This is the Battles of Sagaris thread where all Arena Fights occur. Only Pitlords may post here, and they may only post fights. If you want to join the Core Coliseum and see your characters fight here, read the Rules of Sagaris, or use the Quickstart Guide if you can't wait. If you have any questions, you can ask them in the Core Coliseum Tavern.
For Pitlords: There are some rules for pitlording that must be obeyed! Please read the Rules of Sagaris: Pitlording before you post a fight! Here are the most important ones:
As soon as you have received tactics, read them and check for any mistakes. If you have encountered a problem, write back to the player and tell him.
Check the character sheets of all combatants, and report any mistakes in the Prison.
Begin to run your fight as soon as you have all tactics. There might be mistakes in the fight, and the sooner you run it, the more you have later to discuss and fix them.
If you encounter a problem, you can ask in the respective Fights of the Week thread for assistance. Try not to give too much away but only if that is possible.
Once the fight is done, post it here in the Battles of Sagaris thread. There are certain guidelines that must be met:
You must include the character sheets of all combatants into the post. Preferably in (sblock).
You also have to include all tactics, including any supplementals. Preferably in (sblock).
You must include a end-of-round summary. That includes name, positions, hitpoints, remaining spell levels and powerpoints, spells and effects on the character and the duration.
You have to determine the winner at the bottom of the post.
You have to make a list with all used items at the bottom of the post. In case of magic items, you have to include the caster level.
If you cannot run or finish your fight, tell us on the Fights of the Week thread and we will look for a substitute Pitlord.
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Fights must be finished and posted here until Wednesday 2AM GMT (Tuesday 9pm EST/10pm EDT). If you post your fight after that deadline, you will lose your credit and gain a negative one on top of that. If you do not post the fight at all before the next pairings are rolled, you lose another credit. Please make sure your fight is finished on time, or at least tell us so that we can find a substitute Pitlord. It is really annoying to the players if their characters have to sit out a week because their fights is being extended.
One final note: Every fight adds a bit to the history of the Core Coliseum. If you have some extra time, try to write a little story around your fight. It doesn't have to be a novel but some simple flowery descriptions make the fight so much more interesting. The best stories will enter the Hall of Fame.
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Every week, I make a post with the pairings for this week here in the Battles of Sagaris thread. This post has several purposes: It marks the beginning of a new week, it lists what characters do in a week so that it can be used as a confirmation link to the things your character did (like crafting), and it will have links to all the fights. Since this thread can get very crowded quickly I will list the previous Pairings here. For links to the individual fights pick the appropriate Pairing Post below; you'll find all links there. [INDENT][LIST=1]
At-Will Powers: Lance of Faith Cleric Attack 1 Ranged 5 - +4 vs. Reflex Hit: 1d8+4 radiant damage and ally gets +2 power bonus to next attack against target.
Righteous Brand Cleric Attack 1 Melee Weapon - +6 vs. AC Hit: 1d10+4 damage and ally within 5 gains +3 power bonus to attack rolls against target for 1 round.
Encounter Powers: Elven Accuracy Elf Racial Free Action - Personal Effect: Reroll an attack roll.
Healing Word Cleric Feature Special: can be used twice per encounter, once per round Close Burst 5 Minor action - self or one ally Effect: Target spends HS+1d6+4 HP.
Channel Divinity: Divine Fortune Cleric Feature Free Action - Personal Effect: Gain +1 to next attack roll or saving throw.
Channel Divinity: Turn Undead Cleric Feature Close Burst 2 - +4 vs. Will - Undead only Hit: 1d10+4 radiant damage, push 3, immobilized 1 round. Miss: Half damage
Healing Strike Cleric Attack 1 Melee Weapon - +6 vs. AC Hit: 2d10+4 radiant damage, target is marked 1 round, self or ally within 5 can spend a healing surge+4 HP.
Daily Powers: Beacon of Hope Cleric Attack 1 Close Burst 3 - +4 vs. Will Hit: Target is weakened 1 round. Effect: Self and allies in burst regain 9 HP, and self's healing powers restore +5 HP for encounter.
Class Features Healer's Lore: +Wis to cleric healing powers Ritual Casting (Gentle Repose, Make Whole)
Racial Features Low-light vision Elven Weapon Proficiency: bows Fey Origin Group Awareness: allies within 5 gain +1 Perception Wild Step: ignore difficult terrain while shifting
[FONT="Courier New"]Pak Male Human Warlock Hit Points....37......Bloodied....18 Healing Surge..9......Surges/day..11 Initiative....+0......Speed........6
At-Will Powers: Eldritch Blast Warlock (All) Attack 1 Ranged 10 - +5 vs. Reflex Hit: 1d10+5 damage. Special: Counts as a ranged basic attack.
Hellish Rebuke Warlock (Infernal) Attack 1 Ranged 10 - +5 vs. Reflex Hit: 1d6+5 fire damage and if self takes damage before end next turn, target takes 1d6+5 fire damage.
Dire Radiance Warlock (Star) Attack 1 Ranged 10 - +5 vs. Fortitude Hit: 1d6+5 radiant damage and if the target moves nearer to self on next turn, takes 1d6+5 damage.
Encounter Powers: Vampiric Embrace Warlock Attack 1 Ranged 5 - +5 vs. Will Hit: 2d6+5 necrotic damage and self gains 7 temp HP.
Daily Powers: Armor of Agathys Warlock Attack 1 Standard Action - Personal Effect: Gain 12 temp HP. For encounter, enemies that start adjacent take 1d6+5 cold damage.
Feats Toughness: +5 HP/tier Human Perseverance: +1 to saving throws
Class Features Warlock's Curse: minor action to curse nearest enemy, deal +1d6 damage 1/round. Shadow Walk: gain concealment 1 round when move 3 squares on turn. Prime Shot: +1 to ranged attacks when no ally closer to target Infernal Pact Boon, Dark One's Blessing: gain temp HP = level when cursed opponent drops.
MindWandererB]This will be interesting--two melee types and two helllocks.  wrote:
This will be interesting--two melee types and two helllocks. Very different builds, though.
General: As much as I'd like to take down Lyta first, the fact that my speed isn't so hot means that I can't avoid Argor well enough to do that. So Argor has priority. Stay at range as long as possible, hit him with Reflex and Will attacks, then move on to Lyta with melee and whatever.
Specifics: Start in the front corners of the start box, behind the pillars, Koritaea with bow in hand. Move to in front of the pillars and either attack (bow and Eldritch Blast) or ready to do so on sight. If there's no sight that round, Koritaea will take point, Pak at least 3 squares behind (so they're not both in Scorching Blast/Dragon Breath AoE), and again ready or attack each round.
After first contact and before melee, I want to single-move back every round and, again, either attack or ready to do so. Koritaea's attacks will be with Lance of Faith (drop bow, draw sword) if Argor is in range or will be in range on his next action (assume he'll charge), with bow otherwise. Pak's will be with Eldritch Blast. Again, Koritaea should be at least 3 squares in front of Pak relative to Argor.
Once Argor closes to melee, Koritaea will switch to bastard sword if she hasn't already done so and use Righteous Brand (Pak should stay within 5, on the far side from Argor, to benefit). When she or Pak is down by HS+4 HP, use Healing Strike with Divine Fortune, and with Elven Accuracy if necessary. (If Elven Accuracy isn't needed for this attack, use it on the next miss she gets.) Pak, at this point, will use Vampiric Embrace, then more Eldritch Blasts.
Next is Lyta. Koritaea will charge to get into melee, then use Righteous Brand. Pak will use Eldritch Blast if Lyta is attacking Koritaea, or Hellish Rebuke if she's attacking himself.
Contingencies/Key Points: - Pak will curse, of course. Except on the initial ready, always curse before attacking either target. - Pak should also be moving 3 squares a round for concealment. When he's being attacked, he should try circling obstacles (attack, move) to hide. - If Lyta is trying similar monkey business to hide, use any unused minor actions to make active perception checks. Remember Group Awareness. - Healing Word: use it on either character when they're bloodied. Do Healing Strike first, if they're in melee. - If Koritaea goes down while Argor is still up: activate Armor of Agathys (if there are still 7 temp. HP from Vampiric Embrace, hold off on this) and use Hellish Rebuke. Provoking is a necessary evil at this point; hopefully the Armor of Agathys combined with Rebuke damage will outweigh it. Use Second Wind when bloodied, but after the Armor. If Argor as at any time not adjacent, fall back and use Dire Radiance on him. - If it's down to 1-on-1, nothing really changes except to use an action point. Since Koritaea's at-wills both benefit an ally, she's better off charging if she can manage it. Pak can try to get a small advantage by hiding for a round and using Second Wind. - If struck with Hellish Rebuke: not much I can do about that. Suck it up and pray. Both helllocks using this on each other will be highly amusing. - If Lyta uses Armor of Agathys, back off. Stay at maximum range and pelt her with ranged attacks, even going so far as to retrieve the bow. Provoking from her is okay (even desirable if it means triggering Hellish Rebuke). Use Dire Radiance to discourage her from closing in.
Hellish Rebuke (Warlock 1) Ranged 10....+4 vs. Reflex Hit: 1d6+4 fire damage, if you take damage before the end of my next turn, the target takes additional 1d6+4 fire damage.
Encounter Attack Powers: Vampiric Embrace (Warlock 1) Ranged 5....+4 vs. Will Hit: 2d8+4 necrotic damage, gain 8 temporary hitpoints
Ray of Frost (Half-Elf Racial) Ranged 10....+3 vs. Fortitude Hit: 1d6+3 Cold Damage, the target is slowed until the end of my next turn.
Scorching Burst (Arcane Initiate) Area Burst 1 within 10....+3 vs. Reflex Hit: 1d6+3 fire Damage
Daily Attack Powers: Armor of Agathys Personal Effect: Gain 13 temporary hitpoints. Until end of encounter, every enemy starting next to me takes 1d6+4 cold damage
Utility Powers: none yet
Item Powers: none yet
Ability Scores Ability....Check......... Ability....Check Scores....Modifier....... Scores....Modifier STR 10.....+0............ CON 18.....+4 DEX 10.....+0............ INT 16.....+3 WIS 09.....-1............ CHA 15.....+2 [Starting Con 16 (9), Int 16(9), Wis 9(1), Cha 13(3)] [Racial: Con+2 to 18, Cha+2 to 15]
Feats Arcane Initiate[sup]Level 1[/sup] (Arcana Training, gain Scorching Burst, proficiency with wizard implements)
Class Features Prime Shot (+1 to hit if closest to opponent) Shadow Walk (concealment if moving 3+ squares) Warlock's Curse (minor, place curse on nearest opponent, +1d6 damage to cursed enemies) Infernal Pact(Dark One's blessing) When a cursed opponent falls to 0 or below, gain 1 temphp
Racial Features Dilletante (gain Ray of Frost) Dual Heritage (take feats of human and elves) Group Diplomacy (as if i'd ever use that...)
