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| Turin04-13-06, 10:39 AM | This thread is an arena battle thread for Kracknol (SauroGrenom) vs. Auburn (Vathelokai). If you are not SauroGrenom, Vathelokai, or myself, please don’t post here! The Gladiators: In this corner, Kracknol, the Lawful Neutral duergar ranger 3 / psychic warrior 4, founding member of the Warfare Alliance, with an intimidating 16-7 record! And in this corner, Auburn, the Neutral Good forest gnome wizard 8, founder of The Arcane Order, with a record of 8-8! Fight Summary Kracknol items used: - potion of protection from good Auburn items used: None Kracknol! 2400XP and 3400gp Kracknol wins and gains 2000XP and 2833gp [+10% tax for WAR=283gp] [+200gp for craft] Auburn wins and gains 933XP and 1322gp [+10% tax for TAO=132gp] [-950gp worth of scroll scribing] |
| Turin04-13-06, 10:40 AM | Kracknol The deeps are populated with creatures’ best left to their own devices. Lawful Neutral, Male Duergar Psionic (Ranger3, Psychic Warrior4, ECL 8) 31295/36000XP Founding Member of the Warfare Alliance 10%tax. STR...17 [+3]...(10 pts)[+2 Expansion][+1@4th] DEX...14 [+2]...(6 pts) CON...16 [+3]...(6 pts) [14, +2racial] INT....14 [+2]...(6 pts) WIS...14 [+2]...(6 pts) CHA...6 [-2]...(2 pts) [10, -4racial] Hit Points:56 [7 HD] AC 20 [+2dex, +8armor], Touch 12, Flat 18 [+4 Dodge vs Giants] [+2 deflection (Shield of Faith), +4 Shield (Force Screen)] Initiative: +2 [+2dex] BAB/Grap: +6/+9 [+6bab, +3str, (+5 Expansion)] [+1 Racial Bonus vs Orcs and Goblinoids.] Speed 20(30) Saves: Fort +10 [+3 Ranger, +4 PsyWarrior, +3con] Refl +6 [+3 Ranger, +1 PsyWarrior, +2 Dex] Will +6 [+1 Ranger, +1 PsyWarrior, +2 PsiCrystal, +2 Wis] +2 racial bonus on saves against spells and spell-like effects Immunity to paralysis, phantasms, and poison. Attacks: +1 Deep Crystal Heavy Flail of PowerStoring +10/+5 melee, 1d10+5 [19-20/x2] Bludgeoning (+8/+3 if TWF) Adamantium Glaive +10/+5 1d10+4 [20/x3] Slashing (+8/+3 if TWF) MW Cold Iron Armor Spikes +10/+5 1d6+3 [20/x2] Piercing (+8 1d6+1 if Offhand) MW Longbow +9/+4 Ranged 1d8 [20/x3] Piercing, Range 100' [+1 attack Racial Bonus vs Orcs and Goblinoids.] [+2 Damage Favored Enemy Bonus vs Humans.] [+4d6 Damage when using greater psionic strike.] Expansion: +1 Deep Crystal Heavy Flail of PowerStoring +10/+5 melee, 2d8+7 [19-20/x2] Bludgeoning (+8/+3 if TWF) Adamantium Glaive +10/+5 2d8+6 [20/x3] Slashing (+8/+3 if TWF) MW Cold Iron Armor Spikes +10/+5 1d8+4 [20/x2] Piercing (+8 1d8+2 if Offhand) MW Longbow +7/+2 Ranged 2d6 [x3] Piercing, Range 100' Feats: Psionic Weapon [1st lvl] Expend your psionic focus to cause an extra 2d6 damage upon a hit. 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. Two Weapon Fighting [Ranger Combat style] Kracknol gains the two weapon fighting feat. Speed of Thought [3rd level] When psionicaly focused gain a +10 insight bonus to speed. Psionic Meditation [Psy Warrior Bonus 2nd] Gain Psionic Focus as a move action. Greater Psionic Weapon [6th level] When psionic focus is used, increase the damage +4d6. Endurance [3rd Ranger Bonus] +4 on constitution checks to resists nonleathal damage due to swimming and running. Feat change [b]Racial Abilities: Darkvision: out to 120 feet Stability: Duergar are exceptionally stable on their feet. A duergar 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 duergar 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 gray dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. Giant Combat Training: +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants) Racial Combat Training: +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). Light Sensitivity: Duergar are dazzled in sunlight or within the radius of a daylight spell. Racial Skills: Duergar have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal. Naturally Psionic: Duergar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Psi-Like Abilities: 1/day—expansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level is equal to Hit Dice (7th level). Invisibility durration is 7 minutes and Expansion durration is 70 minutes. Ranger Class Abilities: Favored Enemy (Human): The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. Likewise, he gets a +2 bonus on weapon damage rolls against humans. Track: A ranger gains Track as a bonus feat. Wild Empathy (Ex): The ranger rolls 1d20 and adds his ranger level and his Charisma bonus (total +3) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.(+2bonus due to Handle Animal Skill) Skills (48 Points Ranger, 16 PsiWar): +12 Concentration [9 rnks, +3con] [3rgr,6psw] +10 Craft (Weaponsmith) [4 rnks, +2int +2racial +2Tool] [4rgr] +10 Craft (Armorsmith) [4 rnks, +2int +2racial +2Tool] [4rgr] +15 Craft (MetalSculpture) [9 rnks, +2wis +2 Racial +2 Tool] [5rgr,4psw] Earns:200gp +8 Handle Animal [10 rnks, -2cha] [9rgr,1psw(cc) -1 Hide [0 rnks, +2 Dex, -3ACP] +0 Jump [0 rnks, +3 str, -3ACP] +7 Listen [4 rnks, +2wis +1racial](+2 Alertness), (+2vs humans)[4rgr] +13 Move Silently [10 rnks, +2dex +4racial, -3ACP] [10rgr] +3 PsiCraft [1 rnks, +2Int] [2psw(cc)] +10 Ride [6 rnks, +2dex +2synergy(Handle Animal)] [4rgr,2psw] +8 Spot [5 rnks, +2wis +1 racial] (+2 Alertness), (+2vs humans) [5rgr] -1 Tumble [0 rnks +2 dex, -3ACP ] Speaks Common, Dwarven, Undercommon, Orc, Giant [2Bonus] Powers Known: [3] [Power Points: 12; Use:4] 1: [DC 13] Grip of Iron (As immediate action gain +4 on grapple checks for 4rounds.) 1: [DC 13] Empty Mind (As immediate action take +2 on will saves untill next action.) 1: [DC 13] Burst (As immediate action gain +10 enhancement to movement speed.) 2: [DC 14] Dissolving Weapon (+4d6 Acid Damage applied to weapon discharges on a hit.) Buffs and Prefight actions: Gain Psionic Focus Padparadscha has self-propulsion active and is mounted upon Raknital. Address Powerstones Manifest Dissolving weapon on Heavy Flail Use Manifesting Services to charge up the PowerStoring flail with Dissipating Touch augmented at ML5 (5d6) (50gp) Equipment: Mithril Full plate with MW Cold Iron Spikes crafted [35 lbs][5450 gp][ACP-3] +1 Deep Crystal Heavy Flail of Powerstoringc [10 lbs][8507.5 gp] MW Longbow [3 lbs][375 gp] 58Arrows [9 lbs][3 gp] Adamantium Glaive crafted [10 lbs][1504 gp] Expendable Items: [CL] Potion of Protection from Evil [CL1] [0.0 lbs][50 gp] Potion of Protection from Good [CL1] [0.0 lbs][50 gp] Potion of Protection from Law [CL1] [0.0 lbs][50 gp] Potion of Protection from Chaos [CL1] [0.0 lbs][50 gp] Potion of Shield of Faith +2 [CL1] [0.0 lbs][50 gp] 2x Potion of Hide From Animals [CL1] [0.0 lbs][100 gp] Stone of Escape Detection [ML5] [0.0 lbs][375 gp] Stone of Force Screen [ML2] [0.0 lbs][50 gp] Stone of Animal Affinity [ML 3] [0.0 lbs][150 gp] Tanglefoot Bag [4 lbs][50 gp] Alchemists Fire [1 lbs][50 gp] Allies and Equipment: Exotic Riding Saddle [30 lbs][30 gp] Saddle Bags [8 lbs][4 gp] Combat Trained Griffon [- lbs][8500 gp] Allies: Padparadscha (Psicrystal) Diminutive Construct (Resolved) Hit Dice: 7hd (28 hp) Initiative: +3 Speed: 30 ft. (6 squares), climb 20 ft.