[User]
 Time for the battle of the fallen. Aether, are you ok with using the same map and rules from our previous games?

 Originally Posted by Saph
 Since we're short on DMs, we'll do this by the honour system.  You run your character, I run mine.  On your turn, you declare your actions and attacks.  It's up to the player in question to acknowledge when they're hit/hurt/incapacitated and to mention relevant info from their character sheet.  Put all information that the opposing PC shouldn't know in a spoiler, like this:

 Observers Only

 Spoiler
Information

Arena is as follows:

 {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.

This arena has been chosen because it's the one I fought in in the Test of Might, and thus I was able to copy/paste it in 15 seconds.  If you'd like a different map, go right ahead, but you have to do the work of supplying it.  :P  (Oh, and the original map was underwater, but I've left that part out, unless you'd rather I kept it.)

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.  I think this is the fairest option, as it represents a normal adventuring encounter reasonably well and it's a compromise between no buffs and full buffs.

Both parties are aware that there's an enemy in the vicinity and are considered to be in combat.

Since we don't have a DM, rules adjudications and queries will be handled by mutual agreement.  If we can't agree on something, we'll either settle on a compromise, flip a coin, or call in an arbiter.

Match ends when one character concedes & withdraws from combat, dies, or is similarly rendered unable to continue.

If you are, then lets get this show on the road and roll initiative.

[User]
 I can deal with the same map. I'm assuming all-day buffs only.

Actions/Observer stuff:

 Spoiler

Actions: Cast Nerveskitter.

Combatant:
  Simen Rygg
Initiative:
 (d20+11)[ 19 ]

[User]
 Combatant:
Sludo Fynre

Initative:  (1d20+4)[ 17 ]

I'll be on the top side of the map.
Starting in:
 Spoiler
F2

If you have/gain LoS to the other side then you see me at my location.

Description:
 Spoiler
You see a tall, blonde man, with a thin build. He is wearing a chain shirt, and has a distuinguished air about him. He appears bored and weary.

[User]
 Turn:

 Spoiler

Quickened shield, followed by Draconic Might. No move.

No LoS change.

Starting Position:

 Spoiler

J11

Description:

 Spoiler

A red-haired elf stands before you. His skin is the color of charcoal, and he's covered in gleaming, golden armor. He carries a massive hammer.

Your move.

[User]
 Under what circumstances would I be able to see you?
Anyway, if you have LoS to the other side of the Arena at all, then you see

 Spoiler
The man from the description above walks forward (To F6), and takes a small piece of brown paper with strange patterns on it out of his pocket and places it flat on the ground in front of him.

Your move.

[User]
 No LoS change. You may, however, see a light coming from the vicinity of I11.

Turn:

 Spoiler

Quickened Extended Haste, followed by Greater Invisibility. I move to K8, and gain LoS. From there, I move to G7, and wait.

The light fades from view.

What vision modes do you have?

[User]
 Right now? Normal. So, with my turn: If you can see the middle of the arena, then you can see this.

 Spoiler
The man mutters something, and suddenly the small piece of paper in front of him transforms into a large Pipe Organ. The man stands at the Organ, poised to play.
 Observers only

 Spoiler
Readying an action to use Bardic Music: Fascinate if I see anyone.

[User] Ok, as does my character. No LoS. Your move.

[User] My move is as of 2 posts above this one. So, your move.

[User]
 Turn:

 Spoiler

5ft. step to G6
Activate Arcane Strike as a free action, get +6/+6d4.
Attack.

Does  (d20+26)[ 31 ]  hit your flat-footed AC?

If so, the following occurs:

 Spoiler

You are struck by what may be a tremendous blunt object.
Damage: [roll]8d6+10+6d4[/roll]

Regardless of a hit, you are suddenly quite aware that you're being attacked by an invisible foe.

[User] Oops. I'll reroll damage if you confirm a hit.

[User] Hit confirmed. Also, where do I feel the attack coming from? I should be able to tell the vague direction.

[User]
 (8d6+10)[ 42 ]  +  (6d4)[ 13 ]  damage.

Followed by a second attack at  (d20+26)[ 29 ]
for

 Spoiler

 (8d6+10)[ 42 ]  +  (6d4)[ 15 ]  damage on a hit,

followed by a final attack at  (d20+21)[ 30 ]
for
 Spoiler
  (8d6+10)[ 34 ]  +  (6d4)[ 18 ]  damage

[User]
 ...163 damage.

How did you manage to completely silently sneak up on me and full attack in a single round, may I ask?

[User] Greater Invisibility + 5ft. Step?

[User]
 ...and the fact that I got no spot OR listen checks to detect you this whole time?
Also, unless you had Silented your Greater Invisibility, then I should have heard you cast it with a roughly DC 10 Listen check.

[User]
 Er, I don't believe you can use spot versus invisibility, without a skill trick.
A listen check slipped my mind. How would you like to resolve this? A fairly easy listen DC would probably let you hear footsteps to the southeast, at least. Sorry.

[User]
 Originally Posted by SRD
 A Spot check result higher than 20 generally lets you become aware of an invisible creature near you, though you can’t actually see it.

It's no problem, we can have a do-over where you move silently instead, starting from that turn. I will do the same things, and just for now i'll let the casting noise slide.

[User]
 Alright.
Turn:

 Spoiler

Quickened Extended Haste, followed by Greater Invisibility. I move to K8, and gain LoS. From there, I move to G7, and wait.

Move silently:
 (d20-3)[ 5 ]

[User] If it's of any interest, I have a +10 to listen checks.

[User] I suspected as much. You most certainly do hear footsteps to the southwest of you.

[User]
 (1d20+10)[ 16 ]
 (1d20)[ 4 ]

[User]
 Fascinate (Sp)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him.  The bard must also be able to see the creature.

Emphasized.

Edit: Your edits have confused me. Originally you tried to use  Fascinate . I'm not sure what the second d20 is now, though.

[User]
 Ok then. I'll take a 5-foot step to E6 after hearing you, and sing a lovely little song I like to call  Control Winds  (Stormsinger). I use  Combine Songs  to also start the  Dirge of Frozen Loss .

I will make an Eye of Calm with a radius of 5 feet around me (So in every adjacent square to my new position, which can't include you.
I will have it blow outwards from my position.
I will increase the wind speed to Hurricane Force winds.

Make a DC 23 Fortitude save or be blown away.

 Spoiler
I will use disguise spell to weave  See Invisibility  into my performance. My perform check:  (1d20+30)[ 42 ] .
Bardic Music uses left: 24

Also, make a DC 42 spot check. You won't know why unless you pass.

Your move.

Edit: The second d20 was for my Spot check.

[User]
 Spellcraft:  (d20+24)[ 44 ]
As an immediate action, I Abrupt Jaunt to F6, which I believe is unaffected by the  Control Winds . Correct?

[User] You are correct. I always underestimate what my opponents can and can't do.

[User] What rolls do I still need to make, and is your turn over?

[User] Don't worry, you need no more rolls to make. You've probably won now, dammit. Also, I can see you.

[User]
 The fire elf hefts his hammer, which begins glowing with an arcane aura, before attacking. Arcane Strike for +6/+6d4.

 (d20+26)[ 33 ]  for  (8d6+10)[ 39 ]  +  (6d4)[ 15 ] .

 (d20+26)[ 29 ]  for  (8d6+10)[ 44 ]  +  (6d4)[ 16 ] .

 (d20+21)[ 33 ]  for  (8d6+10)[ 50 ]  +  (6d4)[ 20 ] .

[User] Good game. Damn, I am an idiot. Oh well, can I see your character sheet?

[User]
 Good game. Sorry, again, for forgetting your listen checks.
Sure, I'll PM it to you.


[User]
 You are standing at the middle of one side of a 200ftx200ft cube of absolutely impenetrable force. Across from you at the other side is a man you don't know.

Suddenly a voice booms through the cube.   "ROUND 2. FIGHT!!"

-------------------
Initiative and a spoiler containing any pre-active effects you have please.

[User]
 Initiative:  (1d20+14)[ 28 ]

 Spoiler
Vigor
Thicken Skin
Defensive Precognition
Offensive Precognition
Offensive Prescience
Psionic Fly
Touchsight
Biofeedback
True Seeing
Mind Blank
True Metabolism

[User]
 Mikael

An athletic looking elf with red hair and burning eyes looks back.  He draws a crystal blade and smiles as a tiny glowing winged creature flies around him, giggling.

 Spoiler
Initiative:  (1d20+8)[ 26 ]

For now, Greater Magic Weapon and Magic Vestment.  Net AC would be 50 for now.

Hours per level only?

Guess not, should probably fix this next time, but for now:

Siren's Grace: AC 61
Displacement
Stormrage on Familiar
Divine Favor

All shared except for Stormrage

You start then.

I have to leave right now, so my next post may be in an hour or so.

[User]
 (Almost all of mine are through Persist Power, meaning they all last 24 hours. For reference my AC is 53)

The dark haired human looks at you with a slight grin. He spins his blades in his hands before vanishing.
As he reappears next to you he lets loose a flurry of blows that seems to go on without end.

---------------------------
Manifest Quickened Greater Teleport - appear next to you.
Full Attack using Raging Mongoose Maneuver
 (1d20+41)[ 55 ]
 (1d20+41)[ 58 ]
 (1d20+41)[ 50 ]
 (1d20+41)[ 51 ]
 (1d20+41)[ 48 ]
 (1d20+41)[ 43 ]
 (1d20+36)[ 49 ]
 (1d20+36)[ 55 ]
 (1d20+31)[ 34 ]
 (1d20+31)[ 48 ]
 (1d20+26)[ 40 ]

More Posts to follow.
Is your AC 50 or 61?

[User]
 Siren's grace would take an action to cast, so for now, it's...  Crap, I think I'm technically flatfooted, right?  No wise or dex...  I think I just went splat.

Good chance I'm dead, my sheets  here .  If I am, I'd like to apologize for wasting time 😁

[User]
 Attacks 2,8 & 10 Threaten Critical

 (1d20+41)[ 58 ]
 (1d20+36)[ 55 ]
 (1d20+31)[ 45 ]

[User]
 We'll see (I have to say, I hate rolling full attacks, so many rolls)

 (1d4)[ 2 ] + (1d6)[ 1 ] +36
 (1d4)[ 2 ] + (1d6)[ 2 ] +36 (Crit)
 (1d4)[ 3 ] + (1d6)[ 5 ] +36
 (1d4)[ 3 ] + (1d6)[ 4 ] +36
 (1d4)[ 3 ] + (1d6)[ 5 ] +36 (Crit)
 (1d4)[ 3 ] + (1d6)[ 2 ] +36

= 251 +6 Con Damage (63)
= 314 damage

O_O Wow, those powers rock. Sorry dude.

[User]
 The eladrin barely notices as he's cut to shreds, his eyes blank, his body collapses and he dissipates in a burst of flames.  The small fairy looks on in awe before looking down and shaking her head in shame.  She simply turns into a ball of light and flies off.

---

NP, I need to get a way to persist then. I'd love a rematch once I'm ready though😁

[User]
 Deal. Now if I may finish.
---------------------------------

  "WINNER!! COMBATANT 1!!"   booms the voice.   "NEXT CHALLENGER"

"By the Gods, will this never end" groans the man as he wanders back to his starting point, his Psionic energies returning to him as he locked his blades back into his belt.


