Movement (long) - Grimlock: 83/84 hp; AC 35; (same as Elric); Barkskin (+5), FoM (long), Spores (1) - Fang: 69/69 hp; AC 20; (25,14); Animal Growth - Wolf 1: 69/69 hp; AC 14; (28,15); SNA 5 (ends 15), Animal Growth - Wolf 2: 69/69 hp; AC 14; (25,10); SNA 5 (ends 15), Animal Growth - Wolf 3: 69/69 hp; AC 14; (31,11); SNA 4 (ends 16), Animal Growth - Wolf 4: 69/69 hp; AC 14; (29,10); SNA 4 (ends 16), Animal Growth Alright, I'm looking over Elric's tactics and options, and I'm seeing nothing much that can work at this point. His staff is gone - the Vrock that has it will surely succeed on sundering it this coming round, and even if he didn't Elric would need to kill it and keep the others from taking the staff to get it back. His wolves are useless vs fliers, especially with at-will Mirror Image and the DR to take into account. His next requested spell was Fire Seeds, which is his only good choice left, but it has to deal with Mirror Image, and even if it didn't the best-case scenario is one dead Vrock. His other tactics include summoning Eagles that can't bypass DR 10/good, and using expendables which will hit SR and energy resistance. His low-level spells won't harm the Vrocks, Call Lightning they're immune to, and his high-level spells are mostly support rather than offensive, and to top that off he has only 10 SLs to work with. His best weapon remaining is his wand of sonic flames, and the Vrocks will disarm/steal/sunder that if it shows. Further, Grimlock needs high attack and damage rolls to hit and hurt the things, plus has mirror image to deal with. At this point, I'm going to declare a surrender, as I cannot see any scenario short of a miracle where Elric can win without that staff, and I'm too short on time to run a match where he desperately wastes expendables and time trying.
The Vrocks are victorious! Elric loses, but still gains 1,080 xp and 2,939 gp (-10% ally).
Time Between Fights: 1 hr Prebuffs/Ongoing Effects: Barkskin (< 2 hours remaining), Freedom of Movement (< 2 hours remaining) Items Used: None. Spells or Powerpoints Used: Barkskin, Freedom of Movement, Baleful Polymorph, 2x Flamestrike, Animal Growth. x/day Abilities Used: None. Free Activity: Proffesion (Preacher) for 300 gp.
@ templer10 - Tough match with no luck for you (CL 12 vs SR 17 and you fail to harm the one that got your staff... ouch). I didn't realize that staff was so central to your tactics when I wrote the Vrocks', but in retrospect I can certainly see why, since its sonic & subdual damage effects were the only way to seriously harm them. I am curious why you chose wolves for summons, since both Vrocks and half-fiend Umber Hulks fly while the wolves don't, but I suppose there aren't many flying SNA allies worth using against foes like that. Sorry about the loss, better luck next time.
The Forgotten Realms, 1967-2008: R.I.P.
Super Smash Brothers Brawl player. Lucas main, Dedede and Falco secondaries, a variety of others as tertiaries.
Former Core Coliseum player, Elder, and Guildmaster.
Time Between Fights: --- Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: None 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) 77362/78000XP 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 Suppression[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] Potion of Fly [- lbs][700gp]
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: 15105 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
Istima Telarc “Can you keep up with the speed of thought?”
Male Goblin Small Humanoid (Goblinoid, Psionic) Lawful Neutral Nomad 12 [ECL 12] XP/TNL: 74,238/78,000 [3,200 start + 24,843 fights + 46,195 quests & campaigns] Height 2’8’’, Weight 39 lbs, Age 23 Scholar of the PSIONIC CONSORTIUM Deity: Oghma (God of Knowledge, Invention, and Inspiration) Oghma and his Holy SymbolShow
Activities this week: Fighting in the arena and making 420 gp scribing texts for the local temple of Oghma. Current 3-Fight Cycle InformationShow
Fight 1 Time Between Fights: 4 hrs Prebuffs/Ongoing Effects: Items Used: 2 Potion of Pro Good, 1 potion of Pro Evil, 30 charges dorje of force screen [ML 2nd], Powerstone of Defensive Precognition[sup]A[/sup] [ML 4th]. Spells or Powerpoints Used: 59 pp x/day Abilities Used: N/A Free Activity: Craft (Scholarly Texts) for 420 gp.