At-Will Attack Powers: Sure Strike (Fighter 1) Melee Weapon....+9 vs. AC Hit: 1d10 damage
Tide of Iron (Fighter 1) Melee Weapon....+7 vs. AC Hit: 1d10+4 damage, optional push 1 and shift into targets square
Encounter Attack Powers: Steel Serpent Strike (Fighter 1) Melee Weapon....+7 vs. AC Hit: 2d10+4 damage and target is slowed, cannot shift until the end of my next turn
Dragon Breath (Dragonborn Racial) Minor Action Close Blast 3....+6 vs. Reflex (STR-based) Hit: 1d6+2 cold damage
Daily Powers: Villain's Menace (Fighter 1) Melee Weapon....+7 vs. AC Hit: 2d10+4 damage and gain +2 to-hit, +4 damage against that target until the end of the encounter Miss: +1 to-hit, +2 damage against that target until the end of the encounter
Utility Powers: none yet
Item Powers: none yet
Ability Scores Ability....Check......... Ability....Check Scores....Modifier....... Scores....Modifier STR 18.....+4............ CON 14.....+2 DEX 14.....+2............ INT 08.....-1 WIS 12.....+1............ CHA 13.....+1 [Starting Str 16 (9), Dex 14(5), Con 14(5), Wis 12(2), Cha 11(1)] [Racial: Str+2 to 18, Cha+2 to 13]
Feats Dragonborn Frenzy[sup]Level 1[/sup] (+2 damage when bloodied)
Class Features Combat Challenge (mark, make immediate attack against non-compliers) Combat Superiority (+1 to AoO, stop opponents movement if hit) Fighter Weapon Talent (One-Handed +1 to-hit)
Racial Features Dragonborn Fury (+1 to-hit when bloodied) Draconic Heritage (HS-value increased by CON-Modifier) Dragon Breath(Encounter Power)
Skills Acrobatics.......+0* Arcana...........-1 Athletics..(T)...+7* Bluff............+1 Diplomacy........+1 Dungeoneering....+1 Endurance..(T)...+5* Heal.....(T).....+6 History..........+1° Insight..........+1 Intimidate.......+3° Nature...........+1 Perception.......+1 Religion.........-1 Stealth..........+0* Streetwise.......+1 Thievery.........+0* * .. Including -2 Armor Penalty due to shield ° .. Including +2 Racial Bonus
Synopsis 4e - seems pretty straightforward after writing tactics for 3.5 wrote:
Hi, and thanks for pitlording!
Synopsis 4e - seems pretty straightforward after writing tactics for 3.5 i want to go for the cleric, focus on her, as the surge value is a lot lower than at the warlock.
Setup Just start in the very front of the square, next to each other
Fight Argor will move&charge the cleric once he sees her. after that, AP for his daily, followed up by his dragon breath (include warlock if possible) Argor will use sure strike all over. Lyta will move so that she can curse the cleric, and shoot eldritch blasts all the time.
Once Koritea is down, curse and use both encounter(embrace, steel serpent) powers on Pak, continue as before.
Contingencies
roll those 20ies!
Argor will always charge if not within range for move, at-will.
Lyta will rather shoot eldritch blast than move to get into range for anything else.
if pak is attacking lyta and vice-versa, switch to hellish rebuke as attack.
Init: AI: West Box, AA: South Box 19 Lyta (5,17) 15 Koritaea w/ bow in hand (15,4) 12 Argor (5,16) 09 Pak (18,4)
Round 1 Lyta sees Pak, curses him, moves and attacks w/ Hellish Rebuke (Atk: 14+1Prime -2 cover=13 vs R miss) Koritaea moves out and shoots at Argor (atk: 15 miss) Argor sees his target and double moves Pak curses Argor, decides that ‘melee’ is about right and uses Vampric Embrace (Atk: 19 dmg: 18) and then moves east [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,5,17,8,14,Lyta;b=Name,M,15,4,16,5,Koritaea;c=Name,M,5,16,15,8,Argor;d=Name,M,18,4,21,4,Pak[/img] Lyta 30/30hp [15,14,14,13] (8,14) (Shadow Walk) Argor 11/29hp [19,16,14,11] (15,8) Koritaea 24/24hp [16,13,12,16] (16,5) Pak 37+7/37hp [14,16,14,12] (21,4) (Shadow Walk)
Round 2 Lyta curses Koritaea and attacks with Eldrich Blast (atk: 6) and moves Koritaea fires a Lance of Faith at Argor (Atk: 20 dmg: 8) (+2 to Pak’s next attack) and then moves back switching to his sword Argor moves around the corner, charges Koritaea (Atk: 26 dmg: 6+2 = Feat) --- Action Point: Menace: (Atk: 15+1 Dmg: 21) [s]Dragon Breath (Atk: 8) (almost forgot this) Pak fires an EB (Atk: 15 dmg: 15) which drops Argor and then moves to Argor’s Square [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,8,14,11,11,Lyta;b=Name,M,16,5,14,4,Koritaea;c=Name,M,15,8,17,4,15,4,Argor;d=Name,M,21,4,15,3,Pak (1N)[/img] Lyta 30/30hp [15,14,14,13] (11,11) (Shadow Walk) Argor -12/29hp [19,16,14,11] (15,4) Koritaea -5/24hp [16,13,12,16] (4,14) Pak 37+7/37hp [14,16,14,12] (15,4) (Shadow Walk)
Round 3 Lyta moves and fires Vampric Embrace at Pak (Atk: 15 +1 Prime -2 Concealment = 14 dmg: 17) Koritaea (Save: 7) Argor (Save: 7) Pak fires HR at Lyta (Atk: 21 (pulled from rnd 4) dmg: 10) --- Action Point: Again (Atk: 7 miss) [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,11,11,17,11,Lyta;b=Name,F,14,4,Koritaea;c=Name,F,15,4,Argor;d=Name,M,15,3,18,4,Pak[/img] Lyta 28/30hp [15,14,14,13] (17,11) (Shadow Walk) Argor -12/29hp [19,16,14,11] (15,4) Death: X Koritaea -5/24hp [16,13,12,16] (4,14) Death: X Pak 27/37hp [14,16,14,12] (18,4) (Shadow Walk)
Round 4 Lyta moves to break cover and fires a HR at Pak (atk: 10 (pulled from previous rnd 4)) Koritaea (Save: 17) Argor (Save: 5) Pak fires at Lyta HR (Atk: 16 dmg: 10) [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,17,11,16,5,Lyta;b=Name,F,14,4,Koritaea;c=Name,F,15,4,Argor;d=Name,M,18,4,20,4,20,5,Pak[/img] Lyta 18/30hp [15,14,14,13] (16,5) (Shadow Walk) Argor -12/29hp [19,16,14,11] (15,4) Death: XX Koritaea -5/24hp [16,13,12,16] (4,14) Death: X Pak 27/37hp [14,16,14,12] (20,5) (Shadow Walk)
Round 5 Lyta moves and attacks with HR (Atk: 6) Koritaea (Save: 16) Argor (Save: 17) Pak HR Lyta (Atk: 7) [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,16,5,20,9,Lyta;b=Name,F,14,4,Koritaea;c=Name,F,15,4,Argor;d=Name,M,20,5,20,4,18,4,Pak[/img] (Stopped mapping at this point, just keep switching places so Shadow Walk kicks in) Lyta 18/30hp [15,14,14,13] (20,9) (Shadow Walk) Argor -12/29hp [19,16,14,11] (15,4) Death: XX Koritaea -5/24hp [16,13,12,16] (4,14) Death: X Pak 27/37hp [14,16,14,12] (20,5) (Shadow Walk)
Arcane Initiates wins and gains 2 VP Argor: Action Point, Villian's Menace
Astral Antipodes loses and gains 1 VP Pak: Action Point
Peanut Gallery: General Feedback: Aside from the dice being just mean to WB, I found this pretty easy to run. I made the one mistake in the roller in the beginning with cover, and Lyta's prime shot (which missed after I rolled damage, but after that, it was very easy to note modifiers and take care of things.
A note on Shadow Walk: I look at that and it just says that the Warlock gains 'concealment' but I couldn't find a reason why it wouldn't be given, or how it would be defeated. Yet the update rules on Stealth just said how to gain concealment using stealth, am I just making this stronger than it is, or am I missing a rules reference?
@WB: You might consider using some of your encounters in situations after an early hit. The Warlock damage output is high and at this level with one pre hit, followed by a hitting encounter can turn the tide. @MWB: The dice were kind.
At-Will Powers: Twin Strike Longbow....+7 vs. AC, two attacks Hit: 1d10 damage
Nimble Strike Longbow....+7 vs. AC Hit: 1d10+5 damage Special: You can shift 1 before or after the attack
Encounter Powers: Two fanged Strike Longbow....+7 vs. AC, two attacks Hit: 1d10+5 damage, +2 damage if both attacks hit
Elven Accuracy free Action Effect: Reroll an Attack roll. Use the second roll, even if its lower
Daily Powers: Hunters Bear Trap Longbow....+7 vs. AC Hit: 2d10+5 damage and target is slowed and takes ongoing 5 damage (save ends both). Miss: Half damage, and the target is slowed until the end of your next turn.
Ability Scores Ability....Check......... Ability....Check Scores....Modifier....... Scores....Modifier STR 10.....+0............ CON 13.....+1 DEX 20.....+5............ INT 10.....+0 WIS 15.....+2............ CHA 08.....-1
Ranger Features Archer fighting style Hunters Quarry(+1d6) Prime Shot
Racial Features +2 Dex, +2 Wis Size: Medium Speed: 7 squares Languages: Common, Elven Vision: Low-light Skill Bonuses: +2 Nature, +2 Perception Elven Weapon proficiency: You gain proficiency with the longbow and the shortbow Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creaturefor the purpose of effects that relate to creature origin. Group awareness: You grant non-elf allies within 5 squares of you a +1 bonus to perception checks. Wild Step: You ignore difficult terrain when you shift.
