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: Koury: Arena Exhibition:  Stergan Mish  vs.  Ms. Isle    
   Map:  
   Spoiler 
  
   
   
  
   XP Award:  0 XP
   GP Award:  0 GP
  
   Ms. Isle  - Koury
   Stergan Mish  - Eurus
  
   All Combatants, please roll initiative and declare final purchases, if any 
   I'll edit this post once I got your stuff.  What now? 🤨
conversations.from: human
conversations.value: Koury: Init  - (1d20-4)[ 6 ] 
    Changes to Ms Isle  
  HP increases from 7 to 12 (d6 average +2)
  Base will +1. Saves now 2/2/2
  BAB +1
  All skills currently with ranks increased by 1
  Spells per day now 6/5
   Purchases 
  Potion of Fly - 750
  Potion of Mage Armor - 50
  Potion of Invisibility - 300
  Potion of Blur - 300
  Potion of CLW x 2 - 100
  ~~~~~~~~~~~~~~~
  Total spent: 1500
  Total remaining: 1
  
  I'll revise this if its too much of a lame move on my part 😏
conversations.from: human
conversations.value: Eurus: ...I won't use invisibility if you don't. Flight is fine, though. 😛
conversations.from: human
conversations.value: Koury: OK. Swapped out for Fox's Cunning, same price.
conversations.from: human
conversations.value: Eurus: Okay,  sheet here . I opted to go with a Manticore Belt totemist over a Girallon Arms one.  My  assortment of potions is listed on the sheet. 😉
  
  See any particularly obvious errors?
conversations.from: human
conversations.value: Eurus: Oh, and initiative.
  
   (1d20+4)[ 11 ] 
conversations.from: human
conversations.value: Koury: I knew I'd be dealing with shield. Jerk.  😡😏
  
  No, nothing obvious. You're up. PermaLoS? Character knowledge?
conversations.from: human
conversations.value: Eurus: Hey, Shield is a perfectly common and useful spell. It's not just there to spite you, I swear. 😏
  
  Perma LoS works for me. This character isn't stealth based.
  
  Starting in B-13. Quaffing a potion of Reduce Person as a standard action. Moving to J-13 as a move action. Activating Travel Devotion as a swift action, to move to M-9. End turn.
conversations.from: human
conversations.value: Koury: Start Y13. Two potions in hand. Blur and Fly
  
  Drink potion of Blur.
  
  Move to U14.
conversations.from: human
conversations.value: Eurus: Move action: Move to N-7.
  Standard action: Activate Manticore Belt to shoot three spines. You should be 55 feet away, so that's a -2 range penalty.
  Swift action: Move to K-9 with Travel Devotion.
  
    Attack 1  - (1d20+6)[ 24 ] ;   Damage 1  - (1d6)[ 2 ] ;   Miss chance 1  - (1d100)[ 71 ] 
    Attack 2  - (1d20+6)[ 25 ] ;   Damage 2  - (1d6)[ 2 ] ;   Miss chance 1  - (1d100)[ 39 ] 
    Attack 3  - (1d20+6)[ 18 ] ;   Damage 3  - (1d6)[ 1 ] ;   Miss chance 1  - (1d100)[ 61 ] 
  
  End turn.
conversations.from: human
conversations.value: Koury: So 5 damage. OK. Is high or low miss? Not that it affects those rolls.
  
  Drink Fly. Ascend 20 ft. Move to T10 (I'm unsure how movement is counted in 3d. I counted my up as 40 of my 60 ft (since 30 ft is max ascend speed, aka 2:1) and moved forward 20 ft for a total of 60.)
conversations.from: human
conversations.value: Eurus: I've always assumed that the default was low misses, so that's what I'll be going with.
  
  Move: Draw potion of Expeditious Retreat.
  Standard: Drink it.
  Swift: Move to E-11.
  
  I like high move speeds. 😏
conversations.from: human
conversations.value: Koury: Move to J9.
  
  Blast ceiling panel above me.
  
  End turn.
conversations.from: human
conversations.value: Eurus: Swift: Move to F-13.
  Standard: Shoot three spines at you.
  Move: Move to F-21.
  
    Attack 1  - (1d20+8)[ 15 ] ;   Damage 1  - (1d6)[ 6 ] ;   Miss 1  - (1d100)[ 37 ] 
    Attack 2  - (1d20+8)[ 19 ] ;   Damage 2  - (1d6)[ 6 ] ;   Miss 2  - (1d100)[ 35 ] 
    Attack 3  - (1d20+8)[ 18 ] ;   Damage 3  - (1d6)[ 5 ] ;   Miss 3  - (1d100)[ 3 ] 
  
  End turn.
conversations.from: human
conversations.value: Koury: 1 and 3 miss, assuming those aren't touch attacks.
  
  11 Damage total.
  
  Float up 5 ft then over to H8.
