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<blockquote data-quote="The_Gneech" data-source="post: 2786592" data-attributes="member: 6779"><p>Strategically, from Claire's POV, I would dump <em>shocking grasp</em> and have extra <em>magic missiles</em> prepared instead, which doesn't do a lot of damage (3d4+3 at this stage), but never misses and can be cast from far away. And, as (Psi)SeveredHead mentions, <em>mage armor</em> and <em>protection from arrows</em> would have been up before the encounter started.</p><p></p><p>NOTE: I used a random number generator for all checks.</p><p></p><p>Round One</p><p>They make Initiative checks. Claire rolls really badly (1!), for a total of 8. Luckily for her, Narrin also rolls a 1, for a total of 2. They both curse their dice, and Claire opens up with <em>Melf's acid arrow</em>, rolling a ranged touch attack at +5 (+2 BAB, +3 Dex) against Narrin's touch AC of 12. She rolls 13, +5 = 18, an easy hit! The acid burns Narrin for 7 points of damage this round, and will continue next round. Claire has a standard action left, and backpedals 30 feet away to increase the range between them to 70'.</p><p></p><p>Narrin snarls, moves forward 20' (reducing the range to 50') and lets fly with an arrow, rolling 17, + 9 = 26, another easy hit. He rolls a rather weak 2, +4 = 6 points of damage. Claire's <em>protection from arrows</em> sucks that up easily -- it still has 44 points of protection left! Narrin curses all mages.</p><p></p><p>Round Two</p><p>Claire decides she doesn't want Narrin closing again, and casts <em>hold person</em> on him. Narrin attempts a Will save vs DC 16, rolling 14, +1 = 15. He fails and is paralyzed. Just to add injury to insult, he also takes another 7 points of damage from the <em>acid arrow</em>, which is now spent. With her second action, Claire moves 30' away again (80').</p><p></p><p>Narrin attempts another Willpower save to break the <em>hold person</em>. He rolls 12, +1 = 13, and would curse all mages if he could talk. He's down to 28 hp already and hasn't made a scratch.</p><p></p><p>Round Three</p><p>Since she doesn't want to use up all her spells -- not knowing what else is lurking in the burning forest -- Claire moves another 15' (to 95') while drawing her bow (drawing a weapon can be combined with a move action if you have a BAB of +1 or better). Figuring that she'll run like heck on her next turn, she takes a potshot just to further discourage Narrin. She rolls a 2, +5 = 7, and manages to impale a tree.</p><p></p><p>Narrin attempts another Willpower save. He rolls 10, +1 = 11, and just sighs pathetically. Only three more rounds of standing around looking stupid to go!</p><p></p><p>Round Four</p><p>Claire decides to beat feet. She uses a Run action to run 120', increasing the range to 215'.</p><p></p><p>Narrin is really torqued at this point! This inspires him to roll a 19, +1 = 20! The <em>hold person</em> is broken! Too bad that was a full-round action.</p><p></p><p>Round Five</p><p>Glancing back, Claire sees the stirrings of movement, and now has to choose: slow down to a 60' full move, or continue using the Run action for the 120'. Then she remembers her <em>protection from arrows</em> and decides "Screw it, I'm running!" The range is now 335'.</p><p></p><p>Narrin can't just let her get away! But she's three range bands away and moving fast. He does the only thing he can: moves 20' (bringing the range back down to 315') and lets fly. He rolls 7, + 9 (his attack bonus) - 4 (two range bands) = 12 vs. Claire's AC of 14 (she lost her Dex bonus for the Run, but still has her <em>mage armor</em>). It's a miss ... and it's just going to get worse from there.</p><p></p><p>Round Six</p><p>Claire ducks into the woods.</p><p></p><p>Narrin curses all mages ... and heads back to camp.</p><p></p><p>-The Gneech <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 2786592, member: 6779"] Strategically, from Claire's POV, I would dump [I]shocking grasp[/I] and have extra [I]magic missiles[/I] prepared instead, which doesn't do a lot of damage (3d4+3 at this stage), but never misses and can be cast from far away. And, as (Psi)SeveredHead mentions, [i]mage armor[/i] and [i]protection from arrows[/i] would have been up before the encounter started. NOTE: I used a random number generator for all checks. Round One They make Initiative checks. Claire rolls really badly (1!), for a total of 8. Luckily for her, Narrin also rolls a 1, for a total of 2. They both curse their dice, and Claire opens up with [i]Melf's acid arrow[/i], rolling a ranged touch attack at +5 (+2 BAB, +3 Dex) against Narrin's touch AC of 12. She rolls 13, +5 = 18, an easy hit! The acid burns Narrin for 7 points of damage this round, and will continue next round. Claire has a standard action left, and backpedals 30 feet away to increase the range between them to 70'. Narrin snarls, moves forward 20' (reducing the range to 50') and lets fly with an arrow, rolling 17, + 9 = 26, another easy hit. He rolls a rather weak 2, +4 = 6 points of damage. Claire's [i]protection from arrows[/i] sucks that up easily -- it still has 44 points of protection left! Narrin curses all mages. Round Two Claire decides she doesn't want Narrin closing again, and casts [i]hold person[/i] on him. Narrin attempts a Will save vs DC 16, rolling 14, +1 = 15. He fails and is paralyzed. Just to add injury to insult, he also takes another 7 points of damage from the [i]acid arrow[/i], which is now spent. With her second action, Claire moves 30' away again (80'). Narrin attempts another Willpower save to break the [i]hold person[/i]. He rolls 12, +1 = 13, and would curse all mages if he could talk. He's down to 28 hp already and hasn't made a scratch. Round Three Since she doesn't want to use up all her spells -- not knowing what else is lurking in the burning forest -- Claire moves another 15' (to 95') while drawing her bow (drawing a weapon can be combined with a move action if you have a BAB of +1 or better). Figuring that she'll run like heck on her next turn, she takes a potshot just to further discourage Narrin. She rolls a 2, +5 = 7, and manages to impale a tree. Narrin attempts another Willpower save. He rolls 10, +1 = 11, and just sighs pathetically. Only three more rounds of standing around looking stupid to go! Round Four Claire decides to beat feet. She uses a Run action to run 120', increasing the range to 215'. Narrin is really torqued at this point! This inspires him to roll a 19, +1 = 20! The [i]hold person[/i] is broken! Too bad that was a full-round action. Round Five Glancing back, Claire sees the stirrings of movement, and now has to choose: slow down to a 60' full move, or continue using the Run action for the 120'. Then she remembers her [i]protection from arrows[/i] and decides "Screw it, I'm running!" The range is now 335'. Narrin can't just let her get away! But she's three range bands away and moving fast. He does the only thing he can: moves 20' (bringing the range back down to 315') and lets fly. He rolls 7, + 9 (his attack bonus) - 4 (two range bands) = 12 vs. Claire's AC of 14 (she lost her Dex bonus for the Run, but still has her [i]mage armor[/i]). It's a miss ... and it's just going to get worse from there. Round Six Claire ducks into the woods. Narrin curses all mages ... and heads back to camp. -The Gneech :cool: [/QUOTE]
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