* Armor Class: 17 (+4 size, +3 Dex*, +1Natural), touch 17, flatfooted 14 Base Attack/Grapple: +5/–12 Attack: — Full Attack: — Space/Reach: 1 ft./0 ft. Special Attacks: — Special Qualities: Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality, self-propulsion, share powers, sighted, telepathic link,Deliver touch powers) Saves: Fort +7, Ref +7, Will +4 Abilities: Str 1*, Dex 16*, Con —, Int 7, Wis 10, Cha 10 Skills: Climb +11*, Handle Animal +10, Listen +6, Move Silently +13, Ride +11, Search +2, Spot +7 Feats: Alertness,Mounted Combat,Trample *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 and personality (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. Raknital (Griffon) CR4 Large Magical Beast Hit Dice: 7d10+21 (59 hp) Initiative: +2 Speed: 30 ft. (6 squares), fly 80 ft. (average) Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple: +7/+15 Attack: Bite +11 melee (2d6+4) Full Attack: Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake 1d6+2 Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +8, Ref +7, Will +5 Abilities: Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8 Skills: Jump +8, Listen +6, Spot +10 Feats: Iron Will, Multiattack, Weapon Focus (bite) Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +8 melee, damage 1d6+2. Carrying Capacity: A light load for a griffon is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. Kracknol + Saddle + Equipment= 242lbs Equipment at home: Gold: 3589.5 MW Armor Smith tools [5 lbs][55 gp] MW Weapon Smith tools [5 lbs][55 gp] MW Metal Sculpture tools [5 lbs][55 gp] Miscellaneous Statistics: Encumbance: 0-76 (light), 77-153 (medium), 154-230 (heavy) Weight carried: 72 lb Weight of Kracknol: 140 lbs Character Background: comming. Fights results: 1: Aramur, (Usurpator): Book5 (0win/1loss) [+328XP] [+328gp] 2: Solon, (Usurpator): Book5 (1win/1loss) [+675XP] [+675gp] 3: 2 Duergar:Tellish_of_Ket (2win/1loss) [+675XP] [+675gp] 4: Jessie (Oldmangray): Nightbanegod (3win/1loss) [+900XP] [+900gp] 5: Vivi Ornitor Sr (Dr.Funk): Dracazar (4win/1loss) [+900XP] [+900gp] 6: Anya(MindRogue) vs. Kronos(NiQil) vs. Kracknol: Usurpator(4win/2loss) [+400XP] [+484gp] 7: Methos (NiQil) => Kracknol (SauroGrenom) => Maven (Tellish of Ket): Luni (5win/2loss) [+2250 XP] [+2334gp] 8: Donak (Mal-2): Waywreth (6win/2loss) [+1350XP] [+1434gp] 9: Lissa Longfellow (MysticMonk2005): Huan (7win/2loss) [+1593XP] [+1805 gp] 10: Delaria (TelinArtho): DTFarstar (8win/2loss) [+1775XP] [+1998gp] 11: Giant Ant Worker: Caterane (9win/2loss) [+ 300XP] [+405gp] 12: 4 Vargouilles: Vathelokai (10win/2loss) [+ 1500XP] [+1705gp] 13: The First Horseman (nightbanegod): (10win/3loss) [+433XP] [+721gp] 14: Grick (Snommelp):Kaigan (11win/3loss) [+1800XP] [+2144gp] 15: Thelgar (Altaris13):Usurpator (12win/3loss) [+1687XP] [+2091gp] 16: Tezca (Usurpator):Lonewolf (12win/4loss) [+600XP] [+810gp] 17: Kara (Luni):Usurpator (13win/4loss) [+1800XP] [+2144gp] 18: Shakari (Luni):Sindorin (14win/4loss) [+2100XP] [+2775gp] 19: Auburn and Zassl:Gonbow (14win/5loss) [+1400XP] [+1908gp] 20: Barthleby(Pittbull) :Caterane (14win/6loss) [+672XP] [+1006gp] 21: Anixx(Iced) :Vathelokai (15win/6loss) [+2400XP] [+3600gp] 22: Barthleby(Pittbull) :Dracazar (15win/7loss) [+667XP] [+1144gp] 23: Lissa(MysticMonk2005) :Zevox (16win/7loss) [+1950XP] [+2762gp] Past ExpendituresPast Expenditures (tot. 7575 gp): 5xStone of Dissolving Weapon ML3 [750gp] 13xStone of Vigor (Augmented) ML4 [2600gp] 6xStone of Force Screen ML2 [300gp] 1x Stone of Skate ML1 [25gp] 1xCrawling Tattoo of Force Screen[50gp] 2xCrawling Tattoo of Vigor [100gp] 2xCrawling Tattoo of Mind Thrust [100gp] 11xStone of Animal Affinity ML3 [1650gp] 1xSpell Casting Services for Cone of Energy [150gp] 1xPotion of Shield of Faith [50gp] 1xPotion of Protection from Good [50gp] 1xPotion of Protection from Law [50gp] 2xPotion of Fly[1500gp] 4xSpell Casting Services for Dissipating Touch [ML5] [200gp] Mithral Chain Shirt +550gp Masterwork Kukri +154gp Torgir the Riding Dog +175 Chain Shirt Barding For Torgir +100 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 |
| Turin04-13-06, 10:41 AM | Auburn http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/gnome-mage.jpg Forest Gnome Small Humanoid Female Adult (50 years)(next: middle aged - 100)(max 500) Height 3' 0" Weight 35 lbs. Favored class: Bard ECL 8 (wizard 8) Alignment: Neutral Good Experience: 28,349 [29,652-1337 from crafting] Next Level: 36,000 Founding member of The Arcane Order [10%] Stats Strength 8 [-1] 2 pts.[-2 race] Dexterity 14 [+2] 6 pts. Constitution 16 [+3] 6 pts.[+2 race] Intelligence 20 [+5] 10 pts. [+1 at 4th and 8th Lv.][+2 headband] Wisdom 14 [+2] 6 pts. Charisma 14 [+2] 6 pts. Combat Stats HP 45.5 [8 HD] 4 +(2.5 x7) +(con x8) AC 19 flat 17 touch 13 dex +2, size +1, shield +2, +4 mage armor Bab/Grapple +4/-1 Grapple= BAB +4, str -1, size -4 Init +2 dex +2 Speed 20 20 race Saves Fortitude +5 +2 class, +3 con Reflex +4 +2 class,+2 dex Will +8 +6 class, +2 wis +2 vs. illusions (Racial) Attacks touch +4 +4 bab, +1 size, -1 str ranged touch +7 +4 bab, +1 size, +2 dex Ma small lt. xbow +8 1d6 [19-20/x2], range 80 ft., piercing +4 bab, +1 size, +2 dex, +1 masterwork club +4 1d4 [20/x2], range 10 ft., bludgeoning +4 bab, +1 size, -1 str fist +4 1d2-1 subdual [20/x2] bludgeoning +4 bab, +1 size, -1 str Spells per Day Lv. 0 - 4 [4 class] Lv. 1 - 6 [4 class +2 int.] Lv. 2 - 4 [3 class +1 int.] Lv. 3 - 4 [3 class +1 int.] Lv. 4 - 3 [2 class +1 int.] Spells Memorized [4/5/4/3/2] Lv. 0 [DC 15] - ghost sound1, detect magic, resistance, read magic Lv. 1 [DC 16] - shocking grasp, magic missile, magic missile, chill touch, color spray, grease Lv. 2 [DC 17] - summon monster 22, ghoul touch, mirror image, extended mage armor Lv. 3 [DC 18] - dispel magic, fly, deep slumber, dispel magic Lv. 4 [DC 19] - black tentacles, polymorph, greater invisiblity 1 +1 to DC of conjurations and illusions 2 Augmented summoned creatures [s]strikethrough spells are prebuffs (red strikethrough are Turin's notes) Lv. 0 - all Lv. 1 - magic missile, shocking grasp, shield, mage armor, summon monster 1, sleep, prot. evil, prot. good, chill touch, expid. retreat, obscuring mist, silent image, ray of enfeeblement, grease, color spray, truestrike, ventriliquism, enlarge person, reduce person Lv. 2 - summon swarm, acid arrow, invisibility, see invisibility, scorching ray, minor image, blindness/deafness, summon monster 2, glitterdust, prot. arrows, mirror image, rope trick, ghoul touch, spectral hand, false life, blur, touch of ideocy, hideous laughter, resist energy, bull's strength, cat's grace, bear's endurance, fox's cunning, owl's wisdom, eagle's splendor Lv. 3 - major image, summon monster 3, fly, fireball, dispel magic, blacklight, secret page, flame arrow, vampiric touch, ray of exhaustion, invisibility sphere, displacement, rage, stinking cloud, phantom steed, nondetection, deep