Move out and if possible use Stealth to get combat advantage for the first attacks.
If both enemies are found simultaneously, the closer one will be the first target.
Both twins declare the target as their hunters quarry and engage with Two-fanged strike first and Twin strikes after that. In the first round of engagement, one twin will use his action point for another attack. Both use Elven Accurracy on their first miss (note that with their elven precision feat, they gain a +2 bonus on that reroll).
Every round after that should be shoot & move away into cover for stealth. If there is no LOS on the start of round, move closer to last known position while using stealth before shooting.
Always try to use prime shot(the twin closer to the target shoots first and then moves further away). Stay just far enough away from each other to not get cought in a scorching burst or icy terrain together.
Once the first target is down, use hunters quarry on the other one.
Dont spend the dailies and dont bother with second wind.
With my better range, better stealth capeabilities and higher pure firepower, I think this fight looks good for me, unless I fail against sleep or something...
At-Will Powers: Ray of Frost Standard: Arcane, Cold, Implement Range 10....+4 vs. Fort Hit: 1d6+4 damage and Slow target till end of next turn
Scorching Burst Standard: Arcane, Fire, Implement Area Burst 1 (range 10)....+4 vs. Rflx Hit: 1d6+4 damage
Encounter Powers: Icy Terrain Standard: Arcane, Cold, Implement Area Burst 1 (range 10)....+4 vs. Rflx Hit: 1d6+4 damage and knock target prone Effect: Area is difficult terrain till end of next turn
Shadow Jaunt (Racial) Move: Teleport Effect: Teleport 3 squares and become insubstantial till start of next turn
Daily Powers: Sleep Standard: Arcane, Sleep, Implement Area Burst 2 (range 20)....+4 vs. Will Hit: Slow (save ends) Failed save -> Unconscious (save ends) Miss: Slow (save ends)
Healing Word Minor: Divine, Healing Close Burst 5 Effect: Self or Target ally spends healing surge and gains value +1d6
At-Will Powers: Dire Radiance Standard: Arcane, Fear, Radiant, Implement Range 10....+3 vs. Fort Hit: 1d6+3 damage Effect: If Target moves closer on next turn, it takes 1d6+2
Eldritch Blast Standard: Arcane, Implement Range 10....+4 vs. Rflx Hit: 1d10+4 damage
Encounter Powers: Dreadful Word Standard: Arcane, Fear, Psychic, Implement Range 5....+5 vs. Will Hit: 2d8+5 damage and -4 to will defense till end of next turn
Infernal Wrath Minor Effect: +1 to attack roll vs target hit last turn, Add Cha mod to damage
Daily Powers: Dread Star Standard: Arcane, Fear, Radiant, Implement Range 10....+5 vs. Will Hit: 3d6+5 damage and target is immobilized till end of next turn Effect: Target takes -2 to will saves (save ends)
Feats Hellfire Blood (+1 Atk/Dmg: Fear or Fire effects: included)
Class Features Star Pact - +1 to any d20 roll when a cursed target is reduced to 0 Prime shot (+1 if closest to target) Shadow Walk (move 3 squares gain concealment) Warlocks Curse (+1d6)
Racial Features Infernal Wrath - Encounter +2 Int, +2 Cha Low Light vision +1 to attack vs Bloodied Resist fire (5) +2 Bluff, Stealth
Have both start just one square back of being seen. Then first round double move to the middle, if Nest sees one then in between moves have her use a minor to curse.
From there focus attacks on one of them, Start with Owen’s Icy terrain to limit the movement of one, Have Nest hit with Dire radiance, and use Infernal Wrath/Dreadful Word combination if a dire radiance hits and the target remains visible. Keep Nest on the move, and try to have her in position to take Prime Shot attacks. Curse as needed.
Owen will use Icy rays almost exclusively after I. Terrain is out.
Healing: Nest and Owen should use Second wind if a) bloodied and have no target, b) less than 1/4 hp and have them move to cover when they do this.
Someone Goes down 2v1 Have Owen delay till after Nest. Nest will move closer for prime shot an Dire Radiance, and then Owen will step in front of her with Icy Rays. The goal is to use move actions so that they highly consider setting off the dire radiance secondary.
Owen vs 2 Use cover and attack with icy rays. If they group together, go for the Sleep/Orb combo on them (orb on sleep effect)
Nest vs 2 Shoot and move to cover, keep the stealth up as much as possible.
Notes: - If they keep out of range of our attacks from the middle, then Have Nest move out and go for dire radiance, and see if they keep running away. - Try to keep Owen in front so that he is always quarry’d. I’m sure LW would like to kill Nest first. - If Nest doesn’t move far and Owen seems to be targeted, have him Shadow Jaunt to the front, and use insubstantial (half dmg pg 277) to soak some dmg. Use it also if he gets bear trapped.
-Rith
The Fight: Eagle Eye Twins vs Arcanists of the Raven QueenShow
Conventions Those are the conventions for this fight run by MindWandererB Actions types are denoted with {Free} {Move} {Stan} {Minor} {NoAc} Maps are dynamically generated with coco.php script
Fight Info Red is the color of Finrod. Blue is the color of Findulias. Green is the color of Owen. Magenta is the color of Nest. All rolls are HERE
Initiative Finrod [9]+5=14 Findulias [7]+5=12 Owen [12]+2=14 Nest [17]+0=17 Finrod starts in the SOUTH square in the corner behind the pillar, holding his bow. Findulias starts exactly opposite his brother. Owen starts in the WEST square, one step back from the front, holding his orb. Nest starts next to Owen, holding her rod. MapShow
Round 1 Nest moves out [COLOR=GRAY]{Move}, sees Findulias, curses him {Minor}, and continues to move into the center area{Move: Stealth [3]+2-5=0}.[/COLOR] Finrod knows that Nest is the closer target, but can't see her. Since Findulias can tell him where Owen is, he elects to start with him. He moves around the corner [COLOR=GRAY]{Move: Stealth 14 vs. PP 12}, designates Owen as his quarry {Minor}, and attacks using Two-Fanged Strike {Stan: [17]+7+1[PS]-2(cover)+2[CA]=25, [3]+7+1-2=9/Reroll [8]+7+1-2+2(Elven Precision)=16, both hit: damage=[10]+[4]+5+[1]+5+2=27}, pincushioning the shadar-kai quite effectively.[/COLOR] Owen is unconscious [COLOR=GRAY]{Save: [12]}.[/COLOR] Findulias moves out [COLOR=GRAY]{Move: Stealth [18]+9-5=22}, designates Nest as his quarry {Minor}, and attempts to repeat his brother's performance {Stan: [3]+7+1-5(superior cover)+2-2(concealment)=6/Reroll [16]+7+1-2+2-2=21, [5]+7+1-5-2=10, 1 hit: damage [4]+[4]+5=13}, but is clearly the inferior brother. He tries to make up for it with an action point {Stan: [6]+7+1-5-2=7, [16]+7+1-5-2=17, 1 hit: 5 damage}, but still can't get the job done.[/COLOR] Finrod: 25/25 hp, AC 18, Defenses 12/16/12 Findulias: 25/25 hp, AC 18, Defenses 12/16/12 Owen: -3/24 hp, AC 14 Nest: 9/27 hp, AC 15 MapShow
Round 2 Nest fires Dire Radiance at Findulias [COLOR=GRAY]{Stan: [17]+3-5(superior cover)+1(PS)=16, hit:[6]+1+3=10 damage} and runs off {Move: Stealth [1]+2-5=-3}.[/COLOR] Finrod gives chase [COLOR=GRAY]{Move, Move}, and quarries Nest {Minor}.[/COLOR] Owen is dying [COLOR=GRAY]{Save: [2]}.[/COLOR] Findulias sucks up the Dire Radiance damage to close in [COLOR=GRAY]{Move: Stealth [4]+9-5=8, damage [2]+3=5} and fires on Nest again {Stan: [20!], [7]+7+1-2=13, 1 crit: damage 16}, and finally finishes her off.[/COLOR] Finrod: 25/25 hp, AC 18, Defenses 12/16/12 Findulias: 10/25 hp, AC 18, Defenses 12/16/12 Owen: -3/24 hp, AC 14, 1 black mark Nest: -7/27 hp, AC 15 MapShow
Eagle Eye Twins win and earn 2 VP. Findulias spent 1 action point. Arcanists of the Raven Queen lose, earning 1 VP. No resources were spent.
@lonewolf: Yeah, at this level, ranged strikers are pretty darn potent, especially with multiple attack rolls to help compensate for improbably bad rolls. @'Rith: He who hesitates--or loses initiative--is lost, against a pair like that. Pretty much the worst opponents two squishies could draw. General: Neither of you were very specific about movement, or what to do about cover. The combination of prime shot, quarry/curse, and stealth makes this a major issue, since both sides wanted to have cover. This is also relevant with limited resources (AP/encounter/dailies): in a TT or thread fight, I never would have used an AP to use Twin Strike against an opponent with superior cover when I'd already gotten my quarry damage that round, but I couldn't find anything in lonewolf's tactics to contraindicate that.
"Edison didn't succeed the first time he invented Benjamin Franklin, either." Albert the Alligator, Walt Kelly's Pogo Sunday Book
The Core Coliseum: test out your 4e builds and fight to the death.
At-Will Powers: Lance of Faith Cleric Attack 1 Ranged 5 - +4 vs. Reflex Hit: 1d8+4 radiant damage and ally gets +2 power bonus to next attack against target.
Righteous Brand Cleric Attack 1 Melee Weapon - +6 vs. AC Hit: 1d10+4 damage and ally within 5 gains +3 power bonus to attack rolls against target for 1 round.
Encounter Powers: Elven Accuracy Elf Racial Free Action - Personal Effect: Reroll an attack roll.
Healing Word Cleric Feature Special: can be used twice per encounter, once per round Close Burst 5 Minor action - self or one ally Effect: Target spends HS+1d6+4 HP.
Channel Divinity: Divine Fortune Cleric Feature Free Action - Personal Effect: Gain +1 to next attack roll or saving throw.
Channel Divinity: Turn Undead Cleric Feature Close Burst 2 - +4 vs. Will - Undead only Hit: 1d10+4 radiant damage, push 3, immobilized 1 round. Miss: Half damage
Healing Strike Cleric Attack 1 Melee Weapon - +6 vs. AC Hit: 2d10+4 radiant damage, target is marked 1 round, self or ally within 5 can spend a healing surge+4 HP.
