[User] Sapphire Veil Master vs. Ivory Games Master, Round 1

[User]
 Join Battle

Sapphire Veil:  (20d10)[ 10 ][ 10 ][ 7 ][ 7 ][ 10 ][ 6 ][ 4 ][ 2 ][ 7 ][ 8 ][ 8 ][ 4 ][ 6 ][ 10 ][ 3 ][ 6 ][ 6 ][ 2 ][ 6 ][ 9 ](131)

Ivory Games:  (20d10)[ 8 ][ 7 ][ 3 ][ 4 ][ 3 ][ 2 ][ 4 ][ 4 ][ 10 ][ 9 ][ 3 ][ 1 ][ 8 ][ 8 ][ 1 ][ 2 ][ 10 ][ 9 ][ 4 ][ 3 ](103)

[User]
 TICK 0

Sapphire Veil spends one point of Willpower to activate the Elder Sutra. Invokes SVoP Form for 3m, spending +10m to enhance it with Thousand Desire Ribbons.

 TICK 3
Ivory Games spends one point of Willpower to activate the Elder Sutra. Invokes IGoF Form for 0m, spending 2m to use Setting Out the Game Board. Sets  tactics  of unarmed attacks, being clinched, out of willpower; sets  taboos  of weapons, clinches, attacks at range.

 Sapphire Veil

 Spoiler

Starmetal Floating Ribbon: Speed 5, Accuracy 26, Damage 16L, Defense +6, Rate 2

 Defenses
Dodge DV 10
Parry DV 10

 Soak : 4B/6L

 Health :
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X  [ ]

 Mental Defenses
Dodge MDV 11 (UMI 12)
Parry MDV 4

 Willpower : 9/10

 Essence
Permanent: 6
Personal: 22/22
Peripheral: 38/66 (28 committed)

 Ivory Games

 Spoiler

Punch: Speed 5, Accuracy 25, Damage 6L, Defense +8, Rate 3

 Defenses
Dodge DV 11
Parry DV 11

 Soak : 4B/6L

 Health :
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X  [ ]

 Mental Defenses
Dodge MDV 11 (UMI 12)
Parry MDV 4

 Willpower : 9/10

 Essence
Permanent: 6
Personal: 22/22
Peripheral: 50/66 (16 committed)

[User]
 TICK 5

Sapphire Veil looks at Ivory Games. "Really? Stupid homebrew charms." Spends a point of Willpower to use her combo. Makes a clinch attack against Ivory Games. Makes 3 reflexive ribbon attacks. Spends 8 motes to lower the target number of each to 6. Spends 20 motes to invoke Blade of the Battle Maiden. Spends 5 motes to invoke Joy in Adversity. Spends 0 motes to invoke Into Infinite Depths. Spends 5 motes to invoke Satisfying Idle Fantasy.

 Clinch
 (33d10)[ 5 ][ 1 ][ 5 ][ 4 ][ 8 ][ 2 ][ 1 ][ 5 ][ 8 ][ 7 ][ 5 ][ 7 ][ 5 ][ 1 ][ 3 ][ 6 ][ 2 ][ 1 ][ 9 ][ 9 ][ 3 ][ 5 ][ 4 ][ 3 ][ 3 ][ 4 ][ 9 ][ 9 ][ 3 ][ 3 ][ 10 ][ 10 ][ 10 ](170)
 Ribbons
 (37d10)[ 2 ][ 4 ][ 5 ][ 6 ][ 3 ][ 9 ][ 3 ][ 7 ][ 6 ][ 7 ][ 5 ][ 3 ][ 9 ][ 3 ][ 3 ][ 2 ][ 1 ][ 1 ][ 1 ][ 4 ][ 7 ][ 3 ][ 9 ][ 6 ][ 9 ][ 6 ][ 4 ][ 6 ][ 2 ][ 9 ][ 7 ][ 6 ][ 3 ][ 9 ][ 1 ][ 3 ][ 5 ](179)
 Ribbons
 (37d10)[ 1 ][ 8 ][ 1 ][ 10 ][ 2 ][ 3 ][ 10 ][ 6 ][ 5 ][ 5 ][ 1 ][ 2 ][ 2 ][ 5 ][ 3 ][ 10 ][ 8 ][ 7 ][ 5 ][ 9 ][ 8 ][ 9 ][ 7 ][ 10 ][ 9 ][ 10 ][ 2 ][ 5 ][ 3 ][ 2 ][ 4 ][ 7 ][ 4 ][ 5 ][ 3 ][ 2 ][ 5 ](198)
 Ribbons
 (37d10)[ 8 ][ 5 ][ 3 ][ 5 ][ 3 ][ 10 ][ 10 ][ 7 ][ 8 ][ 7 ][ 6 ][ 1 ][ 10 ][ 4 ][ 7 ][ 6 ][ 2 ][ 8 ][ 1 ][ 3 ][ 8 ][ 2 ][ 8 ][ 9 ][ 5 ][ 4 ][ 10 ][ 5 ][ 8 ][ 10 ][ 4 ][ 10 ][ 3 ][ 7 ][ 7 ][ 3 ][ 8 ](225)
 Sapphire Veil

 Spoiler

Starmetal Floating Ribbon: Speed 5, Accuracy 37, Damage 19L, Defense +6, Rate 2

Defenses
Dodge DV 10
Parry DV 10

Soak: 4B/6L

Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X [ ]

Mental Defenses
Dodge MDV 11 (UMI 12)
Parry MDV 4

Willpower: 8/10

Essence
Permanent: 6
Personal: 14/22
Peripheral: 8/66 (58 committed)

[User]
 Clinch : Successful, Sapphire Veil begins a hold.

 Damage 1
 (18d10)[ 1 ][ 10 ][ 2 ][ 2 ][ 7 ][ 3 ][ 6 ][ 9 ][ 3 ][ 8 ][ 6 ][ 4 ][ 7 ][ 3 ][ 4 ][ 1 ][ 9 ][ 8 ](93)
 Damage 2
 (23d10)[ 1 ][ 6 ][ 5 ][ 6 ][ 5 ][ 7 ][ 2 ][ 2 ][ 9 ][ 7 ][ 9 ][ 3 ][ 1 ][ 4 ][ 8 ][ 7 ][ 5 ][ 9 ][ 8 ][ 7 ][ 7 ][ 8 ][ 6 ](132)
 Damage 3
 Damage 1
 (31d10)[ 1 ][ 7 ][ 7 ][ 7 ][ 3 ][ 5 ][ 3 ][ 5 ][ 8 ][ 3 ][ 10 ][ 6 ][ 4 ][ 5 ][ 9 ][ 8 ][ 7 ][ 10 ][ 9 ][ 5 ][ 6 ][ 9 ][ 1 ][ 5 ][ 5 ][ 2 ][ 3 ][ 1 ][ 8 ][ 8 ][ 5 ](175)

Recovers 5 motes from SVoP Form, one point of Willpower from her stunt.

 Sapphire Veil

 Spoiler

Starmetal Floating Ribbon: Speed 5, Accuracy 37, Damage 19L, Defense +6, Rate 2

Defenses
Dodge DV 10
Parry DV 10

Soak: 4B/6L

Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X [ ]

Mental Defenses
Dodge MDV 11 (UMI 12)
Parry MDV 4

Willpower: 9/10

Essence
Permanent: 6
Personal: 19/22
Peripheral: 8/66 (58 committed)

[User]
 Conclusion
The Sapphire Veil master pretty easily one-shotted the Ivory Games master, thanks to Blade of the Battle Maiden, Thousand Desire Ribbons, and catching him while he was getting his Form charm up. The IGoC form should probably get some sort of defensive function, help him activate it without dying–although in a real combat, a circlemate using Defend Other would probably have helped. Also, seeing how much use the SVoP master was able to get out of a power-up combo, Setting Out the Game Board should probably become a reflexive scene-long, and lose the non-activation clause with the form.

[User]
 Round 2
Ivory Games Master vs. Sapphire Veil Master

 Ivory Games
 (20d10)[ 4 ][ 7 ][ 7 ][ 7 ][ 7 ][ 6 ][ 9 ][ 8 ][ 1 ][ 4 ][ 5 ][ 7 ][ 10 ][ 8 ][ 2 ][ 1 ][ 1 ][ 4 ][ 2 ][ 4 ](104)
 Sapphire Veil
 (20d10)[ 6 ][ 10 ][ 5 ][ 4 ][ 4 ][ 8 ][ 6 ][ 6 ][ 9 ][ 8 ][ 9 ][ 3 ][ 8 ][ 10 ][ 1 ][ 1 ][ 2 ][ 8 ][ 4 ][ 4 ](116)

[User]
 Tick 0

Sapphire Veil spends one point of Willpower to activate the Elder Sutra. Invokes SVoP Form for 3m, spending +10m to enhance it with Thousand Desire Ribbons.

Ivory Games spends one point of Willpower to activate the Elder Sutra. Invokes IGoC Form for 5m.

 IGOC Activation Roll :  (6d10)[ 4 ][ 3 ][ 3 ][ 3 ][ 4 ][ 2 ](19)

[User]
 Tick 0 Continued

Ivory Games manages to fail the action roll, but recovers 3 of the motes he spent. Bad luck for him.

 Tick 5

Sapphire Veil spends a point of Willpower to use her combo. Makes 3 reflexive ribbon attacks. Makes a clinch attack. Spends 16 motes to invoke Blade of the Battle Maiden. Spends 5 motes to invoke Joy in Adversity. Spends 6 motes to invoke Into Infinite Depths. Spends 0 motes to invoke Satisfying Idle Fantasy. Recovers 5 motes from SVoP Form.

Ivory Games will spend 12 motes to defend against all four attacks with Impeding the Flow, and spend 2 motes to enhance the action with Gambling Maiden's Dice Bag Meditation. He spends 16m, 4p to counterattack with Shattered Rules Set Right to counterattack all four attacks. Sapphire Veil will Duck Fate the first two. He regains 8 motes from his stunt.

 1st Counterattack :  (11d10)[ 4 ][ 9 ][ 1 ][ 4 ][ 1 ][ 8 ][ 5 ][ 8 ][ 4 ][ 4 ][ 8 ](56)
 2nd Counterattack :  (11d10)[ 2 ][ 6 ][ 6 ][ 6 ][ 4 ][ 7 ][ 2 ][ 3 ][ 2 ][ 5 ][ 9 ](52)
 3rd Counterattack :  (11d10)[ 1 ][ 6 ][ 8 ][ 7 ][ 1 ][ 1 ][ 8 ][ 2 ][ 7 ][ 3 ][ 10 ](54)
 4th Counterattack :  (11d10)[ 4 ][ 6 ][ 8 ][ 2 ][ 2 ][ 8 ][ 10 ][ 9 ][ 1 ][ 5 ][ 6 ](61)
 1st Duck Fate :  (13d10)[ 4 ][ 2 ][ 10 ][ 8 ][ 8 ][ 9 ][ 8 ][ 1 ][ 8 ][ 6 ][ 2 ][ 10 ][ 6 ](82)
 2nd Duck Fate :  (13d10)[ 10 ][ 7 ][ 4 ][ 9 ][ 10 ][ 5 ][ 1 ][ 4 ][ 9 ][ 6 ][ 4 ][ 3 ][ 6 ](78)

Ivory Games spends a point of Willpower to use his combo. Makes three punch attacks. Spends 5m to apply Audacious Fortune Accepted to each. Spends 2m to apply Gambling Maiden's Dice Bag Meditation to the action. Spends 16 motes to invoke Blade of the Battle Maiden. Spends 5 motes to invoke Joy in Adversity. Spends 12m to activate Setting Out the Game Board, setting  unarmed ,  against women ,  lethal attacks , and  being clinched , sets taboos of  with weapons  and  starting a clinch .

Sapphire Veil will spend 15 motes and a point of temporary Willpower to perfectly parry all three attacks. She regains a point of Willpower from her stunt.

 Sapphire Veil

 Spoiler

Starmetal Floating Ribbon: Speed 5, Accuracy 35, Damage 18L, Defense +6, Rate 2

 Defenses
Dodge DV 12
Parry DV 12

 Soak : 4B/6L

 Health :
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X  [ ]

 Mental Defenses
Dodge MDV 13 (UMI 14)
Parry MDV 6

 Willpower : 8/10

 Essence
Permanent: 6
Personal: 3/22
Peripheral: 0/66 (49 committed)

 Ivory Games

 Spoiler

Punch: Speed 5, Accuracy 25, Damage 6L, Defense +8, Rate 3

 Defenses
Dodge DV 11
Parry DV 11

 Soak : 4B/6L

 Health :
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X  [ ]

 Mental Defenses
Dodge MDV 11 (UMI 12)
Parry MDV 4

 Willpower : 4/10

 Essence
Permanent: 6
Personal: 0/22
Peripheral: 10/66 (49 committed)

[User]
 Tick 5, Continued
Ivory Games successfully hits with one counterattack, Sapphire Veil defends against the rest. Both recover a point of Willpower with their stunts.

Ivory Games' counterattack drains 3 motes.

 Damage
[rollv]3d10[/rollv]

[User]
 Shut up, database, I had to edit.

 (3d10)[ 10 ][ 8 ][ 5 ](23)

[User] Erratum: Due to Joy in Adversity, Sapphire Veil recovers an additional 6 motes, while Ivory Games recovers 8.

[User]
 Tick 10

Sapphire Veil swears violently and recovers 5 motes from her Form. Hoping to take advantage of Ivory Games' mote-heavy onslaught, she flurries two attacks with her ribbon, and make three reflexive ribbon attacks. Ribbons ribbons ribbons.

Ivory Games grumblingly spends 15 motes to parry all five attacks with Impeding the Flow, and another 2 motes to enhance them with Gambling Maiden's Dice Bag Meditation. He recovers 8 motes from the stunt.

Ivory Games, in need of motes, flurries two attacks, spending a point of Willpower to channel his Valor on each, and spending two motes to enhance the action with Gambling Maiden's Dice Bag Meditation. He recovers 20 motes for channeling his Virtues, thanks to Heroic Essence Replenishment.

Sapphire Veil spends 9 motes to parry all attacks with Impeding the Flow. Oh snap!

 Sapphire Veil

 Spoiler

Starmetal Floating Ribbon: Speed 5, Accuracy 35, Damage 18L, Defense +6, Rate 2

 Defenses
Dodge DV 12
Parry DV 12

 Soak : 4B/6L

 Health :
-0 [X]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X  [ ]

 Mental Defenses
Dodge MDV 13 (UMI 14)
Parry MDV 6

 Willpower : 9/10

 Essence
Permanent: 6
Personal: 2/22
Peripheral: 0/66 (49 committed)

 Ivory Games

 Spoiler

Punch: Speed 5, Accuracy 25, Damage 6L, Defense +8, Rate 3

 Defenses
Dodge DV 11
Parry DV 11

 Soak : 4B/6L

 Health :
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X  [ ]

 Mental Defenses
Dodge MDV 11 (UMI 12)
Parry MDV 4

 Willpower : 4/10

 Essence
Permanent: 6
Personal: 21/22
Peripheral: 0/66 (49 committed)

[User]
 Tick 15

With both Exalts running low on motes, they decide to stick to mote-efficient tactics.