[User]
 {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 | C | C | C | C ||
 11 |||||||||| C
 12 |||||||||| C ||
 13 |
 14 ||| C |
 15 ||| C |||||||||
 16 ||| C | C | C | C | C | C | C | C ||
 17 ||| C | C ||||| C | C ||
 18 |
 19 ||||||||||||
 20 |
 21 |
 22 ||||||||||||
 23 ||| C | C ||||| C | C ||
 24 ||| C | C ||||| C | C ||
 25 |
 26 |||||||||||[/table]
Arena is 30 feet tall, worked stone. Normal lighting.

Starting locations: I'll start somewhere in the top three rows, and you'll start somewhere in the bottom three.

Buff rounds:  What ya looking to want for buff rounds?

[User] All-days and at least 2. 3 sound good?

[User] 3 is fine.

[User]
 All Day buffs:
 Spoiler
Mind Blank
Energy Immunity (Acid)
Energy Immunity (Fire)
Superior Resistance

3 Rounds:
 Spoiler
Round 1: Schism
Round 2(Schism): Activate Karma Bead
Round 2: Spell Resistance (SR 27)
Round 3: Veil of Undeath
Round 3(Schism): Still/Silent Divine Power
Free Action: Drop Haversack from my left hand, Triggering Contingent spells
Trollshape
Favor of the Martyr
Move: Pick up Haversack.

[User] Init:  (1d20+1)[ 4 ]

[User]
 Buffs:

 Spoiler
All-days:

Scroll of Craft Magic Tattoo for +1 CL
Scroll of Superior Resistance
Inertial Armor augmented and overchanneled to a total of 15 for +1 AC. x5
Overchannel damage healed by Body Adjustment
Psionic Mind Blank x5
Share Pain on Psycrystal x5

Power Points recovered by Bestow Power shenaniganry.

Round Buffs:

Round 1: Activate Contingent Owl's Wisdom. Manifest Feat Leech on Psicrystal, gaining Twin power, Split Psionic Ray, and Practiced Manifester.

Round 2: Twinned Synchronicity. Drink Potion of Improvisation. Activate Bead of Karma. Regain Focus. Manifest Temporal Acceleration at 15 for 2 rounds' worth of actions.

TA Round 1: Drink Potion of Guidance of the Avatar.

TA Round 2: Twinned Synchronicity. Manifest Psionic Freedom of Movement. Manifest Channel Power. Regain Focus.

Round 2: Cast Scroll of Giant Size.

Round 3: Begin manifesting from Power Stone of Sardior's True Calling

Initiative:  (1d20)[ 15 ]

Starting Location:

 Spoiler
E23-H26

[User]
 Starting location, that would be nice.
 Spoiler
A1-B2

you're up.

[User]
 Actions:

 Spoiler
Finish manifesting Sardion's True Calling.

Manifest Anticipatory Strike, followed by Twinned Synchronicity. Regain focus. manifest Twinned Ego Whip, augmented and overchanneled to 45. PR is auto-defeated.

  Overchannel Damage  - (1d8)[ 2 ]
  Save 1  - (1d20+19)[ 27 ]
  Save 2  - (1d20+19)[ 21 ]

DCs are 38

  Damage 1  - (10d4)[ 26 ]
  Damage 2  - (10d4)[ 31 ]

Dragon has 20 charisma.

If it is unconscious, I regain psionic focus, then manifest Split Temporal Acceleration Ray on us both, augmented to 19 (23 total) for three rounds of actions.

Round 1: Eaten by Anticipatory strike.

Round 2: Start manifesting Power Stone of Fusion.

Round 3: Fusion goes off. Regain psionic focus. Twinned Synchronicity. Manifest Overload Psionic Tattoos. Manifest Crystal Body.

Turn over.

[User]
 Actions:
 Spoiler
Move: Remove Ring of Spell Battle from bag.
Move: Put on Ring of spell battle
Free: 5 Foot step to A2-B3
Schism: Ready Action:  Anticipatory Strike if I gain LOS.

Done.

[User]
 Actions:

 Spoiler
Regain Psionic Focus. Manifest Schism.

[User]
 My Action:
 Spoiler
Move: Draw Rod of Silent spell.
Move: to A8-B9.
Schism: Ready action - Still Silent Greater Dispel if LoS is established.

Ring of spell-battle grants me knowledge of any spellcasting within 60 feet.

EDIT:  Done.

[User]
 Actions:

 Spoiler
Schism manifests Dimension Door, bringing me to E3-H6.

[User] I do have a ready action, in response to LOS gain.

[User]
 Targeted Dispel on you.  There are no indicators of any kind of this (still/Silent greater Dispel Magic), so barring Spellcaster's bane, or the like, there's no way of knowing that I'm casting until it resolves.

Will roll 20 checks, let me know if I need more.

 Spoiler
 (1d20+15)[ 35 ]
 (1d20+15)[ 25 ]
 (1d20+15)[ 16 ]
 (1d20+15)[ 17 ]
 (1d20+15)[ 19 ]
 (1d20+15)[ 31 ]
 (1d20+15)[ 28 ]
 (1d20+15)[ 32 ]
 (1d20+15)[ 18 ]
 (1d20+15)[ 30 ]
 (1d20+15)[ 21 ]
 (1d20+15)[ 26 ]
 (1d20+15)[ 28 ]
 (1d20+15)[ 16 ]
 (1d20+15)[ 25 ]
 (1d20+15)[ 34 ]
 (1d20+15)[ 19 ]
 (1d20+15)[ 28 ]
 (1d20+15)[ 18 ]
 (1d20+15)[ 20 ]

[User]
 Dispel Resolution (OO):

 Spoiler
CL 19: Giant Size [DISPELLED]
ML 19: Offensive Prescience
ML 19: Offensive Precognition
ML 18: Animal Empathy
ML 18: Schism
ML 18: Crystal Body [DISPELLED]
ML 18: Psionic Freedom of Movement
ML 17: Force Screen [DISPELLED]
CL 17: Bead of Karma
ML 15: Fusion [DISPELLED]
ML 14: Feat Leech
ML 14: Personal Mind Blank [DISPELLED]
ML 14: Personal Mind Blank [DISPELLED]
ML 14: Personal Mind Blank [DISPELLED]
ML 14: Personal Mind Blank
ML 14: Personal Mind Blank [DISPELLED]
ML 14: Inertial Armor
ML 14: Inertial Armor [DISPELLED]
ML 14: Inertial Armor
ML 14: Inertial Armor
ML 14: Inertial Armor [DISPELLED]
ML 14: Share Pain [DISPELLED]
ML 14: Share Pain [DISPELLED]
ML 14: Share Pain [DISPELLED]
ML 14: Share Pain
ML 14: Share Pain [DISPELLED]
CL 13: Magic Tattoo for +1 CL
CL 11: Superior Resistance [DISPELLED]
CL 7: Contingent Death Ward [DISPELLED]
ML 5: Greater Concealing Amorpha [DISPELLED]
ML 5: Touchsight [DISPELLED]
ML 5: Claws of the Vampire [DISPELLED]
CL 3: Owl's Wisdom [DISPELLED]
CL 1: Contingent True Strike [DISPELLED]

Resolved

[User]
 Wave 2:
 Spoiler
 (1d20+15)[ 27 ]
 (1d20+15)[ 30 ]
 (1d20+15)[ 35 ]
 (1d20+15)[ 28 ]
 (1d20+15)[ 25 ]
 (1d20+15)[ 35 ]
 (1d20+15)[ 20 ]
 (1d20+15)[ 32 ]
 (1d20+15)[ 24 ]
 (1d20+15)[ 21 ]
 (1d20+15)[ 17 ]
 (1d20+15)[ 21 ]
 (1d20+15)[ 33 ]
 (1d20+15)[ 24 ]
 (1d20+15)[ 32 ]
 (1d20+15)[ 16 ]
 (1d20+15)[ 31 ]
 (1d20+15)[ 32 ]
 (1d20+15)[ 20 ]
 (1d20+15)[ 30 ]

[User]
 Alright, it's all resolved.

You see the amorphic cloud disperse, revealing a medium sized humanoid in E6 wearing a heavy cloak, a headband, and an assortment of scrolls and potions.

On his shoulder is what is clearly a Psicrystal, which glows with a soft ruby light.

Also near him (E3-G5) is a huge creature with smooth orange-tan skin and large wings. It is unconscious/not moving, but it is breathing. Knowledge (Psionics) and Knowledge (Arcana) may help identify it.

The good news is that you've dispelled a lot of what I had up.

The mind-numbingly stupid news is that Fusion, which I was trying to get banned, is already banned. 😩

If you want, we could scrap the battle on account of my illegal actions, but for now I'll just continue my turn.

Actions:

Manifest Twinned Dispel Psionics.

Rolls for the first hit:

 Spoiler

  Dispel Check 1  - (1d20+20)[ 23 ]
  Dispel Check 2  - (1d20+20)[ 26 ]
  Dispel Check 3  - (1d20+20)[ 22 ]
  Dispel Check 4  - (1d20+20)[ 22 ]
  Dispel Check 5  - (1d20+20)[ 24 ]
  Dispel Check 6  - (1d20+20)[ 23 ]
  Dispel Check 7  - (1d20+20)[ 27 ]
  Dispel Check 8  - (1d20+20)[ 38 ]
  Dispel Check 9  - (1d20+20)[ 26 ]
  Dispel Check 10  - (1d20+20)[ 29 ]
  Dispel Check 11  - (1d20+20)[ 24 ]
  Dispel Check 12  - (1d20+20)[ 27 ]
  Dispel Check 13  - (1d20+20)[ 39 ]
  Dispel Check 14  - (1d20+20)[ 39 ]
  Dispel Check 15  - (1d20+20)[ 38 ]
  Dispel Check 16  - (1d20+20)[ 40 ]
  Dispel Check 17  - (1d20+20)[ 40 ]
  Dispel Check 18  - (1d20+20)[ 28 ]
  Dispel Check 19  - (1d20+20)[ 24 ]
  Dispel Check 20  - (1d20+20)[ 25 ]

Rolls for the second hit:

 Spoiler

  Dispel Check 1  - (1d20+20)[ 36 ]
  Dispel Check 2  - (1d20+20)[ 27 ]
  Dispel Check 3  - (1d20+20)[ 22 ]
  Dispel Check 4  - (1d20+20)[ 28 ]
  Dispel Check 5  - (1d20+20)[ 27 ]
  Dispel Check 6  - (1d20+20)[ 39 ]
  Dispel Check 7  - (1d20+20)[ 26 ]
  Dispel Check 8  - (1d20+20)[ 27 ]
  Dispel Check 9  - (1d20+20)[ 24 ]
  Dispel Check 10  - (1d20+20)[ 40 ]
  Dispel Check 11  - (1d20+20)[ 35 ]
  Dispel Check 12  - (1d20+20)[ 22 ]
  Dispel Check 13  - (1d20+20)[ 36 ]
  Dispel Check 14  - (1d20+20)[ 25 ]
  Dispel Check 15  - (1d20+20)[ 36 ]
  Dispel Check 16  - (1d20+20)[ 25 ]
  Dispel Check 17  - (1d20+20)[ 35 ]
  Dispel Check 18  - (1d20+20)[ 27 ]
  Dispel Check 19  - (1d20+20)[ 36 ]
  Dispel Check 20  - (1d20+20)[ 30 ]

Each has 20 rolls. If I need more, just let me know.

OO:

 Spoiler
Twinned Dispel Psioncs, augmented to 10 pp.