slumber, greater magic weapon Lv. 4 - summon monster 4, dimention door, polymorph, mnemonic enhancer, enervation, greater invisibility, hallucinatory terrain, ice storm, black tentacles, stoneskin, lesser globe of invulnerability, greater invis, dimentional anchor Skills 56 pts. wizard listen +4/6 +2 race, +2 wis+2 familiar spot +2/4 +2 wis+2 familiar hide +8/12 +4 size, +4 race+4 in forest move silent +3 1cc rank, +2 dex tumble + 3 12cc ranks, +2 dex autohypnosis +5 12cc ranks, +2 wis, +2 syn(concentration) spellcraft +18 11 ranks, +5 int, +2 syn(know: arcana) concentration +14 11 ranks, +3 con know: arcana + 16 11 ranks, +5 int know: planes +16 11 ranks, +5 int know: nature +6 1 ranks, +5 int know: religion +6 1 ranks, +5 int know: dungeoneering +6 1 ranks, +5 int know: history +6 1 ranks, +5 int know: local +6 1 ranks, +5 int craft: alchemy +8 1 rank, +2 race, +5 int appraise +8 +5 int, +3 familiar Speaks common, gnome, sylvan, forest animal (as speak with animal spell), draconic, giant, elf Feats Scribe scroll [wiz 1]:Scrolls cost (SL x CL x 25)/2 gp and (SL x CL x 25)/25 xp Spell focus - Conjuration [lv. 1]: +1 to the save DCs of all conjuration/summoning spells Augment summon [lv. 3]: +4 to str/con of all summoned creatures Craft Wonderous Item [wiz. 5]: craft items from the wonderous list at 1/2 price Extend spell [lv. 6]: Doubles durration of spell, +1 to spells level Racial bonuses Forest Gnome Size small+1 to hit +1 AC +4 hide -4 grapple lift 3/4 normal weight uses smaller equipment +2 con, -2 str Speed 20 Low-light vision +2 to saves vs. illusions +1 to the DC of illusions cast +1 to hit orcs, kobolds, lizardfolk, goblins, troglodytes, and bugbears +4 dodge bonus to AC vs. giants +2 listen +2 craft: alchemy +4 hide, +8 in wooded areas pass with out trace 1 hour/lv., self only Spell-like abilities 1/day eachdancing lights ghost sound prestidigitation Load includes size modifier Light 0 - 19.5 lbs. Medium 19.51 - 39.75 lbs. Heavy 39.76 - 60 lbs. Lift off ground 120 lbs. Push/drag 300 lbs. Currently carrying ~15 lbs. + raven familiar Equipment Carried Monk's outfit [weightless][free] mithral buckler +1 armor check 0, spell fail 0%[1.25 lbs.][2015gp] Ma small lt. crossbow [2 lbs.][335 gp] club [1.5 lbs.][free] spell component pouch [2 lbs.][5gp] spare spell component pouch [2 lbs.][5gp] Boccob's Blessed Bookc [1 lb.][6250gp][500xp][86/1000 pages filled] Headband of intelect +2c [2000gp][160xp] Ring of Counterspells [4000gp] {prebuffed with Dispel Magic} Ivory Plaque [1 lb.][50gp][Focus for Mnemonic Enhancer] Expendable Equipment 15 small lt. bolts [.8 lb.][2gp] 20 silver lt. bolts [1 lb.][41gp] 1 potion: CMW (CL1)[300gp] 1 potion: hide from animals (CL1)[50gp] 1 potion: hide from undead (CL1)[50gp] 1 potion: Borgo's Ale [0 gp] [present from Ashur] Scrolls scrollc #1: truestrike x4 (CL 1) [50gp] Scroll #2: magic missiles x6 (cl1) [150gp] Scroll #3: mage armor (cl1) [25gp] Scroll #3: obscuring mist (cl2) [50gp] Scroll #3: shield (cl2) [50gp] Scroll #3: blur (cl 3) [150gp] Scroll #3: resist energy (cl 3) [150gp] Scroll #4: see invis (cl 3) [150gp] Scroll #5C: mage armor (cl1) [12.5gp] Scroll #5C: shield (cl2) [25gp] Scroll #5C: prot. evil (cl2) [25gp] Scroll #5C: prot. good (cl2) [25gp] Scroll #6C: see invisiblity (cl3) [75gp] Scroll #6C: invisibility (cl3) [75gp] Scroll #7C: specratl hand (cl3) [75gp] Scroll #7C: black light (cl5) [187.5gp] Money 73 gold coins [.2 lbs.] 5 silver coins [.1 lbs.] 4 1000 gp diamond [.0 lbs.] 2 100 gp saphire [.0 lbs.] 0 gp diamond dust [.0 lbs.] Prebuffs and Prefight Actions Load xbow Read magic on all scrolls Cast Dispel magic into counterspell ring Cast extended mage armor Scribe Scrolls {total 475gp and 38xp (950gp market value)} - 1 with mirror image (cl3) [75gp] and lesser globe of invulnerability (cl8) [400gp] RAVEN Tiny magical beast Hit Dice: 8 (22 hp) [uses masters HD, 1/2 of masters HP] Initiative: +2 Speed: 10 ft., fly 40 ft. (average) Armor Class: 18 (+2 size, +2 Dex +4 natural armor), touch 14, flat-footed 16 Base Attack/Grapple: +3/–10 [uses masters BAB] Attack: Claws +7 melee (1d2–5) Full Attack: Claws +7 melee (1d2–5) Space/Reach: 2-1/2 ft./0 ft. Special Qualities: Low-light vision Saves: Fort +4, Ref +4, Will +7 Abilities: Str 1, Dex 15, Con 10, Int 9, Wis 14, Cha 6 Feats: Alertness, Weapon FinesseB Skills: +5 listen 1 race, +2 wis, +2 alertness +7 spot 3 race, +2 wis, +2 alertness +10 hide +8 size, +2 dex +3 move silent 1 rank +2 dex +3 tumble 1 rank, +2 dex +5 autohypnosis 1 rank, +2 wis, +2 syn(concentration) +12 spellcraft 11 ranks, -1 int, +2 syn(know: arcana) +11 concentration 11 ranks, +0 con +10 know: arcana 11 ranks, -1 int +10 know: planes 11 ranks, -1 int +0 know: nature 1 rank, -1 int +0 know: religion 1 rank, -1 int +0 know: history 1 rank, -1 int +0 know: local 1 rank, -1 int +0 know: dungeoneering 1 rank, -1 int +0 craft: alchemy 1 rank, -1 int These glossy black birds are about 2 feet long and have wingspans of about 4 feet. They combine both claws into a single attack. Familiar qualities Speaks common as a supernatural ability Alertness: Gives the feat to the master if they share the same space. Improved Evasion: Familiar takes no damage if it makes its reflex save. Share spells: Spells with an area of 'personal' effect the familiar if the master shares the same space. Empathic link: 1 mile. Deliver touch spells: Can hold the charge of a touch spell. The familiar must be touching the mage when she casts the spell. Speak with master: Only master and familiar understand Speak with Birds: As speak w/ animals spell dispel magic (copied from spellbook - 150 gp) scribed (300 gp) [450gp] fly (copied from spellbook - 150 gp) scribed (300 gp) [450gp] fireball (copied from spellbook - 150 gp) scribed (300 gp) [450gp] invisibility (copied from spellbook - 100 gp) scribed (200 gp) [300gp] see invisibility (copied from spellbook - 100 gp) scribed (200 gp) [300gp] chill touch (25 gp) scribed (100 gp) [125gp] protection form evil (25 gp) scribed (100 gp) [125gp] expeditious retreat (25 gp) scribed (100 gp) [125gp] obscuring mist (25 gp) scribed (100 gp) [125gp] silent image (25 gp) scribed (100 gp) [125gp] ray of enfeeblement (25 gp) scribed (100 gp) [125gp] protection from good (25 gp) scribed (100 gp) [125gp] truestrike (25 gp) scribed (100 gp) [125gp] scorching ray (100 gp) scribed (200 gp) [300gp] minor image (100 gp) scribed (200 gp) [300gp] glitterdust (100 gp) scribed (200 gp) [300gp] protection from arrows (100 gp) scribed (200 gp) [300gp] Note: All spells from First Spellbook copied into the Blessed Book. Mount (copied from scroll) [25gp] Ventriliquism (copied from scroll) [25gp] Enlarge Person (copied from scroll) [25gp] Reduce Person (copied from scroll) [25gp] Bull's Strength (copied from NPC spellbook) [100gp] Cat's Grace (copied from NPC spellbook) [100gp] Bear's Endurance (copied from NPC spellbook) [100gp] Fox's Cunning (copied from NPC spellbook) [100gp] Owl's Wisdom (copied