ECL 3: Maeglin (bgt) vs Saldor (amalcon): Arena [Archive] - Wizards Community

Post/Author/DateTimePost
Erithmu

06-14-07, 06:11 PM
Maeglin Eluch
Gender and Race: Male Merfolk
Size and Type: Medium Humanoid (Aquatic)
Height and Weight: 8'2'', 410 lbs
Age: 28
Alignment: Neutral Evil
ECL: 3 (1 LA/Cleric 2)
Experience: 3200/6000


Attributes
STR 12 (+1) [4 pts] [12 Base]
DEX 16 (+3) [6 pts] [14 Base, +2 Racial]
CON 16 (+3) [6 pts] [14 Base, +2 Racial]
INT 12 (+1) [4 pts] [12 Base]
WIS 16 (+3) [10 pts] [16 Base]
CHA 16 (+3) [6 pts] [14 Base, +2 Racial]



Miscellaneous Statistics
Hit Points: 18 [2 HD] [8 (Cleric Level 1) + (4.5 x 1 (Cleric)) + (2 HD x 3 Con)]
Armor Class (Normal): 17 [10 Base, +3 Dex, 4 Armor]
Armor Class (Touch): 12 [10 Base, +3 Dex]
Armor Class (Flat-Footed): 14 [10 Base, 4 Armor]
Initiative: +3 [+3 Dex]
Base Attack Bonus: +1 [+1 Cleric]
Grapple: +2 [+1 BAB, +1 Str]
Speed (Land): 5 ft [5 Base]
Speed (Swim): 50 ft [50 Base]
Weight Carried: 36.4 lbs, Encumbrance: [0-43 (Light), 44-86 (Medium), 87-130 (Heavy)]




Saves
Fortitude: 6 [3 Con, +3 Cleric]
Reflex: 4 [3 Dex, +1 Cleric]
Will: +6 [3 Wis, +3 Cleric]


Melee Attacks
Masterwork Heavy Mace +3, 1d8+1, (20/x2), Bludgeoning[1 Str, 1 BAB, 1 Enhancement]


Ranged Attacks
Masterwork Heavy Crossbow +6, 1d10, (19-20/x2), Range 120 ft, Piercing [3 Dex, 1 BAB, 1 Feat, 1 Enhancement]



Special Attacks & Abilities
Amphibious (Ex)
Rebuke Undead


Domains: Water, Death
Divine Spells Readied
Orisons [DC 13] Guidance, Detect Magic, Cure Minor Wounds, Cure Minor Wounds
Level 1 [DC 14] Bless, Magic Weapon, Entropic Shield, Cause Fear

Spell Levels Available Per Fight: 2 (4 Orisons) [4 Total Spell Levels / 3, rounded up]
Total Spell Levels: 4 [(4 x 1), (0 x 2), (0 x 3), (0 x 4), (0 x 5), (0 x 6), (0 x 7), (0 x 8), (0 x 9)]
Caster Level: 2


Feats
Weapon Focus(Heavy Crossbow)Lvl 1


Skills
Total Skill Points: 15 [15 Cleric]
Languages: Common, Aquan, Infernal [2 Racial, 1 Int]
Armor Check Penalty: -0 [0 Armor]


Appraise: 1 [1 Int, 0 Ranks]
Balance: 3 [3 Dex, 0 Ranks]
Bluff: 3 [3 Cha, 0 Ranks]
Climb: 1 [1 Str, 0 Ranks]
Concentration: 8 [3 Con, 5 Ranks (5 Cleric)
Craft(Sand Castles): 1 [1 Int, 0 Ranks]
Diplomacy: 8 [3 Cha, 5 Ranks(5 Cleric)]
Disguise: 3 [3 Cha, 0 Ranks]
Escape Artist: 3 [3 Dex, 0 Ranks -? ACP]
Forgery: 1 [1 Int, 0 Ranks]
Gather Information: 3 [3 Cha, 0 Ranks]
Heal: 3 [3 Wis, 0 Ranks]
Hide: 3 [3 Dex, 0 Ranks]
Intimidate: 3 [3 Cha, 0 Ranks]
Jump: 1 [1 Str, 0 Ranks]
Knowledge (Religion): 3 [1 Int, 2 Ranks (2 Cleric)]
Listen: 3 [3 Wis, 0 Ranks]
Move Silently: 3 [3 Dex, 0 Ranks]
Open Lock: 3 [3 Dex, 0 Ranks]
Ride: 3 [3 Dex, 0 Ranks]
Search: 1 [1 Int, 0 Ranks]
Sense Motive: 3 [3 Wis, 0 Ranks]
Spellcraft: 4 [1 Int, 3 Ranks (2 Cleric)]
Spot: 3 [3 Wis, 0 Ranks]
Survival: 3 [3 Wis, 0 Ranks]
Swim: 9 [1 Str, 0 Ranks, 8 Racial]
Use Rope: 3 [3 Dex, 0 Ranks]