Sapphire Veil again makes a flurry of two ribbon attacks and three reflexive ribbon attacks. Ivory Games spends a point of willpower to activate his combo, spending 12 motes to parry four, and 0 to enhance the action with GMDBM–but with a nice crop of motes under him, he decides to wait on the final one, thinking he'll use Shield of Destiny against it. He spends a point fo Willpower to channel Conviction for his DV, regaining 10 motes for doing so. With his stunt, he recovers two Willpower.

 Ribbon Attack :  (32d10)[ 9 ][ 2 ][ 7 ][ 6 ][ 9 ][ 3 ][ 10 ][ 2 ][ 3 ][ 9 ][ 7 ][ 2 ][ 9 ][ 2 ][ 8 ][ 3 ][ 6 ][ 2 ][ 8 ][ 4 ][ 5 ][ 1 ][ 2 ][ 3 ][ 9 ][ 6 ][ 9 ][ 2 ][ 9 ][ 3 ][ 6 ][ 3 ](169)
 Conviction :  (5d10)[ 10 ][ 4 ][ 7 ][ 3 ][ 10 ](34)

Deciding to make the best of his already-activated combo and scripture, Ivory Games makes a single attack enhanced with Audacious Fortune Accepted and GMDBM.

Sapphire Veil uses ItF for 3 motes.

 Sapphire Veil

 Spoiler

Starmetal Floating Ribbon: Speed 5, Accuracy 35, Damage 18L, Defense +6, Rate 2

 Defenses
Dodge DV 12
Parry DV 12

 Soak : 4B/6L

 Health :
-0 [X]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X  [ ]

 Mental Defenses
Dodge MDV 13 (UMI 14)
Parry MDV 6

 Willpower : 9/10

 Essence
Permanent: 6
Personal: 9/22
Peripheral: 0/66 (49 committed)

 Ivory Games

 Spoiler

Punch: Speed 5, Accuracy 25, Damage 6L, Defense +8, Rate 3

 Defenses
Dodge DV 11
Parry DV 11

 Soak : 4B/6L

 Health :
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X  [ ]

 Mental Defenses
Dodge MDV 11 (UMI 12)
Parry MDV 4

 Willpower : 4/10

 Essence
Permanent: 6
Personal: 19/22
Peripheral: 0/66 (49 committed)

[User]
 Tick 15, Continued

Boringly enough, the attack plain misses. And Ivory Games was so excited about getting to screw over Sapphire Veil! Well, not in  that  way, but you know.

 Tick 20

Deciding that she's going to have to cut off Ivory Games' perfects, Sapphire Veil spends a point of Willpower to use her combo, and invokes Silken Rope Trick for free, thanks to her sutra. She makes a clinch attempt, spending a point of Willpower to channel kinky, kinky Compassion, and three reflexive ribbon attacks. She recovers 10 motes from channeling her Compassion.

And then Ivory Games goes and Impedes the Flow on 3 of her attacks with his combo. Loser. He takes the 3rd ribbon attack again, wanting to Shield of Destiny it onto his enemy's face. He recovers 2 willpower from his stunt, thanks to GMDBM.

 Ribbon Attack :  (35d10)[ 5 ][ 1 ][ 10 ][ 2 ][ 8 ][ 6 ][ 7 ][ 1 ][ 4 ][ 6 ][ 2 ][ 1 ][ 2 ][ 3 ][ 6 ][ 7 ][ 1 ][ 1 ][ 10 ][ 7 ][ 5 ][ 5 ][ 8 ][ 1 ][ 1 ][ 8 ][ 4 ][ 8 ][ 6 ][ 1 ][ 7 ][ 10 ][ 9 ][ 8 ][ 8 ](179)

With 8 motes of freebie SMA left, Ivory Games flurries two punches, enhancing one with AFA. Sapphire Veil uses Serenity in Blood to block the first, and Impeding the Flow on the second. Double loser.

 Sapphire Veil

 Spoiler

Starmetal Floating Ribbon: Speed 5, Accuracy 35, Damage 18L, Defense +6, Rate 2

 Defenses
Dodge DV 12
Parry DV 12

 Soak : 4B/6L

 Health :
-0 [X]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X  [ ]

 Mental Defenses
Dodge MDV 13 (UMI 14)
Parry MDV 6

 Willpower : 8/10

 Essence
Permanent: 6
Personal: 16/22
Peripheral: 0/66 (49 committed)

 Ivory Games

 Spoiler

Punch: Speed 5, Accuracy 25, Damage 6L, Defense +8, Rate 3

 Defenses
Dodge DV 11
Parry DV 11

 Soak : 4B/6L

 Health :
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X  [ ]

 Mental Defenses
Dodge MDV 11 (UMI 12)
Parry MDV 4

 Willpower : 5/10

 Essence
Permanent: 6
Personal: 10/22
Peripheral: 0/66 (49 committed)

[User]
 Tick 20, continued

The ribbon attack hits!

Damage:  (23d10)[ 7 ][ 1 ][ 6 ][ 8 ][ 2 ][ 1 ][ 10 ][ 3 ][ 3 ][ 6 ][ 7 ][ 5 ][ 10 ][ 9 ][ 9 ][ 2 ][ 4 ][ 1 ][ 6 ][ 5 ][ 10 ][ 9 ][ 8 ](132)

[User]
 Tick 20, Continued

Ivory Games blows 5 motes and a point of Willpower on Shield of Destiny. He channels Conviction, incidentally recovering 10 motes.

 (15d10)[ 6 ][ 6 ][ 7 ][ 6 ][ 10 ][ 3 ][ 6 ][ 2 ][ 1 ][ 8 ][ 4 ][ 10 ][ 6 ][ 10 ][ 7 ](92)

[User]
 Tick 20, Continued

Ivory Games redirects 5 levels of damage to Sapphire Veil, he uses Serenity in Blood to parry for 5 motes. He uses Death-Parrying Stroke to parry the remaining 5, spending 10 motes to do so.

 Tick 25

Sapphire Veil is back up to her old tricks–a flurry of two attacks, and three reflexives.

Ivory Games channels Conviction on the first, spends a point of Willpower to invoke his Combo use GMDBM, uses Impeding the Flow on the next three attacks, and a free Misunderstood Rules explained on the next. He recovers two points of Willpower on his stunt. He ends up one mote up.

 Ribbon Attack :  (35d10)[ 5 ][ 10 ][ 4 ][ 5 ][ 5 ][ 8 ][ 4 ][ 4 ][ 6 ][ 7 ][ 1 ][ 8 ][ 6 ][ 10 ][ 9 ][ 1 ][ 10 ][ 3 ][ 4 ][ 1 ][ 3 ][ 5 ][ 5 ][ 8 ][ 6 ][ 10 ][ 8 ][ 8 ][ 1 ][ 2 ][ 8 ][ 9 ][ 3 ][ 6 ][ 1 ](194)
 Conviction :  (5d10)[ 7 ][ 3 ][ 5 ][ 9 ][ 5 ](29)

Running low, Ivory Games flurries three punches, channeling Conviction on the first and spending 2 motes to use GMDBM. He recovers 10 motes from the channel, and two willpower from the stunt. He ends up 8 motes and one Willpower up.

Sapphire Veil spends 9 motes to Impede the Flow on all three. Skank.

 Sapphire Veil

 Spoiler

Starmetal Floating Ribbon: Speed 5, Accuracy 35, Damage 18L, Defense +6, Rate 2

 Defenses
Dodge DV 12
Parry DV 12

 Soak : 4B/6L

 Health :
-0 [X]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X  [ ]

 Mental Defenses
Dodge MDV 13 (UMI 14)
Parry MDV 6

 Willpower : 8/10

 Essence
Permanent: 6
Personal: 12/22
Peripheral: 0/66 (49 committed)

 Ivory Games

 Spoiler

Punch: Speed 5, Accuracy 25, Damage 6L, Defense +8, Rate 3

 Defenses
Dodge DV 11
Parry DV 11

 Soak : 4B/6L

 Health :
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X  [ ]

 Mental Defenses
Dodge MDV 11 (UMI 12)
Parry MDV 4

 Willpower : 6/10

 Essence
Permanent: 6
Personal: 22/22
Peripheral: 0/66 (49 committed)

[User]
 Tick 25, Continued

The attack hits!

Damage:  (18d10)[ 3 ][ 8 ][ 3 ][ 2 ][ 7 ][ 4 ][ 5 ][ 6 ][ 4 ][ 2 ][ 3 ][ 7 ][ 1 ][ 5 ][ 3 ][ 10 ][ 7 ][ 5 ](85)

[User]
 Tick 25, Continued Yet Again

Ivory Games decides to go with his SoD strategy again, spending 5 motes and two Willpower to use it and channel Conviction. Feeling nasty, he also blows 4 motes and a point of Willpower to use Shattered Rules Set Right again. He recovers 10 motes, ending up 1 mote up and three Willpower down.

 SoD :  (15d10)[ 8 ][ 10 ][ 6 ][ 5 ][ 4 ][ 10 ][ 6 ][ 6 ][ 6 ][ 4 ][ 3 ][ 8 ][ 10 ][ 4 ][ 4 ](94)
 SRSR :  (11d10)[ 8 ][ 8 ][ 1 ][ 9 ][ 3 ][ 9 ][ 9 ][ 4 ][ 6 ][ 2 ][ 3 ](62)

[User]
 Tick 25, Continued Yet Further

Ivory Games redirects 4 levels of damage to Sapphire Veil, spending 2 motes to cancel out the last. She spends 5 motes and 1 willpower to parry, and laughs at his failed counterattack.

 Tick 30

Sapphire Veil goes with the whole five attacks thing again, channeling compassion twice to get back twenty motes. She's now kicking at full capacity.

Ivory Games grumblingly perfects them all, using GMDBM to recover 2wp and spending a point of Willpower to use his combo. He uses his sutra discount to throw out two SRSR, while Sapphire Veil rejoinders with two Duck Fates, channeling conviction on each to stay mote-neutral. That bitch!

 Counterattack 1 :  (11d10)[ 1 ][ 10 ][ 8 ][ 2 ][ 2 ][ 7 ][ 3 ][ 6 ][ 6 ][ 1 ][ 5 ](51)
 Counterattack 2 :  (11d10)[ 4 ][ 3 ][ 7 ][ 7 ][ 4 ][ 10 ][ 3 ][ 9 ][ 7 ][ 1 ][ 7 ](62)
 Duck Fate 1 :  (18d10)[ 1 ][ 2 ][ 9 ][ 2 ][ 1 ][ 10 ][ 10 ][ 4 ][ 3 ][ 10 ][ 5 ][ 9 ][ 4 ][ 1 ][ 7 ][ 2 ][ 4 ][ 7 ](91)
 Duck Fate 2 :  (18d10)[ 6 ][ 8 ][ 6 ][ 5 ][ 1 ][ 1 ][ 8 ][ 9 ][ 7 ][ 10 ][ 4 ][ 10 ][ 4 ][ 8 ][ 1 ][ 3 ][ 3 ][ 5 ](99)

Annoyed, Ivory Games flurries two punches, grumblingly spending four motes to enhance one. Sapphire Veil blows 8 motes and a Willpower on parrying them.

 Sapphire Veil

 Spoiler

Starmetal Floating Ribbon: Speed 5, Accuracy 35, Damage 18L, Defense +6, Rate 2

 Defenses
Dodge DV 12
Parry DV 12

 Soak : 4B/6L

 Health :
-0 [X]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X  [ ]

 Mental Defenses
Dodge MDV 13 (UMI 14)
Parry MDV 6

 Willpower : 2/10

 Essence
Permanent: 6
Personal: 9/22
Peripheral: 0/66 (49 committed)

 Ivory Games

 Spoiler

Punch: Speed 5, Accuracy 25, Damage 6L, Defense +8, Rate 3

 Defenses
Dodge DV 11
Parry DV 11

 Soak : 4B/6L

 Health :
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X  [ ]

 Mental Defenses
Dodge MDV 11 (UMI 12)
Parry MDV 4

 Willpower : 5/10

 Essence
Permanent: 6
Personal: 2/22
Peripheral: 0/66 (49 committed)

[User]
 Tick 35

The mate is getting pretty stale. Let's call this a draw.

 Thoughts

Gambling Maiden's Dice Bag Meditation is too good, at least for Willpower recovery. There should probably be a surcharge for that.

Shattered Rules Set Right could probably stand to be a bit cheaper, that Willpower cost is killer. 8m would be about right.

Misunderstood Rules is a bit overpriced. Maybe put it at five or six motes, but refund Willpower.

[User]
 Round 3
Ivory Games vs. the Unconquered Sun, all Virtues suppressed. Ivory Games is raised to Essence 10 for mote pool purposes, but gains no additional charms or abilities–he's essentially still Essence 6. For sake of convenience, Sol is treated as having all convenient martial arts combos he needs, so I don't have to go around making up high-essence Spirit Charms.

Join Battle

 Ivory Games :  (20d10)[ 6 ][ 10 ][ 7 ][ 3 ][ 9 ][ 4 ][ 6 ][ 2 ][ 2 ][ 3 ][ 8 ][ 10 ][ 1 ][ 7 ][ 3 ][ 10 ][ 9 ][ 2 ][ 3 ][ 10 ](115)
 Sol Invictus :  (18d10)[ 9 ][ 10 ][ 10 ][ 3 ][ 7 ][ 2 ][ 2 ][ 3 ][ 10 ][ 2 ][ 3 ][ 3 ][ 10 ][ 7 ][ 6 ][ 4 ][ 7 ][ 6 ](104)

[User]
 Tick 0
Ivory Games spends a point of Willpower to raise the Elder Sutra, and decides to get right down to combat, without raising his form. He spends a point of Willpower to use his combo. Makes three punch attacks. Spends 5m to apply Audacious Fortune Accepted to each. Spends 2m to apply Gambling Maiden's Dice Bag Meditation to the action. Spends 20 motes to invoke Blade of the Battle Maiden. Spends 12m to activate Setting Out the Game Board, setting  unarmed ,  against armed foes ,  while wearing my pants , and  with some bitchin' shoulderpads  as tactics, and  armed  and  four-armed  as taboos.

Sol spends 2m, 1wp to parry with Untouchable Purpose, and 4m to Day and Night Kata away the rest of the attack. He recovers a point of Willpower with his stunt.

 Tick 1

Sol reflexively gets rid of his two excess arms, just to spite Ivory Games. He flurries four attacks with the godspear, not bothering to enhance them.