from NPC spellbook) [100gp] Eagle's Splendor (copied from NPC spellbook) [100gp] Rope Trick (copied from NPC spellbook) [100gp] Ghoul Touch (copied from NPC spellbook) [100gp] Spectral Hand (copied from NPC spellbook) [100gp] False Life (copied from NPC spellbook) [100gp] Blur (copied from NPC spellbook) [100gp] Touch of Ideocy (copied from NPC spellbook) [100gp] Hideous Laughter (copied from NPC spellbook) [100gp] Reisist Energy (copied from NPC spellbook) [100gp] Flame Arrow (copied from NPC spellbook) [150gp] Blink (copied from NPC spellbook) [150gp] Vampiric Touch (copied from NPC spellbook) [150gp] Ray of Exhaustion (copied from NPC spellbook) [150gp] Invisibility Sphere (copied from NPC spellbook) [150gp] Displacement (copied from NPC spellbook) [150gp] Rage (copied from NPC spellbook) [150gp] Stinking Cloud (copied from NPC spellbook) [150gp] Phantom Steed (copied from NPC spellbook) [150gp] Nondetection (copied from NPC spellbook) [150gp] Deep Slumber (copied from NPC spellbook) [150gp] Magic Weapon, Greater (copied from NPC spellbook) [150gp] Polymorph (copied from NPC spellbook) [200gp] Enervation (copied from NPC spellbook) [200gp] Greater Invisibility (copied from NPC spellbook) [200gp] Hallucinatory Terrain (copied from NPC spellbook) [200gp] Ice Storm (copied from NPC spellbook) [200gp] Black Tentacles (copied from NPC spellbook) [200gp] Lesser Globe of Invulnerablity (copied from NPC spellbook) [200gp] 11 scrollc: mage armor (CL 1)(SL 1) [12.5gp each] [137.5 gp] 6 scrollc: invisibility (CL 3)(SL 2) [75gp each] [450gp] 2 scrollc: see invisibility (CL 3)(SL 2) [75gp each] [150gp] 15 scrollc: magic missile (CL 1)(SL 1) [12.5gp each] [187.5gp] 10 scrollc: magic missile (CL 3)(SL 1) [25gp each] [250gp] scrollc: shield (CL 1)(SL 1) [12.5gp] 5 scrollc: shield (CL 2)(SL 1) [25gp each] [125gp] 2 scrollc: prot. from evil (CL 1)(SL 1)[12.5gp each] [25gp] scrollc: prot. from good (CL 1)(SL 1)[12.5gp each] [12.5gp] scrollc: chill touch (CL 3)(SL 1) [37.5gp] 3 scrollc: chill touch (CL 4)(SL 1) [50 gp each] [150 gp] 9 scrollc: expidit. retreat (CL 2)(SL 1) [25gp each][225gp] 8 scrollc: scorching ray (CL 3)(SL 2) [75gp each][600gp] scrollc: protection from arrows (CL 4)(SL 2) [100gp each] [100gp] scrollc: ray of enfeeblement (CL 2)(SL 1) [25gp] scrollc: obscuring mist (CL 2)(SL 1) [25gp] scrollc: summon swarm (CL 3)(SL 2) [75gp] scroll: spectral hand (CL 3)(SL 2) [150gp] scroll: resist energy (CL 7)(SL 2) [350gp] scrollc: dispel magic (CL 5)(SL 3) [187.5gp each] [187.5 gp] 2 scrollc: blacklight (CL 5)(SL 3) [187.5gp each] [375 gp] scrollc: three copies of magic missile (CL 3) [37.5gp each] [1125] scrollc: summon monster 1 (CL 4) and grease (CL 4) [100gp] scrollc: protection from evil (CL 2) and protection from good (CL 2) [50gp] scrollc: protection from arrows (CL 4) and chill touch (CL 4) [150gp] scrollc: scorching ray (CL 3) [75gp] scrollc: four copies of truestrike (CL 1) [50gp] 3 see invis (cl3) [75gp each][225gp] see invis (cl3) and chill touch (cl4) [125gp] magic missle (cl1) [12.5gp] 2 Magic missle (cl1) and Magic missile (cl1) [25gp each][50gp] invis (cl3) [75gp] 2 scorching ray (cl3) and ray of enfeeble (cl2) [175gp each][350gp] 5 ray of enfeeble (cl2) [25gp each][125gp] summon monster 1 (CL 4) and grease (CL 1) [62.5gp] 2 shield (CL 2), protection from arrows (CL 4), chill touch (CL 4), and see invisibility (CL 3) [250gp each][500gp] invisibility (CL 3) and summon swarm (CL 3) [150gp] shield (CL 2), expid retreat (cl2), and see invisibility (CL 3) [125gp] mage armor (CL 1), shield (CL 2), protection from arrows (CL 4), chill touch (CL 4), and expiditious retreat (CL 2) [212.5gp] invisibility (CL 3), summon swarm (CL 3), and obscuring mist (CL 2) [175gp] shield (CL 2), protection from arrows (CL 4), chill touch (CL 4), and see invisibility (CL 3) [250gp] mage armor (CL 1), shield (CL 2), chill touch (CL 4), expiditious retreat (CL 2), and see invisibility (CL 3) [187.5gp] invisibility (CL 3), summon swarm (CL 3), and dispel magic (CL 5) [337.5gp] prot good (cl1) [12.5gp] shield (CL 2), protection from arrows (CL 4), chill touch (CL 4), and see invisibility (CL 3) summon swarm (CL 3) and obscuring mist (CL 2) [350gp] prot evil (cl1) [12.5gp] protection from arrows (CL 4), chill touch (CL 4) expid retreat (cl2), and see invisibility (CL 3) [250gp] Magic missle (cl3) [37.5gp] 1st spell book [76/100 pages filled] [3800gp] found spellbook (from quest - "Unruly Grounds") [507.5gp] 4 potions: CLW [100gp] 1 potion: CMW [150gp] Summon Familiar [100gp] potion: CMW (CL3) [300gp] elixer: sneaking [250 gp] 5 bolts [.25 gp] 677 xp on crafting scrolls 660 xp on crafting wonderous items vs. Tak the Hungry [EL 3] [Oldmangray] - Win - [+900 gp] [+900 xp] Quest to join TAO [EL 1] [King Uther] - Win (http://boards1.wizards.com/showthread.php?t=506781) - [+300 gp] [+300 xp] vs. 3 Bugbears [EL 5] [Monster Fight] - Win - [+1800 gp] [+1800 xp] Audit - [Sloisel] - No Violations vs. Gang Lion [EL 4] [Sloisel] - Loss [+400 gp] [+400 xp] vs. Torgirr Hammerstriker [EL 4] [TheMagister] - Win - [+1200 gp] [+1200 xp] vs. Devolved Sleestack [EL 4] [Enterik] - Win - [+1200 gp] [+1200 xp] vs. The First Horseman [EL 4] [Nightbanegod] - Win - [+1350 gp] [+1350 xp] vs. Azriel, Angel of Death [EL 5] [One_Winged_Angel] - Loss - [+533 gp] [+533 xp] vs. Rebreg [EL 5] [SauroGrenom] Win - [+1600 gp] [+1600 xp] vs. Ashur (Team challenge with Tan) [Luni] - Loss - [+ 379 gp] [+475 xp] vs. Boraxx [Pitbull] - Win (http://boards1.wizards.com/showpost.php?p=7943507) - [+ 1625 gp] [+1625 xp] vs. Mummy [Monster Fight] - Loss - [+ 533 gp] [+ 500 xp] vs. Barthleby [Pitbull] and Lortavos [Gonbow] [Free for All] - 2nd Place - [+1066 gp] [+ 1000 xp] vs. Shakari [Luni] - Loss (http://boards1.wizards.com/showpost.php?p=8089897) - [+ 708 gp] [+ 638 xp] Quest - "Unruly Grounds" [Huan] - Completed - [+ 6985 gp] [+ 1015 gp (items)] [+ 7200 xp] Crafting - Boccob's Blessed Book - Week 1 & Week 2 Crafting - Headband of intelect +2 and Copying Spells - Week 1 vs. Validi, Ashur, and Aranror [Free for All] - 3rd Place - [1732gp] [1400xp] Crafting - Scribing Scrolls and Spells - Week 1 vs. Kraknol and Zassle [Free for All] - 3rd Place (http://boards1.wizards.com/showpost.php?p=8578332&postcount=309) - [833gp] [700xp] Quest - "Point Offense" [Huan] - Completed (http://boards1.wizards.com/showthread.php?t=598238) - [2000gp] [1400xp] vs. Shaz Greatheart [Dracazar] - Win - [2762gp] [2231xp] |
| Turin04-13-06, 10:43 AM | The Fight: Kracknol vs Auburn “Okay, now I want a good clean fight. No polymorfing! No biting, no scratching, no hitting below the belt. None of this! <kicks Kracknol in the groin> None of this! <pokes Auburn in the eye> Okay, now touch gloves and into your corners!” (note to Pitlords: “no polymorfing” was a condition of the fight agreed to by both parties prior to the matchup) Conventions Those are the conventions for this fight pitlorded by Turin Actions types are denoted with {Free} {Move} {Std} {Full} {NoAc} Senses are listed with CharacterName(Listen, Spot, Move Silently, Hide) Maps are dynamically generated with the CoCo.php script Fight Info Kracknol will be referred as "Kracknol" and red is the color Auburn will be referred as "Auburn" and blue is the color All rolls are HERE (http://www.hwx.it/wizards.com/dice.php?sid=169) Senses Kracknol: Listen +7, Spot +8, MoveSilently +13, Hide -1 Auburn: Listen +4(6), Spot +2(4), MoveSilently +3, Hide +8 Awaiting starting positions… FIGHT! <ding! ding!> |
