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: Tavar: Two foes in a 200 by 200 ft box fight it out. Half of the ground is water, half is land. Fight!
conversations.from: human
conversations.value: Niezck: (d20+11)[ 21 ] 
  
  Daily spells? Prep rounds? 1d3 maybe?
conversations.from: human
conversations.value: Tavar: Sure.  (1d3)[ 3 ] . For the prep, how about you can move within one's own half of the area. Right now, the water earth divide runs north-south. Do you want to divide the arena the same way, or bisect it east-west?
  
  Int is in the Arena thread. 28 or 24, depending on one last question.
conversations.from: human
conversations.value: Niezck: So we go
  
  50ft land === 100ft water === 50ft land
  
  Like that?
  
  And sure, movement is fine by me. I have a swim speed too ^^
conversations.from: human
conversations.value: Tavar: I was actually thinking 100ft land-100ft water, but the above works for me as well.
  
  My character shifts into Behemoth form, and double moves to the edge of the boundary.
conversations.from: human
conversations.value: Niezck: You  got any spellcraft ranks? Either way ...
  
   Round One: 
  (DC 22.)
  Fly 70ft into the air
   
   Spoiler 
  
  Ironguard
   
  
   Round Two: 
  (DC 19)
  Fly 70ft forwards
   
   Spoiler 
  
  Assay Spell Resistance
   
  
   Round Three: 
  DC 23
  Fly 30ft forward and 30ft up, so I am now flying 100ft above the centre of the water.
   
   Spoiler 
  
  Spell Turning
   
  
  
  You're up 🙂
conversations.from: human
conversations.value: Tavar: Spellcraft;  (1d20+16)[ 20 ] 
   (1d20+16)[ 31 ] 
   (1d20+16)[ 26 ] 
  
  I'll be taking my other two rounds worth of actions after the rolls.
conversations.from: human
conversations.value: Niezck: Originally Posted by Tavar 
   Spellcraft; [roll0]
  
  [roll1]
  
  [roll2]
  
  I'll be taking my other two rounds worth of actions after the rolls. 
   
  
  You figure out Assay SR &amp; Spell Turning 🙂
conversations.from: human
conversations.value: Tavar: The great beast moves upwards, without visible means to do so. It moves as close as possible to you, without crossing the invisible barrier. After you're third action, it charges you(You are within 310ft, yes?). When he gets close enough, he erupts in a blistering barrage of attacks.
  
  Attacks Unarmed Strikes; [roll]120+37[/roll] [roll]120+32[/roll] [roll]120+28[/roll] [roll]120+23[/roll] [roll]120+18[/roll]
  Damage US;  (6d6+21)[ 38 ]   (6d6+21)[ 44 ]   (6d6+21)[ 40 ]   (6d6+21)[ 47 ]   (6d6+21)[ 50 ] 
  
  Gore attack;  (1d20+37)[ 55 ] 
  Damage;  (3d8+15)[ 34 ] 
  
  Stamps:  (1d20+37)[ 53 ]   (1d20+37)[ 53 ] 
  Damage;  (3d6+15)[ 30 ]  [roll\3d6+15[/roll]
  
  Claws;  (1d20+37)[ 40 ]   (1d20+37)[ 47 ]   (1d20+37)[ 46 ]   (1d20+37)[ 54 ] 
  
  Damage.  (2d6+15)[ 23 ]   (2d6+15)[ 20 ]   (2d6+15)[ 20 ]   (2d6+15)[ 18 ] 
  
  For every one that hits, make a grapple check(snatch feat). My checks are, in order,
   (1d20+40)[ 42 ] 
   (1d20+40)[ 47 ] 
   (1d20+40)[ 41 ] 
   (1d20+40)[ 47 ] 
  
  Note, I have true seeing active. My attacks ignore armor bonus grantted by spells, including spell trigger or spell completion items, and any attack automatically dispells all such protections. I also ignore miss chances granted by spells or abilities. My attacks are considered Epic, Magic, Adamantime and Cold Iron for the purpose of DR. They also have the ghost touch property. If you are an Evil outsider, you take and additional 4 damage per hit.
  
