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| TelinArtho05-16-07, 06:00 PM | This is an operation for Monsieur Hood of the Warfare Alliance. If you are not TheMagister or myself, please do not post here until the quest's completion. Monsieur Hood is seeking to take down the Freedom Fighters from their current status as a street gang. Questlog: Stripes of a Different Color (EL9) - Failure Resources Used: Time Between Fights: 3 hours Prebuffs/Ongoing Effects: Hope died Items Used: Powerstone of Freedom of Movement (ML7), Powerstone of Force Screen (ML2) Spells or Powerpoints Used: 10pp (Greater Concealing Amorpha, Hustle, 2pp for Deepcrystal) x/day Abilities Used: Free Activity: |
| TelinArtho05-16-07, 06:02 PM | Monsieur Hood http://i53.photobucket.com/albums/g48/larissajeanne02/mssrhood.jpg Hood: "I rob from the rich and give to the needy!" Merry Men: "He takes a wee percentage..." Hood: "But I'm not greedy! I rescue pretty damsels; MAN I'm good!" Merry Men: "Ha-ha-HA! Monsieur Hood!" Time Between Fights: Prebuffs/Ongoing Effects: Items Used: Spells or Powerpoints Used: x/day Abilities Used: Free Activity: Time Between Fights: Prebuffs/Ongoing Effects: Items Used: Spells or Powerpoints Used: x/day Abilities Used: Free Activity: Time Between Fights: Prebuffs/Ongoing Effects: Items Used: Spells or Powerpoints Used: x/day Abilities Used: Free Activity: Male Human (Medium Humanoid) Height/Weight: 6' 2", 178 lbs. Chaotic Good Fighter 2/Psychic Warrior 7, ECL 9 Experience: 39,066 Next: 45,000 Proud Strider of the Warfare Alliance STR...14 [+2]...(6 pts) DEX...20 [+5]...(13 pts + 2 enh. + 4th lv.) CON...14 [+2]...(5 pts + 8th lv.) INT...10 [+0]...(2 pts) WIS...18 [+4]...(10 pts + 2 enh.) CHA...08 [-1]...(0 pts) Hit Points: 65 [10+(5.5*1)+(4.5*7)+18 con] AC 21 [+5 dex, +5 armor, +1 shield], Touch 15, Flat 16 [+5 (+1 mithral shirt), +1 [Ma] buckler] [+3 shield (Force Screen), +1 insight (Defensive Precognition)] Initiative: +5 [+5 dex] BAB/Grap: +7/+9 [+7 bab, +2 str] Speed 30’ Saves: Fort +11 [3 ftr +5 psy +2 con +1 resistance] Refl +08 [0 ftr +2 psy +5 dex +1 resistance] Will +09 [0 ftr +2 psy +4 wis +2 feat +1 resistance] [+2 Empty Mind] [+1 insight to all saves: Defensive Precognition] Attacks: +1 Mighty (+2) Psychokinetic Deepcrystal Composite Longbow +14/+9 ranged, 1d8+3+1d4 (x3), [110ft.] [+7 bab, +5 Dex, +1 enh, +1 focus] [Ma] Mighty (+2) Composite Longbow +14/+9 ranged, 1d8+2 (x3), [110ft.] [+7 bab, +5 Dex, +1 enh, +1 focus] [Ma] Spiked Gauntlet +10/+5 melee, 1d4+2, (20/x2) [+7 bab, +2 str, +1 enh] Feats Wpn Focus (longbow) [human] Iron Will [1st lvl] Point Blank Shot[ftr 1] Rapid Shot [ftr 2] Psionic Shot [3rd lvl] Psicrystal Affinity [psy 1] Psionic Meditation [psy 2] Fell Shot [6th lvl] Psicrystal Containment [psy 5] Manyshot [9th lvl] Racial and Class Abilities: All the Human Fighter Stuff. You know. Psychic Warrior: - 15 pp [psy 7] + 14 pp [18 wis] - three 1st, three 2nd, and one 3rd level power(s) - bonus feats Skills [12 pts Fighter 1 + 3 pts Fighter 2 + 21 pts Psywar 7 = 36]: +06 Autohypnosis [2 rnks, +4 wis] [2 psy] +05 Balance [+5 dex] +02 Climb [+2 Str] +17 Concentration [12 rnks, +2 con +3 crystal] [2ftr(cc) +11 psy] +07 Jump [5 rnks, +2 str] [5ftr] +05 Hide [+5 dex] +07 Listen [1cc rnks, +4 wis, +2 crystal] [2ftr(cc)] +05 Move Silently [+5 dex] +13 Ride [8 rnks, +5 Dex] [2 ftr, 6 psy] +07 Spot [1cc rnks, +4 wis, +2 crystal] [2ftr(cc)] +08 Tumble [1cc rnks, +5 dex +2 jump] [2ftr(cc)] +01 Psicraft [1cc rnks + 0 