Powers Known:[24] [ML 12th] [Power Points: 176; Left: 117; Use: 59] 1: [DC 19] Energy Ray[sup]A[/sup], Crystal Shard[sup]A[/sup], Vigor[sup]A[/sup], Grease, Skate, Catfall[sup]A[/sup], Defensive Precognition[sup]A[/sup]. 2: [DC 20] Ego Whip[sup]A[/sup], Dimension Swap[sup]A[/sup]. 3: [DC 21] Energy Bolt[sup]A[/sup], Dispel Psionics[sup]A[/sup], Telekinetic Thrust[sup]A[/sup], Solicit Psicrystal[sup]A[/sup], Time Hop[sup]A[/sup], Energy Retort[sup]A[/sup]. 4: [DC 22] Telekinetic Manuever[sup]A[/sup], Energy Adaptation[sup]A[/sup], Freedom of Movement, Dimension Door. 5: [DC 23] Power Resistance, True Seeing. 6: [DC 24] Disintegrate[sup]A[/sup], Banishment[sup]A[/sup], Contingency, Temporal Acceleration[sup]A[/sup]. 7: [DC 25] Personal Mind Blank, Decerebrate, Ethereal Jaunt, Energy Conversion. 8: [DC 26] Bend Reality, Recall Death, Shadow Body. 9: [DC 27] Microcosm[sup]A[/sup], Time Regression, Etherealness, Reality Revision.
Buffs and Prefight actions: Gain Psionic Focus. Powerstones addressed. Pray to Oghma. Bring Istyar (CR 3, 7.5% rewards adjustment). Bring Nolë (Psicrystal). Spellcasting Service: Dispel Magic in Ring of Counterspells
Equipment: Small Scholar's Outfit +2 Small Mithril Chain Shirt [5 lbs][5,100 gp] Cloak of Resistance +4 [1 lb][16,000 gp] Amulet of Health +4 [0 lbs][16,000 gp] Gloves of Dexterity +2 [0 lbs][4,000 gp] Headband of Intellect +6 [0 lbs][36,000 gp] Bracelet of Wisdom +1 [0 lbs][Campaign Item][10[sup]o[/sup]] Third Eye of Concentration[sup]C[/sup] [0 lbs][5,000 gp] Ring of Protection +3 [0 lbs][18,000 gp] Ring of Counterspells (Dispel Magic) [0 lbs][4,000 gp] Brooch of Shielding (101 hp) [0 lbs][1,500 gp] Small Quarterstaff [2 lbs][0 gp] Small Masterwork Light Crossbow [2 lbs][335 gp] Case with 38 small bolts [.5 lbs per 10][1 gp per 10] Small Belt Pouch (Powerstones & Miscellaneous Items) [.12 lbs][1 gp] Wooden Holy Symbol of Oghma [0 lbs][1 gp]
Miscellaneous Items in Belt Pouch: Dorje of Force Screen (16 charges) [ML 2nd] [.25 lbs][1,500 gp] Dorje of Enlarged Crystal Shard[sup]A[/sup] (48 charges) [ML 2nd] [.25 lbs][1,500 gp] Cognizance Crystal (1 pp) [1 lb][1,000 gp]
Potions in Belt Pouch: Potion of Protection from Good [.1 lb][50 gp]
Powerstones in Belt Pouch: Powerstone of Vigor[sup]A[/sup] [ML 2nd] [0 lbs][50 gp] Powerstone of Vigor[sup]A[/sup] (2 uses) [ML 2nd] [0 lbs][50 gp per use] Powerstone of Vigor[sup]A[/sup] (2 uses) [ML 4th] [0 lbs][200 gp per use] Powerstone of Defensive Precognition[sup]A[/sup] [ML 4th] [0 lbs][200 gp] Powerstone of Enlarged Entangling Ectoplasm (4 uses) [ML 1st] [0 lbs][25 gp per use] Powerstone of Synsthete (2 uses) [ML 2nd] [0 lbs][50 gp per use] 2x Powerstone of Touchsight [ML 5th] [0 lbs][375 gp each] 2x Powerstone of Fly [ML 7th] [0 lbs][700 gp each]
Expendables: 2,950/7,200 gp
Allies & Equipment “Nólë”, Psicrystal [Free] “Ingolë”, Light Warhorse [150 gp] "Istyar", Pegasus (trained) [4,000 gp] Large Chain Barding (on Istyar) [50 lbs][400 gp] Military Saddle (on Ingolë) [30 lbs][20 gp] Exotic Military Saddle (on Istyar) [40 lbs][60 gp]