Ivory Games spends 12 motes to ItF them away, and 2 motes on GMDBM to up his stunt reward to 8 motes. He spends 16 motes to use Shattered Rules Set Right twice, spending 2wp to channel conviction each time. He recovers 20 motes.

 Counterattack 1 :  (20d10)[ 6 ][ 9 ][ 8 ][ 8 ][ 10 ][ 3 ][ 10 ][ 7 ][ 8 ][ 10 ][ 4 ][ 10 ][ 5 ][ 10 ][ 6 ][ 5 ][ 10 ][ 5 ][ 8 ][ 6 ](148)
 Counterattack 2 :  (20d10)[ 8 ][ 4 ][ 8 ][ 1 ][ 9 ][ 3 ][ 10 ][ 10 ][ 3 ][ 6 ][ 7 ][ 9 ][ 3 ][ 6 ][ 7 ][ 4 ][ 9 ][ 3 ][ 4 ][ 5 ](119)
 Ivory Games

 Spoiler

Punch: Speed 5, Accuracy 35, Damage 6L, Defense +8, Rate 3

 Defenses
Dodge DV 11
Parry DV 11

 Soak : 4B/6L

 Health :
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X  [ ]

 Willpower : 6/10

 Essence
Permanent: 6
Personal: 30/30
Peripheral: 44/90 (46 committed)

 Unconquered Sun
 Ivory Games

 Spoiler

Godspear: Speed 3, Accuracy 40, Damage 40L, Defense +10, Rate 4, Piercing

 Defenses
Dodge DV 13
Parry DV 20

 Soak : 30B/30L

 Hardness : 30B/30L

 Health :
-0 [ ]
-1 [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
-2 [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
-4 [ ]
X  [ ]

 Willpower : 20/20

 Essence
Permanent: 10
Personal: 244/250

[User]
 Tick 1 Continued

Sol Invictus gets hit up for a nasty forty motes. However, Sol's Hardness negates the damage of the counterattack. Still.

 Tick 4

Papa Ignis laughs jovially and raises Fading Sun Form for 6 motes. No more Shaping from Ivory Games.

 Tick 5

Ivory Games takes advantage of Sol's dropped defenses, spending a point of Willpower to activate his combo and flurrying three attacks, spending 5 motes to grant them all AFA. He also spends 2 motes to use GMDBM.

 Attack 1 :  (1d10)[ 7 ](7)
 Attack 2 :  (1d10)[ 4 ](4)
 Attack 3 :  (1d10)[ 3 ](3)
 Ivory Games

 Spoiler

Punch: Speed 5, Accuracy 35, Damage 6L, Defense +8, Rate 3

 Defenses
Dodge DV 11
Parry DV 11

 Soak : 4B/6L

 Health :
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X  [ ]

 Willpower : 5/10

 Essence
Permanent: 6
Personal: 23/30
Peripheral: 44/90 (46 committed)

 Unconquered Sun

 Spoiler

Godspear: Speed 3, Accuracy 40, Damage 40L, Defense +10, Rate 4, Piercing

 Defenses
Dodge DV 13
Parry DV 20

 Soak : 40B/40L

 Hardness : 30B/30L

 Health :
-0 [ ]
-1 [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
-2 [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
-4 [ ]
X  [ ]

 Willpower : 20/20

 Essence
Permanent: 10
Personal: 198/250

[User]
 Tick 5 Continued
The attacks all hit...and go clunk against Sol Invictus's hardness. Okay, round called on account of Ivory Games can't ever break that 30L.

 Conclusions
The style needs a way to break through hardness.

Also, some way to deal with flurries is definitely needed. Ivory Games is hemorrhaging motes over those.

One Hundred Moves Foresight is kinda useless. Might need to drop that.


[User]
 Glass arena for ease.

Map:
 Spoiler

 Make any/all purchase's and roll initiative.
  Snort   - RandomAction.
????? - Userpay.

 I think I got the map correct.

[User]
 Here is my Ini:  (1d20+2)[ 15 ]

I am not too sure about my purchases as of yet.

Snort is tourney legal, I just got to wait for a round to clear so I can delete one of mine.

[User]
 Heres elson
init  (1d20+5)[ 12 ]
Are we gonna assume that we can see each other at all times since its only glass so that we don't spam the arena waiting room?
Oh wow I didn't relize what race you were doing, this is going to be interesting indeed.

[User]
 The general ruling of the map is LoS until: 3 panes of glass.

Going with no purchases.

 Snort,R-1:
Start in Y-13 with Falchion equipped and soulmeld shaped.
Swift action - move 1 point essetia into Cobalt Charge feat.
Double move to O-7.

End turn.

Stats:
 Spoiler

Location: O-7
Hp: 13/13
AC: 18 (+4armor+2dex+2natural), T: 12, FF:16
Attacks:
+7 Falchion, 2d4+7, 18-20/x2
+7 Gore, 1d6+5 (2d6+7 charge), x2
Saves:
F: +4, R: +2, W: -1
Spot/Listen: -1/-1

[User]
 Alrighty I might actually get some melee action out of this one then, awsome.
No buying.
 Elson, R-1:
Start B-13
Activate dodge and stance of clarity
Move to E-12
Ready action

 Spoiler
If Snort comes into melee range use Sapphire Nightmare Blade

end stats

 Spoiler
   Elson
Male CG Snow Elf Swordsage,  Level  1,  Init  +5,  HP  10/10,  Speed  30
 AC  17+3,  Touch  14,  Flat-footed  13,  Fort  +2,  Ref  +3,  Will  +5,  Base Attack Bonus  0
   Light mace (5 gp)   +2 (dual 0) (1d6+1, x2)
   Light mace (5 gp)   +2 (dual 0) (1d6+1, x2)
   Shortbow (30 gp) (see inv)   +4 (1d6, x3)
   Studded leather (25 gp)  (+3 Armor, +4 Dex)
 Abilities  Str 12, Dex 18, Con 14, Int 10, Wis 16, Cha 4
 Condition  None

end turn
Jeez looking at the minotaur stats and I think I might be screwed on this lol. Don't you have to do a buyout or something? I don't know how it works since I haven't done the elc buyouts or whatever it is.
Oh crap I just relized I mistakened Wolf Fang Strike for another manuver entirely, I was thinking of Dancing Mongoose when I added that to the sheet. Guess I've got something to change after this match.

[User]
 Actually this minotaur is a LA+0 race, from the dragonlance setting. Go ahead and adjust your manuevers there, I have no problems against it. Like I said this character is experimental, after I see how he fares in a test match or two I was going to change his class.

 Snort,R-2:
Double move to E-15.

End turn.

Stats:
 Spoiler

Location: E-15
Hp: 13/13
AC: 18 (+4armor+2dex+2natural), T: 12, FF:16
Attacks:
+7 Falchion, 2d4+7, 18-20/x2
+7 Gore, 1d6+5 (2d6+7 charge), x2
Saves:
F: +4, R: +2, W: -1
Spot/Listen: -1/-1

[User] you passed though my threatened area i do believe, my readied action is sprung

[User]
 concentration check
 (1d20+6)[ 18 ]
weapon attack
 (1d20+2)[ 10 ]

[User]
 Hmm I'm not sure if the first one works, thats against your AC, but even with the effect it has when it works it still doesn't penatrate your AC with the second roll anyway.
 Elson, R-2
Move to F-11
ready action

 Spoiler
Attack with Clinging Shadow Strike if he comes into range.

end stats

 Spoiler
   Elson
Male CG Snow Elf Swordsage,  Level  1,  Init  +5,  HP  10/10,  Speed  30
 AC  17+3,  Touch  14,  Flat-footed  13,  Fort  +2,  Ref  +3,  Will  +5,  Base Attack Bonus  0
   Light mace (5 gp)   +2 (dual 0) (1d6+1, x2)
   Light mace (5 gp)   +2 (dual 0) (1d6+1, x2)
   Shortbow (30 gp) (see inv)   +4 (1d6, x3)
   Studded leather (25 gp)  (+3 Armor, +4 Dex)
 Abilities  Str 12, Dex 18, Con 14, Int 10, Wis 16, Cha 4
 Condition  None

end turn

[User]
 Close roll though.

 Snort,R-3:
Move to F-12 which I think triggers your ready action.
Chop with the falchion, crit 18-20/x2.

Attack:  (1d20+7)[ 22 ]
Crit, check:  (1d20+7)[ 10 ]
Damage:  (2d4+7)[ 14 ]
Crit, dmg:  (2d4)[ 4 ]

Crit denied.

End turn.

Stats:
 Spoiler
Location: F-12
Hp: 13/13
AC: 18 (+4armor+2dex+2natural), T: 12, FF:16
Attacks:
+7 Falchion, 2d4+7, 18-20/x2
+7 Gore, 1d6+5 (2d6+7 charge), x2
Saves:
F: +4, R: +2, W: -1
Spot/Listen: -1/-1

[User]
 Clinging Shadow Strike manuver went off.
 (1d20+2)[ 11 ]

[User]
 Damn it, none of my rolls are going right. Anway...
 Elson,R-3
Well lets try my best hope of doing damage.
Activate Burning Blade and Distracting Ember
One attack
 (1d20+4)[ 17 ]
damage
 (1d20+1)[ 9 ]
extra damage
 (1d6+1)[ 5 ]
Well looks like I'm screwed, at least I got that soulmeld to keep be going for a bit.
end stats

 Spoiler
   Elson
Male CG Snow Elf Swordsage,  Level  1,  Init  +5,  HP  -4/10,  Speed  30
 AC  17+3,  Touch  14,  Flat-footed  13,  Fort  +2,  Ref  +3,  Will  +5,  Base Attack Bonus  0
   Light mace (5 gp)   +2 (dual 0) (1d6+1, x2)
   Light mace (5 gp)   +2 (dual 0) (1d6+1, x2)
   Shortbow (30 gp) (see inv)   +4 (1d6, x3)
   Studded leather (25 gp)  (+3 Armor, +4 Dex)
 Abilities  Str 12, Dex 18, Con 14, Int 10, Wis 16, Cha 4
 Condition  None

[User]
 True the soulmelds can be a life saver.

 Snort,R-4:
Attack again. - standard action.
Attack:  (1d20+7)[ 26 ]
Crit, check:  (1d20+7)[ 9 ]
Damage:  (2d4+7)[ 10 ]
Crit, dmg:  (2d4)[ 6 ]

End turn.

Stats:
 Spoiler
Location: F-12
Hp: 13/13
AC: 18 (+4armor+2dex+2natural), T: 12, FF:16
Attacks:
+7 Falchion, 2d4+7, 18-20/x2
+7 Gore, 1d6+5 (2d6+7 charge), x2
Saves:
F: +4, R: +2, W: -1
Spot/Listen: -1/-1

[User] Yep I'm dead, to bad this isn't second level though when I'd have a bigger bonus to AC thanks to wisdom. This fight also has me questioning dual wielding at al.


[User]
 Map: Any preference?

Buff Rounds: 2+All Day work for you?

[User] I'd kind of like the old column map, but I'll understand if you want the new elongated one. As for buff rounds, that works.

[User]
 Nah, old column map is my fav too.

Map:

 {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]
Buffs:
 Spoiler
All Day: Greater Mage Armor, Greater Magic Weapon, Greater Mighty Wallop
Refreshed every 10 minutes: Mirror Image, Shield
Round 1: Bite of the Werebear
Round 2: Use scroll of prismatic wall (5ft high) across through row 6

Initiative  (1d20+3)[ 9 ]  (+1=10)

I call the bottom half.  I start in:

 Spoiler
F7

You see a 5ft high wall of swirling colors running through row 6.

EDIT: Also, Pete, battles work much faster if you get on the meebo chat, if possible...

[User]
 Buffs:

 Spoiler

All-days: Apply Oil of GMW to my spiked chain. Assume Thicket of Blades stance.

Round 1: Tap tattoo of Expansion.
Round 2: Drink potion of Conviction.

Initiative:  (1d20+15)[ 19 ]

Start in

 Spoiler
F4-G5

I'm in the rough center of the map, north of your swirling wall, which I can see over. What do I see?

[User] Spellcraft check on the wall:  (1d20+16)[ 22 ]

[User] In F6, you see a winged woman wearing ornate gloves.  However, below the knee, instead of the feet that you expect, are large wheels.  She is dressed in the finery of a barbarian princess.

[User]
 Free: drop the shuriken and wield the spiked chain with both hands.

Full-round: Full attack you.

Attack roll 1:  (1d20+27)[ 29 ]
Trip attempt. If it hits your touch AC, trip check:
 (1d20+17)[ 27 ] .

Further attacks depend on the result of this.

[User] Opposed Trip  (1d20+16)[ 17 ]

[User]
 w00t.

Poison damage on the trip: DC 30 Fort save or  (1d4)[ 4 ]  Con dmg.

Attack from Improved Trip:
 (1d20+27)[ 34 ]
Confirm:  (1d20+27)[ 31 ]
Damage:  (2d6+18)[ 25 ]  + 1 Con dmg.
Extra crit damage:  (2d6+18)[ 28 ]
If I damage you, poison. Fort DC 30 or  (1d4)[ 2 ]  Con dmg.

Attack 2:
 (1d20+27)[ 31 ]
Confirm:  (1d20+27)[ 30 ]
Damage:  (2d6+18)[ 21 ]  + 1 Con dmg.
Extra crit damage:  (2d6+18)[ 23 ]
If I damage you, poison. Fort DC 30 or  (1d4)[ 4 ]  Con dmg.

Attack 3:
 (1d20+22)[ 26 ]
Confirm:  (1d20+22)[ 28 ]
Damage:  (2d6+18)[ 23 ]  + 1 Con dmg.
Extra crit damage:  (2d6+18)[ 24 ]
If I damage you, poison. Fort DC 30 or  (1d4)[ 2 ]  Con dmg.

Attack 4:
 (1d20+17)[ 26 ]
Confirm:  (1d20+17)[ 34 ]
Damage:  (2d6+18)[ 29 ]  + 1 Con dmg.
Extra crit damage:  (2d6+18)[ 26 ]
If I damage you, poison. Fort DC 30 or  (1d4)[ 4 ]  Con dmg.

[User]
 Ok...

Move Action: Shadow Stride into an upright position behind you.
Standard Action: Bloodletting Rabid Bear Strike

Attack  (1d20+30)[ 47 ]
Damage  (14d8+15)[ 70 ]
Extra Damage  (10d6)[ 38 ]
Oh, and 4 Con damage

Turn not over, want to see how that turned out.

[User]
 In response to your attack roll, use an immediate action to make an Interrupt Attempt. (as per Mark of the Lash)

Ranged touch attack:  (1d20+15)[ 27 ]  If it hits, that strike fizzles.

