[3.5] Istima vs Monster (Temple)

Post/Author/DateTimePost
#1

Erithmu

May 14, 2009 9:09:01
This is a separate fight thread for Istima, if you are not Erithmu or Zevox please post in the FotW thread.

Istima
Zevox;8699865 wrote:
#2

Erithmu

May 14, 2009 9:28:43
Monsters: 3 Barbed Devils
Observers
3 Advanced (14HD) Barbed Devils

Gear:
27000gp
16000 +4 Resistance Cloak
4000 +2 Con
4000 +2 Dex

Potions:
Bulls Str 300
Heroism 750
Haste 750
Invisibility 300
#3

Erithmu

May 14, 2009 9:32:41
Istima starts in the SE box

Starting actions?

observers
Devils start in the SW box w/ potions of invis and Heroism in hand

Init:
27 - BD1
24 - Istima
23 - BD2
15 - BD3
#4

zevox

May 14, 2009 13:19:09
Hm, the advanced Barbed Devils, eh? And in a small map, too. Well, I know what one of my buffs has to be, anyway.

Start in default position, on foot. Leave Istyar behind. He'll just get killed here. In hand... dorje of crystal shard and potion of invisibility (just in case... this could get ugly).

Open with Freedom of Movement. If I get hit round 1 with scorching rays, use an 11 pp immediate Energy Adaptation. If not, that'll be my round 2 buff, but just as the normal 7 pp version, of course.
#5

Erithmu

May 14, 2009 13:41:09
Round 1 and 2 pass without incident, it is your round 3.

observers
Round 1
BD1 - Quaffs invis
Istima - FoM
BD2 - Quaffs Invis
BD3 - Quaffs Invis

round 2
BD1 - Quaffs Heroism
Istima 7pp Energy Adaptiation
BD2 - Quaffs Heroism
BD3 - Quaffs Heroism

Round 3
BD 1 - Teleports to (1d3: 3) the SW corner and then bases Istima (MS vs Listen: 10+24-5 = 29 vs 8 pass)
Istima - ???
#6

zevox

May 14, 2009 14:06:13
Nothing as yet? Drat. Probably summoning pals and using Major Image, or potions or other buffs from equipment.

Well, 13 pp Defensive Precognition, to make myself all but unassailable (+5 AC/saves, so now AC 41 and across-the-board +21 saves). I have 58 power points remaining. Now I just have to decide whether to risk Banishments or go for damage. In any event, get moving, looking for my foes. Direction doesn't really matter, since I have no idea where they are - pick one and go.
#7

Erithmu

May 14, 2009 14:21:02
Istima manifests but doesn't realize that one of the devils has gotten right next to him. (AoO: 38 vs FF dmg: 14 Conc: pass Fear: 20 fails) the Devil becomes visible and Istima runs in fear ... for 9 rounds. He also drops his djore and potion

hrum ... must get lunch before continuing to proceed. the Def Precog does finish though.
#8

zevox

May 14, 2009 14:32:59
I actually failed a simple save like that? Damn. Though... would the Defensive Precog have taken effect in time to help out? Probably not I guess. Oh well, the fear doesn't remove my huge AC - and in fact, if they corner me, the "panicked" rules say I take total defense, which bumps that AC to 45. So I should be fine. I think.

Losing that dorje and potion is very, very bad though. If they grab them, I have to take out whichever one did first and get that dorje back, in case I don't beat them all before I run out of my limited pp.
#9

Erithmu

May 14, 2009 16:49:24
The question is if you get cornered ... do you use D.Door to get away?
#10

Erithmu

May 14, 2009 17:28:46
Round 3:
BD1 - Teleports and bases Istima
Istima - Manifests Def. Precog drawing an AoO (as above) Istima flees towards the NE box. (Fear ends rnd 12)
BD2 - Sees the goblin move and draws/quaffs bulls str
BD3 - draw quaff Bulls