Turn is not over.

[User]
 Spoiler

{table=header]Spell | Dispel 1 | Dispel 2 | Dispelled?
Trollshape (CL 24) | 23 | 36 | Yes
Divine Power (CL 19) | 26 | 27 | No
Spell Resistance (CL 19) | 22 | 22 | No
Veil of Undeath (CL 19) | 22 | 28 | No
Schism (ML 17) | 24 | 27 | No
Energy Immunity (Acid) (CL 15) | 23 | 39 | Yes
Energy Immunity (Fire) (CL 15) | 27 |26 | Yes
Mind Blank (CL 15) | 38 | 27 | Yes
Superior Resistance (CL 15) | 26 | 24 | Yes
Favor of the Martyr (CL 12) | 29 | 40 | Yes[/table]

Yeah, I need to shift things around.  You have me this time.  Looks like we both need to take our characters and tweak some things.

[User]
 What do you mean by that, exactly? Are we calling off the match?

If not, I'd like to know what visible changes I see, so I might continue.

But yeah, I put a lot of resources into figuring out how to call a creature and fuse with it during the match. I'll have to change quite a bit.

If we're done, may I see your sheet? I'd like to check out your trick I keep hearing about.

[User]
 I mean, I've lost both Trollshape and Favor of the Martyr, have an AC around 8, and 14hp.  Stick a fork in me.  It's a concession.

 http://www.coyotecode.net/profiler/view.php?id=7953

The sheet's had a couple minor modifications since my concession.  Namely, I'm completely revamping the spell list.  I've replaced a couple items.  And I've changed 1 feat.

The early entry's still in there, as is the trollshape defense.  I made a big play error, as well as a fairly critical design error with spell selection.  I should have had a bit more oomph when I encountered you.

[User]
 Looking at that method... I'd prefer not to have that sort of thing running about, really. What do you propose we do about this? I'd not mind a rule forbidding PrC's from qualifying for themselves, which is what you've got here.

Restoration might not be too much of a problem, any more that Psychic Reformation at least. Inspire Greatness is more problematic, if you allow it to increase skill caps. Perhaps a rule forbidding it to do that?

[User]
 Originally Posted by Claudius Maximus
 Looking at that method... I'd prefer not to have that sort of thing running about, really. What do you propose we do about this? I'd not mind a rule forbidding PrC's from qualifying for themselves, which is what you've got here.

Restoration might not be too much of a problem, any more that Psychic Reformation at least. Inspire Greatness is more problematic, if you allow it to increase skill caps. Perhaps a rule forbidding it to do that?

That's why it's exhibition only.  It doesn't work for qualifiers.  The moment I told DR about this general method, it was given the "Exhibition only, with disclosure" stamp.  Which is why I told you it was exhibition only, due to early entry shenanigans.

There are few things from a class that are not lost when you fail to qualify for them.  Those things are feats, BAB, and skills.  That's what makes it RAW legit, though I understand the balance issue making it exhibition only.


[User]
 Koury   vs   TheTerran
 Map

 Spoiler

Please post up a link to your sheet and roll up init.

[User]
 Link in my sig

  Init  - (1d20-4)[ 6 ]

[User]
 Which am I facing?
Nevermind

 Linky
  Initiative  - (1d20+3)[ 21 ]

[User]
 The only one listed under "The Arena" 😁

Ms. Isle is currently my only arena combatant.

[User]
 Nevill - Round 1

Actions:

 Spoiler
Swift Action to allocate essentia to dissolving spittle (share w/ my toad familiar, who is on my shoulder)
5ft step from Y13 to X13.
Start Casting Reduce Person

End my Turn.

Stats:

 Spoiler
Location: X13
HP: 12/12
AC: 13

Spells:

 Spoiler
Level 0 - Launch Bolt, Launch Bolt, Launch Bolt, Mage Hand
Level 1 - Reduce Person-x, Shield,  Expeditious Retreat

[User]
 Wait, we're going no LoS?

OK.

 Spoiler
Double move to S11

[User]
 Nevill - Round 2

We can do open LoS, if it would make it easier.
I'm in X13 as my turn begins.

Actions:

 Spoiler
Cast Shield on myself, and share it with the toad

I'll move to U13 and end my turn.

Stats:

 Spoiler
Location: U13
HP: 12/12
AC: 19

Spells:
Spoiler
Level 0 - Launch Bolt, Launch Bolt, Launch Bolt, Mage Hand
Level 1 - Reduce Person-x, Shield-x, Expeditious Retreat

[User]
 I had the side I started on wrong. I ended turn in "S11" so I'll just flip that to H11 and go from there.

Burn 2 level 0 slots and cast a spell at your Familiar.

  Damage  - (1d4+4)[ 7 ]

That should kill it.

Also, did you ever declare what spells you had memorized? I haven't opened any spoilers cuz I don't know what ones I should and shouldn't.

Anyway, move to H5

End

[User]
 Checking to see what the spell is.
  Spellcraft  - (1d20+8)[ 14 ]

(And yes, my memorized spells are in my Stats Spoiler)

[User] You... don't know what spell Ms. Isle cast that required no attack roll? 😁

[User]
 I'm assuming that was Magic Missile, and if so, then my familiar lives! as the missile is stopped abruptly by a force shield 😦
 Nevill - Round 3

Cast a Spell: Spellcraft DC16

 Spoiler
Expeditious Retreat

Then I'll move to K14, you're up.

Stats:

 Spoiler
Location: K14
HP: 10/20  (Counting Rageclaws)  Familiar HP: 5/15 (counting Rageclaws)
AC: 19

Spells:

 Spoiler

Level 0 - Launch Bolt, Launch Bolt, Launch Bolt, Mage Hand
Level 1 - Reduce Person-x, Shield-x, Expeditious Retreat-x

[User] You cast shield on your familiar? 🤨

[User]
 I cast shield on myself...I merely used "share spell" 😉

(edit) if you don't believe me, check the "Actions" spoiler from my Round 2 Post...also notice I did not edit it 😉

(edit2)

FYI, you notice both I and my familiar are smaller than we should be (forgot to mention that when LoS was established)

[User]
 Ready Action

 Spoiler
Spell cast within 35' of me = move

End turn

[User]
 Nevill - Round 4

Move to H8.

Both my Toad and I spit in your direction (Dissolving Spittle)

Me:  Ranged Touch    Attack  - (1d20+5)[ 13 ]
Me:  Acid     Damage  - (2d6)[ 9 ]

Toad:  Ranged Touch    Attack  - (1d20+9)[ 26 ]
Toad:  Acid     Damage  - (2d6)[ 3 ]

That ends my turn.

Stats:

 Spoiler
Location: H8
HP: 10/20 (Counting Rageclaws) Familiar HP: 5/15 (counting Rageclaws)
AC: 19
Reduce Person (3/10)
Shield (3/10)
Expeditious Retreat (2/10)
Spells:

 Spoiler

Level 0 - Launch Bolt, Launch Bolt, Launch Bolt, Mage Hand
Level 1 - Reduce Person-x, Shield-x, Expeditious Retreat-x

[User]
 OK, lets cash it all in. 5 ft step backward if your threatening me.

Cast Fell Drained Ray of Frost.

  Ranged Touch  - (1d20+3)[ 12 ]  vs AC 13.

55% chance to hit. Connects and game over. Otherwise I'm in trouble.

EDIT: Actually, your AC is 14, isn't it? Either way, crap.

[User]
 Actually...my Touch AC is 15 atm...

 Nevill - Round 5

And there's more spitting.

  RTA  - (1d20+5)[ 16 ]
  Acid  - (2d6)[ 7 ]
  RTA  - (1d20+9)[ 18 ]
  Acid  - (2d6)[ 10 ]

[User] Set and match. Ms. Isle turns into a puddle of bubbling acid.

[User]
 Nice Match...

I would suggest Sonic Snap!  If you'd have had that... you would have won.

[User] I'm a warmage. I don't choose my spells

[User]
 then you need to stop being a warmage 😉

Try the MetaMagic Specialist Sorcerer Variant...that way you don't even have to prepare beforehand 😉

[User]
 I made this character a long time ago. I could make a much better one if I was worried about it, but I like Ms. Isle 😁

I think you pushed my W/L record to even, by the way...

[User]
 Maybe I'll make a Fell Drain character...😏

I only have 3 atm...but I"m also wanting to make an artificer...

Hrmm....

[User] Not even, I was 13-6 before. I was thinking I was 12-6 and that the loss put me at over-half-of-my-wins losses, if that makes sense.

[User] Sure...it makes since...kinda 😉


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.
Map:
 Spoiler
{table]|A_|B_|C_
1|||
2||D|
3|||
4|||[/table]

There is a door at C-4, south side.

DM notes:
 Spoiler
 Sheet.

[User]
 Sweet.

For starters, I'll burn 7 Turn attempts and cast a Persistant Lesser Vigor on myself.

Then I'll pull out my 10ft Pole and poke around toward the door, test the door for traps with the pole, then open it up.

[User]
 Alright, but please next time mention vision modes (because Tanaric is the one checking the sheets and I want to update quickly due to being extra busy today) so.. Darkvision 60'

The door opens to a hall going east and south.

East it goes beyond your vision. 10ft into the hall it splits north and south. 30ft inside (20ft from the split) is a door on the northern side, and at the edge of your vision it splits north and south again.

South it goes 30ft and is T-ing east and west. 20ft in there is a split east.

[User]
 I'll head east, poking with my stick as I go, checking for tripwires, pressure plates, etc.

Sorry about the vision thing, it is Darkvision 60ft 😉

[User]
 You are poking only the floor, or walls up to 15ft as well? (can't reach more then that..)

You discover a pit 10ft after the split. The hall goes north for 20ft and turns east, and south it goes 20ft and turns west. There is a door 15ft into the southern hall.

Good night!

[User]
 Hrmm...to poke the walls...🤨

Sure, I'll poke the walls as well..(though I'm thinking perhaps I shouldn't)

I'll use my Airstep Sandals to fly over the pit and continue.  I'll head for the door 15ft into the southern hall

[User]
 Hrm.. You are standing in the center of a + intersection. You came from the west, 10ft to the east is a pit and 10ft beyond the pit is a door. 15ft south is another door.

You either go to the southern door or go over the pit to the eastern door..

[User] Over the pit to the eastern door! (I got these Air Sandals so I can use them!) 🙂

[User]
 Alright.. You also see a door 50ft east of the door. The hall turns south there as well.

You reach the door without issue. Do anything or just open?

[User]
 I'll test it with the pole for traps before opening it.

Otherwise, I'll just open it.

[User]
 You should roll Initiative every time you open doors, just in case, to speed things up (at least at this floor). I will assume this is your standard procedure unless you note otherwise..
  (1d4)[ 3 ]
Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||1||
4|||||
5|||||[/table]
There are doors at A5 south and E1 north.
In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth! And you are greated with lightning.  (1d4)[ 3 ]  lightning damage reflex DC15 for half. You are also entangled (unless you don't suffer damage).
Initiative:  (1d20+1)[ 19 ]

[User]
 Initiatiave  - (1d20+3)[ 13 ]
  Reflex  - (1d20+3)[ 10 ]

[User] You suffer  (1d6)[ 1 ]  electricity damage, no save. The creature opens it's mouth and shoots fire at you  (1d6)[ 1 ]  same save.

[User]
 Reflex  - (1d20+1)[ 8 ]

Stupid Entangle!