[User]
 Freya then uses Moment of Alacrity, moving her turn before yours.  Her turn ends, the round ends, and she gets to go again.

Standard: Initiate Comet Throw.

Melee Touch  (1d20+26)[ 44 ]
Trip Attempt  (1d20+20)[ 32 ]

[User] Trip:  (1d20+21)[ 36 ]

[User]
 Belt of Battle (3)....I will attempt...TORNADO THROW

Melee Touch  (1d20+26)[ 40 ]
Opposed Trip  (1d20+16)[ 36 ]

[User]
 AoO on your move:

Attack:  (1d20+27)[ 38 ] .
Use Stand Still. Make Ref save, DC is  (2d6+28)[ 35 ] . (dmg+10)

[User]
 Right before the naga is about to hit her, Freya grins.  "Time to Party!"

 Spoiler
Activates Contingent Lesser Wish for Shield of Faith +4

Your strike misses.  Roll your opposed trip against 38.

[User] Trip:  (1d20+21)[ 41 ]

[User]
 Righto, my turn.

Trip attempt:

Touch atk:
 (1d20+27)[ 29 ]  If hit, DC 25 Ref save or be slowed as per Mark of the Chain.
Trip roll:  (1d20+21)[ 26 ] .

[User]
 2nd touch atk:  (1d20+27)[ 46 ] . If hit, Ref 25 or be slowed.
Trip:  (1d20+21)[ 23 ]

[User]
 Save  (1d20+9)[ 13 ]
Trip  (1d20+16)[ 21 ]

[User]
 Attack from Improved Trip:  (1d20+27)[ 39 ]
Damage:  (2d6+18)[ 23 ]  + 1 Con.
Poison: DC 30 Fort or  (1d4)[ 4 ]  Con dmg.

Attack 2:  (1d20+22)[ 36 ]
Damage:  (2d6+18)[ 23 ]  + 1 Con.
Poison: DC 30 Fort or  (1d4)[ 2 ]  Con dmg.

Attack 3:  (1d20+17)[ 25 ]
Damage:  (2d6+18)[ 23 ]  + 1 Con.
Poison: DC 30 Fort or  (1d4)[ 3 ]  Con dmg.

[User]
 Spoiler
Swift recovery, Initiate Bloodletting Strike

Attack  (1d20+19)[ 22 ]
Damage  (14d8+15)[ 92 ]
+4 Con
Attack  (1d20+19)[ 34 ]
Damage  (14d8+15)[ 80 ]
+4 Con

[User]
 Interrupt Attempt on your atk roll:
RTA:  (1d20+15)[ 28 ]

[User] Doesn't interrupt, and I die horrifically.


[User]
 Map:

 {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]
Buffs: 3 rounds

Buffs
 Spoiler
All Day: Greater Mage Armor, Greater Mighty Wallop, Greater Magic Weapon
Updated every 10 minutes: Shield
Round 1: Bite of the Werebear, Greater Mirror Image  (1d4+4)[ 6 ]
Round 2: Drink Potion of Conviction +5
Round 3: Prismatic Wall (5ft high) across 6

I call the bottom half.

Starting Location
 Spoiler
F7

Description: You see a multicolored wall (5ft high) across row 6.  Your opponent is not in sight.

[User]
 Roll that didn't really work:
 Spoiler
 (1d4+4)[ 8 ]

[User] Initiative  (1d20+6)[ 13 ]

[User]
 Buffs:

 Spoiler
Long-term buffs:
Spellstaff with Blasphemy (permanent until expended) CL 24
Extended Contingency set to cast Owl's Insight "When I cast Armor of Darkness." (48 days) CL 24
Spell Phylactery: Scroll of Death Ward set to trigger "When I would be affected by energy drain or by a death effect" (permanent until expended) CL 25
Crafted Contingency: Extended Infernal Threnody set to go off "When I say 'Mahogany'". (Permanent until triggered) CL 7.
Crafted Contingency: Blindsight set to go off "When I say 'Spongecake'". (Permanent until triggered) CL 5.

2-day buffs:
CL = Base +4 Bead of Karma +2 Infernal Threnody +1 Adept Spirit +1 Tome of the Stilled Tongue = 20 or 21. Nondetection is +4 CL from Ankh.
Slots used: 1st: 0/7 2nd: 1/7, 3rd: 2/7, 4th:4/6, 5th: 3/5 6th: 0/4 , 7th: 3/3

Extended Greater Magic Weapon +5 on scythe (40 hours) CL 20
Extended Magic Vestment +5 on shield (40 hours) CL 20
Midnight Metamagic Extended Magic Vestment +5 on armor (40 hours) CL 20
Midnight Metamagic Extended Pact of Return set to "I will be slain by an aligned spell." (42 hours) CL 21
Midnight Metamagic Extended Pact of Return set to "I will be slain by an attack made as part of a charge." (42 Hours) CL 21
Extended Nondetection: DC 40 (50 hours) CL 25
Extended Zone of Silence (42 Hours) CL 21
Extended Scales of the Sealord +5 (42 hours) CL 21
Extended Glimpse of the Prophecy (42 hours) CL 21
Extended Primal Speed (48 hours) CL 21

All-day buffs:

Domain Draught: Balance
Endure Elements (13 hours) CL 13
Substitution with a stone idol (13 hours) CL 13
Undetectable Alignment (24 hours) CL 13
Divine Insight +15 (13 hours) CL 13
Superior Resistance (24 hours) CL 13
Tyche's Touch: Protection (24 hours) CL 13
Extended Adept Spirit (26 hours) CL 13
Primal Hunter (24 hours) CL 13
Primal Instinct (24 hours) CL 13
Primal Senses (24 hours) CL 13
Pact of Return set to "I will be slain by a coup de grace" (13 hours) CL 13

Round 1: Use Bead of Karma, activate Adept Spirit, Remove cage full of toads from backpack.
Round 2: Say "Mahogany" to activate Infernal Threnody, Cast Battletide on the toads.
Toad saves (they need 20's):  (1d20)[ 10 ]   (1d20)[ 14 ]   (1d20)[ 17 ]   (1d20)[ 15 ]  If they don't all get 20's, cast Armor of Darkness and stow the cage. Owl's insight hits because of the casting of AoD.
Round 3: Cast Greater Invisibility, cast Spell resistance, say "Spongecake" to activate Blindsight, activate granted power of Balance domain.

Starting position:

 Spoiler
D2

  Spellcraft to see if that's Prismatic wall or what  - (1d20+20)[ 25 ]
  Initiative  - (1d20+7)[ 12 ]

[User]
 From behind the wall flies what looks like a barbarian princess at first glance.  Oh, and then you notice the feathered wings on her back and the wheels extruding from her shins.

Move action: Move to E2
Standard action: (Martial Lore DC 21)
 Spoiler
Bloodletting Rabid Bear Strike

Attack  (1d20+30)[ 46 ]
Damage  (14d8+15)[ 65 ]
Extra Damage  (10d6)[ 29 ]
+4 con damage

Turn not ended, just want to see what has happened so far.

[User] That would be a miss.

[User]
 Spoiler
Belt of Battle, 3 charges

Attack  (1d20+23)[ 26 ]
Damage  (14d8+15)[ 76 ]
and 4 constitution

Attack  (1d20+23)[ 42 ]
Damage  (14d8+15)[ 73 ]
and 4 constitution

Attack  (1d20+18)[ 37 ]
Damage  (14d8+15)[ 65 ]
and 4 constitution

[User]
 All 3 miss.

Your opponent appears to be a tall, middle-aged humanoid woman.

She 5-steps away and with a swift motion casts a spell.

Spellcraft DC 20:

 Spoiler
It's Streamers! Yay!

Four bands of vibrant red energy spring out and surround the barbarian princess.

Any reaction? Turn is not over.

OO:

 Spoiler
Sudden Maximize.

[User]
 The barbarian mutters "Its party time..." and disappears.

 Spoiler
Craft Contingent Limited Wish for Dimension Door to B4

[User]
 If you can see her:

 Spoiler
She casts a spell. DC 21:

 Spoiler
It's Empyreal Ecstasy

End turn.

[User]
 The woman steps around from the other side of the pillar and trys to grab you.

Melee Touch  (1d20+26)[ 37 ]

[User]
 That's be a miss.

The woman now looks kind of... high.

She steps back and casts a spell, DC 20.

 Spoiler
More Streamers

The same four strips of energy come flying out.

Reaction? Turn not yet over.

[User]
 She casts another spell, DC 19:

 Spoiler
Divine Power

End Turn.

[User]
 She trys to touch you again.

Melee Touch  (1d20+26)[ 27 ]

[User]
 As soon as she starts to move, the strips of energy all close in and attack the barbarian princess.

  Attack 1  - (1d20+13)[ 16 ]
  Damage 1  - (5d10)[ 37 ]
  Attack 2  - (1d20+13)[ 31 ]
  Damage 2  - (5d10)[ 36 ]
  Attack 3  - (1d20+13)[ 29 ]
  Damage 3  - (5d10)[ 26 ]
  Attack 4  - (1d20+13)[ 28 ]
  Damage 4  - (5d10)[ 24 ]

They are all touch attacks.

If she survives the attacks, she misses.

[User]
 Assuming you survived that:

She backs up and casts a spell on you. DC 19:

 Spoiler
Spell Theft

If it goes through:

 Spoiler
It's Spell Theft. Make a list for me to see abd try to dispel. Yay.

Reaction? Turn isn't over.

[User]
 I have the following Buffs up:
Conviction (CL 18)
Shield (CL 13)
Greater Mage Armor (CL 13)
Bite of the Werebear (CL 13)
Greater Magic Weapon (CL 13)
Greater Mighty Wallop (CL 13)
Greater Mirror Image (CL 13)

[User]
 Going for all of them, in order.
  Dispel Check  - (1d20+15)[ 21 ]
  Dispel Check  - (1d20+15)[ 31 ]
  Dispel Check  - (1d20+15)[ 31 ]
  Dispel Check  - (1d20+15)[ 19 ]
  Dispel Check  - (1d20+15)[ 23 ]
  Dispel Check  - (1d20+15)[ 19 ]
  Dispel Check  - (1d20+15)[ 17 ]

[User]
 She casts another spell, DC 19.

 Spoiler
Freedom of Movement.

She cackles villainously.
End Turn.

[User]
 Ok, she continues trying to touch you:

 (1d20+26)[ 37 ]

[User]
 The streamers go for you again:

  Attack Roll 1  - (1d20+13)[ 30 ]
  Damage 1  - (5d10)[ 34 ]
  Attack Roll 2  - (1d20+13)[ 32 ]
  Damage 2  - (5d10)[ 27 ]
  Attack Roll 3  - (1d20+13)[ 18 ]
  Damage 3  - (5d10)[ 28 ]
  Attack Roll 4  - (1d20+13)[ 25 ]
  Damage 4  - (5d10)[ 28 ]

[User]
 If you survive that:

She backs up yet again, and casts a spell, DC 20:

 Spoiler
Surge of Fortune

She then grabs her amulet, and focuses for a second, before saying the worst obscenity you've ever heard. It's a CL 23 Blasphemy.

OO:

 Spoiler
Sacrificed Destruction to power the Blasphemy


[User]
 Arena Tournament, Round 29:  Bob the Destroyer  vs.  Heleroen
 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

 King Korath - Bob the Destroyer
 Neftren - Heleroen
 All Combatants, please roll initiative.

[User] (1d20+5)[ 11 ]  for Initiative.

[User] init  (1d20+3)[ 17 ]

[User]
 move so that I am standing next to your character, please say where you start, I will be to the right of him.

stats

 Spoiler
ac17
hp 13

[User]
 May I ask as to how you managed to obtain nineteen squares of movement first?

Edit:  Okay you took Quick.  I see.

Ref Question:  What's the Will Save DC to break the Sanctuary effect in order to attack my opponent?

[User]
 High Ref Talic

Per the map, the effect is identical to the sanctuary spell, but with no save allowed.

[User]
 Heleroen moves up and out of sight.

 Spoiler
C3 is my new location.

End turn.

[User] which way did you move?

[User]
 High Ref Talic

In order for either player to have a NEW location, they first must have an old one.  Match restart, all players announce their STARTING locations, and take 1st actions.

[User] Are we re-rolling initiative?

[User]
 ref chilepepper

Nothing was wrong with the initiative rolls, so you can take it from there.

King Korath goes first.

[User] OK, I start in W10, with my great axe in hand.  What is your starting location, so I can take my action.

[User] Technically I would have won twice, since there are two day gaps between your posts, but whatever.  I'm in C10.

[User]
 High Ref Talic

Two day timer doesn't start from one post to the next.  It starts from the moment the player has something requiring them to post.  For example, if you pass your turn, cast a spell requiring a save, use an ability requiring an opposed check, or trigger a readied action, he has 2 days to post.

[User]
 move to D10, your turn.

stats

 Spoiler
ac17
hp13

[User]
 Move north, you last see me in B6, then I disappear.

Refs:
 Spoiler
Current Location after double move is C3.

End Turn.

[User] move to B6, not done, need LoS check please.

[User]
 High Ref Talic

LOS is established.

Bob the Destroyer is in B6.
Heleroen is in C3.

Play resumes.

[User]
 Just enough move, So I move to B3 rage and attack.
attack  (1d20+8)[ 16 ]
damage [roll]3d+12[/roll]

stats

 Spoiler
ac 15
hp15
rage round 1/12

[User]
 damage as I had a typo in the first roll.  End turn.
 (3d6+12)[ 24 ]

[User]
 I take a five foot step diagonally to the northeast, ending in D2.
I then Rapid Shot you.

 (1d20+7)[ 15 ]  to Hit Once
 (1d20+7)[ 24 ]  to Hit Again

 (1d6+1)[ 7 ]  to Hit Once
 (1d6+1)[ 3 ]  to Hit Again

Edit:  That's 10 damage total, unless your AC has changed from what was it... 15?
Edit 2:  The first attack missed, since Rapid Shot applies a -2 penalty, making that roll a roll of 13.  So you only take 3 damage.  My bad.

Your turn.

[User]
 Ok three damage, so I will move to C2 and then attack you again.
attack  (1d20+8)[ 26 ]
damage  (3d6+12)[ 17 ]

end turn
stats

 Spoiler
ac15
hp 12
rage round 2/12

[User]
 High Ref Talic
 Bob the Destroyer wins, and collects his prizes.


[User]
 Arena Tournament, Round 37:  Running Fist  vs.  Aeli
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Kaganmonk - Running Fist
 Reiswind - Aeli
 All combatants, please roll initiative.

[User]
 Initiative -  (1d20+3)[ 6 ]

All weapons on person, guisarme wielded.