Equipment at Psi Consortium Guild Hall: Gold: 4,160 gp Saddlebags [8 lbs][4 gp] Masterwork Scholar's Spectacles [5 lbs][55 gp]
Saves: (shares w/ master) Fort +9 [4Psi, +5con] Refl +8 [4Psi, +4dex][Improved Evasion] Will +9 [8Psi, +1wis]
Attacks: Melee Touch +12, damage by power. [6bab, +2dex, +4size] Ranged Touch +12, damage and range by power. [6bab, +2dex, +4size]
Feats: Alertness [1 HD]
Special Abilities: Construct Traits. Hardness 8 Alertness (Grants feat to owner when within arm’s reach) Improved Evasion Personality (Single-minded) Self-Propulsion Sighted (“See” out to 40’, regardless of lighting.) Telepathic Link Deliver Touch Powers Telepathic Speech Flight Power Resistance (5 + Istima's level)
Past Expenditures (tot. 123,697 gp): 3,000 gp start + 900 gp Miniquest: Secrets in the Old Campus + 900 gp 1st Fight + 1,687 gp 2nd Fight + 450 gp 3rd Fight + 1,050 gp 4th Fight + 1,500 gp 5th Fight + 1,050 gp 6th Fight + 1,457 gp 7th Fight + 2,385 gp 8th Fight + 25 gp Potion of Protection from Evil (sold 10/16/2006) + 604 gp 9th Fight + 1,581 gp 10th Fight + 5,100 gp Mission: Tracking the Open Handed Way + 2,165 gp 11th Fight + 25 gp Powerstone of Force Screen [ML 2nd] (sold 12/5/2006) + 957 gp Fight 12 + 2,399 gp Fight 13 + 2,399 gp Fight 14 + 969 gp Fight 15 + 2,564 gp Fight 16 + 5,246 Fight 17 + 25 gp Powerstone of Synsthete (2 uses) [ML 1st] (sold 3/8/2007) + 175 gp Light Warhorse (2 custom feats) (sold 3/8/2007) + 10 gp Military Saddle (sold 3/8/2007) + 5,217 gp Campaign: Mission into the Sands (Week 2) + 2,000 gp refund + 78,626 gp & Bracelet of Wisdom +1 Campaign: Mission into the Sands (Completion) + 3,441 Fight 18 125,907 gp Expenses 3/15/2006 (Creation) - 1,000 gp Small Cloak of Resistance +1 - 0 gp Small Quarterstaff - 335 gp Small Masterwork Light Crossbow - 2 gp Case with 20 small bolts - 1 gp Small Belt Pouch - 1 gp Wooden Holy Symbol - 225 gp Powerstone of Protection (3x Inertial Armor [ML 1st], 3x Force Screen [ML 2nd]) - 300 gp Powerstone of Vigor[sup]A[/sup] (6 uses) [ML 2nd] - 50 gp Powerstone of Entangling Ectoplasm (2 uses) [ML 1st] (Refunded) - 600 gp Powerstone of Specified Energy Adaptation (4 uses) [ML 3rd] (2 uses Refunded) - 20 gp Military Saddle - 4 gp Saddlebags -150 gp Light Warhorse 3/28/2006 - 1,000 gp Cognizance Crystal (1 pp) 4/18/2006 - 3 gp 30 Small Bolts - 100 gp 2x Potion of Protection from Evil - 100 gp 2x Potion of Protection from Good (1 Refunded) - 100 gp 2x Oil of Magic Weapon (Refunded) - 2,000 gp Ring of Protection +1 - 225 gp Powerstone of Protection (3x Force Screen [ML 2nd], 3x Inertial Armor [ML 1st]) 7/6/2006 - 350 gp Light Warhorse (2 custom feats) - 20 gp Military Saddle - 400 gp Large Chain Barding 9/1/2006 - 1,000 gp Heaband of Intellect +1 5[sup]o[/sup] - 1,100 gp Small Mithril Chain Shirt - 150 gp Powerstone of Force Screen (3 uses) [ML 2nd] - 200 gp