int] [2ftr(cc)] Skill Changes Approved Here (http://boards1.wizards.com/showpost.php?p=9552325&postcount=291) Speaks: Common Power Points: 29 per 3 fight cycle [29/3 = 10 pp per fight] [Left: 29][Available Fight 1: 10] Powers Known: -1st: Empty Mind, Offensive Prescience, Vigor -2nd: Hustle, Animal Affinity, Strength of my Enemy -3rd: Greater Concealing Amorpha Buffs and Prefight actions: - Become Psionically Focused (Take 20) - Psionically Focus Bob - Address Powerstones - Activate Bob’s Self-Propulsion Ability - Bring Hope (-14.286% xp/gp penalty) Expendable Items: [ML] [Total: 4050/4050 gp] Stone of Dissolution: -Dissolving Weapon [ML3] x 1 [150 gp] Stone of Arms: -Call Weaponry [ML1] x 2 [50 gp] Stone of Mercy: -Empathic TransferA [ML4] x 2 [400 gp] Stone of Stalwartness: -Force Screen [ML2] x 3 [150 gp] -Defensive Precognition [ML2] x 3 [150 gp] Stone of the Hunter -Synesthete [ML2] x 3 [150 gp] Stone of Seeing -Steadfast Perception [ML7] x 1 [700 gp] Stone of Elemental Protection -Energy Adaptation, Specified [ML3] x 3 [450gp] Stone of Freedom -Freedom of Movement, Psionic [ML7] x 2 [1400 gp] Potions/Oils: -Delay Poison [CL3] [300gp] -Protection from Evil [CL1] x 3 [150gp] Equipment: Forest Archer’s Greenery (Hose and all) Gloves of Dexterity +2 [0 lbs.][4000gp] Periapt of Wisdom +2 [0 lbs.][4000gp] +1 Mithral Shirt [10 lbs][2250gp] [Ma] Buckler [5 lbs][165gp] Cloak of Resistance +1 [1 lb][1000gp] Brooch of Shielding [101] [1500gp] [Ma] Mighty (Str +2) Composite Longbow [3 lbs][600gp] [Ma] Mighty (Str +2) Composite Longbow [3 lbs][600gp] +1 Mighty (Str +2) Psychokinetic Deepcrystal Composite Longbow [3 lbs][9300gp] [Had the illegal "lucky" psionic enchantment for fights 13-15...had no effect] Quiver with 31 arrows [06 lbs][2 gp] Quiver with 40 arrows [06 lbs][2 gp] Quiver [0 lbs][1 gp] -- with 10 +1 seeking arrows [1.95 lbs][2171 gp][link] -- with 10 adamantine-tipped arrows [1.5 lbs][610 gp][link] -- with 20 silver arrows [3 lbs][41gp] -- with 18 cold iron arrows [2.7 lbs][1.8 gp] [Ma] Spiked Gauntlet [1 lbs][305 gp] Miscellaneous Statistics: Encumbance: 0-58 (light), 59-116 (medium), 117-175 (heavy) Weight carried: 46.15 lb (light) Allies: Bob Diminuative Construct [7 HD] HP: 32 [1/2 master’s] Initiative: +3 Speed: 30 ft., climb 20ft. AC: 19 (+4 size, +2 Dex, +3 natural) Bab/Grap: +7/-11 Attack: +14 touch [+7 bab, +3 Dex, +4 Size] 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, telepathic speech Saves: Fort +10, Ref +7, Will +6 [As master] Abilities: Str 1, Dex 16, Con --, Int 10, Wis 10, Cha 10 Skills (Same as Master Except): Climb +15, Hide +15, Listen +6, Move Silently +7, Search +4, Spot +6 Feats: Alertness (passed to master as well), Weapon Finesse Alignment: Chaotic Good Large Elite Magical Beast [6 HD] [CR4] Blackmarket Female Pegasus HP: 6d10+30 (63 hp) Initiative: +4 Speed: 60 ft., fly 120 ft. (average) AC: 20 (-1 size, +4 Dex, , +4 barding, +3 natural), Touch 13, flat-footed 16 Bab/Grap: +6/+15 Attack: Hoof +10 melee (1d6+5) Full Attack: 2 hooves +10 melee (1d6+5) and bite +5 melee (1d3+2) Space/Reach: 10 ft./5 ft. Special Qualities: Darkvision 60', low-light vision, scent, detect good and detect evil within a 60 ft. radius at will [CL 5th] Saves: Fort +10, Ref +9, Will +6 Abilities: Str 20, Dex 18, Con 21, Int 10, Wis 15, Cha 10 Skills (18 points) : Diplomacy +02, Hide +00, Listen +11, Move Silently +06, Sense Motive +06, Spot +11 [Pegasi have a +4 racial bonus to Listen and Spot checks] Feats: Flyby Attack, Iron Will, Hover