conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: Mushroom Ninja: This contains the cantankerous clash of the characters of Melamoto and myself.
  
  We have yet to agree upon a map and buff time.  As I don't really care either way, I hereby nominate Melamoto to do all of that stuff.
conversations.from: human
conversations.value: Melamoto: Assuming you don't mind, we'll use the generic arena that everyone's using.
  
   {table=head] |A|B|C|D|E|F|G|H|I|J|K|L 
   1 ||||||||||||
   2 |
   3 ||| C | C ||||| C | C ||
   4 ||| C | C ||||| C | C ||
   5 ||||||||||||
   6 |
   7 |
   8 ||||||||||||
   9 ||| C | C ||||| C | C ||
   10 ||| C | C ||||| C | C ||
   11 |
   12 |||||||||||[/table] 
  Squares are 5 feet each.   C  represents column positions, running floor to ceiling.  Walls and columns are stone, with coral accents.  There are exits at F1/G1 and F12/G12, not that it matters unless you want to retreat.  Ceiling is 30 feet high.  There's a 10' square tunnel at F6-G6-F7-G7 that goes up another 30 feet.  Light is normal.
  
  Starting positions:  You pick a starting square in row 1 or 2, I pick a starting square in row 11 or 12, chess style.
  
  Buff time:  Both characters have all-day effects active (ie any effect that lasts a full adventuring day of 12 hours or more), but get no preparation rounds, unless anyone wants one.
  
  Both parties are aware that there's an enemy in the vicinity and are considered to be in combat.  Match ends when one character concedes &amp; withdraws from combat, dies, or is similarly rendered unable to continue.
  
  
  Also, in case you're interested, I won't be using my Frenzied Berserker in this fight.
conversations.from: human
conversations.value: Melamoto: If you don't mind, i'd like 2-3 buff rounds.
conversations.from: human
conversations.value: Mushroom Ninja: Sure, go ahead.
conversations.from: human
conversations.value: Melamoto: Ok then. Initiative:  (1d20+14)[ 16 ] 
   
   Spoiler 
  Casting  Nerveskitter  on myself
   
  
  
  2 Buff rounds
  
   
   Spoiler 
   Quickened Shield
  Quickened Nightshield
  See Invisibility
  Haste 
   
conversations.from: human
conversations.value: Mushroom Ninja: Initiative:  [roll0]
  
  2 Buff rounds:
   
   Spoiler 
  Round 1:  twiddle my thumbs 
  
  Round 2:  Activate my Scout's Headband to get a minute (10 rounds) of true-sight 
   
conversations.from: human
conversations.value: Mushroom Ninja: The Dice-roller is not my friend:
   Initiative:   (1d20+4)[ 16 ] 
conversations.from: human
conversations.value: Melamoto: I have the higher modifier, so I go first. Also, going to start in  
   Spoiler 
  D11
   
  
  
  My actions:
   
   Spoiler 
  Casting  Greater Invisibility  on myself. No other actions.
   
conversations.from: human
conversations.value: Mushroom Ninja: Start in 1F
  
  How do I know if I see you?  Do we need some third party to come here, or should I look in your spoilers?
conversations.from: human
conversations.value: Melamoto: Just ask if you see me. My turn is over now, but i'll tell you if you see me at any point. Also, list down any kinds of special detection methods you have (See Invisibility, Temorsense, etc.) so that I will know if you can see me.
conversations.from: human
conversations.value: Mushroom Ninja: Alright, I'll have to hold off any actions till I know if I can see you from 1-F
  
  I've currently got true-sight running.
conversations.from: human
conversations.value: Melamoto: My action for this turn:
   
   Spoiler 
  Cast  Heroism  on myself
   
  
  
  and you see me move over to D5.
conversations.from: human
conversations.value: Mushroom Ninja: Seeing his foe emerge, the armored halfling spurs his mount into action.  As the dog bears the small knight closer and closer to his foe, the halfling murmers a phrase in the ancient tounge and his lance gleams with a fearsome light.
  
   Swift Action: 
   
   Spoiler 
   Activate impaling lance
   
  
   Full Round Action:  
  Use a rideby charge attack (attacking while I'm in F4) that ends with me in F12
  
   Attack (vs. Touch AC):   (1d20+19)[ 21 ] 
   Damage (on Hit):  (1d6+33)[ 38 ]  +  (1d6+33)[ 37 ]  +  (1d6+33)[ 34 ]  + (1d6+33)[ 38 ] 
  I'll total this in the next post.
  
  Things Modifying my attack:
   
   Spoiler 
   Power attacking 10 points
  
  Using one of medaily deadly charges
   
conversations.from: human
conversations.value: Mushroom Ninja: On a hit, the damage comes to 147 points.
conversations.from: human
conversations.value: Melamoto: Ok then, the way I see it, that makes me dead. This character was more of a "standard" build, not really at the same level as 100+ damage a round characters. For that, I have the FB.
  
  Also, how did you get that as a touch attack? Some Cavalier ability I didn't notice?