Powerstone of Vigor[sup]A[/sup] (4 uses) [ML 2nd] - 150 gp Powerstone of Specified Energy Adaptation 10/8/2006 - 1,000 gp Enchant Small Mithril Chain Shirt (+1) - 55 gp Masterwork Scholar's Spectacles - 375 gp Powerstone of Touchsight [ML 5th] - 300 gp Powerstone of Specified Energy Adaptation (2 uses) [ML 3rd] - 150 gp Powerstone of Vigor[sup]A[/sup] (3 uses) [ML 2nd] - 75 gp Powerstone of Enlarged Entanglign Ectoplasm (3 uses) [ML 1st] 10/16/2006 - 50 gp Powerstone of Synsthete (2 uses) [ML 1st] - 50 gp Powerstone of Force Screen [ML 2nd] 11/16/2006 - 6,000 gp Pegasus (Trained, 2 custom feats) - 60 gp Exotic Military Saddle - 100 gp Powerstone of Force Screen (2 uses) [ML 2nd] - 100 gp Powerstone of Vigor[sup]A[/sup] (2 uses) [ML 2nd] - 375 gp Powerstone of Touchsight [ML 5th] 12/5/2006 - 1,500 gp Dorje of Force Screen [ML 2nd] - 375 gp Powerstone of Touchsight [ML 5th] - 100 gp 2x Potion of Protection from Evil - 100 gp 2x Potion of Protection from Good - 4,000 gp Gloves of Dexterity +2 1/22/2007 - 4,000 gp Amulet of Health +2 - 100 gp Powerstone of Vigor[sup]A[/sup] (2 uses) [ML 2nd] - 200 gp Powerstone of Vigor[sup]A[/sup] [ML 4th] 3/7/2007 - 3,000 gp Upgrade Headband of Intellect +1 to +2 - 4,000 gp Ring of Counterspells - 150 gp Spellcasting Service (Dispel Magic CL 5th) - 1,500 gp Brooch of Shielding (101 hp) - 400 gp Powerstone of Defensive Precognition[sup]A[/sup] (2 uses) [ML 4th] - 400 gp Powerstone of Vigor[sup]A[/sup] (2 uses) [ML 4th] - 100 gp Powerstone of Synsthete (2 uses) [ML 2nd] - 100 gp Powerstone of Enlarged Entangling Ectoplasm (4 uses) [ML 1st] 5/2/2007 - 1,500 gp Dorje of Enlarged Crystal Shard[sup]A[/sup] [ML 2nd] - 3,000 gp Improve Cloak of Resistance (+1 => +2) 8/15/2007 - 150 gp Spellcasting Service: Dispel Magic in Ring of Counterspells - 1,400 gp 2x Powerstone of Fly [CL 7th] - 5,000 gp Third Eye of Concentration - 3,000 gp Enchant +1 Mithril Chain Shirt (+2) - 16,000 gp Improve Ring of Protection +1 => +3 - 12,000 gp Improve Cloak of Resistance +2 => +4 - 12,000 gp Improve Amulet of Health +2 => +4 - 32,000 gp Improve Headband of Intellect +2 => +6 Total Difference: 4,160 gp Used Expendables:Show
Miniquest: Secrets in the Old Campus: 1 use of Force Screen [ML 2nd] from powerstone, 1 ue of Inertial Armor [ML 1st] from powerstone, 1 use of Vigor[sup]A[/sup] [ML 2nd] from powerstone. Fight 1: 1 use of Force Screen [ML 2nd] from powerstone, 1 use of Inertial Armor [ML 1st] from powerstone, 4 Small Bolts. Fight 2: Powerstone of Protection (1x Force Screen [ML 2nd], 1x Inertial Armor [ML 1st]), 3 uses of Vigor[sup]A[/sup] [ML 2nd] from powerstone, 7 Small Bolts. Fight 3: 1 use of Force Screen [ML 2nd] from powerstone, 1 use of Inertial Armor [ML 1st] from powerstone, 1 use of Vigor[sup]A[/sup] [ML 2nd] from powerstone. Fight 4: 1 use of Inertial Armor [ML 1st] and 1 use of Force Screen [ML 2nd] from Powerstone of Protection. Fight 5: Powerstone of Protection (Inertial Armor [ML 