   
   Spoiler 
  Essentia 0/11
  
  Sphinx Claws(Hands)
  Girallon Arms(Totem)
  Totem Avatar(Shoulders)
  Shedu Crown 4
  Kraken Mantle
  Ankheg Breastplate
  
  
  Blue Steel Bracer 4
  Incarnate Avatar 3
  Planar Ward
  
  Stance-Master of the Field
  
  Manuevers granted-all
  Quench the Fire
  Wear Away the Earth
  Cresting Wave
  Risky Gambit
  Elder Mountain Hammer
  Phoenix’s Embrace
  Seize the Blade
  Foehammer
  Imperator’s Warning
   
conversations.from: human
conversations.value: Tavar: Fixing unarmed strike attack rolls and second Stamp Damage.
  
  Attacks Unarmed Strikes;  (1d20+37)[ 38 ]   (1d20+32)[ 42 ]   (1d20+28)[ 39 ]   (1d20+23)[ 34 ]   (1d20+18)[ 30 ] 
   (3d6+15)[ 26 ] 
conversations.from: human
conversations.value: Niezck: The gore hits, as do both of the stamps and the last claw.
  
  My concealment is item-based, so do I still get it?
  
  All my armour bonus comes from either actual armour or wondrous items. And are any of your attacks metal-based?
  
  Also, I cast Wings of Cover to prevent the Gore attack, entirely cancelling it out.
  
   EDIT:  I also have continuous Freedom of Movement, so your grapple checks are nullified.
conversations.from: human
conversations.value: Tavar: Nope, True Sight. And all of the attacks are natural attacks or unarmed strikes, so no there as well.
conversations.from: human
conversations.value: Niezck: So I take 74 damage total since you ignore my DR. Actions to come shortly. How big are you, btw?
conversations.from: human
conversations.value: Tavar: I'm Huge, due to shapeshift.
conversations.from: human
conversations.value: Niezck: Alrighty, let's see how this works out ...
  
  I can't cast defensively, right? And you're huge so you've got a lot of reach, therefore I'm just gonna have to suck it up and take an AoO I think.
  
  I fly 70ft directly away from you, then cast a spell.
  
  DC 24 spellcraft:
   
   Spoiler 
  
  Time Stop -  (1d4+1)[ 2 ] 
   
  
  
  I'll continue in the next post.
conversations.from: human
conversations.value: Tavar: I use an immediate action to follow you, and end my movement adjacent to you(ability from PrC). You can change your actions if you wish, to respond to mine.
conversations.from: human
conversations.value: Niezck: That is beyond annoying. &gt;_&gt;
  
  I'll continue casting, and do a pre-emptive concentration check DC 19+damage
  
   (d20+37)[ 53 ] 
conversations.from: human
conversations.value: Tavar: I'll use my patented Bictch Slap of Doom attack.
  Unarmed Strike; (1d20+37)[ 44 ] 
   (6d6+31)[ 55 ] 
  
  Edit; what the hell, dice. Could you at least roll something close to average....
conversations.from: human
conversations.value: Niezck: No hit 😁
  
  In which case I get a smexy 2-round time stop.
  
  I'll get to it in a second.
conversations.from: human
conversations.value: Niezck: Alrighty then, now I'm back, let's get a-rockin'
  
   
   Spoiler 
  
   Round One: 
  Move 30ft
  Delayed-Blast Fireball 'till the end of the TS
   (d20+30)[ 39 ]  SR check
   (20d6)[ 71 ]  damage
  
   Round Two: 
  Move 70ft up
  Prismatic Sphere
   
  
  
  Within the blink of an eye you see my suddenly re-appear a further 30ft back, at my starting position, and another 70ft upward. A fireball explodes at your feet and a prismatic sphere appear around me.
  
  39 to beat your SR
  71 damage, Reflex DC 26 for half
conversations.from: human
conversations.value: Tavar: Reflex Save  (1d20+10)[ 29 ] . Energy Resistance takes off 15 damage after the save. As for what I do...
  
  I fly directly above the sphere, and ready and action to attack you should you exit said sphere.
  
  Edit: the Ref save should be +20, but a 19 succeds in any case. I take 20 fire damage