Prefight Actions
xxxxx



Equipment Worn and Carried
+1 Studded Leather Armor[20 lbs] [1175 gp]
Masterwork Heavy Mace [8 lbs][308 gp]
Masterwork Heavy Crossbow [8 lbs][350 gp]
30 Bolts [0.1 lb each = 3 lbs] [0.1 gp each = 3 gp]
1 Wand of Cure Light Wounds [CL 1] [0.1 lb each = 0.1 lbs][750 gp each = 750 gp]



Expendable Items
1 Potion of Sanctuary [CL 1] [0.1 lb each = 0.1 lbs][50 gp each = 50 gp]
1 Potion of Invisibility [CL 3] [0.1 lb each = 0.1 lbs][300 gp each = 300 gp]
Max total (ECL2 x 50): 450 gp



Equipment at Home
(Misc. Item) [?? lbs][?? gp]
(Misc. Item) [?? lbs][?? gp]



Results
(result) vs (Character Name (Player Name)) - [??? xp] [??? gp]
(result) in (quest name) - [??? xp] [??? gp]
(result) vs (Character Name (Player Name)) - [??? xp] [??? gp]
(result) in (miniquest name) - [??? xp] [??? gp]
(result) vs (Character Name (Player Name)) - [??? xp] [??? gp]
(result) in (campaign name) - [??? xp] [??? gp]



Allies
Maximum CR per ally: CR ??
Maximum ECL per ally: ECL ??
Maximum CA of allies per fight: CA ??





Starting: 3200 XP
Earned: 0 XP
Spent: 0 XP
Remaining: 3200 XP


Starting: 3000 gp
Earned: 0 gp
Spent: 2937 gp
Remaining: 63 gp








Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx





Optional Information




Prefight: Draw and load crossbow.

Round 1: Cast magic weapon on my crossbow.
Rounds 2+: Begin to inch my way across the map. Move 5 feet, yell out to Saldor, ready an action to cast Cause Fear on the dog. Once the dog is frightened (or shaken), or if I can fire at Saldor before the dog is in range, begin to fire at Saldor. If Saldor gets into mellee, and I've hit him less than twice with the crossbow, scrap the bless I have prepared for an inflict light wounds, then a Death Touch (domain ability). Should he survive, draw the mace and attack him with that. If I hit him twice or more with the crossbow, start with Death Touch, followed by the inflict and mace if he survives.

Hopefully, I'll be able to use the above tactics to kill Saldor while the dog is incapacited. But, should the Cause Fear wear off or Saldor doesn't show at at the same time as the dog, drop the crossbow, draw the mace, and attack the dog. Also, should I fall below 10 hp, heal with the Cure wand.

Thanks for running the fight!Gonna need you to PM me and amalcon a feat replacement for WF(Xbow) as you need 1 BAB to take the feat so .. you can't have it as Clr1 doesn't give it.

Ah, this is what I get for doing everything at once. :banghead: I'll replace it with spell focus: necromancy.Saldor Amalcon
Gender and Race: Male Simulacrum (Treat as Gray Elf)
Size and Type: Medium Humanoid (Elf)
Height and Weight: 5'8" 120lb
Age: Ancient (Note: Treat as Old; RP explanation below)
Alignment: True Neutral
ECL: 3 (Telepath 3)
Experience: 3200/6000

ECL 3: Ready for June 13 [Fight 1] - Armorsmith Trade for 76.59 GP

Free Activity: Use Craft (Armorsmith-Trade) to make 76.59 GP (see below)