Daily Powers: Beacon of Hope Cleric Attack 1 Close Burst 3 - +4 vs. Will Hit: Target is weakened 1 round. Effect: Self and allies in burst regain 9 HP, and self's healing powers restore +5 HP for encounter.
Class Features Healer's Lore: +Wis to cleric healing powers Ritual Casting (Gentle Repose, Make Whole)
Racial Features Low-light vision Elven Weapon Proficiency: bows Fey Origin Group Awareness: allies within 5 gain +1 Perception Wild Step: ignore difficult terrain while shifting
At-Will Powers: Eldritch Blast Warlock (All) Attack 1 Ranged 10 - +5 vs. Reflex Hit: 1d10+5 damage. Special: Counts as a ranged basic attack.
Hellish Rebuke Warlock (Infernal) Attack 1 Ranged 10 - +5 vs. Reflex Hit: 1d6+5 fire damage and if self takes damage before end next turn, target takes 1d6+5 fire damage.
Dire Radiance Warlock (Star) Attack 1 Ranged 10 - +5 vs. Fortitude Hit: 1d6+5 radiant damage and if the target moves nearer to self on next turn, takes 1d6+5 damage.
Encounter Powers: Vampiric Embrace Warlock Attack 1 Ranged 5 - +5 vs. Will Hit: 2d6+5 necrotic damage and self gains 7 temp HP.
Daily Powers: Armor of Agathys Warlock Attack 1 Standard Action - Personal Effect: Gain 12 temp HP. For encounter, enemies that start adjacent take 1d6+5 cold damage.
Feats Toughness: +5 HP/tier Human Perseverance: +1 to saving throws
Class Features Warlock's Curse: minor action to curse nearest enemy, deal +1d6 damage 1/round. Shadow Walk: gain concealment 1 round when move 3 squares on turn. Prime Shot: +1 to ranged attacks when no ally closer to target Infernal Pact Boon, Dark One's Blessing: gain temp HP = level when cursed opponent drops.
At-Will Powers: Lance of Faith Cleric Attack 1 Ranged 5 - +4 vs. Reflex Hit: 1d8+4 radiant damage and ally gets +2 power bonus to next attack against target.
Righteous Brand Cleric Attack 1 Melee Weapon - +6 vs. AC Hit: 1d10+4 damage and ally within 5 gains +3 power bonus to attack rolls against target for 1 round.
Encounter Powers: Elven Accuracy Elf Racial Free Action - Personal Effect: Reroll an attack roll.
Healing Word Cleric Feature Special: can be used twice per encounter, once per round Close Burst 5 Minor action - self or one ally Effect: Target spends HS+1d6+4 HP.
Channel Divinity: Divine Fortune Cleric Feature Free Action - Personal Effect: Gain +1 to next attack roll or saving throw.
Channel Divinity: Turn Undead Cleric Feature Close Burst 2 - +4 vs. Will - Undead only Hit: 1d10+4 radiant damage, push 3, immobilized 1 round. Miss: Half damage
Healing Strike Cleric Attack 1 Melee Weapon - +6 vs. AC Hit: 2d10+4 radiant damage, target is marked 1 round, self or ally within 5 can spend a healing surge+4 HP.
Daily Powers: Beacon of Hope Cleric Attack 1 Close Burst 3 - +4 vs. Will Hit: Target is weakened 1 round. Effect: Self and allies in burst regain 9 HP, and self's healing powers restore +5 HP for encounter.
Class Features Healer's Lore: +Wis to cleric healing powers Ritual Casting (Gentle Repose, Make Whole)
Racial Features Low-light vision Elven Weapon Proficiency: bows Fey Origin Group Awareness: allies within 5 gain +1 Perception Wild Step: ignore difficult terrain while shifting
At-Will Powers: Eldritch Blast Warlock (All) Attack 1 Ranged 10 - +5 vs. Reflex Hit: 1d10+5 damage. Special: Counts as a ranged basic attack.
Hellish Rebuke Warlock (Infernal) Attack 1 Ranged 10 - +5 vs. Reflex Hit: 1d6+5 fire damage and if self takes damage before end next turn, target takes 1d6+5 fire damage.
Dire Radiance Warlock (Star) Attack 1 Ranged 10 - +5 vs. Fortitude Hit: 1d6+5 radiant damage and if the target moves nearer to self on next turn, takes 1d6+5 damage.
Encounter Powers: Vampiric Embrace Warlock Attack 1 Ranged 5 - +5 vs. Will Hit: 2d6+5 necrotic damage and self gains 7 temp HP.
Daily Powers: Armor of Agathys Warlock Attack 1 Standard Action - Personal Effect: Gain 12 temp HP. For encounter, enemies that start adjacent take 1d6+5 cold damage.
Feats Toughness: +5 HP/tier Human Perseverance: +1 to saving throws
Class Features Warlock's Curse: minor action to curse nearest enemy, deal +1d6 damage 1/round. Shadow Walk: gain concealment 1 round when move 3 squares on turn. Prime Shot: +1 to ranged attacks when no ally closer to target Infernal Pact Boon, Dark One's Blessing: gain temp HP = level when cursed opponent drops.
Character Name 1 Azriel Male Dragonborn Paladin Hit Points....32......Bloodied....16 Healing Surge.9......Surges/day..11 Initiative....+3......Speed.......5
At-Will Powers: Divine Challenge Paladin @will Divine, Radiant Close Burst 5 Minor Action.......Target- One creature in burst Effect: You mark the target, and it remains until you use this power to mark another target, or if you fail to engage the target(Attack every round, or be adjacent to mark every round) While target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. Also, it takes radiant damage equal to 3+CHA(1) the first time it makes an attack that doesn't include you as a target before the start of your next turn. Lay on Hands Paladin @ will Special Level 1 Special: You can use this power 3 times per day, only once per round Minor Action- Target- One creature Melee Touch Effect: You spend a healing surge but regain no hit points. Instead the target regains hit points as if it had spend a healing surge. You must have at least one healing surge remaining to use this power. Holy Strike Paladin attack Level 1 (Divine, Radiant, Weapon) Melee Weapon+7 vs. AC Standard Action one creature Hit: 1d8+4 Radiant damage and if you marked the target, you gain a bonus to the damage roll equal to your wisdom modifier(+3) Valiant Strike Paladin attack Level 1 (Divine, Weapon) Melee Weapon +7 +1 per enemy adjacent to you vs. AC Attack One creature Hit: 1d8+4 damage
Encounter Powers: Channel Divinity: Divine Mettle Paladin Feature Divine area....Close burst 10 Minor action. Target- 1 creature in burst Effect: Target makes a saving throw with a bonus equal to your Cha modifier(+1)
Channel Divinity : Divine Strength Paladin Feature Divine Minor Action Personal Effect: Apply your Str(4) modifier as extra damage on your next attack this turn Radiant Smite Paladin attack, Level 1 Divine, Radiant, Weapon Melee Weapon....+7 vs. AC Standar Action Target- One Creature Hit: 2d8+Str(4)+Wis(3) radiant damage Dragon Breath Dragonborn racial Type attack Close blast 3....+STR(4)+2 vs. Reflex Minor Action- Targets- All creatures in area Hit: 1d6+1 damage Special- STR based attack, COLD type.
Daily Powers: Paladin's Judgement Paladin attack Level 1 Divine, Healing, Weapon Melee Weapon +7 vs. AC Standard Action Target- One Creature Hit: 3d8+Str(4), One ally within 5 squares of you can spend a healing surge. Miss: One ally within 5 squares of you can spend a healing surge.
Item Powers: Name of item Weapon, range, or area....+? vs. Defense (Optional: Action type....Target) Hit: ?d?+? damage and ??? Miss: ??? Effect: ???
Character Name 2 Loki Male Dragonborn Warlord Hit Points....31......Bloodied....15 Healing Surge.9......Surges/day..9 Initiative....3.......Speed.......5
At-Will Powers: Furious Smash Warlord attack Level 1 Martial Weapon Melee Weapon...+7 vs. Fort Standard Action- One target Hit: Damage equal to Str modifier(4), and then choose one ally adjacent to either you or the target. This ally applies your Cha(3) modifier as a power bonus to the attack roll and the damage roll on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost. Wolf Pack Tactics Warlord attack Level 1 Martial, Weapon Melee Weapon...+7 vs. AC Standard Action Target- One creature Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action. Hit: 1d8+4
Encounter Powers: Hammer and Anvil Warlord Attack Level 1 Martial, Weapon Melee Weapon....+7 vs. Ref Standard Action Target- One creature Hit: 1d8+4 damage. One ally adjacent to the target makes a melee basic attack against it as a free action. The ally adds your Cha(3) modifier to the damage
Inspiring Word Warlord Feature Martial, Healing Special: You can use this power twice per encounter, but only once per round Close burst 5 Minor action Target- You or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Dragon Breath Racial attack Close burst 3....+Str mod(4)+2 vs. Ref Minor Action- Targets- All creatures in area Hit: 1d6+2 damage Special: Str based attack. COLD type.
Daily Powers: Bastion of Defense Warlord Attack Level 1 Martial Weapon Melee Weapon....+7 vs. AC Standard Action Target- One creature Hit: 3d8+4 damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter Effect: Allies within 5 squares of you gain temporary hit points equal to 5+ your Cha(3) modifier
Item Powers: Name of item Weapon, range, or area....+? vs. Defense (Optional: Action type....Target) Hit: ?d?+? damage and ??? Miss: ??? Effect: ???