Maneuvers Readied

 Spoiler

Burning Blade, Distracting Ember, Counter Charge, Clinging Shadow Strike, Charging Minotaur

Note for referees

 Spoiler

Because of the way Counter Charge is activated, I ask either that my opponent not make his attack roll on a charge until I get a chance to assess the situation, or that I get to interject his attack roll with my Counter Charge attempt.  Obviously the former is better, but whatever you decide.

[User]
 ref chilepepper

reiswind
 Spoiler
 You'll have to forgive me, but I am AFB ATM.  I think I get the gist of what you are asking.  May I suggest you ask your opponent:

If you are going to perform a charge in which I would be able to react to (you can give the specifics of Counter Charge) please declare the movement, but don't roll the attack until I have decided whether or not to use Counter Charge.

Like I said, I don't have my books with me right now so alter that to make sense.  Hope that helps.

[User]
 High Ref Talic

Think I have a better solution to the question at hand.

Kaganmonk, if you announce a Charge action for this match only, would you please spoiler the attack roll?  The charge announcement and movement should be unspoilered.  It's an unusual request, I know, but it'll help keep the match running a bit more smoothly, in this case.

@refs, reiswind:
 Spoiler
There, now your opponent won't get undue information that he wouldn't already have, and you won't know the result of the roll until after you decide whether or not to use the ability.  You may look in the spoiler only after you've decided and posted whether or not you'll counter charge.

[User]
 Initiative  - (d20+2)[ 7 ]

Shuriken in hand. Assuming no LoS to begin. If there is, I'll remove spoilers. At least you're not a barbarian.

 Spoiler
Start in B13

Stats:

 Spoiler
Location: B13
HP: 8/8
AC: 16/16/14 (10 + 4Wis + 2Dex)
Saves: 2/4/6

[User]
 Spoiler
Move to I13

Your turn.

Stats:

 Spoiler
Location: I13
HP: 8/8
AC: 16/16/14 (10 + 4Wis + 2Dex)
Saves: 2/4/6

[User]
 Spoiler

Starting in Y14
Swift: Entering Step of the Wind stance
Move: Y14 to U22
Double Move: U22 to P26

Referees

 Spoiler

I just want to make sure whether Step of the Wind negates the movement penalties associated with both the staircase and the undergrowth.  If this is not the case, then start at Y13 instead, and move to U13.

Waiting on referees to confirm that it's your turn.

Stats

 Spoiler

HP: 8/8, AC: 16

[User]
 High Ref Talic

@Reiswind:
 Spoiler
Stairs count as difficult terrain when going up, heavy undergrowth counts as difficult terrain.  Both are negated by your stance.  Thus, you're in U13.

Los is barely established, by virtue of the slight elevation of Running Fist.

Running Fist is in I13.
Aeli is in U13.

Play continues.  Running Fist is up next.

[User]
 Move to I7

Ready Action:

 Spoiler
Toss a shuriken if he comes in 20'.

Done

[User]
 Move: U13 to P14

End Turn

[User]
 Move to I10

Ready

 Spoiler
Toss a shuriken if he comes in 20 ft.

Done

Stats:

 Spoiler
Location: I10
HP: 8/8
AC: 16/16/14 (10 + 4Wis + 2Dex)
Saves: 2/4/6

[User]
 Move: P14 to I14

End Turn~

 Spoiler

HP: 8/8, AC: 16

[User]
 High Ref Talic

Aeli's movement into I14 triggers a ready action.  Running Fist, you may post it when ready.

[User]
 Readied Action: Throw Shuriken
  Attack  - (d20-2)[ 12 ]
  Damage  - (1d2+2)[ 4 ]

My Turn (After yours):
Move to I13
Attack Unarmed with Stunning Fist
  Attack  - (1d20+2)[ 13 ]
  Damage  - (1d6+2)[ 7 ]

If it hits, Fort Save vs. DC 14

Stats:

 Spoiler
Location: I13
HP: 8/8
AC: 16/16/14 (10 + 4Wis + 2Dex)
Saves: 2/4/6

Done. By the way, either now or after the match, can you tell me what Counter Charge would do?

[User]
 Er...  I think you trigger an AoO from attempting to move through my Guisarme's threatened square.  In which case I use Evasive Reflexes to 5step back to I15 instead of attacking.  Can we get a ref to confirm?

Both attacks miss, by the way, and yeah, I don't mind telling you after the match.  If you want to find out now, you could try charging me? 😛

Stats

 Spoiler

HP: 8/8, AC: 16

EDIT:  If the Evasive Reflexes kicks in, you don't waste a use of your Stunning Fist, as much as I'd like you to miss it >_>

[User]
 High Ref Talic

Evasive reflexes is correct.  Instead of AoO for movement, opponent takes a 5 foot step to I15.
Play rewinds to that point.
Running Fist takes a move action, moves to I13 (from I10).

Aeli interrupts the move immediately after Running Fist enters I13, and takes a 5 foot step to I15.

Play continues from this point.

[User]
 If I can't do this, let me know.

I tumble the next 5ft to attack with Stunning Fist. (Total 25')
  Tumble  - (1d20+6)[ 11 ]
  Attack  - (1d20+2)[ 10 ]
  Damage  - (1d6+2)[ 5 ]

Save DC is still vs. 14.

Stats:

 Spoiler
Location: I14
HP: 8/8
AC: 16/16/14 (10 + 4Wis + 2Dex)
Saves: 2/4/6

Edit: And I still provoke an AoE and I still don't hit. The roller still hates me.

[User]
 Movement: Five stepping back to I16
Swift: Activating Burning Blade
Standard: Attacking with the Guisarme

 (1d20+2)[ 14 ]
Damage:  (2d4+3)[ 8 ]
Burning Blade Damage:  (1d6+1)[ 4 ]

[User]
 Missed. Hopefully I can do better this time.

5ft step to I15 (no AoO)
Flurry of Blows
  Attack1  - (d20)[ 19 ]
  Damage1  - (d6+2)[ 5 ]
  Attack2  - (d20)[ 4 ]
  Damage2  - (d6+2)[ 5 ]

Stats:

 Spoiler
Location: I15
HP: 8/8
AC: 16/16/14 (10 + 4Wis + 2Dex)
Saves: 2/4/6

Done

[User] Helloooo? Are you there? In 22 hours or so, I'll get a High ref to call the match, since I don't like to win by DQ.

[User]
 High Ref Talic
 Running Fist is the Victor by DQ.


[User]
 Arena Tournament, Round 37:  Chile IV  vs.  Hal I Tosis
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Chilepepper - Chile IV
 theterran - Hal I. Tosis
 All combatants, please roll initiative.

[User]
 Hal Initiative

 (1d20+4)[ 6 ]

[User]
 I don't know if I like this map.

  "Init"  - (1d20+5)[ 16 ]

[User] I acknowledge that it's my turn, I'm just away from my books right now.  I'll take my turn sometime Wednesday.

[User]
 refs
 Spoiler

Move: to G13
Swift: activate Law Devotion (AC)
Standard: ready an action to cast a spell upon LoS.

stats
 Spoiler

HP: 3/3
AC: 20 T18 F15
Spells: 5, 4, 1(Ice dagger)
Movement: B13 > G13
Condition: Law Devotion 1/10

edit: Done

[User]
 High Ref Talic

@Chile:
 Spoiler
In this map stairs cost double movement to go up.  To get to G13, you thus need 45 feet of movement.  Please update your move with either a modification to the move, the ready, or information as to how you have a speed of 45.

[User]
 I bought a Light x-bow. since I posted Initiative.

 Hal - Round 1

Actions:

 Spoiler
Swift Action: Activate Travel Devotion
Standard Action: Cast Silence on myself.
Move Action: Move to U11 and Hide.

  Hide  - (1d20+8)[ 10 ]

End my Turn.

Stats:

 Spoiler
Location: U11 (Hiding and silent)
HP: 14/14
AC: 15  Touch: 15  FF: 11
In Hand: Cross bow
Bolts Left: (10/10)

[User]
 talic, refs
 Spoiler
Well, I have 45' movement cause I'm just awesome like that.  In reality, I forgot the double movement.  Since my main intention was to hide, I'll make that a double move and a hide, scratch the ready action.

I need an LoS, not done.

[User]
 High Ref Talic

@Chile:

 Spoiler
Since you announced hide, I need a hide roll.

LOS as soon as I get clarification on something.

[User]
 Man, I should really not try and post when I'm hopped up on cold meds.

talic
 Spoiler
 (1d20+7)[ 25 ]

not done, sorry

[User]
 High Ref Talic

@Refs only:
 Spoiler
This will be my format for posts for matches, when some players have not made reactive spots.  When necessary, I will make them here.

@Chile IV:
 Spoiler
Position: G13, Hide for last round: 28.
No LOS.

@Hal I Tosis:
 Spoiler
Position U11, Hide for last action: 10.
No LOS.

Turn is still Chile IV's.

[User]
 refs
 Spoiler
Maintain hide, ready to cast a spell upon LoS.

stats
 Spoiler

HP: 3/3
AC: 20 T18 F15
Spells: 5, 4, 1(Ice dagger)
Movement: G13 > G13
Condition: Law Devotion 2/10, Hide 28
Ready to cast spell on LoS

Done.

[User]
 High Ref Talic

LoS:

@Refs only:
 Spoiler
This will be my format for posts for matches, when some players have not made reactive spots.  When necessary, I will make them here.

@Chile IV:
 Spoiler
Position: G13, Hide for last round: 28.
No LOS.

EDIT: Please announce the full standard action you are readying.  I see nothing in the SRD, or secondary sources, that suggests you may be vague/general with the action you take, only with the condition that triggers it.

@Hal I Tosis:
 Spoiler
Position U11, Hide for last action: 10.
No LOS.

[User]
 Talic, refs
 Spoiler

Well since we are going by RAW and not RAI, I see it this way.

 To do so, specify the action you will take and the conditions under which you will take it.

So I can ready standard, move, or free action.  Under the list of standard actions, I see

 Cast a Spell

By RAW, I have specified a standard action.  It's no different than someone saying 'I'll attack' instead of 'I'll make a standard melee attack with my mace'.

Retort?

[User]
 High Ref Talic

@Chilepepper:
 Spoiler
Precedent set:  Here
Post 13 and 14.

Precedent.  That ruling set the level to which casting spells as a readied action must be specified.
That level is, when you ready an action to cast a spell, you must specify which spell it is, though you are not required to specify the area of that spell, the target, or other considerations of that spell (such as choice of summoned creature and the like) until it is actually cast.

To dispute that ruling, it'll take someone of higher ref status than him.

Match still on hold.

[User]
 talic, refs
 Spoiler

Fair enough.  Ready to cast ice knife.

Game on.

[User]
 High Ref Talic

Issue resolved.  Play resumes, Hal I Tosis's turn.

[User]
 Hal - Round 2

Actions:

 Spoiler
Use a Swift Action and Move Action to move to P13.

Turn Not Done.

Need LoS.

[User]
 If needed:

 Spoiler
  Spot  - (1d20+7)[ 21 ]

[User]
 High Ref Talic

@refs:
 Spoiler
Reactive spot not needed for Chile, as Hal didn't announce hide on move.

@chile:
 Spoiler
Hal comes into LOS at T13, triggering your readied action.  The above spoiler of Hal's includes information from outside of your LOS, and is off limits.

@Hal:
 Spoiler
Just a moment.

[User]
 Ice Knife
DC8 Caster Level Check  (1d20+1)[ 17 ]
Attack  (1d20+5)[ 19 ]  vs flat footed AC
If it hits  (2d8+4)[ 17 ]  cold damage, plus 2 Dex damage
 If it misses  (1d8+4)[ 10 ]  cold damage, Reflex DC12 for half damage

edit: Looks like that's the match.

[User]
 High Ref Talic

Ok, Chile did elect to take, rather than forego, his readied action.  As theterran didn't have LOS, I couldn't inform you of why the hold was made, until after I knew whether or not he intended to take the ready action.

That said, I'll give theterran a short amount of time to raise any questions, or bring up any points that may have been missed, but it looks like that's the match.

[User] Nope...no questions...that is indeed match.

[User]
 High Ref Talic
 Chile IV is victorious.  Grab a cold one, or a cold two, and enjoy the xp and gold posted above.


[User]
 Arena Tournament, Round 36:  Mac  vs.  Ned the Knight
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 KaganMonk - Mac
 Lord Sarthax - Ned the Knight
 All Combatants, please roll initiative.

[User]
 [dice]1d20-4[/dice]

no purchases at the moment but reserve the ability to do so.

[User]
 crap sorry
 (1d20-4)[ 4 ]

oh and seeing as this was a problem last time, durring the infinite time between rounds, I trained my mule to be combat ready. (he has been trained for the purpose Combat Riding)

[User]
 Initiative  - (d20+2)[ 19 ]

Start in B13

[User]
 No purchases, mind blade materialized, Psi focused.

Double Move to the top of H11.

Stats:

 Spoiler
Location: H11
HP: 10/10
AC: 15/13/12 (10 + 2Dex + 2Armor + 1Shield)
Saves: 1/4/4
Focused: Yes

[User]
 ha you silly man. what do you think you will accomplish from doing that. com and bring your all."

Activate knights challenge.
Shield in one hand, lance in other.
Start in y13

end my turn

stats

 Spoiler
HP: 14
location: Y13
AC: 18
Saves: 2/2/2
buffs: fighting challenge 1/7

[User]
 Move down to M13.

Stats:

 Spoiler
Location: H11
HP: 10/10
AC: 15/13/12 (10 + 2Dex + 2Armor + 1Shield)
Saves: 1/4/4
Focused: Yes

[User]
 Ned Round 2

Move to U12

End turn

stats

 Spoiler
HP: 14
location: Y13
AC: 18
Saves: 2/2/2
buffs: fighting challenge 1/7

[User]
 Move up to P8
Done.

Stats:

 Spoiler
Location: P8
HP: 10/10
AC: 15/13/12 (10 + 2Dex + 2Armor + 1Shield)
Saves: 1/4/4
Focused: Yes

[User]
 Ned just stairs at the silly man going up and down on the pillars.

Round 3

stay.

end turn

stats

 Spoiler
HP: 14
location: Y13
AC: 18
Saves: 2/2/2
buffs: fighting challenge 3/7

[User]
 Move to S7.

Ready:

 Spoiler
5' step towards him and attack if he comes within 10'

Done.

Stats:

 Spoiler
Location: S7
HP: 10/10
AC: 15/13/12 (10 + 2Dex + 2Armor + 1Shield)
Saves: 1/4/4
Focused: Yes

[User]
 round 4

nothing new

stats

 Spoiler
HP: 14
location: Y13
AC: 18
Saves: 2/2/2
buffs: fighting challenge 4/7

[User]
 Move up wall and down the other side, over to T11.
Expend focus to use Psionic weapon.
  Attack  - (1d20+3)[ 8 ]
  Damage  - (3d6+2)[ 10 ]

Hope there's nothing wrong with that movement.