[User]
 Wee...my turn!

  RTA  - (1d20)[ 20 ]
  Damage  - (2d6)[ 4 ]

Hopefully that will hurt him..(confirmation coming soon)

[User]
 Confirmation  - (1d20)[ 10 ]
  Damage  - (2d6)[ 12 ]

*Crosses Fingers*

[User]
 You hit but fail to confirm. He breathes more fire.

 (1d6)[ 5 ]  electricity damage, no save.
 (1d6)[ 1 ]  fire damage,  DC15 for half.

[User]
 Gah, that drops me to 0, fast healing takes me back up to 1.

Assuming I'm just inside the door, I'll move out the door and close it behind me! 😦

[User]
 You were attacking with Dissolving Spittle right? Please note anything special about your attacks, always. I'm not the one checking the sheets so you shouldn't assume I know if you target touch ac or you do acid damage..

Anyway,  (1d6)[ 1 ]  electricity damage, and he opens the door.

[User]
 😳

Sorry.

I've got the pit one way, what's the other way look like?

(edit) meh...nevermind...if I trip a trap I'm dead...

[User]
 I'll 5ft step away (in the pits direction if possible w/o me falling in, and I'm assuming I'll still be able to see the beast in the doorway.)

Then I'll Dissolving spittle him (hopefully)

  RTA  - (1d20)[ 20 ]
  AcidDamage  - (2d6)[ 9 ]

(edit)

Confirm coming...

[User]
 Confirm  - (1d20)[ 5 ]
  AcidDamage  - (2d6)[ 7 ]

*crosses fingers*

[User]
 You defeat it.. The entangling effect ended last turn btw..

150xp, chainmail.

[User]
 That was intense...I thought I was going to die...AGAIN! 😩

Is it safe to assume that the Chainmail is made for a "small" character? 😁

[User]
 I'll head back into the room, and go toward the other door, check it for traps with my pole, and open it.

(consequently, through which door do I enter the room E1 or A5?)

[User]
 A5..

The hall goes east and west.

East for 20ft and turns south. There is a door at the end, northern side.

West for 60ft. 10ft into the hall there is a split north. 20ft beyond that is a split south. 20ft beyond that, is a split north, and at the end it turns north.

[User]
 I'll keep heading east, checking the floor and walls for traps and tripwires and such...

heading for the door on the north side.

[User]
 You reach the door. The hall goes south 20ft and is T-ing east and west.

Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_
1||||
2||C|C|
3||C|C|
4||C|C|
5||||[/table]
The room contains a large chest with a note attached to it’s latch. There are doors at C5, D2 and D1 north.

[User]
 ...a note...surely to goodness it's not explosive runes at 1st level...

I'll test my way over the the chest with the 10ft pole

... and...*gulp*...read ... the ... note ...

[User]
 “Greater rewards await the patient man, but only a fool waits forever.”

Also, I won't update anymore today.. Have an important exam tomorrow and need to focus..

[User]
 (Good Luck on the exam!)

I'll wait for 1 minute before attempting to open the chest.

(and hopefully find something nice!)

[User] In the chest, you find.. Wait, was that Candlejack? Ah never mind, you fi  1 platinum coin.

[User] White Text...that's just mean 😛

[User] I'll go out the door I came in, and continue heading south, checking for traps, etc. 🙂

[User] You reach the split. It goes 10ft east and ends with a wall, and 10ft west and turns south. As you poke the wall, you feel sudden heat. You suffer  (2d6)[ 6 ]  nonlethal damage and give me a fort save..

[User]
 hrmm...I'm betting that was the spell "sunstroke" (I typically like that spell, but not in this instance!)

  Fort  - (1d20+4)[ 16 ]

[User] Yup.. Save..

[User] I'll wait a few rounds to let Lesser Vigor heal me back up, then continue on West, then south, still poking along.

[User]
 The hall goes south for 10ft and splits in a + intersection.

East it goes 20ft and turns south. At the turn is a door on the eastern side.

West it goes.. Back to the burner room and starting room.

South it goes 10ft and turns west. 5ft into the hall is a large blue note card hanging from the wall.

[User] I'll check up to the notecard, and read it...(why do I feel like that chest set me up for something here...but I'm too curious NOT to read it!)

[User] “Burn Me for Help in Times of Trouble”

[User]
 Hrmm...would be helpful...if I had brought that torch along...😩

I'll go back to the intersection and head east, towards the door on the eastern side...checking as I go, as always.

[User]
 Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||||
4|||1|||
5||||||
6||||||[/table]
There is a door at A-6 west, which you are just outside of, another at E-1 and another at F-4. There is that damn kobold wearing a chain shirt and holding a short sword.
Initiative: (1d20+5)[ 12 ]

[User]
 Initiative  - (1d20+3)[ 11 ]

It's the Kobold of DOOM! 😦

[User]
 It runs towards you, shadows flicker around (grants him 20% miss chance)

His sword splits and he attempts to strike you:

 (1d20+4)[ 10 ]
 (1d20+4)[ 18 ]
 (1d4+4)[ 7 ]  if both hit: + (1d6)[ 4 ]

[User]
 Ack!

5ft step back the way I came and use Dissolving Spittle

Ranged Touch Attack:
  Attack  - (1d20+4)[ 11 ]
  AcidDamage  - (2d6)[ 3 ]

(edit) I'm beginning to hate Dissolving spittle...

[User]
 Miss. That damn kobold dashes back and leaps forward, shadows flicker again (you should really roll that miss chance next time..) and his sword is covered in flames:

 (1d20+4)[ 6 ]
 (1d4+4)[ 6 ]  +   fire damage  - (1d6)[ 6 ]

[User]
 crap...forgot the miss chance.

Another 5ft step back and spit again!

Ranged Touch Attack
  Attack  - (1d20+4)[ 21 ]   -  Miss Chance (High hits)  (1d100)[ 14 ]  (WHY!!!)

  AcidDamage  - (2d6)[ 5 ]

[User]
 LOL!

It dashes back and again forward, shadows flicker.

 (1d20+4)[ 24 ]
 (1d4+4)[ 7 ]  +  (1d6)[ 4 ]  + Fort save DC11 or suffer another 20% miss chance (on top of the normal one)

[User]
 Crit confirm:
 (1d20+4)[ 8 ]
 (1d4+4)[ 6 ]

[User] And I die...yet again...😩

[User] I think that is That Damn Kobold's first kill, at least in my games.. He usually is killed in the first round (before the first round actually, an alarming number of characters killed it before he did  anything )

[User]
 Actually, I think you had him kill me last time too...😩

I ALWAYS die to that Kobold...that's like the 3rd time he's killed me!

[User]
 I should start writing their kills..

Burny Bernie got a lot.. Another one had a nice amount (probably more then 15) Hmm..

You're making new character?

[User]
 Of course...

And honestly...I didn't really care for this character...was kinda "blah" IMHO...

And I think the next character will have more than 6 str. 😁

[User] Was it because you kept missing with your signature move, or because your signature move was something you took from someone else? 😛

[User]
 😛

I just have a hard time coming up with characters that will last...in an arena type environment I'm fine...but in something like this...I'm lacking...😩


[User]
 Any preference for buff rounds or for a map?

I'd like at least to have all-day buffs up.

[User]
 Sure...All Day Buffs...Nothing else though, unless you REALLY want them. 🙂

And I have no preference for maps...whatever floats your boat 🙂

[User] I have another character that I was planning on submitting, but decided against it, if you would rather fight him...so you're in the dark at least some what, but honestly, it makes little difference to me.

[User]
 All-days only then.

Buffs:

 Spoiler
2-day buff: Extended Inertial Armor augmented and overchanneled to provide +25 AC.

All-day buffs:

Scroll of Create Magic Tattoo (UMD autosucceeds due to a potion of Guidance of the Avatar and the Power Greater Skill Knowledge)
Scroll of Superior Resistance (see above)
Potion of Tyche's Touch
Inertial Armor +11 x5
Psionic Mind Blank x5
Share Pain x5
Psionic Endure Elements x5

All powers overchanneled to ML 16.

All overchannel damage healed by application of Body Adjustment.

All spent Power Points recovered by Bestow Power shenanigans.

For the map, how about ol' Columns II?

 {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 | C | C | C | C ||
 11 |||||||||| C
 12 |||||||||| C ||
 13 |
 14 ||| C |
 15 ||| C |||||||||
 16 ||| C | C | C | C | C | C | C | C ||
 17 ||| C | C ||||| C | C ||
 18 |
 19 ||||||||||||
 20 |
 21 ||||||||||||
 22 ||| C | C ||||| C | C ||
 23 ||| C | C ||||| C | C ||
 24 |
 25 |||||||||||[/table]
I propose a ceiling of 30 feet, mysterious lighting approximately equal to an overcast day, and no wind or further conditions. The contestants begin in the top or bottom three rows.

I call the top, in (OO):

 Spoiler
I2

  Initiative  - (1d20+2)[ 13 ]

Edit: I'm fine fighting the new guy too.

[User]
 I'll give the new guy a shot:

All Day Buffs:

 Spoiler
Greater Mage Armor
Binding Buer   BCL  - (1d20+8)[ 11 ]  DC20
Binding Eurynome   BCL  - (1d20+8)[ 11 ]  DC21

  Initiative  - (1d20+7)[ 19 ]

Starting:

 Spoiler
I24

Notes:

 Spoiler
Pacted: Buer

 Spoiler

Buer's Knowledge,Buer's Purity (Immune disease/poison),Delay Disease Poison,Fast Healing 1,Healing Gift,Track

Pacted: Eurynome

 Spoiler

Animal Friend, DR 2/Lawful,Eurynome's Maul,Poison Blood, Water Dancing

Spells:
Level 0 - Silent Image x5
Level 1 - Ray of Clumsiness,Minor Image,Shield,Expeditious Retreat, True Strike,Ray of Clumsiness,Disguise Self
Level 2 - See Invisibility, Ray of Stupidity, Major Image, Ray of Stupidity, Phantasmal Assailants,See Invisibility, Ray of Stupidity
Level 3 - Fly, Dragonskin, Greater Mage Armor-x,Protection from Energy, Minor Image(Heightened),Minor Image(Heightened)
Level 4 - Greater Invisibility,Forceward,Major Image (Heightened), Persistent Image, Major Image (Heightened), Phantasmal Assailants (Heightened)
Level 5 - Feeblemind, Indomitability, Greater Blink, Major Image (Heightened), Silent Image (Heightened)
Level 6 - Lesser Dragonshape, Disintegrate, Major Image (Heightened), Major Image (Heightened)

[User]
 Looks like you're first then.

What are you running for detection modes, in case it comes up? I have nothing special at the moment.

[User]
 (edit)Nothing special atm here either(/edit)

 Round 1

Actions:

 Spoiler
swift Action to cast Lesser Dragonshape on my familiar in J24.

It will then fly the length of the map, looking for my opponent, to K1/L2.

I will cast fly on myself and follow the dragon as far as I can, landing in K13.

A Large Red Dragon flies the length of the map, landing in K1/L2. (Assuming you're not Invisible, he should be able to see you.)

If he sees you, he'll unleash his breath weapon (assuming you're in range).

 Fire    Damage  - (6d10)[ 29 ]   DC 19 Halves.

That should put you up.