Class Features Combat Leader(You and allies within 10 who can hear you and see you get +2 initiative) Commanding Presence- Inspiring(When an ally you can see spends an action point they regain lost hit points equal to half your level + your Cha(3) modifier. Inspiring word: close burst 5(target spends healing surge and adds 1d6 hp healed) Racial Features Dragonbreath (attack as an encounter power) Dragonborn Fury(+1 attack when bloodied) Draconic Heritage(+con mod(+2) to surges)
Character Name 1 Azriel Male Dragonborn Paladin Hit Points....32......Bloodied....16 Healing Surge.9......Surges/day..11 Initiative....+3......Speed.......5
At-Will Powers: Divine Challenge Paladin @will Divine, Radiant Close Burst 5 Minor Action.......Target- One creature in burst Effect: You mark the target, and it remains until you use this power to mark another target, or if you fail to engage the target(Attack every round, or be adjacent to mark every round) While target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. Also, it takes radiant damage equal to 3+CHA(1) the first time it makes an attack that doesn't include you as a target before the start of your next turn. Lay on Hands Paladin @ will Special Level 1 Special: You can use this power 3 times per day, only once per round Minor Action- Target- One creature Melee Touch Effect: You spend a healing surge but regain no hit points. Instead the target regains hit points as if it had spend a healing surge. You must have at least one healing surge remaining to use this power. Holy Strike Paladin attack Level 1 (Divine, Radiant, Weapon) Melee Weapon+7 vs. AC Standard Action one creature Hit: 1d8+4 Radiant damage and if you marked the target, you gain a bonus to the damage roll equal to your wisdom modifier(+3) Valiant Strike Paladin attack Level 1 (Divine, Weapon) Melee Weapon +7 +1 per enemy adjacent to you vs. AC Attack One creature Hit: 1d8+4 damage
Encounter Powers: Channel Divinity: Divine Mettle Paladin Feature Divine area....Close burst 10 Minor action. Target- 1 creature in burst Effect: Target makes a saving throw with a bonus equal to your Cha modifier(+1)
Channel Divinity : Divine Strength Paladin Feature Divine Minor Action Personal Effect: Apply your Str(4) modifier as extra damage on your next attack this turn Radiant Smite Paladin attack, Level 1 Divine, Radiant, Weapon Melee Weapon....+7 vs. AC Standar Action Target- One Creature Hit: 2d8+Str(4)+Wis(3) radiant damage Dragon Breath Dragonborn racial Type attack Close blast 3....+STR(4)+2 vs. Reflex Minor Action- Targets- All creatures in area Hit: 1d6+1 damage Special- STR based attack, COLD type.
Daily Powers: Paladin's Judgement Paladin attack Level 1 Divine, Healing, Weapon Melee Weapon +7 vs. AC Standard Action Target- One Creature Hit: 3d8+Str(4), One ally within 5 squares of you can spend a healing surge. Miss: One ally within 5 squares of you can spend a healing surge.
Item Powers: Name of item Weapon, range, or area....+? vs. Defense (Optional: Action type....Target) Hit: ?d?+? damage and ??? Miss: ??? Effect: ???
Character Name 2 Loki Male Dragonborn Warlord Hit Points....31......Bloodied....15 Healing Surge.9......Surges/day..9 Initiative....3.......Speed.......5
At-Will Powers: Furious Smash Warlord attack Level 1 Martial Weapon Melee Weapon...+7 vs. Fort Standard Action- One target Hit: Damage equal to Str modifier(4), and then choose one ally adjacent to either you or the target. This ally applies your Cha(3) modifier as a power bonus to the attack roll and the damage roll on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost. Wolf Pack Tactics Warlord attack Level 1 Martial, Weapon Melee Weapon...+7 vs. AC Standard Action Target- One creature Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action. Hit: 1d8+4
Encounter Powers: Hammer and Anvil Warlord Attack Level 1 Martial, Weapon Melee Weapon....+7 vs. Ref Standard Action Target- One creature Hit: 1d8+4 damage. One ally adjacent to the target makes a melee basic attack against it as a free action. The ally adds your Cha(3) modifier to the damage
Inspiring Word Warlord Feature Martial, Healing Special: You can use this power twice per encounter, but only once per round Close burst 5 Minor action Target- You or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Dragon Breath Racial attack Close burst 3....+Str mod(4)+2 vs. Ref Minor Action- Targets- All creatures in area Hit: 1d6+2 damage Special: Str based attack. COLD type.
Daily Powers: Bastion of Defense Warlord Attack Level 1 Martial Weapon Melee Weapon....+7 vs. AC Standard Action Target- One creature Hit: 3d8+4 damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter Effect: Allies within 5 squares of you gain temporary hit points equal to 5+ your Cha(3) modifier
Item Powers: Name of item Weapon, range, or area....+? vs. Defense (Optional: Action type....Target) Hit: ?d?+? damage and ??? Miss: ??? Effect: ???
Class Features Combat Leader(You and allies within 10 who can hear you and see you get +2 initiative) Commanding Presence- Inspiring(When an ally you can see spends an action point they regain lost hit points equal to half your level + your Cha(3) modifier. Inspiring word: close burst 5(target spends healing surge and adds 1d6 hp healed) Racial Features Dragonbreath (attack as an encounter power) Dragonborn Fury(+1 attack when bloodied) Draconic Heritage(+con mod(+2) to surges)
MindWandererB]Two melee monsters, with a defender and a leader, both with fat healing surge values... I need to take them down fast and hard. Too bad that's not my specialty.
General: Use non-AC attacks, focus on the healer first, and delay melee.
Pak will start in the bottom-right corner of the start area. Koritaea will start right in front of him, bow in hand. Before contact is made, they'll move out together, Koritaea in front (by 3 squares, to avoid both getting in one Dragon Breath), and ready to attack (basic bow and Dire Radiance).
Upon contact, Pak will curse the nearest opponent and continue to attack that opponent with Dire Radiance, single-moving back every round. Koritaea will also single-move back each round and either fire her bow or, if either opponent will be able to charge on their turn, ready to attack with Lance of Faith.
Once the opponents have closed in, focus on Loki. Being marked is not a deterrent. Koritaea will use Lance of Faith (action Point for two of them on the first opportunity), and Pak will curse, then use first Vampiric Embrace, then Hellish Rebuke if they're attacking him, Eldritch Blast if they're focusing on Koritaea. Shift away to avoid OAs, of course. Once Loki is down, repeat the performance against Azriel.
Contingencies/Key Points: - Healing: Use Healing Word whenever either character is bloodied. Pak will use Second Wind if one opponent is down, he is bloodied, and Koritaea is either out of Words or down. - Once Koritaea is done with her bow, drop it and switch to sword. - Cornered: Try to avoid this--my back should never be to a wall. If the two opponents flank me so I can't shift out and attack without provoking, it depends on the character: - - Koritaea will use Divine Fortune + Healing Strike (+ Elven Accuracy if needed) on Loki, Righteous Brand thereafter. Try to shift out of it, but that will be hard if not impossible wrote:
Two melee monsters, with a defender and a leader, both with fat healing surge values... I need to take them down fast and hard. Too bad that's not my specialty.
General: Use non-AC attacks, focus on the healer first, and delay melee.
Pak will start in the bottom-right corner of the start area. Koritaea will start right in front of him, bow in hand. Before contact is made, they'll move out together, Koritaea in front (by 3 squares, to avoid both getting in one Dragon Breath), and ready to attack (basic bow and Dire Radiance).
Upon contact, Pak will curse the nearest opponent and continue to attack that opponent with Dire Radiance, single-moving back every round. Koritaea will also single-move back each round and either fire her bow or, if either opponent will be able to charge on their turn, ready to attack with Lance of Faith.
Once the opponents have closed in, focus on Loki. Being marked is not a deterrent. Koritaea will use Lance of Faith (action Point for two of them on the first opportunity), and Pak will curse, then use first Vampiric Embrace, then Hellish Rebuke if they're attacking him, Eldritch Blast if they're focusing on Koritaea. Shift away to avoid OAs, of course. Once Loki is down, repeat the performance against Azriel.
Contingencies/Key Points: - Healing: Use Healing Word whenever either character is bloodied. Pak will use Second Wind if one opponent is down, he is bloodied, and Koritaea is either out of Words or down. - Once Koritaea is done with her bow, drop it and switch to sword. - Cornered: Try to avoid this--my back should never be to a wall. If the two opponents flank me so I can't shift out and attack without provoking, it depends on the character: - - Koritaea will use Divine Fortune + Healing Strike (+ Elven Accuracy if needed) on Loki, Righteous Brand thereafter. Try to shift out of it, but that will be hard if not impossible; next best option is to back into a corner so they can't flank. - - Pak will use Armor of Agathys, stay put for 1 round (to hit both of them), then go ahead and provoke (from one of them, not both--preferably Loki) for Hellish Rebuke. If it's impossible to avoid provoking from both, just take total defense or Second Wind and make them both eat Armor of Agathys damage. - Elven Accuracy: save it for Healing Strike. If Healing Strike hits without it, use it on the next miss after that. - Pak will try to have Shadow Walk activated as much as possible, and also to benefit from Prime Shot whenever possible. However, early on it is more important to put Koritaea in front for defensive purposes. - If they've spread out their damage on both of us (at least 7 "real" damage apiece, not temps) before Koritaea has used any healing, use her Beacon of Hope.
Zillah]Character name- Azriel, Loki Starting Positions- 2 boxes in front facing the center pillar. Sword and Board for both of them at the start. Tactics down below! vvvvvvvvv Thanks for handling the fight.
Tactics against The Astral Antipodes (MindWandererB) At the start of the fight, the two fighters will start at the front to squares facing the center of the pillar in the arena. They will double move to the center of the arena at that pillar if no targets are seen. If they are seen, a Move/charge will occur if needed, or just a move/attack. Setting up the combos is not as important as hitting the target. Koritaea will be the main target of both fighters. If seen first, she will be charged in a strategic way to block movement or to flank against her. If flanking not possible Azriel and Loki will try to stay adjacent to each other in order to maximize Loki’ wrote:
Character name- Azriel, Loki Starting Positions- 2 boxes in front facing the center pillar. Sword and Board for both of them at the start. Tactics down below! vvvvvvvvv Thanks for handling the fight.