| Vathelokai04-13-06, 10:57 AM | Well then, Auburn will be in square (4,22) or equivilent, holding scroll #3. Raven familiar on shoulder. And a note: Auburn is a lv8 wizard. I really need to move that 'favored class: bard' line on the sheet. Your not the first person to make the mistake. And another note: Auburn gets founder credit for TAO in post 1, it's only fair to give Kraknol a founder credit for WAR. Cast greater invisibility. Move toward the center of the arena; however don't move into scent range, or into a chargeable position (incase he gets a lucky listen check). If the griffon is close and airborne, then move so that I'm behind it, i.e. take advantage of that avg. manuverability. |
| SauroGrenom04-13-06, 11:03 AM | Kracknol begins front and center mounted on Raknital with a potion of protection from good and his flail in hand. If Kracknol can spot his opponent, Cheeeaaarrrge!!!. Spur the mount if necessary, the 80 movement speed should be enough. On the attack, put 2pp into the flail and spend focus on greater psionic weapon. If it hits spend dissolving weapon and powerstored dissipating touch. The mount gets to attack (and rake) as well on a charge. If Kracknol cannot spot his opponent, then drink the potion and gain some altitude moving forward searching for the little gnome. Don't forget the spot checks for the crystal. |
| Turin04-13-06, 01:08 PM | Line of Sight is not blocked! Distance is ~175 feet Initiative Initiative 5: Kracknol starts front & center in the south square at (0,-22), holding his flail and potion of protection from good, and mounted on Raknital. r3+2dex=5 Initiative 9: Auburn starts with cover in the west square at (-22,4), his Scroll #3 in hand and his Raven on his shoulder. r7+2dex=9 Round 1 Auburn immediately winks out of sight, much to the loud derision of the audience! Kracknol gulps down a potion and then spurs his mount into the sky. The griffon screeches, drawing cheers at the exotic beast from the easily swayed crowd! Auburn casts greater invisibility {Std} and takes a single move (20'). {Move} Kracknol listen r7+7-8=6 vs MS r20+3-5=18 Auburn (-22,0), 45/45 hp, AC19; 4/13 spell levels cast; mage armor ends long, greater invisibility ends 9 - Raven (-22,0), 22/22 hp, AC18, greater invisibility ends 9Kracknol drinks his potion of protection from good {Std} and takes a mounted double-move (gaining 30' alt). {Move/Move} Kracknol (-16,-6,30'), 56/56 hp, AC20; protection from good ends 11 - Raknital (-16,-6,30'), 59/59 hp, AC17 - Padparadscha (-16,-6,30'), 28/28hp, AC17Round 1 Map http://www.hwx.it/coco/coco.php;v=1;a=Krac,L,0,-22,-8,-14,-16,-6,Alt 30';b=Aub,M,-22,4,-22,0;los=-16,-6,-22,0,4(actual range is ~45')Warning to gladiators, map has location spoilers! Also, my understanding of the aerial movement rules is that, by RAW, you move at half speed during any time you climb, regardless of the angle (so long as it falls within the allowed limit). Check me on this, if you would, as it will greatly affect the fight if I'm wrong... we play it a bit differently in my TT games so I'm rusty on that. |
| SauroGrenom04-13-06, 02:14 PM | Only movement in the upward direction is halved. So if you gain 20' in altitude it counts as 40' of movement and you can move forward the remaining distance in your move action. You need to think of the battle field as a 3D grid and use the typical movement rules, just move in the upward direction so that each square up counts as 10'. Same goes for moving down. The griffon cannot move 10' down and 160' sideways in one move action. If it moves 10' down it only uses 5' of movement, and can move 75' sideways in that movement. It could move 160' streight down in one move aciton, but that would hit the ground. I'd like to be able to react to what Auburn does each turn before posting Kracknol's actions. So it would be helpfull if you post Auburn's actions as far as Kracknol can percieve them, then I'll post Kracknol's actions and we continue to take turns. Right now my being second in initiative puts me at a disadvantage because I cannot react to whatever he does before me in the round. Effectively I submit tactics one turn behind that currnt state of the battle. For example last round we would have started the battle autospotting eachother (we both had LOS). Since Auburn went invisible, Kracknol could see him dissapear and probably hear the casting. So it would have been better for Kracknol to fly over to Auburn's last location (not gaining any altitude at all), and use scent and listen while moving to hopefully find him. |
| Vathelokai04-13-06, 02:20 PM | Just to make sure; Is there LOS? If I understand correctly, Auburn can see Kraknol, but Kraknol cannot see Auburn. Can a third party verify, perhaps over in the tavern? I'd hate to look at the map and ruin it. If Kraknol is very close, then I may need to change this; waiting for the above question to be answered... Cast fly and move into the center pillar area. Getting to where the griffon has to squeeze/cannot manuver is the priority. Gain altitude after reaching such a spot. A note on altitude; Because scent works on a radius, it is better for me to be opposite in altitude from the griffon, so if Kraknol heads for the ceiling, then I will stay near the floor, and vice versa. Another pertinent question on flight; can a flying creature squeeze through a tight space? I agree with Sauro. It will be a bit slower, but will probably work out better. If Kraknol would have acted differently, based on LOS or listen, then I'm okay with round 1 being changed. |
| SauroGrenom04-13-06, 02:33 PM | Line of Sight is not blocked! Distance is ~175 feet At the beginning both fighters had LOS. Even before anyone takes actions, Kracknol can autospot you. Using the spot skill does not take any actions and it is reactive with automatic success in this case. After Auburn's actions in round 1 Kracknol does not have LOS (but I had LOS before that), regardless of wherever you may be. Also it should be OK for you to see the maps. I'm the one not allowed to look at those. I'm not invisible (yet), so you know where Kracknol's at. |