[User]
 He sees me in I2. There's a tired looking man with long brown hair and brown eyes, wearing a very heavy cloak and a headband. On his shoulder is perched a fist-sized crystal with strange, spider-like legs made of some kind of jelly. It glows with a soft ruby light. The man has a quarterstaff in hand, and has an extensive array of tattoos. You can see several potions on his belt.

Reflex Saves:

  The Man  - (1d20+13)[ 22 ]
  The Crystal  - (1d20+13)[ 25 ]

The crystal has Improved Evasion.

Knowledge: Arcana to see what I'm up against:  (1d20+19)[ 35 ]

[User]
 You see a Young Red Dragon in front of you.  Not sure how detailed you wanna get. 🙂

(edit)

 Young Red Dragon  🙂

[User]
 Crap...

time before I can use the breath weapon again.
  Rounds  - (1d4)[ 4 ]

[User]
 Didn't realize it was my turn, sorry.

The man 5-steps back to H2, and a rainbow light bursts forth from his forehead. You may attempt a Psicraft check to identify this.

DC 16:

 Spoiler
Synchronicity

Moving unusually quickly, he draws and chugs a container of fluid that seems too large to be a potion, then clenches his hand over a pearl-studded armband that forgot to mention in the last post.

In an instant, he becomes surrounded in a cloudy glob, granting him full concealment.

Also, I can attempt spellcraft checks to identify any given spell or effect. I autosucceed on up to 5th level spell effects. Tell me what I see, and if I need to make any checks.

OO:

 Spoiler
Manifest Twinned Synchronicity. Draw Terran Brandy. Use bead of Karma. Manifest Temporal Acceleration augmented to 19 for 3 rounds' time.

Round 1: Activate Contingent Owl's Wisdom. Manifest Feat leech on Psicrystal for Fortify Power, Overpower, Psionic Meditation, and Extend Power.

Round 2: Regain psionic focus. Manifest twinned Synchronicity. Activate Tattoo of Overload Tattoos. Manifest Psychic Sight.

Round 3: Regain psionic focus. Manifest Twinned Synchronicity, augmented to 3 pp. Manifest Vigor augmented to 20 pp on self and Psicrystal. Manifest Crystal Body.

End Turn.

[User]
 Crap, forgot something.

OO:

 Spoiler
Terran Brandy deals constitution damage, which triggers my Contingent Lesser Restoration.

  Ability Damage Healed  - (1d4)[ 1 ]

Not enough to offset the 2 con damage, unfortunately.

Also, I forgot that he becomes surrounded in a cloudy glob of ectoplasm, which grants him full concealment. I have changed my former description to reflect this.

[User]
 Psicraft  - (1d20+18)[ 34 ]

What does this tell me?

[User]
 The power that created the rainbow was Synchronicity.

The glob is a Greater Concealing Amporpha.

The tattoos are Psionic Tattoos (essentially potions for psionic powers).

The crystal is a Psicrystal. They don't normally glow red like that.

Does he see any magical auras or effects on the dragon?

[User] you see 1 spell...I need a spellcraft check to identify it..😉

[User]
 Spellcraft  - (1d20+19)[ 24 ]

Edit: The DC is 15+spell level, so that covers anything nonepic.

No AoO's, unless you have Thicket of Blades.

[User]
 The Dragon is actually the target of a "Lesser Dragonshape" spell.

(edit) I thought you were stepping 10ft away, but you're 5ft step took you 15ft from the Dragon, so no worries.

[User] It's your turn then, though I may interrupt with with an immediate action. You might want to post it in steps.

[User]
 (edit) You ninja'd a long post with that...so I'm going to unspoiler stuff as I go. (/edit)

Guess it's my Turn.

The Dragon moves up next to you (I1/J2) and attempts a bite.

  Attack  - (1d20+20)[ 40 ]
  Damage  - (2d8+7)[ 17 ]

% Miss (High is hit)  (1d100)[ 88 ]

You see a gnome fly into your vision (assuming you can see out of that mess) and land in F9.

Actions:

 Spoiler
Swift Action to Activate Vestiage MetaMagic  Losing Eurynome for 5 rounds

Casting a Spell: (Spellcraft: DC25)

 Spoiler
Casting Silent Image Heightened with Vestiage MetaMagic and using Earth Spell to make it 10th Level

4 Spheres streak toward your position.

I need 4 Will Saves: DC 30

If success:

 Spoiler
See Fails 😉

If fails:

 Spoiler

Ranged Touch Attack Rolls:
  Attack1  - (1d20+9)[ 20 ]   Miss Chances (high hits)  (1d100)[ 16 ]  -  (1d100)[ 99 ]
  BlugeonDamage1  - (2d6)[ 8 ]
  Attack2  - (1d20+9)[ 18 ]   Miss Chances (high hits)  (1d100)[ 45 ]  -  (1d100)[ 39 ]
  BlugeonDamage2  - (2d6)[ 11 ]
  Attack3  - (1d20+9)[ 10 ]   Miss Chances (high hits)  (1d100)[ 76 ]  -  (1d100)[ 68 ]
  BlugeonDamage3  - (2d6)[ 6 ]
  Attack4  - (1d20+9)[ 18 ]   Miss Chances (high hits)  (1d100)[ 82 ]  -  (1d100)[ 13 ]
  BlugeonDamage4  - (2d6)[ 3 ]
  FireDamage1  - (6d6)[ 23 ]  - If Touch Attack misses, Reflex Halves DC30 For Fire (Ignore Bludgeon)
  FireDamage2  - (6d6)[ 13 ]  - If Touch Attack misses, Reflex Halves DC30 For Fire (Ignore Bludgeon)
  FireDamage3  - (6d6)[ 22 ]  - If Touch Attack misses, Reflex Halves DC30 For Fire (Ignore Bludgeon)
  FireDamage4  - (6d6)[ 17 ]  - If Touch Attack misses, Reflex Halves DC30 For Fire (Ignore Bludgeon)

[User]
 Crit Confirm:
  Confirm  - (1d20+20)[ 31 ]
  Bite  - (2d8+7)[ 21 ]

[User]
 Before the dragon can complete its move (i.e. no movement is completed), I manifest Anticipatory Strike, taking my turn now as an immediate action.

OO:

 Spoiler
Regain Psionic focus. Manifest Twinned Overpowered Energy Stun, overchanneling for +3 ML, triggering Chaotic Surge, and expending a use of all 13 power link crystals.

  Overchannel Damage  - (5d8)[ 30 ]
  Chaotic Surge Effect  - (1d100)[ 9 ]

The rest of my action depends on some OO rolls. New post coming up.

Now that I think about it, doesn't Lesser Dragonshape replace your skills with that of the dragon? I don't think it has all those ranks in Psicraft.

[User]
 Yeah...that was a mistake on my part...
...more than you know...

[User]
 The area around the dragon grows dreadfully cold.

  Cold Damage 1  - (40d6)[ 146 ]  Times 2.
  SR check 1  - (1d20+23)[ 28 ]
  Cold Damage 2  - (40d6)[ 131 ]  Times 2.
  SR check 2  - (1d20+23)[ 31 ]

A fortitude save (DC 36) halves each instance of damage.

If you fail either fortitude save:

 Spoiler
You must make a DC 36 will save for each failed fortitude save.

If you fail the will save:

 Spoiler
You are stunned for one round

Turn may not be over. I want to see if you survive this.

[User]
 Fort  - (1d20+11)[ 29 ]

*crosses Fingers* (not that it matters)

(edit)bah...need another fort save(/edit)

(edit2)Nah, the dragon dies, and reverts to its original form...a hawk(/edit2)

[User] See edit above.

[User]
 Further Actions:

 Spoiler
Manifest Temporal Acceleration for 3 round's time. Use 2 applications of power link crystals.

Round 1: Eaten by Anticipatory Strike

Round 2: Gain a psionic focus. Manifest Psionic True Seeing.

I now have True Seeing. End turn. You may act the rest of your turn now, before it goes back to me.

[User]
 See post 19 above for the rest of my turn.

(Also Note that with true seeing up, you don't need the Will Saves...you notice it's an illusion, so go ahead and check the corresponding spoiler)

[User]
 Spellcraft  - (1d20+19)[ 31 ]  To recognize the spell.

What effects do I see on the gnome? Tell me if I need spellcraft checks to identify anything.

Edit: Concealment defeats the first two, and I dodge the other two.

Edit: Wait, why did you roll for concealment twice? Is that Blind-Fight? Or Murky-Eyed?

[User]
 Greater Mage armor is the only thing you see on the gnome.

Your spellcraft check tells you it's a silent Image.

[User]
 See my above edited-in questions.

Is this the end of your turn?

[User]
 Murky-Eyed.

If the touch-Attacks miss, you need to make reflex saves for the fire damage. (Fire damages you regardless of hit or miss)

(edit) and yes, that ends my turn.

[User]
 Reflex Save 1  - (1d20+21)[ 31 ]
  Reflex Save 2  - (1d20+20)[ 29 ]
  Reflex Save 3  - (1d20+19)[ 35 ]
  Reflex Save 4  - (1d20+18)[ 32 ]

[User] It deals the damage in a 40ft radius spread from your square...(just FYI...which is why you needed the rolls)

[User]
 Damage noted.

Actions:

 Spoiler
Regain Psionic focus. Manifest Power Resistance, overchanneled to ML 23.

  Overchannel Damage  - (5d8)[ 22 ]

You see your opponent just kind of concentrate for a while.

[User]
 Oh, sorry. The crystal has to make saves then.

  Reflex Save 1  - (1d20+21)[ 40 ]
  Reflex Save 2  - (1d20+20)[ 35 ]
  Reflex Save 3  - (1d20+19)[ 20 ]
  Reflex Save 4  - (1d20+18)[ 21 ]

OO:

 Spoiler
Of course I forgot the concentration check to hide the displays.

  Concentration  - (1d20+19)[ 27 ]

Edit: Okay, new damage noted. See above for what you see of my actions.

End Turn.

[User] You still hanging around H2?

[User] Yes, H2, on the ground.

[User]
 Alright, I fly east, and you lose LoS of my as I round K8 and head south.

 Spoiler
I'll land in K11 with my feet on the ground

Any immediate actions I should be aware of up to this point?

[User]
 Hold on a second, how are you flying if you're a gnome and you have no magic up except for Greater Mage Armor?

I might have an immediate. I want to make sure I know what you are though. I have True Seeing, and I can identify any spell, power, or even magic item with a spellcraft or psicraft check.

While I'm at it:

  Knowledge Arcana  - (1d20+19)[ 30 ]
  Knowledge Religion  - (1d20+13)[ 33 ]
  Knowledge The Planes  - (1d20+19)[ 20 ]

[User] Oh, yeah..I have fly...forgot about that...😳

[User]
 Alright. I was just afraid you were something completely different with wings or something like that.

I'll use Anticipatory Strike, then.

OO:

 Spoiler
Regain psionic focus. Twinned Synchronicity, followed by Ego Whip, augmented and overchanneled to 47 for 12d4 charisma damage.

  Overchannel Damage  - (1d8)[ 1 ]
  Chaotic Surge Effect  - (1d100)[ 42 ]

Further rolls to come.

[User]
 You take half of  (12d4)[ 25 ]  charisma damage.

You can halve it again with a successful will save, DC 41. You are dazed for one round if you fail the save.

Turn is not over.

[User]
 WillSave  - (1d20+18)[ 22 ]

Nat 20 or I'm done.

[User]
 Ah well...