Tactics against The Astral Antipodes (MindWandererB) At the start of the fight, the two fighters will start at the front to squares facing the center of the pillar in the arena. They will double move to the center of the arena at that pillar if no targets are seen. If they are seen, a Move/charge will occur if needed, or just a move/attack. Setting up the combos is not as important as hitting the target. Koritaea will be the main target of both fighters. If seen first, she will be charged in a strategic way to block movement or to flank against her. If flanking not possible Azriel and Loki will try to stay adjacent to each other in order to maximize Loki’s powers. Loki will Furious Smash her when Azriel is in range to receive benefits every time. If not, Wolf Pack tactics. If bloodied, either fighter will use encounter powers to try to finish it, and even dragon’s breath as well. A good combo if fighters are adjacent to enemies at the start of their turns would be to Dragon’s breath, then attack with an @ will or encounter, then to heal with a minor action of Inspiring word. A different combo would be for Azriel to be adjacent to an opponent or both are in reach of dragon’s breath. Minor divine Str, Minor Dragon’s breath to try to get both opponents in blast., Standard Radiant Smite and if that is not available, Holy strike if marked, Valiant if not. Pak will be marked by Azriel if seen before Koritea. Otherwise Koritaea will be marked by Azriel. Both fighters will attack the AC, unless a strategic Furious Smash is deemed needed. Azriel will Valiant strike if both enemies are adjacent to him. If either are bloodied, he will blow encounter powers. If Loki is rendered unconscious, Azriel’s next attack will be Paladin's Judgement in order to revive Loki. If Pak’s Armor of Agathys is activated, will do best effort to avoid, but if he tries to get adjacent to either fighter, take all AOO’s. If any actions left and Pak is hiding somewhere, use minors to perception where he is. If needed to take an action, minor perception first, then take required actions. Azriel will make the better looker. Second winds will be used only if attacks are not possible and if players are bloodied. Other than that, Lay on Hands, and Inspiring word are first. But priority goes to Inspiring word. If either player on the opposite team drops, they SHOULD be attacked until death. One figher should be enough for this task, and I would leave that for whoever is closest to the dropped fighter. If needed both fighters will drop swords and pull out Javelins for attacking Pak when he has his armor on. If not needed to drop swords, they will simply put them away and reach for Javelins. Mark the lock when the cleric drops.
Conventions Those are the conventions for this fight run by post_ironic Actions types are denoted with {Free} {Move} {Stan} {Minor} {NoAc} Maps are dynamically generated with coco.php script
Initiative Koritaea 9+2=11 Pak 2 Azriel 1+3=4 Loki 2+3=5
Koritaea starts in the EAST box, in front of Pak, bow in hand. Pak starts in the bottom right corner of the EAST box, nothing in hand. Azriel starts in the front center portion of the NORTH box, longsword and shield in hand. Loki starts in the front center portion of the NORTH box, longsword and shield in hand. MapSpoiler:Show
Round 1 Koritaea moves out and sees Azriel and Loki and readies an attack. Loki sees Koritaea and double moves since a charge is not possible. This triggers Koritaea's ready. (Miss:5v 17) Azriel sees Koritaea and double moves. Pak curses Loki and moves away from the approaching combatants, gaining concelment from Shadow Walk. He casts Dire Radiance at Loki, hitting (17 vs 15) for 11 damage (2+5+4).
Round 2 Koritaea casts Lance of Faith at Loki, striking powerfully for 12 damage. (CRIT!:24 vs11) She then action points to fire another Lance, missing. (9 vs 11). She then moves away, dropping her bow [color=gray]Free and drawing her swordMinor as she sees her opponents closing in.[/color] Loki, now bloodied, uses Inspiring Word on himself, healing 10 points of damage. He then moves and charges Koritaea, striking her (21 vs 16) for 7 damage. This causes the Dire Radiance to damage him for 7 more. Azriel moves and charges Koritaea. (22 vs 16) He hits for 8 damage, bloodying her. Pak moves behind his opponents, reactivating Shadow Walk, and casts Vampiric Embrace on Loki, cursing his dark masters as he narrowly misses (10 vs 14 will. EDIT: Total 12 Still misses with +2 from Lance.)
Round 3 Koritaea, badly wounded, makes a Healing Strike at Loki, calling upon her god for Divine Fortune. She connects (19 vs 17 AC), dealing 16 damage to Loki, [s]marking him dropping him and healing herself for 10 points. She shifts away to the southeast. [s]Loki, gravely injured, uses Inspiring Word on himself, healing for 14 points. Seeking to end the battle, he moves adjacent to Koritaea and attacks with the Hammer and Anvil technique, missing his target (9 vs 12).Loki should roll a death saving throw I missed here. Azriel moves to attack Koritaea with Paladin's Judgment to revive his fallen comrade. He hits(22vs16AC) for 15 damage. Loki regains 9 hit points. He then uses Divine Challenge to mark Koritaea. Pak moves to retain concelament and employs an Eldritch Blast to strike (9 vs 11 Ref) Loki, but misses.
Koritaea: 4/24 Marked by Divine Challenge Pak: 37/37 Concealment Azriel: 32/32 Loki: 9/31 Marked by Healing Strike 1/2 Inspiring Words used.
Round 4 Koritaea, in a tough position, shifts and then moves away. This provokes an OA from Loki, who misses (7 vs 16 AC). She heals herself for 11. Loki stands and uses his second wind (+2 Defenses). He heals 9 and moves toward Koritaea. Azriel moves and charges Koritaea. He misses (9 vs 16 AC). Pak uses Eldritch Blast against Loki, but misses. (9 vs 13 Ref). He moves away.
Koritaea: 15/24 Marked by Paladin Judgement 1/2 Healing Words used. Pak: 37/37 Concealment Azriel: 32/32 Loki: 18/31 1/2 Inspiring Words used, Second Wind used.
Round 5
Koritaea shifts and moves back to a safe position. Loki moves toward Koritaea and uses the Hammer and Anvil technique on her. He hits (16+1 Dragonborn Fury vs 12 Ref+2 cover) for 8 damage. Azriel moves toward Koritaea. He attempts a Radiant Smite. He hits (26vs16 AC) for 14 damage, dropping Koritaea. Pak casts Hellish Rebuke at Loki. He hits (13+1 prime shot vs 11 reflex for 10 damage. He moves away, maintaining concealment.
Round 6 Ok, after this round, the boards ate my post. Grrr. Essentially, after this point, the Ravens Guards charge Pak, who activates Armor of Agathys, which drops Loki. He then curses and Hellish rebukes Azriel, and essentially outlasts him with temporary hit points and the retributive damage from the armor and the rebuke. It was a pretty nasty fight.
The Astral Antipodes barely pull out a win and gain 2 VP. Koriteae used one action point and one healing surge. Pak used Armor of Agathys. They both also gain an action point (Milestone). The Raven's Guards have an unlucky loss, but still gain 1 VP. Azriel used Paladin's Judgment. Loki used 3 Healing surges.
Hellish Rebuke (Warlock 1) Ranged 10....+4 vs. Reflex Hit: 1d6+4 fire damage, if you take damage before the end of my next turn, the target takes additional 1d6+4 fire damage.
Encounter Attack Powers: Vampiric Embrace (Warlock 1) Ranged 5....+4 vs. Will Hit: 2d8+4 necrotic damage, gain 8 temporary hitpoints
Ray of Frost (Half-Elf Racial) Ranged 10....+3 vs. Fortitude Hit: 1d6+3 Cold Damage, the target is slowed until the end of my next turn.
Scorching Burst (Arcane Initiate) Area Burst 1 within 10....+3 vs. Reflex Hit: 1d6+3 fire Damage
Daily Attack Powers: Armor of Agathys Personal Effect: Gain 13 temporary hitpoints. Until end of encounter, every enemy starting next to me takes 1d6+4 cold damage
Utility Powers: none yet
Item Powers: none yet
Ability Scores Ability....Check......... Ability....Check Scores....Modifier....... Scores....Modifier STR 10.....+0............ CON 18.....+4 DEX 10.....+0............ INT 16.....+3 WIS 09.....-1............ CHA 15.....+2 [Starting Con 16 (9), Int 16(9), Wis 9(1), Cha 13(3)] [Racial: Con+2 to 18, Cha+2 to 15]
Feats Arcane Initiate[sup]Level 1[/sup] (Arcana Training, gain Scorching Burst, proficiency with wizard implements)
Class Features Prime Shot (+1 to hit if closest to opponent) Shadow Walk (concealment if moving 3+ squares) Warlock's Curse (minor, place curse on nearest opponent, +1d6 damage to cursed enemies) Infernal Pact(Dark One's blessing) When a cursed opponent falls to 0 or below, gain 1 temphp
Racial Features Dilletante (gain Ray of Frost) Dual Heritage (take feats of human and elves) Group Diplomacy (as if i'd ever use that...)
At-Will Attack Powers: Sure Strike (Fighter 1) Melee Weapon....+9 vs. AC Hit: 1d10 damage
Tide of Iron (Fighter 1) Melee Weapon....+7 vs. AC Hit: 1d10+4 damage, optional push 1 and shift into targets square
Encounter Attack Powers: Steel Serpent Strike (Fighter 1) Melee Weapon....+7 vs. AC Hit: 2d10+4 damage and target is slowed, cannot shift until the end of my next turn
Dragon Breath (Dragonborn Racial) Minor Action Close Blast 3....+6 vs. Reflex (STR-based) Hit: 1d6+2 cold damage
Daily Powers: Villain's Menace (Fighter 1) [used] Melee Weapon....+7 vs. AC Hit: 2d10+4 damage and gain +2 to-hit, +4 damage against that target until the end of the encounter Miss: +1 to-hit, +2 damage against that target until the end of the encounter
Utility Powers: none yet
Item Powers: none yet
Ability Scores Ability....Check......... Ability....Check Scores....Modifier....... Scores....Modifier STR 18.....+4............ CON 14.....+2 DEX 14.....+2............ INT 08.....-1 WIS 12.....+1............ CHA 13.....+1 [Starting Str 16 (9), Dex 14(5), Con 14(5), Wis 12(2), Cha 11(1)] [Racial: Str+2 to 18, Cha+2 to 13]
Feats Dragonborn Frenzy[sup]Level 1[/sup] (+2 damage when bloodied)
Class Features Combat Challenge (mark, make immediate attack against non-compliers) Combat Superiority (+1 to AoO, stop opponents movement if hit) Fighter Weapon Talent (One-Handed +1 to-hit)
Racial Features Dragonborn Fury (+1 to-hit when bloodied) Draconic Heritage (HS-value increased by CON-Modifier) Dragon Breath(Encounter Power)
Skills Acrobatics.......+0* Arcana...........-1 Athletics..(T)...+7* Bluff............+1 Diplomacy........+1 Dungeoneering....+1 Endurance..(T)...+5* Heal.....(T).....+6 History..........+1° Insight..........+1 Intimidate.......+3° Nature...........+1 Perception.......+1 Religion.........-1 Stealth..........+0* Streetwise.......+1 Thievery.........+0* * .. Including -2 Armor Penalty due to shield ° .. Including +2 Racial Bonus
At-Will Powers: Twin Strike Longbow....+7 vs. AC, two attacks Hit: 1d10 damage
Nimble Strike Longbow....+7 vs. AC Hit: 1d10+5 damage Special: You can shift 1 before or after the attack
Encounter Powers: Two fanged Strike Longbow....+7 vs. AC, two attacks Hit: 1d10+5 damage, +2 damage if both attacks hit
Elven Accuracy free Action Effect: Reroll an Attack roll. Use the second roll, even if its lower
Daily Powers: Hunters Bear Trap Longbow....+7 vs. AC Hit: 2d10+5 damage and target is slowed and takes ongoing 5 damage (save ends both). Miss: Half damage, and the target is slowed until the end of your next turn.