Political Career: +19% GP and exp from rewards
Armorsmith Trade (see below): 76.59gp [color=grey][((10+13=23)*3=69)*1.11]
Court Connections: +11% GP from free crafting activity (included above)


Attributes
STR 10 (0) [5 pts] [13 Base, -2 Racial, -1 Age]
DEX 14 (+2) [5 pts] [13 Base, +2 Racial, -1 Age]
CON 12 (+1) [8 pts] [15 Base, -2 Racial, -1 Age]
INT 21 (+5) [16 pts] [18 Base, +2 Racial, +1 Age]
WIS 10 (0) [1 pts] [9 Base, +1 Age]
CHA 10 (0) [1 pts] [9 Base, +1 Age]


Miscellaneous Statistics
Hit Points: 20 [3 HD] [4 Psion + 2.5 Psion x 2 + 3 HD x +1 Con +8 Psionic Body]
Armor Class (Normal): 19 [10 Base, +2 Dex, +6 Armor, +1 Shield]+1 Defensive Precognition
Armor Class (Touch): 12 [10 Base, +2 Dex]+1 Defensive Precognition
Armor Class (Flat-Footed): 17 [10 Base, 6 Armor, 1 Shield]
Initiative: +4 [2 Dex, 2 Psicrystal]
Base Attack Bonus: +1 [1 Psion]
Grapple: +1 [1 BAB]+4 Grip of Iron
Speed (Land): 30 ft [30 Base]
Weight Carried: 31.5 lbs, Light encumbrance [0-33(Light), 34-66(Medium), 67-100(Heavy)]

Saves
Fortitude: +2 [+1 Con, +1 Psion] +1 Defensive Precognition
Reflex: +3 [+2 Dex, +1 Psion] +1 Defensive Precognition
Will: +3 [+0 Wis, +3 Psion] +1 Defensive Precognition, +2-3 Empty Mind, Immune to Sleep, +2 racial vs. enchantment, charm


Melee Attacks
Longsword: +1 1d8, (19-20/x2), Slashing [+0 Str, +1 BAB] (Proficient from race)

Ranged Attacks
Composite Longbow: +3 1d8, (20/x3), Range 110 ft, Piercing [+2 Dex, +1 BAB] (Proficient from race)

Special Attacks & Abilities
N/A

Powers Readied
Level 1 [DC 16] Entangling Ectoplasm, Vigor, Crystal Shard, Defensive Precognition, Mindlink, Empty Mind, Grip of IronEK
Level 2 [DC 17] Aversion

Variables
Close range: 40'
Short range: 130'
Medium range: 260'
Long range: 520'

1 round/lvl duration: 3 rounds
1 min/lvl duration: 30 rounds
10 min/lvl duration: 300 rounds
1 hour/lvl duration: 1800 rounds

Power Points Available Per Fight: 6 [18 Total Power Points / 3, rounded up]
Total Power Points: 18 [11 Psion 3, 7 Int]
Manifester Level: 3

Feats
Psicrystal AffintyLvl 1: Summons Jerry; Saldor gets +2 Initiative when
Psionic BodyPsion 1: +2 HP per psionic feat (+8)
Expanded Knowledge: Grip of IronLvl 3: Saldor knows the Psychic Warrior power Grip of Iron

Skills
Total Skill Points: 42 [49 Telepath]
Languages: Common, Elven, Draconic, Sylvan, Gnome, Orc, Goblin [2 Racial, 5 Int]
Armor Check Penalty: 0 [0 Armor, 0 Shield]

Concentration: +7 [+1 Con, 6 Ranks (6 Telepath)]
Spot: +4 [+0 Wis, +2 Racial, +2 Alertness (Psicrystal)]
Listen: +4 [+0 Wis, +2 Racial, +2 Alertness (Psicrystal)]
Hide: +2 [+2 Dex]
Move Silently: +2 [+2 Dex]

Handle Animal: 0 [+0 Cha]
Ride: +5 [+2 Dex, 3 Ranks (6 Telepath)]

Knowledge (Arcana, Religion, Planes): +6 [+5 Int, 1 Ranks (1 Telepath)] (All of these skills have 1 point in them)

Knowledge (Psionics): +11 [+5 Int, 6 Ranks (6 Telepath)]
Diplomacy: +8 [0 Cha, +2 Knowledge (Nobility + Royalty), 6 Ranks (6 Telepath)]
Craft (Armorsmith): +10 [+5 Int, +2 Masterwork tool, 3 Ranks (3 Telepath)]