I'm finding it very hard to deal with Psions and Anticipatory Strike...😩

I guess if you can't beat them, you should probably join them...right? 🤨

Nice Match though...I thought for a moment I might have had you...but looking back, you used Temporal Acceleration to negate the stun from Anticipatory Strike...very nice!


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.
Map:
 Spoiler
{table]|A_|B_|C_
1|||
2||T|
3|||
4|||[/table]

There is a door at C-4, south side.

DM notes:
 Spoiler
 Sheet.

[User]
 Spoiler

I kind of feel like Piglet- O ddddear.  And I apologize for not putting my name on the sheet.  I'll make sure to do that for the rest of my sheets if need be

Tomis takes a moment to activate spiderwalk (24 hr spider climb).  He will then cautiously approach the door and search for any traps (taking 20 for the search, for a 27 result).

[User] You don't find anything out of the ordinary.

[User] Tomis will open the door and peer put into the unknown

[User]
 It is dark. You are likely to be eaten by a Grue.

You see an unlit hallway running to the east and south. Without a light source, it's impossible to determine more.

[User]
 Tomis will then take out one of his sunrods and activates it so he can see.

Afterwards tomis will venture forth, southward, continuing to search for traps along the way (again taking 20 for 27 result).

[User]
 Activating the sunrod reveals the following:

 To the south, the hall runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.

To the east, it runs beyond the range of your light. After ten feet, it splits to the north and south. After thirty feet, there is a door on the north side of the hall. After sixty feet, it splits to the north and south.

Note that all distances are relative to your current position, which is presumed to be in the doorway at the moment.

--

How far south do you want to search? Mind that taking 20 on each square will take at least 2 minutes (more if you intend to search the walls too) and that adds up pretty quick. I hope you brought refreshments.

[User]
 (ooc:  damn, I knew I should've used skill focus search, oh well).

I'll just take my chances w/ a search roll then considering he didn't ( (1d20+7)[ 21 ] ).  Tomis will travel to the end of the hallway going south, barring any obstacles of course.

(ooc:  does the tee mark the end of the hall way, or does the hallway just going east do that)

[User]
 The hallway continues south for another ten feet beyond the split to the east, ending in a T to the east and west.

Did you want to move to the split or the T with that in mind?

[User] He'll still move to the T.

[User]
 As you pass the split to the east, you see that it runs for ten feet before turning north.

At the T, you see that the hall continues west for ten feet before turning south, or east for forty feet before turning north. After thirty-five feet, there is a door on the north side of the hall. A large bullseye is painted on the floor outside the door.

[User]
 (ooc:  curiosity killed the warlock).

The bullseye pique's the halfling's curiosity.  He cautiously approaches, still searching for any traps along the way (let me know if I need another search check), stopping just short of the bullseye.

[User] You'll need a search check if you want to search the bullseye, yeah. Unless you want to take 10/20.

[User] another search rollthen :   (1d20+7)[ 18 ]

[User] You don't find anything fishy with the bullseye.

[User] Still suspcious of the bullseye, Tomis decides to try the wall next to the door, clinging to it as a spider would.  From there he attempts to open the door next to the bull'seye.

[User]
 Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4||||B|H[/table]
There is a door at A-2, another at E-4, south side, which you are just outside of, and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.

Initiative:  (1d20+2)[ 17 ]

[User] Initiative:   (1d20+4)[ 7 ]

[User] The beast disappears. The man 5-ft steps to the north and casts a spell in your direction. A wave of color washes over you. Will save.

[User] Will save:   (1d20+2)[ 18 ]

[User] You pass.  text.

[User]
 If he can use his blast while on the ceiling he'll walk up there and attack the man from there.  If not, I suppose he'll just take his chances and take aim at the man at his current position.

attack (1d20+5)[ 20 ]
damage (1d6)[ 5 ]

[User]
 The highest elevation you could reach him from is +10, and he would have cover from the attack there.

Did you want to climb the wall before firing?

[User] He'd like to go ahead and climb higher as he enters the room before blasting if he can.  Otherwise, he'll climb as high as possible w/o losing sight of the man.

[User] ooc bump...

[User] He's right inside the doorway. You can't move past him to crawl up the inside. If you crawl up the hallway walls, you'll give him cover from your attack. Is that what you want to do, and if so, how high do you want to crawl?

[User]
 (ooc:  I get it now, I guess I'm just slow).

In which case he will crawl up to the top of the wall where it meets the ceiling, but will not crawl onto the ceiling itself.


[User]
 Arena Tournament, Round 30:  Drago Irakwa  vs.  Taleron
 Map

 Spoiler

 XP Award:  600 XP
 GP Award:  600 GP

 Drago Irakwa - Kyeudo
 Taleron - Bigmac
 All combatants, please roll initiative.

[User]
 This looks to be a tough fight. A pair of brawlers with ridiculous health going at it with weapons dealing ridiculous amounts of damage. What more could you ask?

Well, to start off, I think I'll purchase a Potion of Invisibility and leave it at that.

Inititive:  (1d20-3)[ 0 ]

I'll start in B10, carrying my shield and a potion flask. I'm not bringing my horse into this fight. I should mention my large purple tail as well, I think.

Soulmelds Shaped:

 Spoiler

Dissolving Spittle (Expanded Soulmeld Capacity)
Rageclaws
Wormtail Belt (Bound to Totem Chakra)
Kruthik Claws

[User]
 init  - (1d20-4)[ 5 ]

<sigh>  Do you REALLY want to do the invisiable thing?  I can buy more invis potions than you can if you really want to play it that way.

My purchases will depend on your response.

[User] If you want to buy some yourself, I'll just swap my soulmelds around a little. Besides, I only need the one for what I intend.

[User]
 ok, well, I'll need a bit to see what I want to buy.  I should finish buying stuff tonight though.

Well, I decided to go shopping.  i bought:
Tripel weapon capsule retainer
quickspark
quickfrost
quickflame
potion of blindsight
martial script of emerald razor
ranseur
armor spikes
antitoxin
potion of resist energy acid
potion of beastland ferocity

Yep, that should about do it.  😁

[User]
 Taleron round 1

Taleron starts in B10 with a loaded sling in one hand and a potion in the other.  He moves to G10 where he fires a sling bullet at Drago.  He then drops the sling as a free action.

  attack  - (1d20+2)[ 5 ]  (+2 BAB, +2 Dex, -2 range)
  damage  - (1d4+6)[ 8 ]

Stats:

 Spoiler

He will enter stance of clarity as a swift action.  Holding a vial of antitoxin in his hand.

HP 22
AC 19
Effects: Stance of Clarity

[User]
 Wow. Lotta stuff you bought there. I think I'm gonna change up my Soulmeld distribution a bit, since my origional idea is now crap. Still keeping the potion. It should come in handy in a later match.

As a side note, we realy should put up some clarification on how, when, and what a player can change their starting status based around.

New Soulmeld Selection:

 Spoiler

Dissolving Spittle
Yrthak Mask (Bound to Totem Chakra and Expanded Soulmeld Capacity)
Shedu Crown
Rageclaws

This is going to be a very interesting match. I've decided to nix the shield and potion start. Instead, I'll start with my longspear out and instead of a big purple tail, I have a yellow crocodile mask with a rhinocerous horn and a gold crown on my head. Totemists are freak shows.

Now that that's settled, you should change your actions because 1) I may have just invalidated that potion you're holding, 2) You're on the wrong side of the arena, and 3) G10 is a water square and I don't think you meant to be swimming.

[User]
 Well, yeah, there goes 600gp.  oh well, I'll probably need it later as well.  Now I know what it feels like to fight a cleric with such a wide selection of options, it's hard to know what to prepare for.  But I probably would have bought the same stuff based off your previous matches.

I'll redo my 1st round action. Taleron is in Y10.

oh yeah, forgot my readied manuevers

 Spoiler

steely strike
wolf fang strike
charging minotuar

[User]
 Taleron

Taleron starts with a script in one hand and a potion in the other.  He reads the script and moves to T14 (yeah I want to be swimming).  For now he will stay below the water.

Stats:

 Spoiler

He will enter stance of clarity as a swift action. Holding a potion of beastland feriocity.  He's trained his weapon focus to his ranseur, as well as added the triple weapon capsule to it.

HP 22
AC 19
Effects: Stance of Clarity
Read Martial script of emerald razor

[User]
 Drago

Already with the unexpected tactics? Can you make the Swim check with your Armor Check Penalty?

Drago will use a swift action to allocate Essentia, move to I12, and fire a beam of sound from my Yrthak Mask.

Ranged Touch Attack:  (1d20+4)[ 22 ]
Sonic Damage:  (3d6)[ 10 ]

Stats:

 Spoiler

Hp: 17/17
AC: 17 (+3 Dex, +4 Armor)
Location: I12

 Essentia Allocation
Dissolving Spittle: 0
Yrthak Mask: 3
Shedu Crown: 1
Rageclaws: 1

[User]
 Yikes!  Good thing I'm swimming below the surface, which gives me total cover from attacks on land.

Just in case, here's the paragraph from the SRD with the important parts bolded:

 Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Landbound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water.  A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls  (which are treated like any other effects) and fire effects.

As far as the swimming thing, Taleron is a water orc, and thus has the following characteristic:

 Natural Swimmers: Members of water races have a swim speed equal to their base land speed. (If the creature already has a swim speed, it improves by 10 feet.) A water creature can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A water creature can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

And, since I can run through the water, I can also charge through it.
Taleron will drop his potion in T14 as a free action and then initiate his Charging Minotuar Maneuver.  He moves to I12 while drawing his ranseur.  He doesn't provoke AoOs and when he gets to you he makes a bull rush attempt.  If his check is higher, he does damage and you move back 5ft + 5ft for every 5points difference between the rolls.

  Bullrush  - (1d20+8)[ 10 ]  (+6str, +2 charge)
  damage  - (2d6+9)[ 17 ]

Stats:

 Spoiler

HP 22
AC 17
Effects: Stance of Clarity
Read Martial script of emerald razor
Martial Maneuvers Used: Charging Minotuar

[User]
 Drago

I see. Oh well, I can do that again in another round.

You remember that gold crown on my head? It's a Shedu Crown, and gives me immunity to bull rush. The longspear was a ploy to get you to attack using Charging Minotaur, rather than a traditional charge. I think that leaves you in J12.

Looks like it's time to gamble. Swift action to reallocate my Essentia, then ready an action.

 Spoiler

If he attacks me with the Ransuer (not with armor spikes), I'll 5 foot step away from him and use my Dissolving Spittle on him.

Stats:

 Spoiler

Hp: 17/17
AC: 17 (+3 Dex, +4 Armor)
Location: I12

 Essentia Allocation
Dissolving Spittle: 1
Yrthak Mask: 3
Shedu Crown: 0
Rageclaws: 1

[User]
 Hmmm, ready action.  I've been thinking about this reading face off scenario since Bluemoon vs Kaldar and I have an idea I want to try.  Let's see if it works.

Taleron is going to initiate his wolf fang strike.  He'll attack with his armor spikes first.  If you 5ft step out of the way, then he'll attack next with his ranseur.  If you stay where you are he will drop his ranseur as a free action and take the second attack with his armor spikes.  (I think I can do this, but I'm not entirely sure.  Since a free action can be taken at any point, I'm pretty sure it can be done between the attacks even though the maneuver is one standard action).  I'm actually willing to defer to your judgement on this one (you can self ref if you want.  I trust you're impartial).