Alignment: Chaotic Good Tricks: Combat Riding Package (attack, come, defend, down, guard, heel) Languages: Understands Common Equipment Worn and Carried: [Ma] Chain Shirt Barding [50 lbs][1000 gp] Exotic Military Saddle [40 lbs][60gp] Hood [178 lbs] Hood's Gear [49 lbs] Quiver with 40 arrows [06 lbs][2 gp] Quiver with 40 arrows [06 lbs][2 gp] Quiver with 40 arrows [06 lbs][2 gp] Quiver with 40 arrows [06 lbs][2 gp] Quiver with 40 cold iron arrows [06 lbs][4 gp] Quiver with 40 silver arrows [06 lbs][82 gp] Total Load: 353 lbs. (Light) Carrying Capacity: Light 0-399 lbs, Medium 400-798 lbs, 799-1200 lbs. Cost: 3000gp (adult)+2000 (elite array)+1500(2 bonus HD)+1000 (Professional Training)= 7500gp ----------------------{Pitlords Snip Here}-------------------------- Character Background: {singsong} "Oh merry men! Ha-ha!" Default Tactics Always sent. Arena/Quest Results: 01: WIN vs. Solan the Righteous (Iced): Zevox, [+1125 XP] [+1125 gold] 02: WIN vs. Kultak the Nemesis (Setzertrancer): Huan, [+900 XP] [+900 gold] 03: LOSS vs. Indrithia Celes (Zevox): Papapeperoni, [+300 XP] [+300 gold] 04: WIN vs. Darrgon the Summoner: Huan, [+900 XP] [+900 gold] 05: WIN vs. Khabil Barukh: DSugui, [+1200 XP] [+1200 gold] 06: SUCCESS in Guarding the Stronghold - Miniquest: Stormwind, Joined Warfare Alliance Guild, [+1200 XP] [+1200 gold] 07: WIN vs. Indrithia Celes (Zevox): Zelck, [+1200 XP] [+1200 gold] 08: WIN vs. Mort Noir (McJarvis) and Monsch (UserNamer) [Interleague]: Stormwind, [+1500 XP] [+1590 gold] 09: LOSS vs. Krug Butcher (DSugui): Papapeperoni, [+500 XP] [+533 gold] 10: WIN vs. Istima (Zevox): Macbrea, [+1625 XP] [+1733 gold] 11: WIN vs. The Undertaker (Abyssal Stalker) vs. Ihdald Seaslash (Milov): Hogarth, [+2500 XP] [+2666 gold] 12: WIN with Ceilia Durrol (Zevox) and Valek Usher (DSugui) as TEAM WAR vs. Leif Goldeneye (Sunwolf) [Guild: Interception]: TelinArtho, [+1800 XP] [+2000 gold] 13: WIN vs. Danidus (Vecnoran) and Corbin (renlim) as TEAM CEF [Guild: Interception]: DSugui, [+1650 XP] [+1832 gold] 14: WIN vs. Relanex Thines (Macbrea): Krytos, [+1800 XP] [+2000 gold] 15: LOSS with Featylec Elendi (Zevox) vs. Uhmentarymster the Old (Caterane): Erithmu, [+700 XP] [+866 GP] 16-18: SUCCESS in Gallant Deeds in Gawane [MISSION - Befriend Gawane]: SauroGrenom, [+6300 XP] [+7800 GP] 19. WIN vs. 2 megaraptors: MindwandererB, [2000 XP] [2833 GP] 20. LOSS vs. The Harvester (Caterane): Erithmu, [+800 XP] [+1133 GP] 21. WIN vs. 3 harpies: Abyssal Stalker, [+2400 XP] [+3400 GP] 22. LOSS vs. Istima Telarc (Zevox) vs. Ihdald Seaslash (Milov): Maraxus, [+766 XP] [+942 GP] 23. WIN vs. Mr. Gummy Bear (PMG Operative): McJarvis, [+2000 XP] [+2833 GP] 24. WIN vs. Monsters: TelinArtho, [2700 XP] [4500 GP] [Fight Cycle Reset for Iron Man Tournament] IMT1: WIN vs. Telveren Trueblade (Sunwolf): SauroGrenom, [Counts as Frozen - No Rewards] IMT2: WIN vs. Retikos (SauroGrenom): Erithmu, [Counts as Frozen - No Rewards] IMT3: LOSS vs. Besthirah Lafali (MindwandererB): TelinArtho, [Counts as Frozen - No Rewards] [b][u]Experience Starting: 3200 XP Earned: 35866 XP Spent: 0 XP Remaining: 39066 XP Gold Starting: 3000 gp Earned: 43486 gp Sold: 1258.5 gp Spent: 43151 gp Remaining: 4593.5 gp Previously Owned Powerstone(s): -Prescience, Offensive [ml1] x 1 [12.5 gp] -Metaphysical Weapon [ml1] [12.5 gp] -Psionic Grease [ml2] x 1 [25 gp] -Dissolving Weapon [ml3] x 1 [75 gp] Potions/Oils: -Oil of Bless Weapon x 1 [50gp] -CMW x 3 [450gp] Longsword [4 lbs][7.5 gp] Dagger [1 lbs][1 gp] +1 