Knowledge (Nobility and Royalty): +11 [+5 Int, 6 Ranks (6 Telepath)]
Craft (Armorsmith-trade): +13 [+5 Int, +2 Masterwork tool, 6 Ranks (6 Telepath)] (Saldor also makes and sells armor. Because armorsmithing is not a valid moneymaking activity, treat this as Craft: Basketweaving)

Conditional Modifiers


Prefight Actions
Saldor brings Jerry and Dog with him, grants Jerry mobility, and takes 20 to become psionically focused prior to any battle.

Equipment Worn and Carried
Notes:
- Not proficient with any armor; however, Mithral Breatplate has no armor check penalty (-4 +3[Mithral] +1[Masterwork]). This means that there is no penalty for wearing it while not proficient.
- Not proficient with shields; however, Darkwood Buckler has no armor check penalty (-1 +1[Masterwork]). This means that there is no penalty for wearing it while not proficient.

Traveler's Outfit [0 lbs] [0 gp] (Clothing)
Mithral Breatplate +1 (+5AC +5 max dex -0 ACP) [15 lbs][1600 gp crafted +1000] (Body)
Darkwood Buckler (+1AC -0 ACP) [2.5lbs][107.5 gp crafted]
(Left arm)
40 Arrows [6lbs][2gp]

Expendable Items
4 Powerstone of Matter Agitation [ML 1] [size=1][color=gray][0.0 lb each = 0 lbs][25 gp each = 100 gp]

Equipment at Home
Masterwork Armorsmith's Tools[?? lbs][55 gp]

Results
(result) vs (Character Name (Player Name)) - [??? xp] [??? gp]


Allies
Maximum CR per ally: CR 1
Maximum ECL per ally: ECL 1
Maximum CA of allies per fight: CA 1



Jerry is a perfectly round ball of transparent quartz.

Personalities: Nimble (+2 Initiative)

Diminuative Construct [3 HD]
HP: 10 [1/2 master’s]
Initiative: +2
Speed: 30 ft., climb 20ft.
Equipment: Leather Armor (1.5 lbs), 5gp (Self crafted)
Carrying Capacity: 0 - 1.5 lbs (light), 1.6 - 3 lbs (medium), 3.1 - 5 lbs (heavy)
AC: 19 (+4 size, +2 Dex, +1 natural, +1 armor)
Bab/Grap: +2/-15
Attack: --
Full Attack: --
Space/Reach: 1 ft./0 ft.
Special Qualities: Construct Traits, Hardness 8, Improved Evasion, Single-minded, Self-propulsion, Share powers, Sighted (40'), Telepathic link, Deliver touch powers
Saves: Fort +1, Ref +1, Will +7
Abilities: Str 1*, Dex 15*, Con --, Int 7, Wis 10, Cha 10
Skills: Climb +14*, Listen +6, Hide +14, Move Silently +6, Search +2, Spot +6
Feats: Alertness (shared with master)
Alignment: True Neutral



Dog is a pretty standard guard dog that Saldor purchased.

Small Animal Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–3
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +7, Listen +5, Spot +5, Survival +1*
Feats: Alertness, TrackB
Challenge Rating: 1/3

Skills: Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.





Starting: 3200 XP
Earned: 0 XP
Spent: 0 XP
Remaining: 3200 XP


Starting: 3000 gp
Earned: 0 gp
Spent: 2929.5 gp
Remaining: 70.5 gp


N/A


N/A


N/A


Mithril Breastplate +1: 2600gp (Base item crafted, then NPC enchanted)
Darkwood Buckler: 107.5gp (Crafted)
Longsword: 15gp
Composite Longbow: 100gp
40 Arrows: 2gp
4x Power stone of Matter Agitation: 100gp

Leather Psicrystal barding: 5gp (Crafted)





Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx


Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx


Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx

Optional Information


Leave Dog somewhere out of the way, and then advance on the opponent and attempt to kill them with the Longsword.




It has occurred to me that I should be cataloging my current sequence of events, as a way of clearing my thoughts. Thus, I have started this journal.