| Turin04-13-06, 02:39 PM | A couple of things: 1. Auburn has LoS to Kracknol right now, so go ahead and look at the map, Vath. However... 2. I'll edit the map to show Kracknol in the correct position taking into account Sauro's correction on the flight rules. 3. I have no problem with Sauro posting after Vath has posted, so here's what I'm going to do. Hopefully this won't be too confusing. I'm going to post a round summary for each round, and then you guys can post your tactics for that round. I'll edit the round summary in turn so that each gladiator gets to see his opponent's last move before he posts his next one. So the order will go like this: post #x: Round 2 Summary post #x+1: Vath posts Auburn's Round 2 actions edit post #x: Turin resolves actions and edits post #x post #x+2: Sauro posts Kracknol's Round 2 actions edit post #x: Turin resolves actions and edits post #x post #x+3: Round 3 Summary Everyone happy with that? Good! :D It'll be a little more readable once/if we get to Round 3 and we're in-sequence, I think. Stand-by... |
| Turin04-13-06, 03:02 PM | Round 2 Kracknol (and his psicrystal) hear Auburn cast a spell somewhere in front of him and below, but cannot see their foe! Trying to guess at Auburn's position, Kracknol swoops down on his feathered steed and swoops low across a wide swath of the arena floor, kicking up a swirl of dust! But the audience chuckles at Kracknol's attempt to seek out his opponent, as he quickly realizes Auburn is not within the range of his mount's scent. Auburn casts fly {Std} and takes a single move (60'). {Move} Kracknol listen r3+7-4=6 vs DC0; psicrystal listen r4+6-4=6 vs DC0; Auburn (-11,2,5'), 45/45 hp, AC19; 7/13 spell levels cast; mage armor ends long, greater invisibility ends 9, fly ends 83 - Raven (-11,2,5'), 22/22 hp, AC18, greater invisibility ends 9Kracknol double moves, dropping to 5' altitude. {Move/Move} Kracknol (-19,13,5'), 56/56 hp, AC20; protection from good ends 11 - Raknital (-19,13,5'), 59/59 hp, AC17 - Padparadscha (-19,13,5'), 28/28hp, AC17Round 2 Map http://www.hwx.it/coco/coco.php;v=1;a=Krac,L,-16,-6,-22,-1,-28,4,-19,13;b=Aub,S,-22,0,-20,2,-11,2 |
| SauroGrenom04-13-06, 03:34 PM | (Please roll listen checks for the crystal as well-Listen+6.) Use a move action to fly into the general area of the spellcasting. Kracknol (and the crystal) should have a particuar square where he thinks the casting came from. I know it's a common misconception, but characters don't know when they have a pinpoint. The characters do not get to see the dice rolls on the listen and move silently checks. Kracknol doesn't know when he has a pinpoint. Instead just roll a square in the 15' radius area and that's where Kracknol thinks he heard Auburn casting from. He may be wrong. If the crystal has a different square, we'll take Auburn's location to be half way between those. We're hoping Raknital's scent will pinpoint Auburn if we can move within 5' of him. Use the move action to turn "swoop" through a semi circle around the place we think Auburn is. Make sure we are only 5' of the ground, because we want to scent as much of the area around the spellcasting source as possible. If Raknital gets within 5' of anyone, he'll automaticially pinpoint with scent. Kracknol will use ride to have him attack. Kracknol will attack the same square using all his damage enhancements. |
| Turin04-14-06, 02:35 PM | Round 3 A barrage of golden motes of force streak out near the center of the arena, blasting in to Kracknol's chest! From (-11,2,5'). Raknital screeches as Kracknol pulls the reins, having received a telepathic message from his psicrystal that it hears movement near the center pillars. At (-3,6). The griffon banks right, dodging columns and moving into the open arena. Air fills the creatures wings as Kracknol pulls hard, slowing his steed almost as if to stall, his gaze sweeping over a wide arc the arena. Auburn casts magic missile, and Kracknol takes 13 damage! {Std} r9+4=13 Auburn then flies 60'. {Move} MS r13+3=16 vs Listen r17+8-10=15;r20+6-10=16 Auburn (0,3,5'), 45/45 hp, AC19; 8/13 spell levels cast; mage armor ends long, greater invisibility ends 9, fly ends 83 - Raven (0,3,5'), 22/22 hp, AC18, greater invisibility ends 9 I would have moved you vertically here as per your earlier tactics, but you gave me a specific square that was too far for you to get to vertically.Kracknol takes a single move {Move} and readies an action to move to melee range if he detects his opponent. {Std} Kracknol (-5,12,5'), 43/56 hp, AC20; protection from good ends 11 - Raknital (-5,12,5'), 59/59 hp, AC17 - Padparadscha (-19,13,5'), 28/28hp, AC17Round 3 Map http://www.hwx.it/coco/coco.php;v=1;a=Krac,L,-19,13,-5,12,Alt5';b=Aub,S,-11,2,-4,1,0,3,Alt5' (current range 110') |
| Vathelokai04-14-06, 05:54 PM | Assuming that he hasn't moved too far past the pillar/wall to be seen, then I will cast magic missle from memory on him. If I cannot target him, then cast blur from scroll. In either event, after casting move through (-4,1) and end at (0,3). |
| SauroGrenom04-15-06, 10:01 AM | Fly to square (-5,12), it should take 1 move action. If Raknital's scent locates Auburn in melee range, attack him as before. Otherwise ready an action to move closer should we hear him casting or moving. Hopefully there will be no distance penalty on the listen checks for next round. The sneaky little gnome is moving too fast for his little leggs to carry him without magical aid. I surmise he must have fly active, cus he doesn't have haste or expiditious retreat. |
| Turin04-15-06, 12:58 PM | Round 4 Kracknol and his psicrystal hear Auburn casting a spell! (At 0,3 and -1,2). Kracknol suddenly finds himself without the defense of his protection from good spell, but he knows what to do. He spurs forward Raknital, closing to within melee range! Raknital screeches loudly, indicating the gnome's presence. Raknital screeches again and bites hard in the direction where he smells the gnome, but connects with nothing but air! Raknital's head snaps upward sharply, following the gnome's movement! (Kracknol and his psicrystal hear him at 0,4,35' and 3,5,35', respectively) Auburn casts dispel magic targeted on Kracknol {Std} r10+8=18; listen r14+8-5=17, r19+6-5=20 triggering Kracknol's readied action! Kracknol takes a single move and bases Auburn. Auburn takes a single move straight up, provoking an AoO from Raknital, who misses! {Move} r1/100 miss; Listen r12+8=20 / r5+6=11; MS r2+3=5 Auburn (0,3,35'), 45/45 hp, AC19; 10/13 spell levels cast; mage armor ends long, greater invisibility ends 9, fly ends 83 - Raven (0,3,35'), 22/22 hp, AC18, greater invisibility ends 9 Kracknol (-5,12,5'), 43/56 hp, AC20 - Raknital (-5,12,5'), 59/59 hp, AC17 - Padparadscha (-19,13,5'), 28/28hp, AC17Round 4 Map http://www.hwx.it/coco/coco.php;v=1;a=Krac,L,-5,12,0,5,Alt 5';b=Aub,S,0,3,Alt 35' |
| Vathelokai04-16-06, 03:39 AM | He's getting kind of close... Guess I'll gamble with the cover and miss chances... Cast dispel magic (targeted version, on Kraknol) and then gain altitude, moving behind some pillars to gain cover. |