Chain Shirt [25 lbs][625 gp] 124 arrows [0.05 gp each = 4.80 gp] 8 +1 Seeking Arrows [167 gp each = 1336 gp] 2 cold iron Arrows [.1 gp each = 0.2 gp] 4 Powerstone of Skate [ML 1] [25 gp each = 100 gp] 5 Powerstone of Skate [ML 2] [50 gp each = 250 gp] 1 Powerstone of Synesthete [ML 1] [25 gp each = 25 gp] 12 Powerstone of Vigor [ML 2] [50 gp each = 600 gp] 1 Powerstone of Vigor [ML 3] 150 gp each = 150 gp] 1 Powerstone of Inertial Armor [ML1] [25 gp each = 25 gp] 2 Powerstone of Offensive Precognition [ML 1] [25 gp each = 50 gp] 3 Powerstone of Offensive Precognition [ML 2] [50 gp each = 150 gp] 1 Powerstone of Offensive Prescience [ML 1] [25 gp each = 25 gp] 2 Powerstone of Defensive Precognition [ML 1] [25 gp each = 50 gp] 10 Powerstone of Defensive Precognition [ML 2] [50 gp each = 500 gp] 9 Powerstone of Dissolving Weapon [ML 3] [150 gp each = 1350 gp] 1 Powerstone of Empathic Transfer [ML 4A] [200 gp each = 200 gp] 12 Powerstone of Force Screen [ML 2] [50 gp each = 600 gp] 1 Powerstone of Animal Affinity [ML 3] [150 gp each = 150 gp] 2 Powerstone of Psionic Grease [ML 2] [50 gp each = 100 gp] |
| TelinArtho05-17-07, 10:22 AM | Darkness. Darkness and an aching headache. And more darkness. Just where the headache came from, Monsieur Hood did not know. The last thing he remembered was leaving the main hall of the Warfare Alliance and heading towards Upper Merx. And then the headache. Feeling the back of his head - there certainly was a rather sizable bump. Where it came from he wasn't sure. Where he was - he wasn't sure either. The ground was damp and clammy. The air stale and unmoving. There were grates above him that shed light into the area - but with what source he could not tell. From the looks of things though - it appeared he just might be a prisoner. Except he still had all his belongings. Wierd. And then a voice coming from above him. Ready to have some fun, meat? Elsewhere - Hood could hear the sound of metal grating on stone - opening. And then closing. |
| TheMagister05-17-07, 08:58 PM | "Whrr w-Bob? Nn whrr eez Hopuh? Wheez ze sing z'happennd?" The slushy words leaking out of his mouth betray the seriousness of the brain-scrambling injury to his head. Nevertheless, Hood pulls himself up the wall, wobbling slightly as he stands. There is no reply from Bob, but Hood gets a faint and confused feeling of soft restraint -- Hood's silk vest pocket. The light is so dim. Without thinking, Hood reaches into his scrip and sorts out a stone by feel. He channels some of his mental power through it and simultaneously his vision snaps into focus and then goes blurry as a massive stroke of pain bolts across his temples. This has the dual effect of knocking him back to a seated position and waking him up somewhat. The psychically enhanced skin on his face picks up even the faint light from the overhead grates and multiplies its efficacy into input his brain can understand and even the faint shadowy corners of his location come into sharp relief. "Where are we? And who zpoke a moment ago? 'Allo?! Who eez zere!" |
| TelinArtho05-18-07, 02:42 PM | Okay - so that is Inertial Armor right? Your action again. You did not hear your opponent(s) move. BTW - I realize I wasn't clear on this in the first post, but the map is the cavern map and you are in starting area 1 at (2,29)- you can obviously move if it suits you. |