1st], Force Screen [ML 2nd]), Powerstone of Vigor[sup]A[/sup] [ML 2nd], 1 use of Specified Energy Adaptation [ML 3rd] from Powerstone. Fight 6: 2x Powerstone of Specified Energy Adaptation [ML 3rd], 1 use of Vigor[sup]A[/sup] [ML 2nd] from Powerstone. Fight 7: 1 use of Vigor[sup]A[/sup] [ML 2nd] from Powerstone. Fight 8: 1 use of Vigor[sup]A[/sup] [ML 2nd] from Powerstone. Miniquest: The Killing Fields: 1 use of Force Screen [ML 2nd] from Powerstone, 1 bolt. Fight 9: 2x Powerstone of Vigor[sup]A[/sup] [ML 2nd], Powerstone of Force Screen [ML 2nd]. Fight 10: Powerstone of Vigor[sup]A[/sup] [ML 2nd], Powerstone of Force Screen [ML 2nd], Powerstone of Enlarged Entangling Ectoplasm [ML 1st]. Mission: Tracking the Open Handed Way: Powerstone of Touchsight [ML 5th], 2x Powerstone of Force Screen [ML 2nd]. Fight 11: Powerstone of Specified Energy Adaptation [ML 3rd], Potion of Protection from Evil, Potion of Protection from Good. Fight 12: Powerstone of Specified Energy Adaptation [ML 3rd], 1 charge Dorje of Fore Screen [ML 2nd]. Fight 13: Powerstone of Vigor[sup]A[/sup] [ML 2nd]. Fight 14: 1 charge Dorje of Force Screen [ML 2nd]. Fight 16: 1 charge Dorje of Force Screen [ML 2nd]. Fight 17: 1 charge Dorje of Force Screen [ML 2nd], Powerstone of Enlarged Entangling Ectoplasm (2 uses) [ML 1st], Powerstone of Vigor[sup]A[/sup] [ML 4th]. Campaign: Mission into the Sands: 2 charges Dorje of Enlarged Crystal Shard [ML 2nd]. Fight 18: 2 Potion of Pro Good,1 potion of Pro Evil, 30 charges dorje of force screen [ML 2nd], Powerstone of Defensive Precognition[sup]A[/sup] [ML 4th].
Kracknol's been on a loosing streak, mostly because his player's been sucking with tactics. Being a melee build is getting harder and harder in a world of full casters.
The basic strategy for Kracknol is to rush his foe into melee. The arena is small enough that Kracknol should have no trouble catching the pegasus.
Kracknol starts in the rear corner of his starting area, with the greataxe in hand. What he does depends on the arrangement of things at the start of his turn. I can see three major possibilities.
If Istima is mounted on his pegasus, he will be immediately visible since he will stand taller than the statues in the starting areas. So Kracknol will be able to know which area he occupies. In this case, there is a 2/3 chance that Isima occupies an adjacent starting area to Kracknol...
So if that happens the plan is to charge him and hit him in round 1 with a charge/deep impact/powerattack. Accomplish this by charging forward with haste (for example 2,29 to 25,29). Then at the end of the movement use an immediate action expansion (7pp) to expand to large size with reach. At this point Kracknol threatens the whole starting area and he can attack with his charge. If Istima is flatfooted, hit him with a 10pt power attack deep impact (+11 to hit 3d6+31). If he's not flatfooted hit him with a 6pt power attack deep impact (+15 to hit 3d6+23).
