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| #1zevoxMay 21, 2009 15:41:18 | This is a separate thread fight for Nordens, the archer who can't seem to get a real opponent, to fight an unknown monster. If you are not Turanson or myself, please do not post here. Nordens has no knowledge of his opponent, except that it is large, bipedal, and there is only one. The fight will take place in the arena, in dark conditions. Results: Nordens loses. Full results [post=]here[/post]. Nordens [post=17929021]Outmaneuver (Defense)[/post] Balance=11, Climb=10 Jump=8 Swim=8, Total 11+10+8+8=37 Nordens Gender and Race: (male) (Wood Elf ) Size and Type: Medium Humanoid (Elf) Height and Weight: (4’6”) (93lbs) Age: 124 Alignment: (Chaotic Good) ECL: 8 (Ranger 6/Wizard 1/Arcane archer 1) Experience: (35417)/(36000) Attributes STR 16 (+3) [6 pts] [14 Base, 2 racial] DEX 23 (+6) [16 pts] [18 Base, 2 racial, 2 Gloves of Dexterity, +1 lvl 8] CON 14 (+2) [6 pts] [14 Base, -2 racial, 2 Amulet of Health] INT 12 (+1) [5 pts] [13 Base, -2 racial, +1 Headband of Intellect] WIS 12 (+1) [3 pts] [10 Base,+1 lvl 4] CHA 08 (-1) [00 pts] [08 Base] Miscellaneous Statistics Hit Points: 56 [8 HD] [8 (Ranger 1) + (4.5 (Ranger) x 5) +(2.5(Wizard) +(4,5(Arcane archer) )+ (8 HD x 2 Con)+(3 Toad Familiar)] (Conditional Modifier) Armor Class (Normal): 23 [10 Base, +6 Dex, +6 Armor +1 Buckler] Armor Class (Touch): 16 [10 Base, +6 Dex] (Conditional Modifier) Armor Class (Flat-Footed): 17 [10 Base, +6 Armor +1 Buckler] (Conditional Modifier) Initiative: +6 [6 Dex] Base Attack Bonus: +7 [(6 Ranger 6)(0 Wizard 1)(1 arcane archer 1) ] Grapple: +10 [7 BAB, 3 Str] Speed (Land): 30 ft [30 Base] Weight Carried: 75,1 lbs, Light encumbrance [0-76 (Light), 77-153 (Medium), 154-230 (Heavy)] Saves +2 racial saving throw bonus against enchantment spells Fortitude: 12 [2 Con, 5 (Ranger 6), 0 (Wizard 1), 2 (arcane archer 1), 3 (Cloak)] Reflex: 16 [6 Dex, 5 (Ranger 6), 0 (Wizard 1), 2 (arcane archer 1), 3 (Cloak)] Will: 8 [1 Wis, 2 (Ranger 6), 2 (Wizard 1), 3 (Cloak)] +2 damage vs. elfs +4 damage vs. Humans Melee Attacks (Longsword) +10/5, 1d8+3, (19-20/x2), (Slashing) [3 Str, 7 BAB] Ranged Attacks (Heimdal (+1 Deep Crystal, Composite Longbow of Psychokinetic) +15/10, 1d8+4+1d4, (20/x3), Range 110 ft, (Piercing) [6 Dex, 7 BAB 1 MW, 1 Feat(Weapon focus (Longbow, composite)] (+1 damage and attack within 30 ft. Special Attacks & Abilities Rapid Shot You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat |
| #2zevoxMay 21, 2009 15:43:27 | Okay, you have an initiative of 13 and are in box 1. Start location/actions please. |
| #3turansonMay 21, 2009 15:46:52 | Nordens will start in 31,55 and lupa in 32,55. Nordens will have his bow in one hand and a potion of darkvision in the other. Start by drinking the potion. |
| #4zevoxMay 21, 2009 16:00:43 | All right, you do so. You do not see your foe. Actions for round 2? Pitlord & Spectators only Nordens is as he said above. His Fiendish Ettin foe begins in the default position of box 4, armed with his +1 morningstar and a potion of protection from good. Round 1 Nordens drinks a potion of darkvision. The Ettin drinks a potion of protection from good, then moves out while drawing his second morningstar. He and Nordens fail to spot each other miserably at their 165' distance, even with low-light vision. Nordens: 56/56 hp; AC 23; 1/1 SL; (31,55); Darkvision (ends 31) - Lupa: 26/26 hp; AC 17; (32,55) Ettin: 65/65 hp; AC 26; (10,32); Protection from Good (ends 21) |
| #5turansonMay 21, 2009 16:08:43 | move into and around the center, have lupa stay just ahead of Nordens |