Ability Scores Ability....Check......... Ability....Check Scores....Modifier....... Scores....Modifier STR 10.....+0............ CON 13.....+1 DEX 20.....+5............ INT 10.....+0 WIS 15.....+2............ CHA 08.....-1
Ranger Features Archer fighting style Hunters Quarry(+1d6) Prime Shot
Racial Features +2 Dex, +2 Wis Size: Medium Speed: 7 squares Languages: Common, Elven Vision: Low-light Skill Bonuses: +2 Nature, +2 Perception Elven Weapon proficiency: You gain proficiency with the longbow and the shortbow Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creaturefor the purpose of effects that relate to creature origin. Group awareness: You grant non-elf allies within 5 squares of you a +1 bonus to perception checks. Wild Step: You ignore difficult terrain when you shift.
Attacks: Melee Basic...+3 (Dagger)...Damage: 1d4 Range Basic...+4 (Eldritch blast)..Damage: 1d10+4
At-Will Powers: Eldritch blast Ranged basic attack, Standard Action, Ranged 10.... Dark Energy bolt. Cha vs Ref Hit: 1d10+4 force damage
Eye bite Ranged basic attack, Standard Action, Ranged 10.... Mental Assault. Cha vs Will Hit: 1d6+4 psychic damage
Encounter Powers:
WitchFire Ranged basic attack, Standard Action, Ranged 10.... Mystical Energy. Cha vs Will Hit: 2d6+4 Fire damage,and the target takes a –2 penalty to attack rolls until the end of your next turn
Second Chance Personnel, Immediate interrupt force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
Daily Power:
Curse of the Dark Dream Standard Action, Ranged 10 Cha vs Will. Hit: 3d8+4 psychic damage, And Slide the target 3 squares Sustain Minor: Slide target 1 square wheather you hit or miss (save ends)
Sneak of Shadows: [Multiclass Rogue] Prerequisite: Dex 13 Benefit: You gain training in the Thievery skill. Once per encounter, you can use the rogue’s Sneak Attack class feature.
Eldritch Pact (Fey) Eyebite: You know the eyebite at-will spell.
Misty Step: When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, you can immediately teleport 3 squares as a free action.
Prime Shot :If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target
Shadow Walk :On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn
Warlock’s Curse :minor action +1d6
Sneak Attack : Once per encounter, when you have combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group, an attack you make against that enemy deals extra damage if the attack hits. You decide whether to apply the extra damage after making the damage roll. As you advance in level, your extra damage increases.(lvls 1-10= 2d6 dmg)
Bold: You gain a +5 racial bonus to saving throws against fear.
Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks.
BEING SMALL *You can’t use two-handed weapons, such as greatswords and halberds. * When you use a versatile weapon, such as a longsword, you must use it two-handed, but you don’t deal additional damage for doing so.
Equipment Leather Armor +2 Ac, 25 gp Arcane Implement-- Rod 0, 12 gp Thieving tools (Varies), 20 gp Dagger 1 gp
Mind Shadow Male Githyanki Ranger (Archer Ranger) Hit Points....22......Bloodied...11 Healing Surge..5......Surges/day..6 Initiative....+6......Speed.......6
Attacks: Melee Basic...+2(Handaxe)...Damage: 1d6 Range Basic...+7(Longbow)..Damage: 1d10 (20-40)
At-Will Powers: Nimble strike Ranged Weapon Special:Shift 1 square before or after you attack Hit: 1d10+4
Twin Strike Range: Melee or ranged Hit: Dexterity vs. AC (ranged), two attacks Damage: 1d10 damage per attack
Encounter Powers: Two-Fanged Strike Ranged weapon Hit: Dexterity vs. AC (ranged), two attacks Damage: 1d10+4 (ranged) Special: If both attacks hit, you deal extra damage equal to your Wisdom modifier.
Telekinetic Leap Move Action Ranged 10 Target: You or one ally Effect: The target can fly up to 5 squares. If this power is used on an ally, that ally must remain in your line of sight at all times during the effect.
Daily Powers: Hunter’s Bear Trap Ranged weapon Hit:2d10+4 (ranged), and Target is slowed and takes an ongoing 5 damage (save ends both) Miss: 1/2 damage and is slowed till end of my next turn
Healing Word. Minor Action close burst 5 Target:self or 1 ally Effects: Target can spend a Healing surge and regain and extra 1d6 hps
Agile Hunter When you score a critical hit with a melee attack against the target of your Hunter’s Quarry, you can shift as a free action, and the enemy takes a –2 penalty on attack rolls against you until the end of your next turn.
Defensive Mobility: You gain a +2 bonus to AC against opportunity attacks.
Class Feature Archer Fighting Style Hunter’s Quarry +1d6 damage prime shot +1 bonus if your the closest to the target
Racial Features Skill Bonuses: +2 History Danger Sense: You gain a +2 bonus to initiative checks. Githyanki Willpower: You gain a +1 bonus to your Will defense and a +2 bonus to saving throws against charm effects. Telekinetic Leap: You can use telekinetic leap as an encounter power.
Equipment Longbow 30 gp 3 lbs handaxe (1) 5 gp 4 lbs Leather armor 25 gp 15 lbs Arrows (30) 1 gp 3 lbs Sunrods (4) 8 gp 4 lbs Holy Symbol 10 gp 1 lb (79 gp spent)
Attacks: Melee Basic: Large Longsword +6 (1d10+3) [+0 Level +3 Str +3 Prof] Melee Basic (Off-Hand): Large Short Sword +6 (1d8+3) [+0 Level +3 Str +3 Prof] Ranged Basic: Large Longbow +6 (1d12+4) Range 20/40 [+0 Level, +4 Dex, +2 Prof]
At-Will Powers: Nimble Strike Ranger Attack 1 Special: Shift 1 square before or after you attack Ranged Weapon +6 vs. AC Standard Action Target: One creature Hit: 1d12+4 damage.
Twin Strike Ranger Attack 1 Ranged Weapon +6/+6 vs. AC or Melee Weapon +6/+6 vs. AC Standard Action Targets: One or two creatures Hit: 1d12+4/1d12+4 damage ranged or 1d10+3/1d8+3 damage melee
Encounter Powers: Predatory Eye Bugbear Racial Power Minor Action Personal Effect: If Hrrokh has combat advantage against a target, he deals +1d6 damage on the next attack he makes against that target. He must apply this bonus before the end of his next turn.
Fox's Cunning Ranger Attack 1 Melee or Ranged Weapon Immediate Reaction Trigger: An enemy makes a melee attack against Hrrokh. Attack: Hrrokh can shift 1 square, then make a basic attack against the enemy, with a power bonus of +2.
Daily Powers: Hunter's Bear Trap Ranger Attack 1 Melee Weapon +6 vs. AC or Ranged Weapon +6 vs. AC Standard Action Target: One creature Hit: 2d12+4 damage (ranged) or 2d8+3 damage (melee), and the target is slowed and takes ongoing 5 damage (save ends both). Miss: Half damage, no ongoing damage, and the target is slowed until the end of your next turn.
Healing Word Initiate of the Faith Feat Close burst 5 Minor Action Target: Hrrokh or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
At-Will Powers: Sly Flourish Rogue Attack 1 Melee Weapon +8 vs. AC (dagger) or +7 vs. AC (short sword) or Ranged Weapon +8 vs. AC (dagger) or Ranged Weapon +6 vs. AC (hand crossbow) Standard Action Target: One creature Hit: 1d4+8 damage (dagger) or 1d6+8 (hand crossbow or short sword).
Piercing Strike Rogue Attack 1 Melee Weapon +8 vs. Reflex (dagger) or Melee Weapon +7 vs. Reflex (short sword) Standard Action Target: One creature Hit: 1d4+4 damage (dagger) or 1d6+4 damage (shortsword).
Encounter Powers: Positioning Strike Rogue Attack 1 Melee Weapon +8 vs. Will (dagger) or Melee Weapon +7 vs. Will (short sword) Standard Action Target: One creature Hit: 1d4+4 damage (dagger) or 1d6+4 damage (short sword) and slide target 4 squares.
Cloud of Darkness Drow Racial Power Close burst 1 Minor Action Effect: Cloud of darkness blocks line of sight and blinds all inside until end of Syalith's next turn. Syalith is unaffected. Special: Once per encounter, Syalith can use either Cloud of Darkness or Darkfire.
Darkfire Drow Racial Power Ranged 10 +6 vs. Reflex Minor Action Target: One creature Hit: Until the end of Syalith's next turn, target gets no benefit from invisibility or concealment, and grants combat advantage to all attacks. Special: Once per encounter, Syalith can use either Cloud of Darkness or Darkfire.
Daily Powers: Easy Target Rogue Attack 1 Melee Weapon +8 vs. AC (dagger) or Melee Weapon +7 vs. AC (short sword) or Ranged Weapon +8 vs. AC (dagger) or Ranged Weapon +6 vs. AC (hand crossbow) Standard Action Target: One creature Hit: 2d4+4 damage (dagger) or 2d6+4 damage (short sword or hand crossbow) and target is slowed and grants combat advantage to Syalith (save ends both). Miss: Half damage, and the target grants combat advantage to Syalith until the end of Syalith's next turn.
Item Powers:
Ability Scores STR 10 (+0) [0 pts] [10 Base] CON 13 (+1) [3 pts] [13 Base] DEX 18 (+4) [9 pts] [16 Base +2 Goblin] INT 8 (-1) [0 pts] [8 Base] WIS 11 (+0) [1 pt] [11 Base] CHA 18 (+4) [9 pts] [16 base +2 Goblin]
Feats Quick Draw
Class Features First Strike (combat advantage against creatures that have not yet acted this encounter) Artful Dodger (+4 AC vs. opportunity attacks) Rogue Weapon Talent Sneak Attack +2d6 1/round
It don't matter what one of the 4 starting areas.. Since unless directly across they are visable..
Albuur Starts with rod in hand, Mindshadow starts with Bow in hand..