After the wolf fang strike, if he does drop his ranseur, he will pick it up as a move action.  That provokes an AoO, but I don't think you can take it.

Let me know how you see this playing out and I'll make the appropreate rolls.

[User]
 Originally Posted by Bigmac
 Taleron is going to initiate his wolf fang strike.  He'll attack with his armor spikes first.  If you 5ft step out of the way, then he'll attack next with his ranseur.  If you stay where you are he will drop his ranseur as a free action and take the second attack with his armor spikes.  (I think I can do this, but I'm not entirely sure.  Since a free action can be taken at any point, I'm pretty sure it can be done between the attacks even though the maneuver is one standard action).  I'm actually willing to defer to your judgement on this one (you can self ref if you want.  I trust you're impartial).

After the wolf fang strike, if he does drop his ranseur, he will pick it up as a move action.  That provokes an AoO, but I don't think you can take it.

I think the whole thing is legal, and since you didn't do what I expected, you get two armor spike attacks and I can't take that AoE. Oh well. Life's fun like that.

[User]
 Attack1
  attack  - (1d20+6)[ 9 ]
  damage  - (1d6+6)[ 8 ]

Attack 2
  attack  - (1d20+6)[ 14 ]
  damage  - (1d6+6)[ 9 ]

That should be the end of my turn.

[User]
 Drago

I survived that without a scratch?!? How'd you miss me?

In that case, time for a point blank sonic bolt. No AoOs for you, though.

Ranged Touch Attack:  (1d20+4)[ 22 ]
Damage: (3d6)[ 9 ]

Stats:

 Spoiler

Hp: 17/17
AC: 17 (+3 Dex, +4 Armor)
Location: I12

 Essentia Allocation
Dissolving Spittle: 1
Yrthak Mask: 3
Shedu Crown: 0
Rageclaws: 1

[User]
 how does a ranged attack in melee NOT provoke AoOs?  Do you automaticlly manafest defensivly or something?  I don't have Incarnium, so if you can quote me or PM me the place where it says that I'd apprceate it.

 I survived that without a scratch?!? How'd you miss me?

Because I rolled 3s and 8

Here's hoping that's about to change.

Taleron 5ft steps to K12 and attacks with his steely strike maneuver.  He'll also activate his weapon capsule as a swift action, using all 3 quickvials.  He also expends his concentration as a free action to use psionic weapon.

  attack  - (1d20+13)[ 25 ]
  damage  - (2d4+9)[ 13 ]
  psionicweapon  - (2d6)[ 11 ]
  spark  - (1d6)[ 3 ]
  flame  - (1d6)[ 4 ]
  frost  - (1d6)[ 4 ]

Wow, 35 points of damage.  Are you still standing?

Stats:

 Spoiler

HP 13
AC 19
Effects: Stance of Clarity
Read Martial script of emerald razor
Martial Maneuvers Used: Charging Minotuar, Wolf Fang Strike

[User]
 Can I say ouch? That took me from full to -18 in one shot.

As for the no AoO, using a supernatural ability doesn't provoke AoOs unless it says it does.

[User] Ahh, so how come your acid spit provokes but your mask doesn't?  Can I just offically say Incarnium is confusing?  I need to get that book.  😁

[User] The Dissolving Spittle soulmeld says it provokes AoOs. That's why.

[User]
 High Ref Paladin Latham
 Taleron is declared the winner and gets his loots.


[User] diregard.  Double post.


[User]
 Welcome to the hordes of Evil! I will be your resident  player killer   Dungeon Master  for this campaign!

You were brought together for a purpose. THe evil lords have combined their power and are working towards a common goal. The ruling of all the known world!

Each as a servant of a seperate lord, your group was forged together as one. An elite group, sent on missions of utmost importance. Without you, there can be no success. The leaders car not how the job is done, so long as it is done. Killing each other is not acceptable.

Your band of Evilness finally arrives at the destination. The mouth of a particularly boring looking cave. It is difficult to believe this cave could hold one of the most important artifacts to the evil campaigns. You have all been informed that it is an orb of some kind. Appearing to be made of glass, it contains an eternal flame. This is one of many artifacts required by the lords, and is your first assignment.

The mouth of the cave is dark, and cannot be penetrated by ordinary vision. It seems to be a natural formation, but you know otherwise. Stories of terrible creatures that reside here, and the informant who told you of the fanatical cult who guard the orb itself. All these will have to be dealt with to achieve your goal.

[User] Sn'ikt shambles forward to the mouth of the cave and raises his nose, sniffing the air coming out of it. He turns to the group with a wide grin:  "A beautiful place to spread my most excellent diseases!"  he says with an insane chuckle.  "Let's not wait-wait!"


[User]
 You stand in a large, ornate church. Two men in battered guard uniforms guard side doors to the north. Doors to the south lead to support rooms to the church. The larger, more ornate doors to the west had already been locked and secured, and two more guards stand at that door, piling chairs and anything not secured down in front of the door.

About thirty survivors mill about, some looking scared, some carrying weapons, some trying to be brave. Four or five lay on the ground, their face a pale shade of green. You could tell they were near death.

One guard, in slightly better armor than the rest comes walking down from the chapelcroft. He looks tired and weary.  He looks around. " Does anybody have any fighting exper- ".

His sentance is cut short when the doors to the north fall down. Four zombies stumble over themselves, overwhelming one guard instantly. The other guard slashes at the zombies until one of them trip him, dragging him down.

Several people scream, a child begins to cry, and two more zombies appear near the door, and began to moan. You hear shuffling feet in the north alley, and scratches coming from the door in the front indicate the presence of more zombies.

(Alright, that's the fluff, here's the crunch. The church is 70 feet, east to west, and 30 feet north to south. The benches face east, and provide 50 percent cover if you crouch behind them, but only to the east and west, and people with a higher vantage point negate bonuses to AC against ranged attacks.

Right now, 6 zombies are in line of sight. You are scattered about the room, and should all be able to reach the zombies within one round. Roll initiative.)

[User]
 (1d20+3)[ 21 ]

If I can, I move within 10' of two zombies while drawing my chain and attempt to steel wind strike both:

Attack:  (1d20+4)[ 22 ]
Damage:  (2d4+4)[ 10 ]

Attack2:  (1d20+4)[ 18 ]
Damage2:  (2d4+4)[ 10 ]
 "Not even a chance to get a drink today." Gerard murmurs as he places his hand upon his chain. "You rotting bags, I'm gonna put you in the graves you're leavin' empty! They were my sparring buddies!"

I shotgun indigo as my color.

If a zombie approaches me I will take my AoO.

Attack:  (1d20+4)[ 10 ]
Damage:  (2d4+4)[ 8 ]

[User] Int  (1d20+4)[ 11 ]

[User]
 Bah, and i was just getting comfortable!  Aran says, standing and drawing his scimitar. He moves towards one of the zombies (preferable so that i can attack him, and i'm threated only by the one zombie), and swings his sword.

Initiative:  (1d20+2)[ 22 ]
Attack:  (1d20+1)[ 14 ]
Damage:  (1d6+1)[ 5 ]

(i'm taking  dark orange  as my color)

[User]
 (on my turn)

 Hrrmph, scum.  Eldon dashes towards the zombies, weapons at ready.

RAPIER
Attack
 (1d20-1)[ 18 ]

Damage
 (1d6)[ 5 ]

SICKLE
Attack
 (1d20-1)[ 15 ]

(I call  Silver )

Damage
 (1d4)[ 4 ]

[User] (oops just attack with rapier. thanks😁 )

[User]
 (sorry for frequent post, mythweaver engine anomaly char sheet fixed, I need to redo rolls.)  (not full attack)

Rapier
Attack
 (1d20+2)[ 6 ]

Damage
 (1d6+2)[ 8 ]

[User]
 Initiative:  (1d20+3)[ 10 ]

Woz is not amused by zombies.  Men are reasonable, they can be bribed or intimidated.  But zombies just like to bash things, making life difficult for everyone.

With a resigned sigh, Woz shouts to the frightened townspeople  "Why don't you make yourselves useful and KILL SOMETHING!"  He then sprints for the nearest bench and dives behind it.

Pulling his mandolin from his back, Woz begins the age old custom of musicians everywhere:  tuning .  His fingers seem to tremble a bit.  😦

[User] (somebody say something!!!!)

[User]
 Originally Posted by Amras Seer
 (somebody say something!!!!)

((Everyone's gone, were waiting for Halna))

[User]
 Initiative Order:

 Spoiler

Aran
Gerard
Mugma
Zombie #1
Zombie #2
Eldon
Zombie #3
Woz
Zombie #4

Your bladed weapons have little effect on the zombies. Zombie #1 is dropped in the first round of combat, hit by Aran's chain. Zombie #2 stands up, to be hit by Eldon's blade. Zombie #3 continues to maul the man on the ground.

 Next in initiative:  Woz.

OOC: Can you guys post in initiative order? It makes my job a lot easier, not having to go through all those posts at once.

[User]
 His tuning finished, Woz launches into a heartfelt rendition of "Onward Bold Adventurers".  The harmonious strains  Inspire Courage * in all those that hear it.  Peeking over the table, Woz takes a deep breath and sheathes his mandolin.

 Spoiler
 Inspire Courage:  +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.

[User]
 Zombie #4, having killed the man on the ground, clumsily stands up.

 Next in Initiative:  Aran

[User]
 Aran continues to slash with his scimitar at the zombies.

attack:  (1d20+2)[ 8 ]
damage:  (1d6+2)[ 6 ]

[User]
 Aran's swords bounce of the zombie, having no effect.

 Next in initiative : Gerard

[User]
 Letting out a bellow that echos around the room, Voth charges the closest zombie and unleashes a punch aimed at the torso.

 Spoiler
 I'm charging the zombie that occupies A7. First roll to hit:  (1d20+4)[ 17 ]

[User]
 Following Voth's Strike, Gerrard takes a tactical stumble back and attempts to hammer the zombie into an awkward defense.

 Spoiler
A five foot step away from the action but still within reach, and a leading the attack strike.

Attack:  (1d20+4)[ 15 ]
Damage:  (2d4+4)[ 9 ]

If it hits, any attacks on the zombie get +4 until my next turn.

Assuming a covering stance, filled with swaying and a smile, Gerard readies to make sure the cadaverous foes don't move easily.

 Spoiler
If they provoke an attack of opportunity from me I will make a trip attempt with my chain.

Touch Attack:  (1d20+4)[ 10 ]
Strength Check:  (1d20+7)[ 18 ]

[User] Bad post (did not roll right)

[User]
 Rapier
Attack: (1d20+4)[ 16 ]
Damage: (1d6+4)[ 6 ]

Sickle
Attack: (1d20+4)[ 23 ]
Damage: (1d4+4)[ 5 ]

Sneak Attack
 (1d6)[ 5 ]

[User]
 Voth, you hit. Now what?

Gerard's chain drops Zombie #2, ripping off it's foot instead of tripping it. Zombie #2 lays on the ground and twitches.

Eldon's attacks drop Zombie #3, killing it and splattering coagulated blood all over.

Zombie #4 moves closer to Eldon, taking it's time and dragging it's feet.

OOC: Guys, remember to add Woz's musical effect to your attack and damage.
Also, post once per round, at any time. I'll compile them at the end of the round and post the results there.

[User] Aran drops his scimitar and draws his club.