| #6zevoxMay 22, 2009 13:09:37 | You move southward in round 2, but see nothing. In round 3 you enter the central pillars, and catch sight of your foe at the edge of your darkvision - a hulking form with two heads, a morningstar in each hand, and a full suit of plate armor covering much of its body. You have moved 55' this round. Lupa hasn't moved just yet this round. Further actions? Pitlord & Spectators Only. Round 2 Just moving. Round 3 Nordens moves southwest and he and the Ettin spot each other via darkvision. He backs up while Lupa gets between the two. The Ettin charges using full power attack, but misses Lupa. (Attack [3]+15-7=11 vs AC 17.) Nordens: 56/56 hp; AC 23; 1/1 SL; (30,34); Darkvision (ends 31) - Lupa: 26/26 hp; AC 17; (28,32) Ettin: 65/65 hp; AC 26; (25,31); Protection from Good (ends 21) |
| #7turansonMay 22, 2009 13:22:30 | Nordens will move back to 30,34 Lupa will move to 28,32 |
| #8zevoxMay 22, 2009 13:28:06 | You do so. The monster bellows a challenge and rushes at the nearest target - Lupa. He swings his right morningstar powerfully, but his blow is clumsy and misses. You're up. |
| #9turansonMay 22, 2009 13:35:14 | Nordens will cast Longstrider on him self an move back to 35,40 Lupa use a Withdraw action to move to 33,38 |
| #10zevoxMay 22, 2009 13:39:58 | Uh, okay. I must admit to being unsure where you're going with that, but you're the boss. The monster follows you, but could not charge through the pillars. He does base Lupa, though. You're up. |
| #11turansonMay 22, 2009 13:51:27 | Well the plan is first of all to be faster than him and I hope Longstrider did that. Nordens will use Many shot and then move to 42,36 Lupa will attack and then move to 38,35 |
| #12zevoxMay 22, 2009 14:07:34 | 42,36 is just outside your movement range. You can go to 42,37, though, and I'll assume you will for now (unless you correct me). Your manyshot misses ([5]+12=17) and you back up to there. Lupa misses ([4]+5=9) and moves away as requested, but suffers a powerful AoO in the process (22 damage, down to 4 hp). The monster moves around the northeastern pillar, choosing to chase after Nordens rather than the injured Lupa. You're up. Pitlord & spectators only. Round 4 Nordens casts longstrider. Other than that, everyone just moves. Round 5 Nordens fires a manyshot ([5]+15+1PBS-4MS=17 vs AC 26+4cover-2charge=28) but misses. He backs up. Lupa similarly attacks ([4]+5=9) but misses, and moves away, drawing an AoO (attack [9]+15-7PA=17 vs AC 17, damage [2]+[6]+7+7PA=22). The Ettin chases Nordens. Nordens: 56/56 hp; AC 23; 1/1 SL; 0/1 DSL; (42,37); Darkvision (ends 31), Longstrider (long) - Lupa: 4/26 hp; AC 17; (38,35) Ettin: 65/65 hp; AC 26; (40,38); Protection from Good (ends 21) |
| #13turansonMay 22, 2009 14:13:02 | Nordens will use a Withdraw action to move to 40,6 Lupa will remove herself from the fight. |
| #14zevoxMay 22, 2009 14:20:10 | Lupa runs away. Nordens withdraws, but suffers an AoO anyway (10' reach) which impacts painfully for 14 damage. ...er, 40,6 is way outside of your withdraw range, though. That's a good 160'. You have a move speed of 40' with longstrider, so you can only withdraw 80'. So, where do you want to move to? |
| #15turansonMay 22, 2009 14:24:51 | hhmm then I misintepred the meaning, but I thought that When you withdraw, you can move up to double your speed would indicate that I could move at double speed, but if it dont, I rather double move to 28,33, should make it loss sight of me |
| #16zevoxMay 22, 2009 14:38:46 | It will, though your foe will still know the general direction you went. You retreat west into the pillars and it follows after you on the northern edge of them, but doesn't seem to see you. You're up. Incidentally, that line of the withdraw rules just means you can move up to double your base movement speed in a withdraw action. Just like when you double-move, except that with a withdraw you don't suffer an AoO for the first space of movement. |
| #17turansonMay 22, 2009 14:44:22 | move draw wand of CLW when movinh to 27,26, then use it. |
| #18zevoxMay 22, 2009 17:10:43 | ...you're going to go off to heal? For a mere 14 damage? At this level? Well, as you wish... You move away, healing 6 hp. The monster follows, this time seeming more certain of your location, and definitely spotting you by the end of his movement. You're up, round 8. |