Stats:

 Spoiler
Location: T11
HP: 10/10
AC: 15/13/12 (10 + 2Dex + 2Armor + 1Shield)
Saves: 1/4/4
Focused: No

[User]
 High Ref Talic

Move is legal, however, you provoke an AoO, as the lance is a reach weapon.

[User]
 High Ref Talic

Diregard this post.

[User] ok i dont think that was fair. i was waiting for you to post your reply on his movement. i then had to wait until after school to post my reply with my attack. I do know that i failed to respond after a few days but the match was technically on hold because of a ruling decision and it hasn't been 2 days since you replied that ruling. i just want to know if what i said is technically right.

[User]
 Fair enough.

Match wasn't actually on hold, however.  Usually, a match is only put on hold if a player requests a ref, needs LOS, or a ref announces that the match is paused/on hold.  I can see the confusion, however, so we'll go from here.

[User]
 Thanks Talic

attack of opp
 (1d20+4)[ 17 ]

Damage
 (1d8+4)[ 11 ]

[User] sorry man but i think i got ya

[User]
 High Ref Talic
 Ned the Knight is the Victor!  Collect the XP and Gold listed at the top.


[User]
 You've been walking across the wastelands for several months now. Fathc, your guide, assured you he knew where you were going, but over the many long days of trekking through unremarkable wilderness, you've begun to doubt his assertions.

Rumathar has been his usual, jolly self. Taking up his race's penchant for singing, his storng, baritone voice has helped you keep your sanity for the past month.

Fatch and Rumathar, your friends. Well the giant, at least. Standing just under eight feet tall with a barrel chest, short, cropped blonde hair, and blue eyes, the Rumathar stood out in the flat, featureless wasteland like a sore thumb.

Fatch on the other hand, with his crouched gait, his pasty-white skin, dark eyes and even darker, unkempt hair, managed to blend seamlessly into the enviornment. He'd all given you camoflauged coats, supposedly to hide yourselves from wastelanders, but he was the only one who really knew how to use it effectively.

You notice a dark, wavy blotch on the horizon. At first you think it's only heat getitng to you, a mirage. Then Fatch dispels that illusion.

 "We're nearing our destination..."

Rumathyr smiles and in his big, booming voice, proclaims  "After months of trekking aimlessly through the wilderness, you've finally managed to bring us to the fabled 'Dwelling of the Sleepers."  Fatch scowls at him with a sign of mock hurt. Fatch and Rumathyyr always liked to banter with each other, but neither really meant to hurt the other and neither took it personally.

The giant turns to you.

 "You've been pretty silent through the whole journey, do you have any thoughts you'd like to share with us."

[User]
 Ashana
 "Have I?"  Ashana asks, still smiling at the Maldiir's pronouncement.   "I'm used to being alone in the wilderness, I guess.  Besides which, you've been making enough noise for all three of us,"  she adds, with a grin in her words.  The giant's voice was pleasant, but when she journeyed, she usually did so in silence.  A habit from her youth hunting, and one that still served her well.  The Anaphim's song, in such open country, had been nerve-wracking at first, but she'd learned that wild animals were rare enough here that they didn't have to worry, and after the first couple weeks, her fears of pursuit had eased; these lands had been empty of people so far.  Fatch was good at avoiding others, a skill she well appreciated given that she'd grown up learning how to remain unseen—both from the deer and animals she hunted, and from the men who'd considered her to be poaching.

 "That's really it, Fatch?  That's where they'll be?"   She peers forward, as if she might be able to pierce the distance and the walls to see what was inside from here.

[User]
 Fatch growls.  "Indeed, if the outdated map that fool of a scholar gave us is accurate..."

You smile. When you had set out from the House of Goel headwquarters in the Northern Plains (Present day Canada) (the headquarters itself is situated in what used to be the great lakes area of Ontario), a scholar by the name of Elric had assistd you in preparing for your journey. He had been working with the great minds of the House to find the Dwelling of the Sleepers, and had provided a map he himself had penned.
Fatch is a creature of the wilderness, and therefore has trouble getting along with scholarly and other civilized folk.

Rumathar lets out a great bellowing laugh.  "Oh quit insulting the poor lad, his map's got us this far, eh?"

He leands down next to you to whisper in your ear.  "He's a pretty good lad, you know... and I bet he likes you. If you were an Anaphim lass of your age, unmarried as you are, you'd be considered an old maid!"

He chuckles again. While a good fellow, the giant could be a little blunt sometimes, and he seems to have decided its his fate to find a husband for you.

[User]
 Ashana

Ashana rolls her eyes, repressing the urge to blush.  There was nothing wrong with Fatch; he could be a little prickly to get along with, but then so could she.  It was the giant's attempts at matchmaking that simultaneously amused and exasperated her; usually, she was exasperated at the time and amused afterwards.  She was fairly old to be unmarried, but she was of the House of Goel, and rarely spent much time in one place.  Certainly, there was no time to keep a house, and little time for courting.  Except on journeys like these, maybe.  The blue-eyed giant was the more handsome of the two, genial with a sense of humor, but from the way he spoke she guessed he would either be married already or celibate, and she'd never really gotten around to asking.  Given his almost fatherly matchmaker attitude, it would have been a bit embarassing.

 "Well, we aren't going to find out if he was right or not by standing here, are we?"  she says in a normal voice, trying to ignore Rumalkyr's grin for more than one reason.  She quickens her step.   "Come on!"


[User]
 Arena Tournament, Round 28:  Dr. Spikenburg  vs.  Grall  - Final Match
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  1st: 600 GP, 2nd: 300 GP

 Seribro - Dr. Spikenburg
 Tortoise262 - Grall
 All Combatants, please roll initiative.

[User]
 ref chilepepper
Just want to note that Tortoise262 posted a hold notice in his other matches.  He'll be back to the PC sometime today, Monday, April 7th.

[User]
 High Ref Talic

1st to post wins, unless both post before a ref calls it.

If no posts in 24 hours, double disqualification, all parties lose.

[User]
 High Ref Talic
 All parties Lose.


[User]
 Arena Tournament, Round 38:  Chile V  vs.  Mike C Hammer
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 chilepepper - Chile V
 Mavian - Mike C. Hammer
 All Combatants, please roll initiative.

[User] Initiative -  (1d20+3)[ 23 ]

[User]
 I bet you win initiative  (1d20+3)[ 21 ]

edit:  Oooo, darn close.  I won't buy if you don't.
edit2:  I'll start in A13

[User]
 I've got nothing that needs buying.

Starting in Y13

Move Action + Standard Action: Double move to N19, drawing a warhammer in each hand as I move.

End of Turn:

Stats for Refs:

 Spoiler

Hp: 13/13
Ac: 17
Position: N19
Speed: 40

[User]
 Move to A19
Standard: Ready an action

 Spoiler
To breath when Mike is in range

Done

[User]
 Mike - Round 2

So are you planning on using your invocation, or moving....

Move Action: N19 to K14
Standard Action: Ready an Action.

 Spoiler

Ready an action to move if Chile V preforms any visible action

End of Turn:

Stats for Refs

 Spoiler

Hp: 13/13
Ac: 17
Position: N19
Speed: 40

[User]
 Move to E23
Standard: ready an action

 Spoiler
breath if in range

Done

[User]
 Ref Bayar

@other refs:

 Spoiler
Should we rule readying an action as "Any visible action" ? If so, I belive that Chile triggered Mavian's readied action to move

[User]
 High Ref Talic

@mavian, Refs:
 Spoiler
Precedent:  Here .

Readying an action is a visible action.  Readied action is triggered.

[User]
 @Refs, Bayar

 Spoiler

Also, I'm pretty sure I saw him move 😎

My readied action goes of as you start to move.
Move from K14 to E16

Which allows you to change your standard action if you'd like.

[User]
 Standard: ready an action

 Spoiler
to attack (breath) if attacked

Done

[User]
 Todd - Round 3

 " Stop!  Hammer Time "

Immediate Action: Start to froth at the mouth (Activate Frenzy)
Full Round Action: Charge from E16 to E22

Attack 1:  (1d20+7)[ 25 ]  (5-2 twf +2 Frenzy +2 Charge)
Damage:  (1d8+6)[ 12 ]

Attack 2:  (1d20+7)[ 9 ]  (5-2 twf +2 Frenzy +2 Charge)
Damage:  (1d8+6)[ 8 ]

Attack 3:  (1d20+7)[ 17 ]  (5-2 twf +2 Frenzy +2 Charge)
Damage:  (1d8+6)[ 7 ]

End of Turn:
@Edit: Adding Taunts

Stats for Refs:

 Spoiler

Hp: 13/13
Ac: 16 +1 Frenzy, -2 Charge
Position: K22
Speed: 40
Frenzy: 1/5

[User]
 You attack triggers my ready action.

5' step to E24
Breath  (1d6)[ 1 ]  Fire damage, DC17 reflex save for half

Your attacks whiff at the air.

My turn.

Standard: ready an action

 Spoiler
To attack (breath) if attacked

Done

[User]
 Um... how did you 5-foot step?

From Readying.

 You can take a 5-foot step as part of your readied action, but only if you don’t otherwise move any distance during the round.

You moved before you readied, there for you can't move with your readied action.

Also, I messed up above, replace the word Frenzy with Ferocity.  Stupid Tornado sirens distracted me.

Reflex save:  (1d20+5)[ 23 ]

[User]
 Aww crap, you're right.  I forgot that.

There is one mistake though.  Off-handed weapons get half strength bonus to damage.   However, you scored hits with your primary for 12 and your tail for 5, that's more than enough to drop me.   VERY impressive build, especially the Pounce alternate class feature.  Good job.

edit: wait, this is the next round so technically I haven't move this round and I can take a 5' step, so my move was legal, continue

[User] I'm going to wait for a ref on this one, because I'm fairly certain that the round that counts is the round that the action was readied in.

[User]
 High Ref Talic

For every effect you generate, a round is counted from the start of your action to the start of your next.  This includes things such as when saves are rolled, when damage is applied (for example, sleep-smoke and entangling ectoplasm), when summoned creatures appear and disappear, when effects change, and the like.

The actual round is pretty much used only as an abstract, a sorta framework for everyone's turns to go in.  There are a couple of exceptions, but, for the vast majority of actions and effects, "a round" is used to mean from the start of one action to the start of the next.

As such, the 5 foot step would be illegal.

[User]
 In round 5, my readied action goes off.  As part of my readied action, I can take a 5' step as part of my action if I haven't moved in that round.  I haven't moved in round 5, therefor, I can take a 5' step.  That's what it says, and it makes sense that way too.  I'll explain.

My initiative count moves to directly before Mike in round 5 and takes up my action for that round.  My next turn doesn't come until round 6.

As it plays out, I moved using a move action in round 4.
I moved using a 5' step in round 5, no other movement that round.
I'll get to move again if I want in round 6.

If initiative were the other way around it still makes sense.
Let's say I went first in round 4 and Mike's action is in the bottom of 4.

Now, I use a move action in round 4, and my standard action triggers as well in round 4 so I can't take a 5'.  One movement in round 4.
In round 5 I can move again.
In round 6 I can move again.

In rounds 4-6, I get three move action.  I'm already at a disadvantage because as initiative sits, I am limited to a 5'step in round 5.  Taking that away to perpetuate the thought of 'abstract' rounds doesn't fix the imbalance, it makes it worse.

[User]
 High Ref Talic

In that case, I'll pause this match, whilst I go get a higher ref, for the appeals process.

[User] Kyeudo, if you rule against the 5' step, you can call the match in Mike's favor while you're here.

[User]
 GM Kyeudo

 Originally Posted by chilepepper
 Kyeudo, if you rule against the 5' step, you can call the match in Mike's favor while you're here.

Then I hope this is clear enough.

 M.C. Hammer is the Winner!

[User] Fair enough.  Congratulations.  Again, excellent build.

[User]
 Yeah, I still have a few flaws in it to work out, but I think she'll do for a spell.

Now to finish up Stretch Armstrong.


[User]
 Arena Tournament, Round 17:  Dunkin  vs.  Kale
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 All combatants, please roll initiative.

[User] Posting here to say I posted - I'll have items soon.

[User]
 Same here.

it's Rl D&D night so I gotta get out of here. I'll post Initiative and round 1 tomorrow (Sun) morning.

[User]
 Alright, I'm about as ready as I can be.

 Round - 0  Rolling Initiative

 Initiative:   (1d20+2)[ 5 ]

Opening  Status & Position:

 Spoiler

Current Action/Location: / N1
  Vital Statistics:
 HP:   8 /8
 AC:  12, Touch: 12, FF: 10 (Dex +2, Size +1, Base=9)
 Saves:  Fort +3, Ref +2, Will +5
 Special Abilities::
 Conditions:

Current Creatures

 Spoiler

Chevy: Animal Companion:
Current Action/Location: / M2
  Vital Statistics:
 HP:   6 /6
 AC:  13, Touch: 11, FF: 12 (Dex +1, Nat +2)
 Saves:  Fort +4, Ref +3, Will +0 / +2 vs Spells
 Special Abilities::  Pounce, Low Light, Scent
 Conditions:

Robin: Mount
Current Action/Location: / N2
  Vital Statistics:
 HP:   13 /13
 AC:  16, Touch: 12, FF: 14 (Dex +2, Nat +4)
 Saves:  Fort +5, Ref +5, Will +1 / +2 vs Spells
 Special Abilities::  Trip +3, Low Light, Scent
 Conditions:

[User]
 Round 0-

Purchases:

 Spoiler
Potion of Hide from Animals (50 gp) and into my potion bracer it goes, replacing one of my repair light damage

Initiative:
 (1d20+1)[ 18 ]

[User]
 I guess I'm up then. =)

Round 1 - Kale:

 Spoiler

Starting in M25, I move at half speed (due to blindness) due north, moving silently as I do (take 10).  I end up in I25.

Your go.

[User]
 What's the time limit on the match? :)

 Round - 1  Rolling Initiative

 Spoiler

I cast light on the stone in my loaded sling. Then with my hand on the reigns of my riding dog I move on down to R2. Dog ends in R3. Phynxkin in Q3.

Opening  Status & Position:

 Spoiler

Current Action/Location: / R2
  Vital Statistics:
 HP:   8 /8
 AC:  12, Touch: 12, FF: 10 (Dex +2, Size +1, Base=9)
 Saves:  Fort +3, Ref +2, Will +5
 Special Abilities::
 Conditions:

Current Creatures

 Spoiler

Chevy: Animal Companion:
Current Action/Location: / Q3
  Vital Statistics:
 HP:   6 /6
 AC:  13, Touch: 11, FF: 12 (Dex +1, Nat +2)
 Saves:  Fort +4, Ref +3, Will +0 / +2 vs Spells
 Special Abilities::  Pounce, Low Light, Scent
 Conditions:

Robin: Mount
Current Action/Location: / R3
  Vital Statistics:
 HP:   13 /13
 AC:  16, Touch: 12, FF: 14 (Dex +2, Nat +4)
 Saves:  Fort +5, Ref +5, Will +1 / +2 vs Spells
 Special Abilities::  Trip +3, Low Light, Scent
 Conditions:

[User]
 Round 2 - Kale:

 Spoiler
I move to E25 silently, taking 10 (3)

[User]
 I don't know where you are, but I am assuming you've already come out form behind the wall around the starting positions. if so you'll be able to see this as I've lit up part of the arena.