| TheMagister05-18-07, 07:34 PM | Oh crap, this isn't roleplay?! ... You need to give me more information. Who is with me? Do I have Hope? Is the light really that dim, or do we have normal arena rules? The first thing I did is Synesthete, but it was more a roleplay thing because of your description of the low light levels. If I'm really in a battle already, then I want something else. If I'm in the Cavern and they already know where I am, I need something else again, and I'm not willing to commit to anything without more information. |
| TelinArtho05-18-07, 10:00 PM | Oh - sorry. Yes - this is roleplay and the actual encounter. The map is the cavern and no there's no hindering lighting conditions. Pick something else if you like - and yes - you can have Hope as long as he's prebuffed (which he is). I'd play it up more but I've got so much time constraint it isn't even funny these last few weeks... As to your opponents - they don't necessarily know where you are - but they are aware that the "hunt" is on... |
| TheMagister05-19-07, 01:20 AM | All right. THAT I can deal wi -- wait. "Stripes" of a different color? {takes a quick look at the EL 9 monster table}. oh, brother...and in the cavern, too {sigh} Why couldn't I have a nice, easy nighthag? There's probably a tiger standing right behind Hood as I type this. Crud. Hood's enhanced vision picks up a softer gradation of shadow about 20' away, and reveals it to be Hope. Bob crawls out of Hood's pocket and makes his way over to her, and Hood can hear the telepathic enquiry, --are you ok, hope?-- from Bob as the psycrystal approaches. Hope shudders and shakes her mane as she stands, but freezes when Hood's telepathic command snaps into her via Bob and relays the situation in flashes of empathy mixed with speech. Hood gets back from Hope a strong indication of powerful evil beings that stalk somewhere out in the larger recesses of the cave. She hasn't got 'em pinpointed, but they're close -- and getting closer. Hood moves to Hope as quietly as possible and mounts. As he goes, he buffers his body, surrounding it with an infinitely slippery blanket of psionic energy. When nothing else happens, he draws his bow and further shields his body with a mental shield. He telepathically urges Hope to the mouth of their little enclosure, with orders to back up a little if anything approaches closer than 20' away. Okay, here's what I got. The synesthete is RP only. Hood starts mounted on Hope at 5,26 holding his bow. First turn he draws/manifests freedom of movement on himself and drops the stone. Second turn he draws/manifests force screen. Hope moves to 9,22 and readies an action to move backward 20' (northwest on this map) if any enemy comes within 20' or reveals itself to be within 20' of her. Bob looks for stuff telepathically if there's magical darkness, and Hope's ready action will fire if Bob tells her there's something within 20'. Your turn. |
| TelinArtho05-21-07, 11:00 AM | Hood urges Hope out of the immediate cavern and into a wider section. Immediately upon rounding the corner though - Hope and Hood both notice a pair of large sized tiger-men standing about 100ft away. Hood directs Hope back into the relative safety of the cavern while he manifests a power of protection. Come here meat. No sense in backing away now... there's no escape. Play time... The voice is cool and mocking. Okay - the two that you witnessed were wearing chain shirts and had large-sized glaives in one hand and a potion in the other. After you backed back to (6,25), you lost sight of both of the two you saw, but you did hear some more movement to the south. http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,L,5,26,9, 22,6,25;c=Name,L,2,5,3,10,9,10;d=Name,L, 4,3,9,3 |