If and his pegasus Istima occupy the far starting area: 1) Activate boots of flying and move toward the center ending with total cover behind the central statue. 2) Use Hustle to move to a position where you can either dive or charge. Then attack as above. Use deep impact and power attack (for 6pts).
2: Because it's the start of the cycle, and this map doesn't favor the ally, I expect that Istima will be w/o his pegasus. In this case actions are as follows: 1) Activate boots and fly up high enough to spot Istima's location, then move to block LOS with the huge statue in the center of the arena (use haste for extra movement speed here). 2) Use hustle to move to a position where you can either dive or charge, then attack as above. Use deep impact and power attack.
If it's possible Kracknol would like to dive for double damage on his attacks. With his Hustle moves to get into position, it's easy for him to setup a dive unless Istima is flying.
In all cases, Kracknol will do his best to maintain the melee. Use Haste in combination with Flight as needed to maintain the movement advantage and force melee.
Contingencies: If Istima is flying round, or otherwise able to gain a speed advantage and avoid melee, then Kracknol will activate his boots of flying and move to melee that way.
If Kracknol needs to make a will save, the 3 pearls of power can be used like a cognizance crystal to manifest Empty Mind. Use them as needed to make will saves.
Kracknol has 2 stones of Body Purification. These are intended to be used if his Cha drops below 5.
Notes: Please don't forget that dwarves get a +1 attack bonus vs goblins.
Dwarves get a +2 save bonus vs all powers.
Kracknol's blade cases dispel ML15 on a hit. That may be very valuable for stripping buffs from Istima.
Kracknol has 4 round of haste. Use them liberally to enter melee. Also use them if Kracknol has a chance to make a full attack.
Kracknol can also use psionic lion's charge if he's given the chance.
After the two psionic foci are used, Kracknol will probably be best served by just attacking as best he can with full attacks or whatever attacks he can use to force melee. However if he gets an "extra" move action, then use it to recover focus.
I hope this battle only lasts a few rounds, and Kracknol's HP outlast the goblin's Disintegrate rays.
Istima starts in the default position, holding his dorje of force screen, mounted on Istyar.
General tactics: Buff largely depending on what I see Kracknol has, possibly pop Kracknol with a dispel if appropriate, then knock him out with three fly-by attack style empowered crystal shards.
Round 1: Manifest defensive precognition from memory (7 pp, +3 insight AC/saves). Istyar should walk around the statues of the start area and take flight, going up as high as possible and keeping as far from Kracknol as possible (I should see him once I reach ceiling height, since I can see over the statues then) Round 2: If I cannot see Kracknol/saw him go invisible, manifest True Seeing from memory. If I can see him, force screen from dorje. If Kracknol is approaching, fly away while doing either. Round 3+: From here, it depends on how things have gone and what buffs I see Kracknol has. - Kracknol expanded/Flying & fast-moving/concealing amorpha – hit him with a 6 pp Dispel Psionics. Keep away from him for now. - Kracknol not as above, but dissolving weapon on his weapon – energy adaptation from memory (resist 20 all elements), still keep away. - Kracknol blitzing me and unavoidable – Dispel if appropriate (& flee if this makes that possible), force screen if not used yet, then combat tactics. - None of the above – Force screen if not up yet. Energy Retort (fire) from memory if time and pp to spare.
Once combat is joined, my plan is simply to blast Kracknol with three shots of full-force Empowered Crystal Shard (12 pp, +11 ranged touch, 10d6*1.5 damage). Fly-by shots are preferred, and if I’m based have Istyar withdraw so I can do so (1 AoO from moving awat [since Istima won’t also be using the withdraw action] is preferable to sitting and taking probably-hasted full attacks). Refocus afterwards (auto-succeeds) as move action. Three such shots should be plenty to take him down (average 157.5 damage to his 109 hp), unless he uses big vigors before each, but I suspect he won’t (he’ll probably expect me to take the easy way out with Ego Whip).