 Round - 2

Currently standing with my pets in R2. I cast light last round. This round I use my sling to launch the Lit stoneto H18. I'm tossing it blind so there's a scatter effect. With 1 being north if I miss my square.

Attack Roll Against AC5 to hit the square:  (1d20+2)[ 12 ]  Took off for range increments.
Miss Chance 50% need over to make it.  (1d100)[ 76 ]
 Ignore the scatter dice it hit the square.
Scatter die on a miss: (1d6)[ 3 ]  1 is north, goign clockwise.
Scatter distance: (1d4)[ 3 ]  squares.

 There is a light spell in H18

This should light up everything between wherever this lands and where I "was" as it travelled, if only briefly.

Now that I'm back in the darkness I'll wait for LOS before finishing my turn.

 Remaining Actions:
Edited based Off LOs reports.

 Spoiler

I stay where I am.

Spot: (1d20+4)[ 20 ]

Opening  Status & Position:

 Spoiler

Current Action/Location: / R2
  Vital Statistics:
 HP:   8 /8
 AC:  12, Touch: 12, FF: 10 (Dex +2, Size +1, Base=9)
 Saves:  Fort +3, Ref +2, Will +5
 Special Abilities::
 Conditions:

Current Creatures

 Spoiler

Chevy: Animal Companion:
Current Action/Location: / Q3
  Vital Statistics:
 HP:   6 /6
 AC:  13, Touch: 11, FF: 12 (Dex +1, Nat +2)
 Saves:  Fort +4, Ref +3, Will +0 / +2 vs Spells
 Special Abilities::  Pounce, Low Light, Scent
 Conditions:

Robin: Mount
Current Action/Location: / R3
  Vital Statistics:
 HP:   13 /13
 AC:  16, Touch: 12, FF: 14 (Dex +2, Nat +4)
 Saves:  Fort +5, Ref +5, Will +1 / +2 vs Spells
 Special Abilities::  Trip +3, Low Light, Scent
 Conditions:

[User] Awaiting a ref response yes?

[User]
 Not nessesarily.

I just gave you my co-ordinates. And we now know where the light is. If you're in the light then say so and it will be your turn. Or if you were in the light during it's travel then once again you can say so. If you're not in the light then say so and it's your turn.

:)

I am only waiting to see how the refs will handle the rest of the tournament if we're the only competitors left.

[User] You can see me in the very edge of dim light at E25

[User] Thank youi. I added the rest of my turn to the previous post. Go ahead.

[User]
 Red eyes blazing in the darkness, Kale moves forward to H20, quaffing a potion as I move.

 Spoiler
Hide from Animals

Your animals stop responding to me.

[User] Uh, your go?

[User]
 yeah yeah I know.

 Round - 3

Actions before the light comes on.

 Spoiler

I draw another stone form my pocket and cast light on it.
Spot: (1d20+4)[ 18 ]

I've cast another light spell. I am still at my previous position well close to my... hmm looking at this there doesn't seem to be LOS betweeen H20 and R2. I can't see the squares on this map though so it's close enough for government work. I cast light in R2. You can see my mount in R3.

Opening  Status & Position:

 Spoiler

Current Action/Location: / R2
  Vital Statistics:
 HP:   8 /8
 AC:  12, Touch: 12, FF: 10 (Dex +2, Size +1, Base=9)
 Saves:  Fort +3, Ref +2, Will +5
 Special Abilities::
 Conditions:

Current Creatures

 Spoiler

Chevy: Animal Companion:
Current Action/Location: / Q3
  Vital Statistics:
 HP:   6 /6
 AC:  13, Touch: 11, FF: 12 (Dex +1, Nat +2)
 Saves:  Fort +4, Ref +3, Will +0 / +2 vs Spells
 Special Abilities::  Pounce, Low Light, Scent
 Conditions:

Robin: Mount
Current Action/Location: / R3
  Vital Statistics:
 HP:   13 /13
 AC:  16, Touch: 12, FF: 14 (Dex +2, Nat +4)
 Saves:  Fort +5, Ref +5, Will +1 / +2 vs Spells
 Special Abilities::  Trip +3, Low Light, Scent
 Conditions:

[User]
 Kale: Round 4

The mechanical monstrosity moves to H18, reaches down and scoops up the stone, popping it into his mouth.

The light goes out.

[User] I'm going to be out of town until Sunday.

[User]
 Round - 4
I toss my light stone to R16.

Remaining actions.

 Spoiler

I then move my little group 5 feet to the east.

Done

Opening  Status & Position:

 Spoiler

Current Action/Location: / R3
  Vital Statistics:
 HP:   8 /8
 AC:  12, Touch: 12, FF: 10 (Dex +2, Size +1, Base=9)
 Saves:  Fort +3, Ref +2, Will +5
 Special Abilities::
 Conditions:

Current Creatures

 Spoiler

Chevy: Animal Companion:
Current Action/Location: / Q4
  Vital Statistics:
 HP:   6 /6
 AC:  13, Touch: 11, FF: 12 (Dex +1, Nat +2)
 Saves:  Fort +4, Ref +3, Will +0 / +2 vs Spells
 Special Abilities::  Pounce, Low Light, Scent
 Conditions:

Robin: Mount
Current Action/Location: / R4
  Vital Statistics:
 HP:   13 /13
 AC:  16, Touch: 12, FF: 14 (Dex +2, Nat +4)
 Saves:  Fort +5, Ref +5, Will +1 / +2 vs Spells
 Special Abilities::  Trip +3, Low Light, Scent
 Conditions:

[User]
 Kale: Round 5 -
All is dark again.

 Spoiler
Moves double to H14, moving silently [3]

[User]
 Round - 5
Actions.

 Spoiler

Stay Put

Done

Opening  Status & Position:

 Spoiler

Current Action/Location: / R3
  Vital Statistics:
 HP:   8 /8
 AC:  12, Touch: 12, FF: 10 (Dex +2, Size +1, Base=9)
 Saves:  Fort +3, Ref +2, Will +5
 Special Abilities::
 Conditions:

Current Creatures

 Spoiler

Chevy: Animal Companion:
Current Action/Location: / Q4
  Vital Statistics:
 HP:   6 /6
 AC:  13, Touch: 11, FF: 12 (Dex +1, Nat +2)
 Saves:  Fort +4, Ref +3, Will +0 / +2 vs Spells
 Special Abilities::  Pounce, Low Light, Scent
 Conditions:

Robin: Mount
Current Action/Location: / R4
  Vital Statistics:
 HP:   13 /13
 AC:  16, Touch: 12, FF: 14 (Dex +2, Nat +4)
 Saves:  Fort +5, Ref +5, Will +1 / +2 vs Spells
 Special Abilities::  Trip +3, Low Light, Scent
 Conditions:

[User]
 Kale: Round 6 -

 Spoiler
Moves double to I10, moving silently [3]

[User]
 Round - 6
Actions.

 Spoiler

Stay Put

Done

Status & Position:

 Spoiler

Current Action/Location: / R3
  Vital Statistics:
 HP:   8 /8
 AC:  12, Touch: 12, FF: 10 (Dex +2, Size +1, Base=9)
 Saves:  Fort +3, Ref +2, Will +5
 Special Abilities::
 Conditions:

Current Creatures

 Spoiler

Chevy: Animal Companion:
Current Action/Location: / Q4
  Vital Statistics:
 HP:   6 /6
 AC:  13, Touch: 11, FF: 12 (Dex +1, Nat +2)
 Saves:  Fort +4, Ref +3, Will +0 / +2 vs Spells
 Special Abilities::  Pounce, Low Light, Scent
 Conditions:

Robin: Mount
Current Action/Location: / R4
  Vital Statistics:
 HP:   13 /13
 AC:  16, Touch: 12, FF: 14 (Dex +2, Nat +4)
 Saves:  Fort +5, Ref +5, Will +1 / +2 vs Spells
 Special Abilities::  Trip +3, Low Light, Scent
 Conditions:

[User]
 Kale: Round 7 -

 Spoiler
Moves double to J6, moving silently [3]

Can I see you in the light?  I don't think so, right?

[User]
 [QUOTE=Damionte;3684880] Round - 7
Actions.

 Spoiler

Stay Put

Standard action I dismiss my first light spell, in case he's just carrying it around in his mouth.

Done

Status & Position:

 Spoiler

Current Action/Location: / R3
  Vital Statistics:
 HP:   8 /8
 AC:  12, Touch: 12, FF: 10 (Dex +2, Size +1, Base=9)
 Saves:  Fort +3, Ref +2, Will +5
 Special Abilities::
 Conditions:

Current Creatures

 Spoiler

Chevy: Animal Companion:
Current Action/Location: / Q4
  Vital Statistics:
 HP:   6 /6
 AC:  13, Touch: 11, FF: 12 (Dex +1, Nat +2)
 Saves:  Fort +4, Ref +3, Will +0 / +2 vs Spells
 Special Abilities::  Pounce, Low Light, Scent
 Conditions:

Robin: Mount
Current Action/Location: / R4
  Vital Statistics:
 HP:   13 /13
 AC:  16, Touch: 12, FF: 14 (Dex +2, Nat +4)
 Saves:  Fort +5, Ref +5, Will +1 / +2 vs Spells
 Special Abilities::  Trip +3, Low Light, Scent
 Conditions:

[User]
 Round 8: Kale

 Spoiler
I move to J4 (silently) and draw out a Sunrod

Go. =)

[User]
 Round - 8
Actions.

 Spoiler

Stay Put

Done

Status & Position:

 Spoiler

Current Action/Location: / R3
  Vital Statistics:
 HP:   8 /8
 AC:  12, Touch: 12, FF: 10 (Dex +2, Size +1, Base=9)
 Saves:  Fort +3, Ref +2, Will +5
 Special Abilities::
 Conditions:

Current Creatures

 Spoiler

Chevy: Animal Companion:
Current Action/Location: / Q4
  Vital Statistics:
 HP:   6 /6
 AC:  13, Touch: 11, FF: 12 (Dex +1, Nat +2)
 Saves:  Fort +4, Ref +3, Will +0 / +2 vs Spells
 Special Abilities::  Pounce, Low Light, Scent
 Conditions:

Robin: Mount
Current Action/Location: / R4
  Vital Statistics:
 HP:   13 /13
 AC:  16, Touch: 12, FF: 14 (Dex +2, Nat +4)
 Saves:  Fort +5, Ref +5, Will +1 / +2 vs Spells
 Special Abilities::  Trip +3, Low Light, Scent
 Conditions:

[User]
 Ref Morbius

Qworg

 Spoiler

You can't take 10 on checks while in the arena, so please roll for MS from now on. No LoS

Damionte

 Spoiler

No LoS

[User]
 Kale - Round 9:

 Spoiler
I crack a Sunrod

Light floods from around J3 or 4.

I'm holding my round for this question - Do I see you?

[User]
 Not yet, I'm still in R3 but you can't see me yet.

 Round - 9
Actions.

 Spoiler

Stay Put Move animals behind me to R2 & R4

Done

Status & Position:

 Spoiler

Current Action/Location: / R3
  Vital Statistics:
 HP:   8 /8
 AC:  12, Touch: 12, FF: 10 (Dex +2, Size +1, Base=9)
 Saves:  Fort +3, Ref +2, Will +5
 Special Abilities::
 Conditions:

Current Creatures

 Spoiler

Chevy: Animal Companion:
Current Action/Location: / R2
  Vital Statistics:
 HP:   6 /6
 AC:  13, Touch: 11, FF: 12 (Dex +1, Nat +2)
 Saves:  Fort +4, Ref +3, Will +0 / +2 vs Spells
 Special Abilities::  Pounce, Low Light, Scent
 Conditions:

Robin: Mount
Current Action/Location: / R4
  Vital Statistics:
 HP:   13 /13
 AC:  16, Touch: 12, FF: 14 (Dex +2, Nat +4)
 Saves:  Fort +5, Ref +5, Will +1 / +2 vs Spells
 Special Abilities::  Trip +3, Low Light, Scent
 Conditions:

[User]
 Uh, my round wasn't over - you may want to hold for the next part.

I throw the rod at R5:

 (1d20-4)[ 2 ]
If it scatters:
 (1d6)[ 3 ]  - distance
 (1d8)[ 6 ]  - from North, clockwise.

Now its your go.

[User] Then my action is already posted and it's your turn again.

[User] I'm off until tomorrow - I don't have time to post a response yet, sorry.

[User] Double move to q4. Your go! :)

[User]
 Round - 10

I take a 5 foot step to Q4. Pick up the sun rod, and throw it side arm down to Q14. Re-washiong my immediate area in darkness.

Done

Status & Position:

 Spoiler

Current Action/Location: / Q4
  Vital Statistics:
 HP:   8 /8
 AC:  12, Touch: 12, FF: 10 (Dex +2, Size +1, Base=9)
 Saves:  Fort +3, Ref +2, Will +5
 Special Abilities::
 Conditions:

Current Creatures

 Spoiler

Chevy: Animal Companion:
Current Action/Location: / R2
  Vital Statistics:
 HP:   6 /6
 AC:  13, Touch: 11, FF: 12 (Dex +1, Nat +2)
 Saves:  Fort +4, Ref +3, Will +0 / +2 vs Spells
 Special Abilities::  Pounce, Low Light, Scent
 Conditions:

Robin: Mount
Current Action/Location: / R4
  Vital Statistics:
 HP:   13 /13
 AC:  16, Touch: 12, FF: 14 (Dex +2, Nat +4)
 Saves:  Fort +5, Ref +5, Will +1 / +2 vs Spells
 Special Abilities::  Trip +3, Low Light, Scent
 Conditions:

[User] Uh, I'm in q4. The sunrod is in u2.

[User]
 How did the sun rod get to U2? You said you threw it to R5?
I am just gong off what you wrote.

 Round - 10  correction then.

I take my mount by the reighns. I spend a move action to move my mount a 5 foot step to S3. I then take a 5 foot step to R4, draw my club from it's strap on the wardog's saddle.
Spend a free action directing my comapnion to move to Q3.