Round 4
BD1 - picks up and uses potion of invis
Istima reaches the Northern platform
BD2 - Draw Haste, Teleport to the NE box
BD3 - Draw Haste, Teleport to the NE box

Round 5
BD1 - Draw use Bulls Str
Istima reaches the NE corner and looks panically towards the SW
BD2 - Quaff Haste and base Istima
BD3 - Quaff Haste and Base Istima

Round 6
BD1- Draw Haste Teleport to the NE box
Istima Cowers more
BD2 - Full attack (Atks: 35 vs FF, 32,37 1 hit: 17 dmg Fear: pass)
BD3 - Full attack (Atks: 27 vs FF, 29,35 all miss)

Round 7
BD1- Begins summoning
Istima - *sigh* D.Doors to the SE box
BD2 - Begins summoning
BD3 - Begins summoning

Round 8
BD 1 - Summons and communicates a seek and destroy and teleports himself to the SW box
SBD - Teleports to the SE and bases Istima
Istima Moves into the corner.
BD2 - Fails to get an ally but fires Unholy Blight into the corner (13/4 = 3 dmg)
BD3 - Gets and ally and fires Unholy Blight (23/2 = 5)
SBD - Fires unholy blight (21/2 = 5)

Istima 101/145

Round 9
Istima cowers while 5 blights come in (all save 8+4+5+5+5=27)

Istima 74/145

Round 10
And again: All save (5+6+4+7+9 = 31)

Istima 43/145

Round 11
And again ... All save (5+6+7+4+7 = 29)
Istima comes out of the fear

Istima 14/145

Round 12
BD1 Blight (save ... 6 dmg)
SBD1 Blight (save ... 6 dmg)
Istima has a turn .... (2/145 hp)
BD2
BD3
SBD2
#11

Erithmu

May 14, 2009 20:12:39
Fear rounds updated ... you are not dead yet ...

IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Temple;a=Name,M,30,1,Istima;b=Name,M,2,2,BD1;c=Name,M,29,30,BD2;d=Name,M,30,29,BD3;e=Name,M,26,5,SBD1;f=Name,M,29,28,SBD2)
#12

zevox

May 14, 2009 20:39:00
...surrender.

Ugh, that was just terrible. Just like Ceilia's defeat last week, fail a ridiculously easy save, fail at what should have been an easy fight. Only this was even more embarrassing, because the save was even easier, and afterward I only lost because they got five rounds of spells that do almost nothing on their own because they're weak to begin with and Istima only takes 1/4 damage from them... ugh.

And Istima's is going to lose his Great Reknown status, too. To this. ing "monsters are PR 1000" rule...
#13

Erithmu

May 14, 2009 21:31:50
I'm sorry man ... I'm going to get smashed in my monster fight I think ... I'll get the results up in a bit.
#14

zevox

May 14, 2009 22:00:28
Just remember in the results that Freedom of Movement and Energy Adaptation last more than 2 hours at this level, so they may last until my next match.

...and just out of curiosity, could you roll 3 DC 26 will saves on them for me? I thought of a tactic that may have produced a long-shot win for Istima here, but would burn all his power points in two rounds doing it. Not going to actually try it, as its odds of victory are way too slim, but I'm curious to know if the dice might fall in my favor after that horrendous run of luck.

(Plan breakdown: 51 pp currently. -8 Quickened Vigor for +20 hp. -13 Augmented (to move action) Dimension Door to just south of the NE Devils. -15 Augmented Power Penetration Banishment on the two non-summoned ones there. Next round, move action refocus, use last 15 pp on Power Penetration Recall Death on the third non-summoned Devil. All three have to fail their saves for it to work, and Istima has to survive a round - or two, should the final Devil move out of sight - of 3 Unholy Blights with just 24 hp.)
#15

Erithmu

May 14, 2009 22:22:57
1 failed ... other 2 made ...
#16

zevox

May 14, 2009 22:23:56
Figures. Oh well.