  
  Draw potion. CLW.
  
  End
conversations.from: human
conversations.value: Eurus: They're normal attacks, not touch. Range increment 30 feet, piercing damage.
  
  Standard: Throw grappling hook up. Use Rope DC 14.
   (1d20+5)[ 21 ] 
  
  Move: Draw potion of Shield.
  Swift: Move to J-25. Yes, I'm leaving the rope in F-21.
  
  End turn.
conversations.from: human
conversations.value: Koury: Drink potion
  
    Heal  - (1d8+1)[ 4 ] 
  
  Move to N5, float down 10 ft.
  
  End.
conversations.from: human
conversations.value: Eurus: Standard: Drink potion of Shield.
  Move: Draw potion of Cure Light Wounds.
  Swift: Move to E-18.
  
  End turn.
conversations.from: human
conversations.value: Koury: Buff fest time, eh?
  
  Draw and drink potion of Fox's Cunning. Int +5 now.
  
  
  Float up 10 ft and S 15 ft to N8
  
  End
conversations.from: human
conversations.value: Eurus: Free: Drop the potion. By the rules, it doesn't break if it falls less than 10 feet. 😏
  Move: Start by moving to F-21. Then climb 20 feet, taking a -5 penalty (giving me a modifier of +1, for a DC of 0 to climb a knotted rope). End this move in F-20, on the glass ceiling.
  
  Standard: Shoot you with the spines.
  
    Attack 1  - (1d20+4)[ 10 ] ;   Damage 1  - (1d6)[ 3 ] ;   Miss 1  - (1d100)[ 60 ] 
    Attack 2  - (1d20+4)[ 12 ] ;   Damage 2  - (1d6)[ 4 ] ;   Miss 2  - (1d100)[ 60 ] 
    Attack 3  - (1d20+4)[ 13 ] ;   Damage 3  - (1d6)[ 1 ] ;   Miss 3  - (1d100)[ 45 ] 
  
  Swift: I may regret this, but I'll jump off the roof down back to E-18. Auto-pass the jump check to reduce falling damage by 1d6, and the first 1d6 is nonlethal since I'm intentionally jumping instead of falling. So I take:
  
    Nonlethal  - (1d6)[ 2 ] 
  
  End turn.
conversations.from: human
conversations.value: Koury: All three miss. Draw and drink Mage Armor.
  
  End.
conversations.from: human
conversations.value: Eurus: You know what? I'll do the exact same thing as last time. Run up, shoot you, hop down.
  
    Attack 1  - (1d20+4)[ 21 ] ;   Damage 1  - (1d6)[ 1 ] ;   Miss 1  - (1d100)[ 57 ] 
    Attack 2  - (1d20+4)[ 5 ] ;   Damage 2  - (1d6)[ 5 ] ;   Miss 2  - (1d100)[ 97 ] 
    Attack 3  - (1d20+4)[ 22 ] ;   Damage 3  - (1d6)[ 4 ] ;   Miss 3  - (1d100)[ 74 ] 
  
  And I take   Damage  - (1d6)[ 1 ]  again.
conversations.from: human
conversations.value: Koury: 2 hits, 5 damage.
  
  Draw and drink CLW #2 (and my last potion)
  
    Heal  - (1d8+1)[ 7 ] 
  
  End
conversations.from: human
conversations.value: Eurus: Once more, with feeling!
  
    Attack 1  - (1d20+4)[ 16 ] ;   Damage 1  - (1d6)[ 3 ] ;   Miss 1  - (1d100)[ 96 ] 
    Attack 2  - (1d20+4)[ 13 ] ;   Damage 2  - (1d6)[ 2 ] ;   Miss 2  - (1d100)[ 14 ] 
    Attack 3  - (1d20+4)[ 24 ] ;   Damage 3  - (1d6)[ 3 ] ;   Miss 3  - (1d100)[ 35 ] 
    Nonlethal  - (1d6)[ 4 ] 
conversations.from: human
conversations.value: Koury: 1 hit for 3 damage. I'm at 8 damage, for the record. You're at 7 nonlethal.
  
  Move to J16. Attack panel with your hook on it. It shatters.
  
  End
conversations.from: human
conversations.value: Eurus: Pick up CLW potion, drink it, move to J-13. End turn.
  
    Healing  - (1d8+1)[ 2 ] 
conversations.from: human
conversations.value: Koury: Move to J9 and down 5 ft (should be 30 ft away. I don't feel like measuring the 3d-ness really. I move closer if your not in range)(hovering over broken panel).
  
  Cast Spell
  
    Ranged Touch  - (1d20+4)[ 5 ]  vs AC 15
    Damage  - (2d8+5)[ 16 ] 
  
  With a little luck, this could be game. I need to hit AND deal 12 damage. 11 staggers you.
conversations.from: human
conversations.value: Eurus: Sadly, you completely botch it. 😛 And I retaliate with some more spines as a standard action. But I believe my Reduce Person and Travel Devotion have  both  worn off.