Notes - Always suppress displays (auto-succeeds) to prevent psicraft IDing of powers. - Istima auto-succeeds on concentration for most things, including manifesting while double-moving on his mount, so double-move/manifest whenever it helps. - Ride for cover (auto-succeeds) and mounted combat when applicable. - From what I see in Kracknol’s fight history, I believe this to be his first fight of the cycle, so he should only get 13 pp, not the 12+7 marked on his sheet. - PP breakdown for the fight: 36 Emp Crystal Shard, 7 Defensive Precog, 16 a combination of True Seeing (9), E-Adaptation (7), E-Retort (5), and Dispel Psionics (6), any leftovers unused.
Conditionals - If my hp drops to 40 or less, use an ML 4 vigor stone. - If my 3 ECS shots fail to kill Kracknol, use an entangling ectoplasm stone on him (if possible – ignore if hes expanded) and finish with crystal shard dorje shots (also fly-by style if at all possible). - If Istyar is dropped, melee will be unavoidable, so just try to avoid it as long as possible and avoid in-melee penalties to ranged touch attacks with 5’ steps if possible. - If my dorje is sundered and my empowered shards failed to take Kracknol down, surrender.
And thats what I’ve got. This should be a very winnable fight, with Kracknol’s low touch AC and the sheer force Istima can put into those crystal shard shots, plus all the defenses and hp Istima has. Still, Kracknol is a tough opponent, especially since his rebuild, and things could easily go his way. I could probably get a near-guaranteed win with Ego Whips, but I really don’t like doing that, and this fight is winnable without them, so I’ve opted against it. Anyway, thanks for running the fight!
Lighting is Bright Light. 1 hours have passed since the last fight.
Presented in order of initiative... Istima begins in box 4 with dorje of force screen in hand mounted on Istyar. Kracknol begins in box 3 with Greataxe in hand.
Round 1 Istima manifests defensive precognition (7 pp) from memory. Istyar walks Istima around the statues, takes off, moving as far away from Kracknol as possible, and lands (so he can turn instantly next turn). [double move] Kracknol activates his boots of flying and moves behind the central statue and gains 5' of altitude (15' total). [stan][move]
Round 2 Istima manifest Force screen from his dorje. His current location is at the maximum distance possible so he stays put. Kracknol charges Istima (can't dive because Ceiling is at 20'). He expands to large just as he reached 10' reach range via Expansion (7 pp) and uses a focus for Deep Impact. He hits for 32 damage.
Round 3 Istima manifests Dispel psionics (6pp) defensively on Kracknol but it fails to dispel the expansion. (A targeted dispel on the boots would be necessary to remove the flight portion). Istyar flies around Kracknol trying to get as much distance as possible, but Istima provokes an AoO for the movement. Kracknol uses his focus for a deep impact and hits, dealing 41 damage. Kracknol activates his boots of haste, manifests huste (3pp) and charges Istima again. He misses however.
Round 4 Istima draws a stone of ML 4 Vigor and manifests it on the defensive. Istyar again moves for distance. Kracknol gets an AoO on Istima when he moves away. He hits dealing 19 damage. Kracknol again activates his boots of haste, but can't charge, so he simply bases and attacks. Despite his lack of momentum, he crits! The mightly blow cleaves the psionic goblin cleanly in two...
Kracknol wins and gains 3,870 XP and 10,535 GP (+7.5% ally) Istima loses and gains 1.110 XP and 3.021.05 + 420 GP (-7.5% ally)
Kracknol Time Between Fights: 1 Prebuffs/Ongoing Effects: none Items Used: None Spells or Powerpoints Used: 10 pp x/day Abilities Used: 1 use of flight, 2 uses of Haste Free Activity: None
Istima Time Between Fights: 1 Prebuffs/Ongoing Effects: none Items Used: 1 Charge of Dorje of Force screen, ML 4 Stone of Vigor Spells or Powerpoints Used: 13 pp x/day Abilities Used: None Free Activity: Craft 420gp
@All: Good rolls on Kracknol's part plus a few too many buff rounds versus a First striker. Although after Haste wore out, I think Istima would have been fine. Kracknol just did too much damage too quickly.