| TheMagister05-21-07, 09:35 PM | Okay, here's what we do: Hood readies an action to Manyshot + Fell Shot + Psionic Shot + Deepcrystal(2pp) the closest tigerman with silver arrows. Hope readies an action to move back into the cave to 6,25 when she sees a tigerman. Then Hope moves to the mouth of the cave until she sees a tigerman. Total should be +10 ranged touch(PBS); 2d8+6+2d4+2d6+2d6-2(silver). Let's go with that. |
| TelinArtho05-22-07, 09:59 AM | The ready action is kind of wonky there... why don't you just say, have Hope move to (9,22) and if an opponent is seen - fire the manyshot before moving back to (6,25)? Ready actions end your action until the ready triggers... (since you can't very well interrupt yourself). Hope steps out into the open and he and Hood both spot now three tigermen. The closest benefits from cover nearby, so Hood fires a pair of arrows at the one without cover. The arrows slam hard into the tigerman and he growls in frustration. Hood doesn't wait to see what happens next, as he ducks back into the cavern. His suspense is shortlived however as two of the tigermen move into the cavern after him - their glaives in hand. http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,L,6,25;b= Name,L,11,10,8,19;c=Name,L,9,10,9,22;d=N ame,L,7,14,7,22 The wounded one is the green one on this map. |
| TheMagister05-22-07, 07:42 PM | Hood manifests on the defensive and spends 5pp for Greater Concealing Amorpha and then regains a focus (no AoO b/c of total concealement). Hope begins to Hover, creating a dustcloud. When the concealment starts, she 5' steps toward Pink, getting inside the reach of his glaive, and takes total defense (+4 dodge to AC). {Crosses fingers} |
| TheMagister05-23-07, 12:18 AM | :bump: To explain the ready action: Hood and Hope act seperately, and each get a seperate set of actions, right? So, in order to create "I can shoot you, but you can't POUNCE me" situations, I have Hope ready an action to move out of the charge lane, and then move into the charge lane. If there's no one in the charge lane, Hope can stay and Hood gets a free shot and a free setup as they move into position to pounce (which is what I was expecting). Hood readies an action to shoot because the mount and rider act "at the same time", so Hood only gets to shoot at the midpoint of Hope's move unless I ready the action. The ready lets me get around that restriction at the cost of a full attack. Manyshot is a nice little end run around losing the full attack. I get touch attacks on two arrows' worth of damage, AND I get to do it whenever I want. It's nice. Understand now? |
| TelinArtho05-23-07, 11:01 AM | The tigermen quickly surround Hood and his pegasus. The first two in the room with him drop their glaives and attack with claws and bites - but cannot gain purchase on Hood. The last moves into the room and also drops the glaive - blocking any chance of escape. http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,L,6,24;b= Name,L,8,19,8,25;c=Name,L,9,22,8,23;d=Na me,L,7,22,6,22 casting defensively auto-succeeds and you do regain your focus. Other than that - they attacked and missed a bunch. Good luck - I'll be back in a bit to continue on - but it might be a good idea to give me a couple of rounds of tactics if you want this done by the hard deadline. |