About a fortnight ago, I awakened. I cannot describe anything that took place before, because I remember nothing of that time. My first sight was of a cell in the dungeon of a castle; however, I was no prisoner. This cell appeared to be a laboratory of sorts. There were tables on the walls; on these rested large jars containing a variety of unknown substances, as well as several sculpting and mixing tools. A different sort of table sat in the center, with a chair to either side. Different in that I sat upon that table, and the chairs contained people.

One of the men told me that my mind and soul had been bound to this artificial body: you see, I had been imprisoned in a quartz crystal for some reason. I did forcefully inquire as to why this might have been the case, but he had no knowledge of even how the crystal arrived in the possession of his former Duke.

I was apparently freed by a stroke of luck, you see. The former Duke had died of unknown causes, and in a routine search of his posessions to identify potential curses or other attacks, they discovered my prison. It was not any piece of jewelry; paperweight is probably a more apt description. The Duke himself probably did not even know what he had.

I left that place as soon as I could slip away: I was imprisoned. Though the reason may no longer be relevant, I would prefer to not be present should someone remember why before I do. I have travelled mostly without aim to date; it seems that I should begin to enumerate my goals.

My primary long term goal is to discover my former identity -- that is, the identity of the one who was placed in the crystal. Prior to actually furthering that, however, I have some questions which must be answered about my own capabilities.


I have been testing the limits of this artificial body. It is actually quite good. It is somewhat lacking in a few aspects, but I am basically satisfied with its performance. This is not actually my true body anyway, however, so I should be on the lookout for any improvements which may show themselves.


I wished to test the self-repair capabilities of my body, and also its durability, so I damaged it considerably. I did lose consciousness for a brief period, so I did roughly discover its limits in terms of endurance. I also discovered that my body is not "alive" in the strictest sense: Rather than blood, it appears to be powered by water. I discovered something far more valuable than any of that while unconscious.

Though I lost vision and hearing, I did not lose all awareness. I was, in fact, able to touch the minds of others, and to delve far more deeply into my own mind than I thought possible. I am a mentalist: something of my former life. In this same revelation, I was able to recall my name: I am Saldor Amalcon.


I have been exploring my own mind, and what is there astounds me. This is clearly the key to my past. I have only stopped to make these notes because I appear to have hit a wall.

Apart from the single incident seven days ago, I have never retained awareness while unconscious. I have instead been forced to use my conscious abilities. I have remembered many things this way -- skills, mostly; I have not remembered any of my past, save my own name. Worse, in the past two days, I have found nothing else accessible to me. This cannot possibly be all there is.

I will begin my travels once again. Perhaps the key is to be found elsewhere.


My travels had revealed nothing for quite some time, until I had the fortune to be waylaid by bandits. Though I surrendered all that I had, they still decided to kill me, so the battle was joined.

My artificial body was no match for their steel, and I had nearly died that day. I was lying on the ground, leaking water from my veins, and I attempted to lash out mentally: Maybe I could, at least, make one of them pay for taking my life.

That single action brought more ability back than the entire time to date. My body was strengthened, and my mind calmed. A solid projectile appeared from nowhere, and pierced one of the bandits through the heart, disappearing as suddenly as it appeared. I was immediately able to stand. With renewed confidence, and new abilities, I put another such projectile through the side of a second bandit, rendering him unconscious and dying, and then touched the mind of the leader.

His mind was weak; I was able to tear into it. Completely demoralized, the leader fled with the rest of his men.

I have been unable to use the technique that defeated the leader since. The projectiles are quite simple to generate in various sizes, and a number of other abilities have been opened to me. I may have been some sort of mind-warrior, before being imprisoned.


I have arrived at a city known as Gladius. Though I've yet to re-awaken the strength I had against the bandit leader, I am consistently capable of many valuable abilities. There is a place here, a prizefighting arena, where I may hone my skills. I believe that this place holds the key to much of what I was, and so, I should stay here for some time.

Welcome to the CoCo ... comments below in blue.
Hi, Thanks for running this fight. From the Fight of the Week thread, it seems that I didn't exactly pick the most convenient time to start this again, but it seems to have worked itself out. I'm trying to get this to you early, so you have your choice of when to run.

I ran a character briefly, quite a long time ago (rules have changed much since then), so I may get something wrong. Just a bit of a warning that this is basically my first fight.