Main priority... Hrrokh is a heavy hitter.. So this will be the David vs Goliath.. Albuur the small halfling will be going after the bugbear. Keeping cover and Concealment as much as possable till he is within range of Eye bite then hit him with eye bite, they all 4 have the same movement range.. So if it looks like Hrrokh is gonna charge Albuur, and Mindshadow is within range(10), he can Telekinetic Leap Albuur back 5 squares
Mind shadow is the sneak of the bunch.. (don't ask me why) His main Objective is to find and kill the Drow Syalith.. all the while attempting to staying hidden himself..
Albuurs main attack will be eye bite.. if one hits the next attack will be WitchFire, followed by more eye bites till he drops.. if for some reason Albuur gets hit.. use his Racial Second Chance ability to not be hit the first time...
Mind shadows main attack will be Nimble strike.. UNLESS he sees Syalith then he will "Two Fang Strike" and then nimble strike him till he dies.. And needless to say they will help each other out if they drop thier target first..
HEALING.. [s]If either go bloodied.. use a surge.. up to 2 of them..
it's pretty straight forward.. lets hope the dice gods are on my side..
Oh and movement.. they will move counterclockwise and attempt to stay in sight of each other.. as they search for thier prey
You can't use surges without an ability that grants the use of them during combat - Second Wind, healing word, etc
ok just remove that line
Mindshadow can use his healing word if Albuur goes uncon or looks to be in trouble..
Notes I somehow managed to add STR/DEX damage to Twin Strike on Hrrokh. Obviously, ignore those bonuses. Similarly, Syalith's REF should be 16, rather than the listed 14. Unless specifically noted, if a character can see both Albuur and Mind shadow, the target is Mind shadow. Remember Prime Shot bonus in situations where Hrrokh is as close as or to his target than Syalith.
Hrrokh and Syalith will begin at the back of the square, on opposite sides (see here). Hrrokh will be wielding his longbow, and Syalith his crossbow.
The basic plan is to go clockwise around the board, looking for the foes. Try to stay close to cover. Both yakuza will single move (using Stealth at end) and ready a shot on a foe coming into sight (If they still have cover against that foe When Hrrokh finds them, he will declare whomever he can see his quarry. Then, if within 1 square of cover, he will use Nimble Strike on whomever he can see (see Notes above) to shift to cover. If not within 1 square of cover, use Twin Strike. When Syalith finds them, he will use Sly Flourish and seek to leave LoS to hide. On the next round after hiding, keep cover if at all possible to enable Sneak Attack. When a move action is available, Hrrokh will move away from Albuur after firing, trying to maintain LoS to target.
When Albuur uses either Eyebite or Witchfire on Hrrokh: 1) If Hrrokh goes before Syalith and is at or below 19HP, he will use Second Wind. 2) If Hrrokh goes before Syalith and is not below 19HP, he will use Twin Strike on Albuur. 3) Syalith will use Darkfire on Albuur, and then use Sly Flourish. 4) If Syalith hit with Darkfire, Hrrokh will declare Albuur his quarry, use Predatory Eye, then use Twin Strike on Albuur. From here on out, focus fire on Albuur until he is down (Twin Strike/Sly Flourish), then resume attacks on Mind shadow. 5) If Syalith misses with Darkfire, Hrrokh will stay at least 17 squares away from Albuur while both foes are standing. While actions are available, he will fire at Albuur with Twin Strike, but only when at least 17 squares from Albuur with a Standard action remaining.
Once Mind shadow is down, both characters will attempt to get into melee with Albuur, flanking if at all possible. Hrrokh will use Twin Strikes with longsword and short sword, and Syalith will use Sly Flourish with dagger.
Healing Contingencies: If Hrrokh is below 10HP, he will use Second Wind (Exception: If both foes are standing, and Syalith missed with Darkfire, continue avoiding Albuur. Only use Second Wind in place of attack if standard action available.) If Syalith is below 10HP, he will use Second Wind. If Syalith is dying or is below 10HP and has already used Second Wind, Hrrokh will use Healing Word on him.
Action Point Contingencies: Syalith will not use an Action Point in this encounter. If Syalith hits with Darkfire and the subsequent Sly Flourish, but Hrrokh misses with both Twin Strike attacks, he will burn an action point to Twin Strike again. Otherwise, he will not use an AP.
[Prefight locations and initiative] The Reapers start in area 4. -- Albuur starts with his rod in hand at (4,15). Initiative 5 -- Mind Shadow starts with his bow in hand at (4,18). Initiative 20. The Underdark Yakuza start in area 1. -- Hrrokh starts at (18,31) with his longbow in hand. Initiative 15. -- Syalith starts at (15,31) with his crossbow in hand. Initiative 9.
[Round 1] Mind Shadow doesn't see an opponent, so he moves to (8,23) and readies to attack with Nimble strike on seeing an opponent. Hrrokh doesn't see anyone, so he moves to (20,28), where he can see Albuur. He is already under cover, so he declares Albuur his quarry and uses twin strike [8,11 vs AC16, miss] Syalith moves to (16,28) and uses Sly Flourish on Albuur and gains sneak attack since Albuur hasn't acted yet [24! [Second Chance 9] vs Reflex 15, [s]hit; Dmg 1d6+8+2d6=6+8+7=21 Miss] Albuur is out of range of Eyebite, so he moves to (9,18) [Gains concealment], curses Syalith and uses eyebite [7 vs Will 14, miss]
[Round 2] Mind Shadow moves to (12,20), declares Syalith as his quarry and uses Two Fang Strike against Syalith [25!,25! vs AC16, 2 hits; Dmg 1d10+4=14,14; Hunter's Quarry 1d6=3; +1 dmg since both attacks hit] [originally forgot that Nat-20s are maximized damage] [s]Hrrokh can see both opponents, but his priority is Mind Shadow. He declares him as his quarry and fires a Twin Strike [13,11 vs AC16, miss]. He then moves to (24,26) Hrrokh starts moving and sees that Syalith has gone down. He finishes moving to (18,29), uses Healing Word on Syalith [1d6=5, healing surge spent] [Stealth 14] [s]Syalith uses [s]sly flourish on Mind Shadow [21 vs Reflex 16, hit; Dmg 1d6+8=13] Second Wind [+6hp, +2 to all defenses] and moves to hide to (20,28) [Stealth 16] Syalith stands and moves to (20,28) to hide [Stealth 16] [s]Albuur moves to (15,24) [Gains concealment], curses Hrrokh and uses Eyebite on him [16 vs Will 12, hit; Dmg 1d6+4+1d6=9] Albuur moves to (9,22) [Gains concealment], actively searches [Perception 6 vs Stealth 14], but on seeing no one, simply readies to use eyebite.
[Round 3] Mind Shadow moves to (17,20), actively searches for Syalith [Perception 12 vs Stealth 16] but can't find him. [s]Instead he attacks Hrrokh with Nimble Strike [23 vs 17, hit; Dmg 1d10+4=7] and then shifts to (17,19) Since he can't see anyone, he readies to use Nimble Strike on spotting someone. [s]Hrrokh uses second wind [+6hp, +2 to all defenses] and moves to (25,25) and hides [Stealth 14] Hrrokh has clear LOS to Mind Shadow, so he declares him as his quarry, fires a Twin Strike [13+2,11+2 vs AC16, miss] and moves to (24,26) Before he moves though, he triggers both Albuur's and Mind Shadow's readies. Albuur uses Eyebite on him [16 vs Will 12, hit; Dmg 1d6+4[s]+1d6=9-1]. Mind Shadow uses Nimble Strike [23-3 (difference between cover and improved cover) vs 17, hit; Dmg 1d10+4=7], but doesn't shift. Syalith uses sly flourish on Mind Shadow [21+2 (combat advantage) vs Reflex 16, hit; Dmg 1d6+8=13, Sneak attack 2d6=7]. He then moves away and back to (20,28) [Stealth 22] Albuur can see Hrrokh clearly, so he moves to (15,26) [Gains concealment], curses him and then uses witchfire on him [14 vs Will 12, hit; Dmg 2d6+4=10, Curse 1d6=1] Seeing Hrrokh fall, Albuur immediately teleports to (17,28)
[Round 4] Mind Shadow can't see Syalith, so he moves to (22,22), where he can see the drow, designates his quarry and fires Nimble shot [13 vs AC16, miss] [Hrrokh save 20! - healing surge spent (+6 hp)] Syalith uses sly flourish on Mind Shadow [16 vs AC16, hit; Dmg 1d6+8=9] and then moves to (25,25) and hides [Stealth 22] Albuur sees that Hrrokh has recovered, so he uses Eyebite on him again [8 vs Will 12+2, miss]. He then moves to (19,29) [Gains Concealment]
[Round 5] [Mind Shadow save 15 - no worse, no better] Hrrokh stands and uses Second Wind [+6hp, +2 to all defenses] [s]Syalith uses Darkfire on Albuur [8 vs Reflex 15, miss] and then Sly Flourish [10 vs Reflex 15, miss] and moves to (24,22) [Stealth 13] Missed the part about wanting to go to melee if Mind Shadow goes down. Syalith stows the crossbow, draws his dagger and moves to (20,29) Albuur uses Eyebite on Hrrokh [Opportunity attack 11 vs AC16, miss] [18 vs Will 12+2, hit; Dmg 1d6+4+1d6=10] and then moves away (14,25) [Gains concealment]
[Round 6] [Mind Shadow save 2 - 1 failure] Hrrokh stows his bow, draws his longsword and moves to (18,25) Syalith moves to (15,26) and uses sly flourish [17-2 vs AC16, miss] Albuur uses Eyebite on Hrrokh [Opportunity attack 17 vs AC16, hit; Dmg 1d4=3] [25! vs Will 12, hit; Dmg 1d6+4+1d6=6+4+3=13]. He immediately teleports to (11,22) and then moves to (5,16) [Gains concealment]
[Round 7] [Mind Shadow save 8 - 2 failures] [Hrrokh save 14 - no worse, no better] Syalith moves and then charges Albuur (6,17) [7 vs AC16, miss] Albuur shifts [9 vs Will 14, miss]
[Round 8] [Mind Shadow save 10 - no worse, no better] [Hrrokh save 15 - no worse, no better] Syalith shifts and uses sly flourish [18 vs Reflex 15, hit; Dmg 1d4+8=10] Albuur shifts and uses Eyebite [15 vs Will 14, hit; Dmg 1d6+4+1d6=13] and Syalith falls.