| TheMagister05-23-07, 07:36 PM | Hope will set down (no more Hovering). Hood will refocus Bob and Manyshot Green again, using the same attack set as before but without Deepcrystal. (2d8+6+2-2+2d4+2d6 -- PBS included now). Next round, refocus and manyshot with fell shot. Continue with that strategy until Hood or Hope is injured by 30 hp or more. I guess Hope can full attack with her hooves (has a chance of doing 11+ damage). |
| TelinArtho05-24-07, 10:29 AM | Hood spends his focus to take down the wounded weretiger. The beast falls to the ground in a lump, but that does little to slow the attacks of the other two. The other two tigermen rend the flesh of Hope severely, leaving the pegasus battered and wounded in many places. Since you are too "tough" of a target to hit - they focus their attacks on Hope, hitting a total of five times for 54 damage. Green is down and out - positions are unchanged. |
| TheMagister05-24-07, 09:27 PM | "Zhou beasts! Live her alone!" Hood is off of Hope in a flash, and twin arrows dart from his bow in what looks like a bolt of purple and silver water. He directs the force of his wrath at Pink. "Beck, Hope! Ah weel protect zhou!" Hood attempts to quick dismount. If successful, refocus and manyshot pink. If unsuccessful, hustle refocus and manyshot pink (and check Hood's pp...I don't wanna cheat and go over). Hope withdraws to a corner. |
| TelinArtho05-25-07, 10:02 AM | Hope can withdraw, but will still provoke AoO from both tigermen due to their reach. I will roll your actions in just a minute. |
| TelinArtho05-25-07, 10:15 AM | Hood jumps off of Hope's saddle onto the ground and lets loose a pair of arrows in mid-jump at the second tigerman. The arrows miss completely and thunk into the stone of the wall behind him. Hope starts to withdraw, but as soon as his friend turns his back, the tigerman struck him down mercilessly. Without wasting time the tigermen were bearing upon him again. Stepping forward - they attacked him with claws and bites with the ferocity of a raptor and the strength of a giant. Fortunately the concealing amorpha made most of their efforts add up to nothing. Hope was toast here even if he did stay and attack. Hope is at -5hp. Starting your round 7 action (you manifested Gr. Concealing Amorpha in round 4). If you want a full breakdown of hp and such - let me know and I'll add it in. http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,M,5,25;b= Name,L,8,25,7,25;c=Name,F,3,23;d=Name,L, 6,22,6,23 Ignore the green dot. He's just there to keep pink... pink. |
| TheMagister05-26-07, 06:53 AM | Drat. Did Hood provide any soft cover to Hope that could negate AoOs? {Crosses Fingers} (You can't make AoOs thru cover, even soft cover.) Oh, and the manyshot was vs. touch AC, don't forget. Even a 12 might hit. Oop! A total of 13 (PBS!). Otherwise, keep refocusing and manyshotting. Go ahead and use Hustle to regain Bob's Foci, and spend it on Psionic Shot on Pink. That'll use up the last 3 of Hood's pp alotment for this fight. Vigor's not worth the action, since they can do more than 15 damage in one hit. I'm better off going for the kill. Keep on doing what Hood's doing. Either I'll kill 'em before Hope dies and the Gr. Conc. Amorpha runs out or they'll tear me to bits in a two rounds. Dropping pinky fast is a big part of that... |
| TelinArtho05-29-07, 12:38 PM | Nope - 13 might hit them unbuffed - but not with their magical protections of slipperiness... Still not really online - but I'll finish this up first since it is the most behind. |
