Interleague: Elrick (Templer10) vs Kraegin (Telin) and Varjo (Stormwind)

Post/Author/DateTimePost
#1

Erithmu

Feb 05, 2009 11:20:43
This is a separate fight thread for Elrick vs Kraegin and Varjo. Allowed Posters: Templer10, Telin, Stormwind, and ME!

Elrick
templer10;11908436 wrote:
#2

Erithmu

Feb 05, 2009 11:22:44
Kraegin
Show
Current Cycle

Week 1
Time Between Fights: 1 hours
Prebuffs/Ongoing Effects: Magic Vestment ~23 hr, Daylight ~2hrs, Contingent Summoning (SM4)
Items Used: none
Spells or Powerpoints Used: 10SLs (Magic Vestment, Daylight, SM4)
x/day Abilities Used:1 use of Rod of Lesser Extend
Free Activity: Guard Home
#3

Erithmu

Feb 05, 2009 11:23:15
Varjo
Show
[indent]Free/Full Activities
- Guard home[Free]: +5 bonus to opposed checks against Burglary
- Hide trail[Free]: difficulty to track you increases by 5
- [post=6466576]Intimidate[/post][Free]: +6 Intimidate vs opponents ally CV (Ally CR + Ally Wisdom modifier + any bonuses to saving throws vs. fear)
- Move cautiously[Free]: you can take 20 to search for a trap instead of taking 10.
- Perform (dance)[Free]: Earn (skill+10)xECL=228gp[/indent][indent]Attack/Defend
- ...[/indent]

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .



Varjo
[SIZE=1]Danger lurks in the shadows
IMAGE(http://www.wizards.com/dnd/images/ToMagic_Gallery/96092.jpg)

Member of the Warfare Alliance
Female Shadow
Chaotic Evil
Undead 4, [post=14391979]Rogue[/post] 2/Pyschic warrior 1/Shadowdancer 2 [+3 LA, ECL 12]



Experience: 73816/78000 XP
Age: -
Height: 5'1"
Weight: 0lbs


[u]Abilities[/u]
STR... - [--]...(0 pts)
DEX...25 [+7]...(16 pts) [18, +4 racial, +3 level]
CON... - [--]...(0 pts)
INT....10 [--]...(6 pts) [14, -4 racial]
WIS...14 [+2]...(4 pts) [12, +2 racial]
CHA...18 [+4]...(10 pts) [16, +2 racial]

Effective HD vs turning: 11 [4 undead, 2 rogue, 1 psychic warrior, +2 shadowdancer, +2 turn resistance]
Hit Points: 52 [12+3x6.5(undead)+2x3.5(rogue)+1x4.5(psychic warrior)+2x4.5(shadowdancer)]
AC 21 [+7 dex, +4 deflection], Touch 21, Flat 21 [Uncanny dodge, +1 Dodge, +4 Mobility]
Initiative: +7 [+7 dex]
BAB: +4 [+2 undead, +1 rogue, +0 psychic warrior, +1 shadowdancer]
Grapple: Immune
Speed: Fly 50 (Good) [Base 40, +10 insight]


[u]Saves[/u]
Fort +3 [+1 undead, +0 rogue, +2 psychic warrior, +0 shadowdancer, +0 con]
Refl +14 [+1 undead, +3 rogue, +0 psychic warrior, +3 shadowdancer, +7 dex] [Evasion]
Will +6 [+4 undead, +0 rogue, +0 psychic warrior, +0 shadowdancer, +2 wis]
[Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)]
[Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects]
[Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)]



[u]Attacks[/u]
Incorporeal touch +11 melee touch (incorporeal), 1d6 Str, 20/x2
[+7 Dex, +4 BAB]
[Blade of the night] +12 melee touch (incorporeal), 1d4+1, 19-20/x2, range 10'
[+7 Dex, +4 BAB, +1 enhancement; deep crystal, ghost touch, suppression]
[Blade of entropy] +12 melee touch (incorporeal), 2d6+1, 19-20/x2
[+7 Dex, +4 BAB, +1 enhancement; adamantine, ghost touch, sundering]


[u]Combat modifiers[/u]
• Incorporeal: Immune to all nonmagical attack forms. Damage from a corporeal source has a 50% miss chance (except for positive energy, negative energy, force effects, or ghost touch weapons).
• Undead: Immune to critical hits, nonlethal damage, ability drain, energy drain, damage to physical ability scores and to fatigue and exhaustion effects.
• Deep crystal ([Blade of the night]): spend 2pp for +2d6 damage
• Suppression ([Blade of the night]): Targetted dispel; dispel check 1d20+5+ML vs DC 11+ML
• Adamantine ([Blade of entropy]): ignore hardness less than 20
• Sundering ([Blade of entropy]): gain feat 'Improved sunder'; don't provoke AoO, sunder attempt: +attack +4(improved sunder) +4(two-handed weapon)