  
    Attack 1  - (1d20+6)[ 24 ] ;   Damage 1  - (1d6)[ 6 ] ;   Miss 1  - (1d100)[ 91 ] 
    Attack 2  - (1d20+6)[ 21 ] ;   Damage 2  - (1d6)[ 4 ] ;   Miss 2  - (1d100)[ 49 ] 
    Attack 3  - (1d20+6)[ 11 ] ;   Damage 3  - (1d6)[ 2 ] ;   Miss 3  - (1d100)[ 88 ] 
  
  My move action will be to go to E-19.
conversations.from: human
conversations.value: Koury: Move to E16 and down to +10 ft
  
  Cast Spell
  
    Damage  - (3d4+5)[ 15 ] 
  
  Reflex DC 16 for half.
  
  End
conversations.from: human
conversations.value: Eurus: Ow ow ow. Let's hope I make it. &gt;_&gt;
  
    Reflex  - (1d20+9)[ 24 ] 
conversations.from: human
conversations.value: Eurus: Okay, I'm still up. But my Expeditious Retreat has worn off, so I can't keep running. Let's hope this works, then; one last attack.
  
    Attack 1  - (1d20+4)[ 21 ] ;   Damage 1  - (1d6)[ 2 ] ;   Miss 1  - (1d100)[ 74 ] 
    Attack 2  - (1d20+4)[ 19 ] ;   Damage 2  - (1d6)[ 3 ] ;   Miss 2  - (1d100)[ 76 ] 
    Attack 3  - (1d20+4)[ 11 ] ;   Damage 3  - (1d6)[ 1 ] ;   Miss 3  - (1d100)[ 18 ] 
  
  End turn.
conversations.from: human
conversations.value: Koury: I take 5 more damage. I'm at -1/12 (Rageclaws).
  
  Close distance and finish the fight. You have 5 nonlethal and 7 lethal. You're down in 5 damage. On an extreamly low roll you can reflex and live.
  
    Damage  - (3d4+5)[ 15 ] 
  
  Should be game.
conversations.from: human
conversations.value: Eurus: Yup. Good game. I can't seem to win a fight to save my life, though. 😁
conversations.from: human
conversations.value: Koury: And I literally JUST realized something about one of my feats that I didn't know before. I should pretty much only lose battles at level one when I get one-shotted now.
conversations.from: human
conversations.value: Eurus: What, Fell Drain? I've been wondering why you haven't just thrown around Fell Drain Acid Splashes, or something...
conversations.from: human
conversations.value: Koury: Yeah, I didn't know I could make higher slots then I had. I just took Fell Drain because I planned on Fell MMing eventually. Apparently I can do that at lvl 3.
  
  EDIT: I took Versatile Spellcaster just because higher slot &gt; 2 lower slots 90% of the time. Lucky synergy I guess.
conversations.from: human
conversations.value: Eurus: Originally Posted by Koury 
   Yeah, I didn't know I could make higher slots then I had. I just took Fell Drain because I planned on Fell MMing eventually. Apparently I can do that at lvl 3.
  
  EDIT: I took Versatile Spellcaster just because higher slot &gt; 2 lower slots 90% of the time. Lucky synergy I guess. 
   
  
  Yup. You should be golden, then. If Fell Drain Magic Missile doesn't work, Fell Drain Hail of Stone almost certainly will.
conversations.from: human
conversations.value: Koury: My Evo caster level is +1 from spellgifted too, so at level two I toss out two missiles with MM. That'll be nice for FFAs. Sadly that doesn't allow me to drain two levels from one spell though.
  
  Is there something I can get that allows me to gain from levels I drain?
conversations.from: human
conversations.value: Eurus: Originally Posted by Koury 
   My Evo caster level is +1 from spellgifted too, so at level two I toss out two missiles with MM. That'll be nice for FFAs. Sadly that doesn't allow me to drain two levels from one spell though.
  
  Is there something I can get that allows me to gain from levels I drain? 
   
  
  With metamagic? Not that I know of. I think in Libris Mortis there are some feats that let you benefit from drained levels, but they only work for racial energy drain abilities.
conversations.from: human
conversations.value: Koury: Save DCs are based on regular spell level, right? Fell Drained Burning Hands is still save vs level one spell?
  
  What about Spellcraft DC to identify?
conversations.from: human
conversations.value: Eurus: Originally Posted by Koury 
   Save DCs are based on regular spell level, right? Fell Drained Burning Hands is still save vs level one spell?
  
  What about Spellcraft DC to identify? 
   
  
  Right. Fell Drained Burning Hands  is  a level 1 spell, for all intents and purposes, so unless something specifically says otherwise, the DC to identify should be normal. I don't know if identifying a spell identifies metamagics on it or not, though.