| TelinArtho05-29-07, 12:50 PM | Hood launches a pair of arrows into a tigerman and he roars in pain. He dodges the claws and bites of the wounded one, and the claws of the other - but not the vicious bite. Hood feels the teeth clench in his arm and the blood soaking his hands. Hustle to regain focus but you fail on the second attempt. The manyshot hits for 18 damage. The unwounded weretiger deals 14 damage from a bite. Hood does his best to keep his composure and sends off another pair of arrows - but the tigerman dodges them nimbly. Their assault is unending, but at least he is able to dodge the worst of it. He launches another pair of arrows that catch well, but the attack leaves him exposed on his side to the claws and bite of the one next to him. He grimaces from the pain as he knows his concealing ooze is not going to last much longer. His next pair of arrows slams into the wounded tigerman and drops him to the ground. Hood breathes in relief and dodges the attacks of the remaining tigerman. Hood hits in alternating rounds for 21 and 20 damage. He takes 21 damage from the tigermen for a total of 35 damage taken (leaving him with 30). Starting your action on round 11 - just as Greater Concealing Amorpha ends. |
| TelinArtho05-29-07, 03:13 PM | Hood keeps fighting his best, but despite his best - the last tigerman strikes him down mercilessly. In round 11, you failed to refocus on your first move action, so I had you try again on the second, and you succeeded. In round 12, your opponent hits twice for 23 damage. You refocus Bob and then fellshot/psychic shot/manyshot for 27 damage. In round 13, you get a glimmer of hope when your opponent misses and you hit for 14. In round 14, your opponent hits once more for 12 - taking you down. Hope does not stabilize in 5 rounds after being knocked to the ground. |
| TheMagister05-29-07, 06:41 PM | Since Hood can keep up his offense with move+standard actions (and since you didn't stop after the Concealing Amorpha ran out like I asked), I was going to have Hood revert to Tumble away behind cover, shoot. Tumble away behind cover, shoot. I'd give up the fell shot, but I'd stop manyshotting and just stick with single shots. The tiger couldn't pounce because of the cover interfering with his attacks, or he could attack through the cover (which might garner misses). Sitting there trading full attacks is stupid. Do you think we could back up to the round concealing amorpha wears off? |
| TelinArtho05-29-07, 07:59 PM | I can look at it again tomorrow - no time tonight. |
| TheMagister05-29-07, 08:06 PM | What's one week, more or less? :) Null perspiration. |
| TelinArtho05-30-07, 11:30 AM | Round 11 - Tumble success, single arrow hits for 1d8+3+1-1+1d4=1+3+1-1+4=8; Tigerman moves and attacks but misses. Round 12 - Tumble success, single arrow hits for 1d8+3+1-1+1d4=6+3+1-1+2=11; Tigerman moves and attacks and hits for 13. Round 13 - Tumble success, single arrow hits (but fails to confirm ) for 1d8+3+1-1+1d4=2+3+1-1+2=7; Tigerman moves and attacks and hits for 12. Round 14 - Tumble fails, AoO misses, single arrow misses; Tigerman moves and attacks and misses Round 15 - Tumble success, single arrow hits and confirms for 3d8+9+3-3+1d4=(2+7+1)+9+3-3+2=21; Tigerman moves and attacks and hits for 10. Hood falls. You managed to drop him down to 3hp... much closer - just not quite enough. |
| TheMagister05-30-07, 06:43 PM | Darned dice killed me again. What's up with the 7 and 8 damage hits?! :( Thanks a lot for editing that in. |