[User]
 Spoiler
 Wops would help if I posted damage... (1d6+2)[ 7 ]  +1 from Woz music so 8 total

((Assuming the zombie is now dead... err redead...)) In one fluid motion, Voth turns and rushes the remaining zombie, bringing his fist back and slamming it into the zombie's rotting body with bone crushing force.

 Spoiler
Attack:[roll]1d20+5[/roll] +2 for the charge, +2 for my base attack and +1 from Moz.
Damage:[roll]1d6+3[/roll]

[User] Voth, reroll. Your rolls did not roll well.

[User]
 Spoiler
 (1d20+5)[ 9 ]   (1d6+3)[ 5 ]

[User]
 Update delayed. We need:

Amras Seer
Fusecase
piperx

to post.

[User]
 (Oops, Sorry there Halna)

 "Great, music. Now I'll get to enjoy my drink after this."  Gerard says as he draws out a massive iron jug, and with a slosh he steps forward and pounds whats left of the last zombie.

 Spoiler
Attack Roll:  (1d20+5)[ 14 ]
Damage Roll:  (1d10+4)[ 9 ]

[User]
 As the last zombie falls over and dies, the moans seem to subside a bit, and the air grows a bit warmer.

The civilians come out of their hiding places.

What do you do now?

[User] "Greetings, citizens!  Do not fear, for we have put an end to this zombie menace once and for all.  Speaking of which, um, how exactly did they come to be here?"

[User] They glance around at each other. One cautiously approaches you. " Plauge. " He points to the citizens lying on the ground. " Seems to be transferred by bite. We might wanna leave. "

[User]
 Voth

Standing above the now destoryed  corpses that were once living things. Voth turns to the survivors and the group.
 "I believe we should be going now. It is not certain when more will come."  Voth slowly turns to face the survivors.  "Is there any place we can take you that is safe?"

[User] The man laughs dryly. " Outside the city. Only three miles away. "

[User]
 Voth
 "If you are fit to travel, I believe we should make haste at once."  Turning to the others, Voth continues to talk in a deep voice.  "Shall any of you accompany us on our journey?"

[User] After a long gulp, "Sure, lets take these things out. Worst case scenario, we die fightin'."

[User] I'm in. nothing better to do.  Aran answers, picking up his scimitar.  Besides, i want these zombies gone.

[User] A few of them shrug, and pick up their meager belongings. The man looks around, and then looks back at you. " I guess we're following you. Lead the way. "

[User]
 Voth

Gathering up all the survivors, Voth begins to lead them towards the door leading outside of the church. Pausing as he reaches the door, Voth turns around and awaits the others.

[User] Eldon in the last moments of the battle began to stare at the vllagefolk, plagye ridden and hungry, and realize that this journey would claim they're lives....one way or another.   "Where shall we go, to another zombie infested church, through dead landprodded like cattle by our fear of zombies, we are doomed, you know thiss of marsh, shall we all trudge wearily and tired."

[User]
 Do you mean the main door?
I need you to make a listen check.

[User]
 Valzoa

Listening for anything out of place before opening the main door, Valzoa motions for the others to wait.

 Spoiler
 Listen Roll: (1d20+5)[ 19 ]

[User]
 "Meh, If we be going anywhere I'd best be gettin' me some sleep."  with that Eldon grabs his bedroll, and shakes it a bit, then lies down.

OOC:(please if I am doing anything wrong point it out.)

[User]
 Voth:You hear many, many groans and moans outside the door. You can only assume it's zombies.

Amras: OOC: The group is going to be leaving in a minute, so it would be a good idea to put the bedroll away. Just saying.

[User] Post Invalid

[User] OOC: AS, you didn't hear the zombies since you didn't make a listen check, therefore you don't know that any zombies are out there since Voth hasn't announced anything yet.


[User]
 Arena Tournament, Round 29:  Zaknefien  vs.  Chile I
 Map:
 Spoiler

Extra notes: Houses are on average 20 feet high (just use that average figure all over the house), hay piles are up to 10 feet high against the walls. And, I don't care whether you're immune to  sanctuary  effects, you are not immune to the arena's  sanctuary  effect. Creatures summoned during the 1st round are also affected by the  sanctuary  effect.

 XP Award:  300 XP
 GP Award:  300 GP

 Deathslayer7 - Zaknefien
 chilepepper - Chili I
 All Combatants, please roll initiative.

[User]
 Originally Posted by ArenaManager
    Arena Tournament, Round 29:  Zaknefien  vs.  Gildean

For tonights show, the part of Gildean will be played by Chile I.

[User] Initiative -  (1d20+5)[ 9 ]

[User] Heh.  Thats what I get for cut & pasting.

[User]
 High Ref Paladin Latham

Zaknefien is disqualified for inactivity.

 Chile I is declared the victor and recieves 300xp and 300gp.

[User] "My foot fell asleep." Chile says as he gets up and limps off the arena grounds.


[User]
 Arena Tournament, Round 26:  Roberts  vs.  Kyre
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Mavian - Roberts
 Lord Sarthax - Kyre "the terrible"
 All Combatants, please roll initiative.

[User] Well, I don't plan on buying anything, but I'll wait to roll initiative until your done your shopping.

[User] ok, i just had oral surgery so im still recovering. will post purchases if any in a few hours.

[User]
 purchase
scroll of shield

(i am kind of new to this kind of coding. can some one help me out a bit?

[User]
 Initiate Ref Talic

To spoiler text, type the following, except replace { and } with [ and ].

{spoiler}
Text goes here.
{/spoiler}

EDIT:
To roll, type the following, except replace { and } with [ and ].
{roll}1d20+4{/roll}

The above would be for 1d20+4.  the numbers inside can be changed to anything you need, for example:
{roll}1d4+1{/roll} - Magic Missile
{roll}2d6+6{/roll} - damage for a greatsword if you're medium size and STR 18.

[User]
 Still not purchasing anything.

Starting in A14 with my Rapier in one hands, and my hand crossbow in the other.  Wearing Sharkskin Armor, and wrap-around sunglasses.

Initiative:  (1d20+1)[ 3 ]

[User]
 ok thanks

initiative  (1d20+2)[ 12 ]

[User]
 Ok i start out at Z14 carrying my light crossbow in one hand and my scroll of shield in the other.

i use the scroll and then drop it on the ground. i then cast resistance.

stats for ref

 Spoiler
hp: 6
ac: 19 (+2 dex, +7 shield)
buffs: shield 1/10, resistance 1/10
saves: fort +3, ref +3 (+6 against aoe), will +3
spells prepared: 1- mage armor, fist of stone, lesser orb of acid. 0- mage hand, ray of frost,  resistance

[User]
 "Arr there matey.  Reciting a Scroll and Casting resistance both be actions of the standard type.   Ye not be being allowed to do both at the same time.  Ye be having to choose between them."

The Dread Pirate Roberts - Round 1.

Double Move to M14.

End of Turn.

Stats for Refs:

 Spoiler

HP:  10 /10
AC: 18, Touch: 15, Flatfooted: 13,
Bolts: 50

[User]
 High Ref Morbius

Mavian said it all sarthax, you can only take one standard action each round. You have two options, to use the scroll or to drop something and then cast resistance as you need a free hand to cast.

Also you don't need to tell you opponent what you are casting😁

[User]
 for ref

 Spoiler
dont cast resistance

[User]
 my turn

i move to T14

for ref

 Spoiler
 i ready an action to shoot with my light crossbow as soon as Roberts gets in range. as a free action i position the shield to my right protecting me from attacks coming from that side of my body

stats for refs

 Spoiler
 current position:t14
hp: 6
ac: 19 (+2 dex, +7 shield)
buffs: shield 2/10,
saves: fort +2, ref +2 (+5 against aoe), will +2
spells prepared: 1- mage armor, fist of stone, lesser orb of acid. 0- mage hand, ray of frost, resistance

[User]
 Roberts - Round 2.

Double move from M14 to S14.

End of Turn

Stats for Refs

 Spoiler

HP: 10/10
AC: 18, Touch: 15, Flatfooted: 13,
Bolts: 50

[User]
 ok mavian, i had a readied action to shoot at you as soon as you got into range. that would of been when you about when you passed through N16 or O15, i think its up to the ref where i shot at you or depending on how you got to S14 that would be how i attacked you. so i think i should wait for the ref on this one. but where ever it was, i attacked you with my light crossbow so here is the attack roll on it.  (1d20+2)[ 14 ]

please make me a sharp shooter 😁

[User]
 "Aye lad, ye fired a bolt at me,, but you be missing due to my armor of shark scales, so its not really mattering where I was when the bolt was loosed"

Also I'm a head ref, so if you have any questions that don't relate to spoilered information, I can fill you in.  It's also now your turn.  I'm in S14, and your in T14.

[User] im not entirely sure about readied actions, do i get a full turn now or just a move action?

[User] Due to the fact that it happened in the same round that you readied the action, you get a full round of actions this turn.

[User]
 free action: move shield to defend the front part of my body.
standard action: cast lesser orb of acid at Roberts, giving him an AoO.
ranged touch attack roll  (1d20+2)[ 9 ]
damage if hit  (1d8)[ 4 ]

 Spoiler
location: T14
hp: 6
ac: 19 (+2 dex, +7 shield)
buffs: shield 1/10,
saves: fort +2, ref +2 (+5 against aoe), will +2
spells prepared: 1- mage armor, fist of stone,  lesser orb of acid.  0- mage hand, ray of frost, resistance

[User]
 "Silly Mage, Ye be unable to spit from the shore and hit the sea, yet you expect to be able to lay a hand me whilst I have the protection of his Noodly Appendage?"

Rapier Attack  (1d20)[ 17 ]
Rapier Damage  (1d6-1)[ 5 ]

You still have a move action left.

[User] i am good as is. yoour turn

[User]
 Roberts - Round 3.
 Move Action : I'm going to use  Improved Feint .  Bluff Check  (1d20+6)[ 23 ]
Which requires an opposed Sense Motive From You.  *Edit: I don't believe you can beat that, which means you should be denied your dex bonus.

 Standard Action:   Stick my Hand Crossbow into your gut and pull the trigger.  This doesn't trigger an AoO due to my  Versatile Combatant  feat.

 Attack Roll :  (1d20+7)[ 18 ]  If you fall for my feint, this against your flatfooted ac.

 Damage :  (1d4)[ 4 ]

End of Turn: Although, that should be game, set, and match

Stats for Refs:

 Spoiler

HP: 10/10
AC: 18, Touch: 15, Flatfooted: 13,
Bolts: 50

[User] Though your rapier struck at the speed of wit, it did not pierce your foe.  He still lives.  Though he does have a gut wound...

[User]
 That doesn't make sense.

He's got a listed dex bonus of +2, and he cast shield, for an other +4 bonus.  So  that equals 16.  I don't see anything else on his sheet or in his actions thus far that would increase it past that, so how does a 17 miss?

[User]
 GM Kyeudo

Lord sarthax, how do you have a +7 shield bonus? That doesn't seem possible for this level of play, and all I see is a  shield  spell that you cast.

[User] well i guess i must of been looking at the wrong rules for sheild, i think i have an outdated spell so i thought it was +7 because of what it said on my outdated spell. so i think he won. oh well.

[User]
 High Ref Paladin Latham

My bad.  I Should have noticed that mistake before posting.

 The Dread Pirate Roberts is victorious and collects his blood soaked booty.

[User] Whew, you had me worried there for a sec Paladin.  I know I have some problems with calculus, but I was sure I was good with simple addition 🙂