| Turin04-17-06, 08:50 AM | Round 5 Kracknol pulls up hard on the reins, looping upwards in a spiral to seek his quickly-moving opponent! The crowd goes wild at Kracknol's aerial antics as Raknital dodges and weaves between the tightly-spaced floor-to-ceiling center columns! A barrage of golden motes of force flash out once more from mid-air, striking Kracknol in the back and left arm! 14 damage, from location (0,3,35'). Kracknol, seeing the blast, yanks once again on the reins and Raknital banks hard and climbs, weaving between the columns in an effort to close with the nimble Auburn! Kracnol and his psicrystal think they hear Auburn flying in around and behind them (5,2) and (7,3), and Raknital screeches at the scent of the flying gnome! Kracknol moves 10' foward and climbs 10' to (0,3) [30' of movement], then banks left and squeezes through to (2,1) [30' of movement] and on to (5,1) [15' of movement]. {Move} He then readies an action to close to melee range if he detects Auburn.{Std} Kracknol (3,6,35'), 29/56 hp, AC20 - Raknital (3,6,35'), 59/59 hp, AC17 - Padparadscha (3,6,35'), 28/28hp, AC17Auburn casts magic missile at Kracknol, dealing 14 damage! {Std} ... and triggering Kracknol's readied action. Kracknol takes a single move to (3,6) and climbs 20'. Auburn takes a single move to (5,3). {Move} Listen r4+8-3=9;r7+6-3=10 vs MS r2+3=5 Auburn (5,3,35'), 45/45 hp, AC19; 11/13 spell levels cast; mage armor ends long, greater invisibility ends 9, fly ends 83 - Raven (5,3,35'), 22/22 hp, AC18, greater invisibility ends 9Round 5 Map http://www.hwx.it/coco/coco.php;v=1;a=Krac,L,0,5,1,2,2,1,5,1,Al t 15';b=Aub,S,0,3,3,0,5,0,5,3,Alt 35';c=Krac,L,5,1,6,2,5,4,3,6,alt 35'Pitlord comment: Obviously we're getting into an interpretation of the squeezing rules here, particularly with regards to moving on the diagonal and flying creatures. My interpretation of the stall speed rule is that Raknital must maintain 1/2 his speed in ground speed, so this has prevented him from climbing hard through the central pillars (he runs out of movement too quickly there). I understand there may be some discussion desired over this ruling... but I'd rather not get into a debate over the specifics of it so we don't delay the fight. I feel that Kracknol is being appropriately penalized for the tight quarters, so let's leave it at that and take up any discussion of it on the FotW thread for your next matchups. Also, I have no idea how the colors got switched in the round summaries from what's on the map... I fixed it for this round, but I'm not going to go back and fix it for the previous rounds unless I have time. I think you guys are handling it fine so far. (Also, Green indicates Kracknol's move-as-readied action this round.) @ Auburn: the Target entry for dissolving weapon is "one weapon" rather than its wielder, so this is why your dispel magic was not rolled against it. Similar with dissipating touch because it's stored. Oh, and holy crap this fight is complex! :D |
| SauroGrenom04-17-06, 10:49 AM | FYI Invisible creatures or any creature with concealment does not provoke AoO's of any kind. Both Kracknol and Padparadscha should get listen checks vs Auburn's Move Silently and with no range penalties on the listen check. Hopefully one of us will locate him with that check. Fly up and chase after him using the griffon's scent and the location we heard him at as before. I know he is within 30' because of the scent range. Use a move action to try and catch him in melee. If I cannot get him into melee in a move action, ready as before to close into melee if we hear his location. |
| Vathelokai04-17-06, 02:59 PM | Question: Kraknol has disolving weapon and disipating touch prebuffed on his weapon. I was under the impression that a targeted dispel would also effect these powers. If not, then I made quite the mistake. I cannot find a link to check if you rolled them or not; so were they rolled? Don't go change it retroactively or anything. Tactics: Cast another magic missle from memory on Kraknol. Then move to follow him. Try to stay above and behind him so that he cannot make a sharp turn to do a flyby on me. |
| Turin04-17-06, 03:57 PM | Round 6 Kracknol banks hard and pulls Raknital into a tight spiral. Before Auburn can react, the griffon has turned completely around and is on top of the little gnome! Kracnol and Raknital lash out at the invisible gnome, colliding with him in mid air! The crowd roars as Auburn is hit by Kracknol's flail... the wizard screams as he becomes visible just long enough to gruesomely dissolve into nothingness, leaving only scraps of robe behind! Kracknol takes a single move {Move} and attacks, expending his psionic focus to use Greater Psionic Weapon, and spending 2PP to activate the deep crystal weapon. Raknital hits for 9 damage! Kracknol hits, activating both dissolving touch and dissipating touch, dealing 54 damage!{Std} R: r68=no miss, r12+11=23 hit, r5+4=9 dmg; K: r75no miss, r18+10=28 hit, r4+5+r11+r13+r21=54 dmg Kracknol (3,6,35'), 29/56 hp, AC20, 2/4 PP used - Raknital (3,6,35'), 59/59 hp, AC17 - Padparadscha (3,6,35'), 28/28hp, AC17 You need to maintain at least 40' ground speed to avoid a stall, so you've moved a bit further out horizontally. I think I've preserved your intent here, as you've ended your move in the same square intended and used only 40' of movement to get there. I can't quite get the map to look right, but I think you guys can figure it out. Auburn is dead. {Free} Auburn (5,3,35'), -20/45 hp, AC19; 11/13 spell levels cast; mage armor ends long, greater invisibility ends 9, fly ends 83 - Raven (5,3,35'), 22/22 hp, AC18, greater invisibility ends 9Round 6 Map http://www.hwx.it/coco/coco.php;v=1;a=Krac,L,3,6,2,7,2,8,3,9,Al t 35';b=Aub,S,5,3,Alt 35';c=Krac,L,3,9,4,8,4,4,cont |
| SauroGrenom04-17-06, 05:35 PM | So I've got 80' of movement in a move action, and he's behind me right? The quarters are a bit cramped, so I cannot turn in the horizontal direction, and I'll have to rely on the vertical for my turning. Basicially move down 10' and turn 180 degrees using 5'(down 10') +10'(5'/ square for extra 45 degrees of turning each square). I can turn 45 degrees per 5' of movement normally, and I need a total of 180 degrees. I can spend 5' of extra movement to turn faster to a max of 90 degrees every 5' of distance covered. So I'll move 10' down and can get 90 degrees turing in that alone and another 90 degrees using movement speed to turn an extra 45 degrees and a total of 90 degrees each 5' of movement. Since I'm moving down, I can move at twice the rate and only use 5' of movement to cover 10' of distance. The total should be using 15' movement speed in this manouver. Ending this part of the single move at location (3,6,25') facing the direction we last heard him at. I've still got 65' of movement left to fly forward 5' and up 10' using another 25' of movement or more if I have to squeeze through. Anyway that should be sufficient to bring me to square (4,4,35') using at best 40' of movement and we hope to be able to pinpoint with scent as before and everyone will attack him with everything we've got. If that doesn't locate him continue the movement forward another 5' and then start to turn around the central pilliars. If we cannot scent him in this move action, it's time to evade untill the invisibility wears off. Continue the flight forward and turn around the outside of the central pillars. Try to get to the other side of the collection of pilliars. If possible we need him to move more than 60' to get LOS on our new location, so he cannot move into range and still have a standard action. Kracknol will use his psi-like ability to become invisible while on this ride. Keep in mind that drawing a scroll takes a move action and cannot be done as part of a move (like drawing a weapon or wand), so now that he's cast both memorized MM spells and he's got only 1spell level left he may turn to his scrolls. Remember that Auburn cannot cast and move in the same round unless he starts the round with the scroll in hand. |