| #19turansonMay 22, 2009 18:06:19 | every little bit helps, and I must admit I didn't think it would hear me. move like this |
| #20zevoxMay 23, 2009 17:44:44 | Perhaps... but still, going off to heal for such paltry damage seems... excessive. Especially since you really need to get to attacking him somewhere in here. You move as requested, and do not see him by the time your turn starts in round 9. You do hear him fairly precisely though, and suspect he is just south of you, on the other side of the pillars you are next to. Pitlord & Spectators only. Round 8 Nordens moves away, but is heard, albeit vaguely, by the Ettin. (Listen [9]+10=19 vs MS [2]+12=14, distance gets up to 60' max.) The Ettin does not hear Nordens' final steps (penalties drop his listen to 13 at 60'), but knows enough to guess his general trajectory, so he moves along the north inward edge of the pillar complex, heading east. Nordens hears him almost exactly, however. (MS [11]-1=10 vs listen [20]+9=29, distance gets as small as 10'.) Nordens: 48/56 hp; AC 23; 1/1 SL; 0/1 DSL; (36,35); Darkvision (ends 31), Longstrider (long) Ettin: 65/65 hp; AC 26; (35,33); Protection from Good (ends 21) |
| #21turansonMay 23, 2009 17:50:40 | I know but I would like a bit of distance before attacking. well move like this half speed the first 20 ft. to avoid Move Silently penalty |
| #22zevoxMay 23, 2009 18:00:17 | Er, that won't work. You either move half speed the whole round, or take the penalty. (Which, incidentally, I forgot to use last round... but it makes no real difference.) |
| #23turansonMay 23, 2009 18:06:33 | Right sorry. if I for some reason missed it by 5 ft. just put me as close as possible |
| #24zevoxMay 23, 2009 20:01:12 | You move to your desired position. Your opponent fails to hear you, and wanders around the area he expected to find you a bit before stumbling into darkvision range. He doesn't seem to see you, though, and is just walking northward. |
| #25turansonMay 24, 2009 7:24:20 | Move at half speed like this |
| #26zevoxMay 24, 2009 15:04:35 | You can't quite get that far at half speed, actually, but I'll give you the closest I can. You reach the location on the below map, and see the Ettin move as indicated. He doesn't seem to know where you are. Incidentally, perhaps we should do this by tactics from here. We're already on Sunday, and neither of you has so much as attacked in 4 rounds/2 real-time days. Unless you intend on making this a more stand-up fight soon, this would likely take way too long to do as a separate thread match. |
| #27turansonMay 24, 2009 16:05:42 | Very well, the plan is rather simple: snip, run, hide, repeat. This round, take a 5 foot step south, then take a snipe shot. Next round, if he sees me move break LOS and hopefully he won't see me, if he does move again to break LOS, do this until I'm hidden and out of charge range, then snip. Keep doing this until he's dead. When he don't see me snipping keep doing it until he does. If I'm hidden and he is within 40 ft. move away at half speed. It should be possible due to superior speed, and the darkness. |
| #28zevoxMay 26, 2009 14:37:12 | ...you're going to go with sniping. With only a +13 hide modifier, and not even a tattoo of chameleon to help you out. Ugh, this is going to be a pain. But here we go... Round 11 Nordens 5' steps south and snipes, but misses (1!). He rehides ([19]+13-20=12 vs spot [11]+10-22=-1) though. The Ettin, clueless, moves around the northeast, the last direction he saw Nordens head. Nordens: 48/56 hp; AC 23; 1/1 SL; 0/1 DSL; (19,48); Darkvision (ends 31), Longstrider (long) Ettin: 65/65 hp; AC 26; (44,42); Protection from Good (ends 21) Round 12 Nordens, hoping to reestablish LoS, steps north again, and sees the Ettin. (I am not going to have the Ettin hide. That would drive me insane, if the rest of the fight doesn't.) He snipes (attack [9]+15=24 vs AC 26), but misses. He rehides, though (hide [2]+13-20=-5 vs spot [3]+10-28=-15.) The Ettin continues to wander. Nordens: 48/56 hp; AC 23; 1/1 SL; 0/1 DSL; (19,49); Darkvision (ends 31), Longstrider (long) Ettin: 65/65 hp; AC 26; (49,50); Protection from Good (ends 21) Round 13 Nordens snipes (attack [19]+15=34 vs AC 26, miss chance [86]) and hits for ([6]+4+[2]=12) 12 damage. He rehides, and distance renders the spot check impossible (net -20 vs rehide roll of 5). The Ettin heads west now. Nordens: 48/56 hp; AC 23; 1/1 SL; 0/1 DSL; (19,49); Darkvision (ends 31), Longstrider (long) Ettin: 53/65 hp; AC 26; (37,50); Protection from Good (ends 21) Round 14 Nordens steps south and snipes (attack [4]+15=19 vs AC 26) but misses. He rehides though (hide 13 vs spot net -8 is impossible for Ettin). The Ettin heads west, and at the tail end of his movement manages to spot Nordens. (Spot [6]+10=16-3=13 vs rehide 13 above.) Nordens: 48/56 hp; AC 23; 1/1 SL; 0/1 DSL; (19,48); Darkvision (ends 31), Longstrider (long) Ettin: 53/65 hp; AC 26; (25,50); Protection from Good (ends 21) Round 15 Both move, Nordens in retreat, the Ettin in chase. The Ettin does not spot Nordens. (Hide [10]+13=23 vs spot [11]+10-5=16.) Round 16 Nordens snipes at the Ettin (attack [20!], confirm [7]+15=22 vs AC 30) and hits for ([1]+4+[4]=9) 9 damage. The Ettin spots him, though (rehide [11]+13-20=4 vs spot [3]+10-5=8.) The Ettin bellows a challenge and moves up to Nordens, curiously sheething one of his morningstars as he does. Nordens: 48/56 hp; AC 23; 1/1 SL; 0/1 DSL; (8,41); Darkvision (ends 31), Longstrider (long) Ettin: 44/65 hp; AC 26; (8,43); Protection from Good (ends 21) Round 17 Nordens attempts to retreat from the Ettin, but is subject to an AoO on the way, which the creature uses to trip him (touch [7]+12=19 vs touch AC 16, trip [17]+10=27 vs resist [19]+6=25). Nordens uses the opportunity to stand, knowing the creature can't attempt another AoO this round. The Ettin full attacks Nordens with his one weapon, but misses. (Attacks [2]+13=15 and [9]+8=17 vs AC 23.) Nordens: 48/56 hp; AC 23; 1/1 SL; 0/1 DSL; (8,41); Darkvision (ends 31), Longstrider (long) Ettin: 44/65 hp; AC 26; (8,43); Protection from Good (ends 21) Round 18 Nordens attempts to retreat, drawing another AoO, but manages to resist the trip. (Touch [9]+12=21 vs AC 16, trip [5]+10=15 vs resist [20]+6=26.) So he gets away, heading south. The Ettin, seeing few places for Nordens to go in that direction, gives chase, and easily spots Nordens. (Spot [20]+10-3=27 vs hide [3]+13=16.) Nordens: 48/56 hp; AC 23; 1/1 SL; 0/1 DSL; (8,26); Darkvision (ends 31), Longstrider (long) Ettin: 44/65 hp; AC 26; (6,32); Protection from Good (ends 21) Round 19 Nordens flees. The Ettin chases. It does not see Nordens, but has a general idea of his direction of travel from listening. (Spot [9]+10-4=15 vs hide [8]+13=21, listen [16]+10=26 (max distance 110', -11=15 at lowest) vs MS [9]+12-5=16.) Nordens: 48/56 hp; AC 23; 1/1 SL; 0/1 DSL; (18,16); Darkvision (ends 31), Longstrider (long) Ettin: 44/65 hp; AC 26; (11,22); Protection from Good (ends 21) Round 20 Nordens snipes, but misses (attack [10]+15=25 vs AC 30). He fails to rehide and is seen (spot [7]+10-4=13 vs hide [7]+13-20=0.) The Ettin moves up to Nordens. Nordens: 48/56 hp; AC 23; 1/1 SL; 0/1 DSL; (18,16); Darkvision (ends 31), Longstrider (long) Ettin: 44/65 hp; AC 26; (18,18); Protection from Good (ends 21) Round 21 Nordens moves away, and resists the Ettin's trip attempt (touch [13]+12=25 vs AC 16, trip [4]+10=14 vs resist [17]+6=23). The Ettin gives chase. Round 22 Nordens flees, briefly and unavoidably showing himself to the Ettin. The Ettin follows Nordens, but does not see him. And his hearing is too vague to know where Nordens went. (Spot [11]+10-3=18 vs hide [16]+13=29, listen [16]+10=26 vs MS [15]+12-5=22, loses track of Nordens via sound about when he loses him via sight.) Round 23 Nordens snipes, but does horribly, missing and being spotted with ease. (Attack [1!], rehide [1!]