[u]Feats[/u]
• Dodge [1st lvl]: +1 dodge bonus to AC vs. designated opponent
• Flyby attack [3rd lvl]: may take a standard action at any stage during a move action while flying
• Combat reflexes (28 points Undead, 16 points Rogue, 2 points Psychic warrior, 12 points Shadowdancer)
[N/A] Balance [0 ranks, +7 Dex, +0 synergy(tumble)]
+9 Bluff [5 ranks, +4 Cha] [5 shadowdancer]
[N/A] Climb [0 ranks, +0 Str] [+0 synergy(use rope) vs Rope climbing]
+5 Concentration [1 ranks, +4 Cha] [1 psychic warrior]
+19 Hide [12 ranks, +7 Dex] [7 undead, 3 rogue, 2 shadowdancer] [+4 in shadowy illumination, -4 in brightly lit area, +4 control light]
+6 Intimidate [0 ranks, +4 Cha, +2 synergy(bluff)]
[N/A] Jump [0 ranks, +0 Str, +0 synergy(tumble), +8 speed]
+1 Knowledge (psionics) [1 ranks, +0 Int] [1 psychic warrior]
+11 Listen [7 ranks, +2 Wis, +2 racial] [7 undead] [+2 in solid objects]
[Autosucceed] Move Silently [8 ranks, +7 Dex] [8 rogue]
+9 Perform (dance) [5 ranks, +4 Cha] [5 rogue] [Earnings: (skill+10)xECL=228gp]
+11 Search [7 ranks, +0 Int, +4 racial] [7 undead]
+2 Sense motive [0 ranks, +2 Wis]
+16 Spot [12 ranks, +2 Wis, +2 racial] [7 undead, 5 shadowdancer]
[N/A] Swim [0 ranks, +0 Str]
Languages: Common (Does not speak intelligibly)


[u]Powers Known[/u] [1 known] [ML: 1] [Power Points: 1; Left: 0; Use: 0]
1st[DC 13]: Chameleon


[u]Buffs and Prefight actions[/u]
• Bring cohort [CR10 -> 25% penalty] (Käsi)
Gain psionic focus (Varjo)
• Gain psionic focus (Käsi)
• Spellcasting services (Magic aura [Blade of the night], Magic aura [Blade of entropy])


[u]Equipment[/u] (Weight: 0lbs; Value: 88102 gp)
Blade of the night (Intelligent item)
Description: Steeped in shadow-laden magical energies, this blade has acquired a dark sentience of its own and delights in dispelling and negating magical or psionic effects, absorbing such energy within itself. It has an inherent knowledge of magic and can easily detect and quantify magical auras. In addition it can channel shadow energy to its wielder, providing a renewal of dark energies.
Being formed of Shadow magics has affected the dark intelligence such that it is uncomfortable in the grip of any creature that is not in tune with shadow energies itself.

Base item: Deep crystal dagger +1, ghost touch, suppression
Alignment: Chaotic Evil
Abilities: Int 17, Wis 17, Cha 10
Ego: 17 (+1 enhancement, +3 special abilities, +3 lesser powers, +2 greater powers, +1 telepathic, +1 read languages, +3 Intelligence, +3 Wisdom)
Senses: 120 ft. darkvision and hearing
Skills: Listen +3, Spellcraft +13, Spot +3
Languages: [Speech, Telepathy] Common, Abyssal, Draconic, Infernal
Capabilities (3 lesser powers, 1 greater power)
  • [Lesser power] Item can use detect magic at will
  • [Lesser power] Item has 10 ranks in Spellcraft
  • [Lesser power] Item can use inflict moderate wounds (2d8+3) on wielder 3/day
  • [Greater power] Item can use lesser globe of invulnerability 1/day


Cost: 67102gp
#4

Erithmu

Feb 05, 2009 11:28:14
Start locations and conditions?
Elrick
You start in the NW box.
#5

Erithmu

Feb 06, 2009 10:56:30
The crowd roars in anger of the lack of bloodletting and soul consuming. 'Boo's arise from the crowd wondering what the gladiators are thinking. This could get ugly ... if it doesn't get ugly.
#6

TelinArtho

Feb 06, 2009 11:01:15
Kraegin

I was hoping to get some input from Stormwind on this but it appears he is unavailable. Anyway - here's Kraegin for now:

Kraegin's opening rounds:

Silence on Shadowsmoke, Shadowsmoke moves out 30ft from Kraegin, waits for Varjo.
Kraegin recalls Silence with a pearl.
Silence on Varjo's dagger.
Spell resistance on Kraegin.

Varjo will probably buff with Mage armor and Resist energy - given what she did in the first run of the fight.
#42

Erithmu

Feb 14, 2009 13:31:42
IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Forest;a=Name,M,61,61;c=Name,M,59,63;n=Effect,60,62,2;style=s)

Even from the SE corner ... it doesn't reach ... it is a radius effect
#43

TelinArtho

Feb 14, 2009 13:35:29
Kraegin's in rough shape in a grapple - but at least the spawn won't be attacking anyone else for a bit.

Kraegin will be casting SW in the grapple (DC22 vs Concentration 1d20+17).

Dire Wolf should attack 3.

If 3 is tripped and still around, Shadowsmoke will full attack it. If at some point - it goes down, 5ft step next to Kraegin and attack. If it is not tripped, Shadowsmoke will make a trip attack (improved trip, no AoO, +13 on touch, +20 on opposed roll) until it is tripped and follow up.

Spiritual weapon - 12 round duration, +15/+10 melee, 1d8+4 dmg, 20/x2 crit
#82

Stormwind

Feb 17, 2009 9:20:27
Ouch ... that was .... sudden ...

A good fight against hard opponents with a few tricks up their sleeves. Nice one!


Edit: It was a great fight in spite of it being ECL16 ... that being said I wouldn't object to running it with the correct monsters, but only if Erithmu is happy with that =)
#83

Erithmu

Feb 18, 2009 10:39:16
It doesn't matter to me ... these next two weeks are no good for something this detailed. I know high levels are up this week, so do you want me to get rewards up for vs an ECL 14 and a loss or... ???
#84

TelinArtho

Feb 18, 2009 10:54:28
I think we might as well just write it off. I'm satisfied knowing that we probably would've been fine versus just two of them - I don't need to run the fight to confirm it.

If Stormwind is fine with taking the loss, then that is good enough for me.