| Turin04-18-06, 07:55 AM | Kracknol is the winner! |
| SauroGrenom04-18-06, 09:53 AM | Good fight Vath. Looks like we ran up against a few rules issues that were unexpected for the both of us. I hadn't heard before that you needed to squeeze between the pilliars if you are large. And I guess you were supprised about the dissolving weapon dispell. I'm not sure about that either, but I respect Turin's right to make a call. Besides it won't make a difference. Turin forgot to roll the greaterpsionic weapon damage, and that would not have been dispelled and would be the same damage as the dissolving weapon effect. The current roll in the CoCo roller has 11d6, and it should have been 15d6 if all the effects go off at once. If you'd had greater damage output, you would have fried me with for example scorching rays. Or a 1st round black tentacles followed by magic missiles would have stopped my mobility and wounded me or my mount baddly. As the three of us saw in this thread the fly rules are complicated. I've been thinking about writing a tutorial about the fly rules and how to make them work. Even the very best of us often confuse the limits on flying caused by the manouverability class. If an opponent has enough movement speed, they can turn 180 degrees without much difficulty with the downward spiral manouver. So positioning yourself behind a flying opponent may not be sufficient to prevent getting into melee depending on the opponent's manouverability and speed. Anyway, I'd like to say to the both of you that this was realy fun. The first time I've done a thread fight, and I like how it worked and allowed me to catch any rules issues before too much work was put into the fight. Also it was great to be able to use savy tactical movement in ways that I could never expect a pitlord to do. Thanks to the both of you, Sauro |
| Turin04-18-06, 12:36 PM | If you'd had greater damage output, you would have fried me with for example scorching rays. Or a 1st round black tentacles followed by magic missiles would have stopped my mobility and wounded me or my mount baddly.I was actually somewhat surprised to not see the black tentacles spell used in Round 4, when Kracknol was within 5' of the arena floor and in the open. Only a little bit of luck would have been required to really ruin Kracknol's day.As the three of us saw in this thread the fly rules are complicated. I've been thinking about writing a tutorial about the fly rules and how to make them work. Even the very best of us often confuse the limits on flying caused by the manouverability class. If an opponent has enough movement speed, they can turn 180 degrees without much difficulty with the downward spiral manouver. So positioning yourself behind a flying opponent may not be sufficient to prevent getting into melee depending on the opponent's manouverability and speed.I think a tutorial would be useful... I've rarely seen flight cause that much complexity in TT games, but that's mostly because in those situations only one or two characters and maybe the monster have flight. I've almost never seen an aerial-mounted melee character trying to chase down someone more maneuverable like a spellcaster in TT games.Anyway, I'd like to say to the both of you that this was realy fun. The first time I've done a thread fight, and I like how it worked and allowed me to catch any rules issues before too much work was put into the fight. Also it was great to be able to use savy tactical movement in ways that I could never expect a pitlord to do.It was a bit more work, but I agree that it was a lot of fun! |
| Vathelokai04-18-06, 03:43 PM | Good fight Vath. Looks like we ran up against a few rules issues that were unexpected for the both of us. I hadn't heard before that you needed to squeeze between the pilliars if you are large.Actually I fully intended to use that. It was the only space on the map that would restrict the griffons movement enough to make the fight doable. I didn't know the specifics of the rules, and it was quite fun to work them out this way, instead of just pouring over the rules. And I guess you were supprised about the dissolving weapon dispell. I'm not sure about that either, but I respect Turin's right to make a call. Besides it won't make a difference.Like I said at the time, I'm okay with the ruling. But I think I'll take it over to the elders thread anyway; seems a bit vague, and I'll definitely have to use it in the future. If you'd had greater damage output, you would have fried me with for example scorching rays. Or a 1st round black tentacles followed by magic missiles would have stopped my mobility and wounded me or my mount baddly. The reason I didn't was 1) Tentacles grapple +16 vs Kraknol +9 (+8expansion and grip of iron) and Ratkinal's +15. At best it would cause a couple round delay, and maybe some damage. And if It was unlucky, It would be impossible to cause enough damage to win. Damage output has always been Auburn's main roadblock. I'll be working on that this week. As the three of us saw in this thread the fly rules are complicated. I've been thinking about writing a tutorial about the fly rules and how to make them work. Even the very best of us often confuse the limits on flying caused by the manouverability class. If an opponent has enough movement speed, they can turn 180 degrees without much difficulty with the downward spiral manouver. So positioning yourself behind a flying opponent may not be sufficient to prevent getting into melee depending on the opponent's manouverability and speed. Very confusing. I wouldn't have tried that last manuver if I understood the flight rules better. Anyway, I'd like to say to the both of you that this was realy fun. The first time I've done a thread fight, and I like how it worked and allowed me to catch any rules issues before too much work was put into the fight. Also it was great to be able to use savy tactical movement in ways that I could never expect a pitlord to do. Thanks to the both of you, Sauro Loads of fun. Might have to try it again some time |