+13-20=-6 vs spot [4]+10-3=11.) The Ettin moves in and attacks, striking ([20!], confirm [10]+13=23 vs AC 23) forcefully for ([6]+[3]+[1]+[1]+14=25) 25 damage. Nordens: 23/56 hp; AC 23; 1/1 SL; 0/1 DSL; (42,9); Darkvision (ends 31), Longstrider (long) Ettin: 44/65 hp; AC 26; (41,11); Protection from Good (ends 21) Round 24 Nordens desperately attempts to flee, but is tripped (AoO touch [15]+12=27 vs AC 16, trip [15]+10=25 vs [4]+6=10). He stands and hopes he survives. The Ettin lashes out twice with his morningstar (attack [16]+13=29 and [17]+8=25 vs AC 23) twice for ([6]+[3]+7=16 and [2]+[2]+7=11) 27 damage, which drops Nordens. Nordens: -4/56 hp; AC 23; 1/1 SL; 0/1 DSL; (42,9); Darkvision (ends 31), Longstrider (long) Ettin: 44/65 hp; AC 26; (41,11); Protection from Good (ends 21) |
| #29turansonMay 26, 2009 15:20:54 | Since I'll be in bed at that time, it won't matter to me if it took until 12 hours after deadline |
| #30zevoxMay 26, 2009 17:47:06 | Updated, it's finished. Tough luck at the end there - a crit followed immediately by a successful trip and two high attack rolls, that's about as bad as it could go for you. Though I must admit to some measure of relief that this didn't turn into a 50-100+ round chase fight with attacks being made only every few rounds at most. Incidentally, if you intend to do much sniping in the future, I'd recommend keeping one or two Tattoos of Chalemeon on you. You really can't do sniping successfully in the arena without that power. Also, try not to rely on superior speed when your speed is only 10' higher than your opponent's. That just means they'll be closing the gap in any round where you don't double-move - you want a speed that is double your opponent's, or nearly so, to be able to keep away from them permanently. Edit: Oh duh, post the monster after the fight's done... can't believe I forgot... Fiendish Ettin Fiendish ETTIN Large Giant (Extraplanar) Hit Dice: 10d8+20 (65 hp) Initiative: +3 Speed: 30 ft. in plate armor (6 squares); base speed 40 ft. Armor Class: 24 (–1 size, –1 Dex, +7 natural, +9 full plate), touch 8, flat-footed 24 Base Attack/Grapple: +7/+17 Full Attack: 2 morningstars +13/+8 melee (2d6+7/2d6+6) or 2 javelins +5 or +6(MW) ranged (1d8+6) Space/Reach: 10 ft./10 ft. Special Attacks: Smite Good 1/day Special Qualities: Low-light vision, superior two-weapon fighting, Darkvision 60 ft., Damage Reduction 5/magic, Resist Cold and Fire 10, Spell Resistance 15. Saves: Fort +10, Ref +3, Will +6 Abilities: Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11 Skills: Listen +10, Search +1, Spot +10 Feats: Alertness, Improved Initiative, Iron Will, Power Attack Challenge Rating: 8 Alignment: Usually chaotic evil Treasure: 9,400 gp (8,920 spent) + 2 morningstars + 2 javelins + hide armor - Improve Morningstars to MW (600) - Improve one Morningstar to +1 (2,000) - Trade in hide armor (+30 gp) - +1 Full Plate Armor (4,300) - Cloak of Resistance +1 (1,000) - 20x Javelin (20) Expendables (900) - 2x Potion of Protection from Evil [CL 2] (200) - 2x Potion of Protection from Good [CL 2] (200) - 2x Potion of Delay Poison [CL 2] (Ranger-brewed, 200) - Potion of Blur [CL 3] (300) Ettins, or two-headed giants, are vicious and unpredictable hunters that stalk the night. An ettin never bathes if it can help it, which usually leaves it so grimy and dirty its skin resembles thick, gray hide. Adult ettins are about 13 feet tall and weigh 5,200 pounds. They live about 75 years. Ettins have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 10, and for someone who speaks all three, the DC is 5. COMBAT Though ettins aren’t very intelligent, they are cunning fighters. They prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, an ettin usually fights furiously until all enemies are dead. Superior Two-Weapon Fighting (Ex): An ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons. Skills: An ettin’s two heads give it a +2 racial bonus on Listen, Spot, and Search checks. |