Analysis:
- A Merfolk...with no mount...and no mobility spells. So he can only move five feet in a round. I'm sure I can take advantage of that somehow.
- His only long-range weapon is a heavy xbow. Which can only fire every other round.
- He has two potions that potentially make him immune to me. None of them allow him to attack while immune, so I don't know what he might do with them, but I should keep this in mind.

Notes:
- His Touch AC is incorrect: He has it listed as 12, but it is actually 13. Crystal Shard will probably not matter in this fight, as I think I can get better mileage for the PP other ways.
- He has the feat Weapon Focus: Crossbow. He cannot have taken this feat at his only possible opportunity (level 1), because it requires +1 BAB. I have no problem letting this slide for the time being.
You should post these two in the prison thread, you get credits for it that you can use for various things. And we can't let the WF feat slide as he has to choose a new feat as it is illegal. I agree that it won't matter too much for this fight, but still needs to be dealt with.
Done, thanks. This may alter my tactics later (notably if the feat is Rapid Reload).

- Don't forget the winnings penalty from Dog and the bonus from my Political Career. They sum to about a 9% bonus.

General Strategy:
Use superior mobility to do the following
- Keep him from making optimal use of his buffs
- Shoot at him from behind cover

Tactics:
Begin in the front and center of my box, with bow in hand, sword sheathed, and Jerry riding me. I don't know if I'm allowed to leave Dog behind and still take the penalty; he won't be needed in any case, so if I can do that, I do; if not, I just order him to run away.
You can leave him outside the arena, but you still take the penalty.
Cool; I do this, then.

Don't bother buffing. It won't make any difference. If I don't have line of sight, begin searching for him by circling the arena.

If I circle the entire arena and don't find him, assume he is invisible. Go to the nearest stone in a symmetrical position to 22, 9 -- this seems like a good compromise between vision and having cover nearby. Look and listen for him. Dog also looks, listens, and smells.

Whenever I find him, however that happens, check for entropic shield (i.e. strange, magical-looking colored light about him). If he has Entropic Shield running, go duck behind a pillar, and wait for it to go away. Avoid the delay penalty by firing 1 arrow at him on the 10th round of this. I'm sorry for this tactic, but it's the only way I have to negate Entropic short of using Matter Agitation, and those were for opponents that I don't really have another way of fighting.

When Entropic goes away, or if it wasn't there to begin with, manifest Defensive Precognition. The strategy at this point is to maintain cover, deny him cover, and shoot at him every round. This should be easy, given that he only moves five feet in a round, but if it becomes impossible, the priority is Deny cover > Get cover > Shoot.
Just checking here, you want to get free from your own cover (opening yourself to attacks) before getting your own cover?
I want to arrange it such that he does not have cover, but I do. If this is not possible, it's better that neither of us have cover, provided I can shoot. (for the sake of my arrow count and your sanity). If I can't both deny him cover and shoot, work toward being able to do that.

Contingencies:
- If he casts Entropic partway through the fight, go back to the part for if he had it on when I found him.
- If I drop below 10 HP, manifest Vigor to give me temporary HP until I'm above 10.
- If he is just sitting there taking total defense, waiting for me to run out of arrows (Someone did that to the character I had a long time ago; it was terrible), use a power stone of matter agitation. No AC, no save. Concentrate until he dies. Defense that.
- If I run out of arrows some other way (I am very sorry if this happens, it's taken way too long) begin using 1pp crystal shards.
- If I run out of arrows AND power points available (6), go to melee with the Longsword. This is kind of risky, thanks to that Touch of Death, but things have become a little desparate at this point (and I'm not about to commit more resources than my entire arrow reserves and all my power points...)

To opponent:
I love the flavor of that guy, but he really needs a way to boost that movement speed. 5 feet is just not far enough. Get him a warhorse or something. Everyone is going to take advantage of that until you do.
I've also just noticed his wand of cure light wounds; that is potentially annoying if he decides to burn a whole lot of charges in this fight. If he starts using it, charge (drawing my longsword while moving) and disarm it; I expect him to be holding his crossbow in the other hand at this point, and thus unable to take the AoO. Pick up the wand (just to get it away from him) and resume the original tactics.In Progressxx wins gains 900xp/900gp

xx loses gains 300xp/300gp

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