Handle Animal Heel  (1d20+4)[ 23 ]

Done

Status & Position:

 Spoiler

Current Action/Location: / R4
  Vital Statistics:
 HP:   8 /8
 AC:  12, Touch: 12, FF: 10 (Dex +2, Size +1, Base=9)
 Saves:  Fort +3, Ref +2, Will +5
 Special Abilities::
 Conditions:

Current Creatures

 Spoiler

Chevy: Animal Companion:
Current Action/Location: / Q3
  Vital Statistics:
 HP:   6 /6
 AC:  13, Touch: 11, FF: 12 (Dex +1, Nat +2)
 Saves:  Fort +4, Ref +3, Will +0 / +2 vs Spells
 Special Abilities::  Pounce, Low Light, Scent
 Conditions:

Robin: Mount
Current Action/Location: / S3
  Vital Statistics:
 HP:   13 /13
 AC:  16, Touch: 12, FF: 14 (Dex +2, Nat +4)
 Saves:  Fort +5, Ref +5, Will +1 / +2 vs Spells
 Special Abilities::  Trip +3, Low Light, Scent
 Conditions:

[User]
 Oh I see. You missed with your sun rod and it scattered.

Ok let me look at my action and see what I can do differently then.

Ok it's edited.

[User]
 Kale Round 10:

Okay, let's try beating you in the face. =D

"Target... Acquired..."

Short Spear:
 (1d20+5)[ 23 ]
 (1d6+4)[ 9 ]

Slam:
 (1d20+3)[ 13 ]
 (1d4+4)[ 5 ]

[User] See that wasn't so hard. Why did it take you 10 rounds to walk over here and do that? Yes I know I could have been using the darkness and count on the miss chance but why drag it out.

[User] Sorry - I didn't know what other tricks you had. =/

[User]
 High Ref Mav:

Kale is declared the winner and receives the prizes mentioned above


[User]
 One dark generic 24-hour time unit in the Underdark (The Underdark doesn't have a sun, remember?), Ez-a'liar'kdan Rualec, a little known drow cleric of the Rualec house, was formulating a spell. This arcane working, complex in its nature seemed to indicate "taking intelligence and power from Lolth's aspect of the Cat" (a lesser known facet of Lolth's domain). However, as the magical nexi started humming with power, she realised, though much too late, that she had accidently reversed the spell incantation! In this form, it would serve to  give  power to "Lolth's aspect of the cat"! The last thing she ever did, before her intelligence and power were sucked away, was look down at her cats, whose eyes were glowing with an unholy light...

((Start game!))

[User]
 Caterwallus
  What a strange, strange feeling...  I NOW HAS POWERZ!!!   And a yearning for  CHEEZEBURGUR!

Maybe I can even  TAKE OVER TEH WORLDZ!

[User] Wat a buz... I is felin vry smrt. teh worldz are all belong 2 me. I's goin 2 make shure dey all knows dat.

[User]
 Bitey

Looking around in shock, as the vision of himself on a throne, the world beneath his feet, fades.

 "I is overwhemld. Mast eet breakfazt first..."

[User]
 Caterwallus
 "Breakfazt?"   He jerks his head toward the unfortunate drow cleric.   "Mebbe is tasteez?"

[User]
 A big, black cat that you swore wasn't there a moment ago opens his golden, gleaming eyes.

 I think, zerefore you aren't. Bitchez.
 Now, seriously, why these bipedal meatbags speak so funny, like I do now? Are they mad, or something?
 Oh, rightz. Zey ar bitchezzz.
 When do we ztart wuss-slapping zem?

[User]
 Caterwallus

To the big black cat:  "We startz now."   Caterwallus moves a safe distance from the dazed drow and says,  "FAIL, BITCH!"

 Spoiler
  Attack  - (1d20+7)[ 17 ]  (Ranged touch, +5 DEX, +2 size)
  Damage  - (1d6)[ 1 ]

[User] Your bolt of black energy lances into the drow cleric's  corpse , blasting a small chunk of flesh of its  rotting, decomposing  body.

[User]
 Caterwallus
 "Ugh.  DO NOT WANT.  Letz hunt fer fud."   Caterwallus starts searching around the room for anything tasty or otherwise interesting.

 Spoiler
(( In all fairness, you never actually said the cleric was dead... just that her intelligence and power was sucked away))

[User]
 ((Oh okay, sorry about that. I kinda assumed that you guys would take it as if she had been Int, Wis and Cha poisoned to zero. That is, effectively dead. I also had a pretty vivid mental image about it.))

You are in the Magic Laboratory of your late ex-mistress's mansion. anything vaguely edible here would not be good for you.

[User]
 Bitey
 Okay, catz. We needz a plan. I propoz:
1. Findzing something for breakfazt.
2. Start taking ovar the world.
An lez get outa here, it stinkz.

Bitey starts to move towards the closest door.

[User]
 I liek plann.

*heads faor door as well

"((Dosn't Int, Wis, an Cha 0 leave her alive?))

[User]
 Your planz lackz important pointz, such az
4. Profitz, and
3. Whatzever it takez to takez zem.

Otervize, lokz gud. For you, anyvayz.

[User]
 Caterwallus
 "Yes.  Brekfazt gud beforz takingz ovur wurldz."   He follows the others out of the door, making sure to stay near the rear.

[User] OOC: Altharis, could you describe what we see around and where we can go?

[User]
 ((Sure thing Eerie, sorry about not doing it before. And yes, Int, Wis, and Cha at zero means that she is technically alive, but having so much life energy drained out of her caused a system shock and she had a heart attack. Enough about the specifics.))

The room, being the old magic laboratory that your pet drow (Cat's think of humans as  their  pets. Get some and you'll see.) never let you play in, is a largish room, still filled with multi-colored smoke from the spell. Jars upon jars of preserved magical components, and books upon books of forgotten lore are piled upon the shelves. Strange glass instruments and metal tongs litter a bench. A giant cauldron sits in the centre of the room. There is a set of stairs going upwards, that leads to an oaken door. There is another, closer (and consequently, the one you're heading towards), door. It is large, and made of iron. It is covered in blood, spikes, and.....eggcartons? It appears unlocked.

[User]
 [whispers]

Are we there yet?


[User]
 Arena Tournament, Round 23:  Likem  vs.  Andek Firebeard
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 All combatants, please roll initiative.

[User]
 (1d20-2)[ 0 ]

Whatever.

[User]
 Ouch. I can't actually get lower than that, but for the sake of formality...

  Initiative  - (1d20+5)[ 16 ]

[User]
 Actions:
 Spoiler
Begin in P21 with Hand Axe in hand. Double move to R10. Declare Likem as my dodge target.

Stats:
 Spoiler
HP 14/14
AC 16 vs Likem, 15 vs others
Fort +4, Ref +5, Will +5

Pass turn.

[User] Computer Troubles. Will post soon.

[User]
 I'll be out of town for xmas (as will most of the playgrounders, I'm sure). I'll be able to post again on the 26th, after 1pm. But it's still Siric's turn anyway, so I'm not particularly worried.

Hope you get your computer issues resolved  - and have a Happy Whatever-you-celebrate. 😁

[User]
 Thanks for understanding. Computer issues aren't resolved, but I can post now!

Merry Whatever Indeed

 Spoiler
Move to R6, What do I see?

Not done/

[User]
 Meh. Not going to wait for the Refs any longer.... Move to S4. Do I see you? If so,  (1d20+6)[ 16 ]
 (1d8+1)[ 6 ]

[User]
 Ow. Alright, let's get this show on the road...

Dodge target you, charge from R10 to R5.

  Attack  - (1d20+3)[ 12 ]  for   Damage  - (1d6+1)[ 4 ]  plus stunning fist (Fort DC13).

 Spoiler
HP 8/14
AC 16

[User]
 Looks like I missed. Your go.

Stats (for refs):

 Spoiler
HP 8/14
AC 14 (-2 charge, +1 Dodge)

[User]
 5 foot step to R3

  Attack  - (1d20+6)[ 8 ]
  attack  - (1d8+1)[ 6 ]

[User]
 I assume that's your turn?

Flurry of Blows with shurikens.

  attack  - (1d20+1)[ 19 ]  for   damage  - (1d2+1)[ 2 ]
and
  attack  - (1d20+1)[ 20 ]  for   damage  - (1d2+1)[ 2 ]

5-foot adjustment to S4, Dodge target you.

Go.

[User]
 Looks like I may have hit at least once...

Stats for the refs:
 Spoiler
HP 8/14
AC 18 vs Likem (15 +1 Dodge, +2 Tree), 17 vs potential others.
8 shuriken remaining

[User]
 Remember kids, your characer sheet is just as importnat as your opponents.

Declare Dodge against you. Forgot I had Dodge.

Move to S2, giving you an attack of opportunity.

I have mobility, which puts me at AC 23. Maybe 25 due to the post.
Finish my move action by going to U2.

And than attack you. And I have Point Blank Shot, something else I forgot.
 (1d20+7)[ 27 ]
 (1d8+2)[ 3 ]

[User]
 Critical!

 (1d20+7)[ 24 ]
 (1d8+1)[ 2 ] +1 due to PBS
 (1d8+1)[ 5 ] +1 due to PBS

Unless I missed something, you need to try and kill me with an AoO or I win.

[User]
 So, AoO with the hand axe.

  attack  - (1d20+1)[ 12 ]

Knowing I have to Nat 20 with that roll to hit, I'll just roll the X3 crit damage now.

  damage  - (3d6+3)[ 19 ]

[User]
 Nope. Game, set, match.

Well played, Siric.

Back to the drawing board...

[User] Indeed! Good game, and good luck on your future ones!

[User]
 High Ref Mav:

Likem is declared the winner and receives the prizes previously mentioned.


[User]
 Arena Tournament, Round 22:  Heleroen  vs.  Shadow
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 All combatants, please roll initiative.

[User] (1d20+5)[ 21 ]  for Initiative.

[User]
 Initiative  - (1d20+5)[ 10 ]

Alright, let's get this started.

[User]
 Double Move to J14

Slash's Turn.

[User]
 Move to S14

For Refs-

 Spoiler
  I have my bow in hand and I will ready an action to shoot when he comes into my LoS.

[User]
 Move to K14.

For Refs:
 Spoiler
Ready an attack action to hit Slash when he enters my LoE.

Welcome back... don't you hate how you can't shoot over the glass?

[User]
 Move to O16.
For Refs-

 Spoiler
 Same readied action.

[User]
 For Refs:
 Spoiler
Maintain Readied Action

[User] Wait, is it my turn?

[User] Uhh yeah.  I believe it is.

[User] Use move action to L15.  LoS check?

[User]
 As part of my readied action above, I take a five foot step to J14 and then shoot you.

 (1d20+7)[ 11 ]  to Hit
 (1d6+1)[ 3 ]  Damage (+1 from Point Blank Shot.)

I'll see how this works...

[User]
 I believe I miss, so I'll take the next round's action.

I'll move to I15 and shoot you once more.

 (1d20+7)[ 9 ]  to hit
 (1d6+1)[ 2 ]  Piercing Damage +  (1d6)[ 2 ]  Points of Skirmish Damage

Wow, the roller really hates me right now.

[User]
 Alright, I will designate you as my Dodge enemy, +1 to AC, and then take out an arrow and shoot you.

  Attack  - (1d20+5)[ 10 ]
  Damage  - (1d6)[ 3 ]

[User]
 And I thought the roller was going badly for me... :D

I'll run in a little circle from I15 to J15 to J14 to I14 to I15 then shoot you.

 (1d20+7)[ 23 ]  to Hit
 (1d6+1)[ 4 ]  Bow and PBS Damage +  (1d6)[ 5 ]  Skirmish Damage.

[User] Yeah, That kills me.  damn roller.😏

[User] Wait, really? Well, good match. I thought you had like, 5 more health...

[User]
 High Ref Bronz

Woooooaaaaah pony, back up now!

In post 12, Neftren took an illegal readied action.  Your action was to shoot, not take a 5' step AND THEN shoot.  You could ready for one or the other, but not take both in conjunction.

We need to go back to that round.  Heleroen's readied action was never triggered as LoE was never established.  Redo that round's actions Neftren.

Also, for both of you, please, please use stat blocks and please do NOT say "same readied action" as then we have to go back up and look up what that same readied action was.

[User]
 Originally Posted by Bronz
   High Ref Bronz

Woooooaaaaah pony, back up now!

In post 12, Neftren took an illegal readied action.  Your action was to shoot, not take a 5' step AND THEN shoot.  You could ready for one or the other, but not take both in conjunction.

We need to go back to that round.  Heleroen's readied action was never triggered as LoE was never established.  Redo that round's actions Neftren.

Also, for both of you, please, please use stat blocks and please do NOT say "same readied action" as then we have to go back up and look up what that same readied action was.

 You can take a 5-foot step as  part of your readied action , but only if you don’t otherwise move any distance during the round.

Whaddya mean by not having LoE?  I'm on K14 and he clearly moves to L15.  You're telling me that I don't have LoE?

I took a Five Foot Step as part of the action on his round.

It also really doesn't matter what he does.  He's still wielding a bow.  That'd be an improvised weapon.  The only way for him to kill me would be to get a Nat 20 then Crit on it on his AoO for walking away.

[User]
 Alright I admit I maybe wrong on the rules about the 5' step as part of a readied action.

Can you link that?

[User]
 Ref Terran

It's right  here  Bronz.

 Heleroen is declared the winner and gets the spoils of war.
 I hope Heleroen is Neftren's character

[User]
 http://www.d20srd.org/srd/combat/spe...iveActions.htm

And I don't see where I don't have LoE when I fired...

and yes, Heleroen is my character :D

[User]
 Thanks Terran.  And your 5' step was what was confusing Neftren.  Your actual language on your readied action was "if he comes within my LoE".  Since you 5' stepped I assumed he wasn't already, and thus the chaos.

But, I am wrong, and I admit it.  Thanks Terran for cleaning up the mess.

[User] Excellent.  Now if Naked Dave wins, I can hopefully beat him this time instead of it ending up on a critically hitting AoO to finish it...

[User] actually, I surrendered....his char scared the **** out of me...so beat up Grez and lets have a round 2 !


[User]
 The pale marble of Citadus glistens in the noonday sun. The armor of the soldiers standing atop its battlements, crossbows and pole arms held at the ready position by its defendants matches this glow with the glitter of steel. It would be an almost beautiful sight, were it not for the fate that each man knew was in store - the forces of chaos were soon to attack.
Behind layers of the fortress walls, in a tower high enough to overlook the plains and forest on the other side of them a council of war had been called. The elite defenders from all across the realm met there with the general of the fortress, a weary old man whose grey beard, bald head, and golden capre were far more remarkable than his meager tactical prowess. It was obvious to all members of the gathering that this man was but the figurehead of the defense. It was up to the elite gathered before him to command the defense.
Musing as he strokes his beard, he addresses these few, charged with the defense of the world:
 "We all know the situation to be grim. The bizarre entities that were so recently seen in the outlands have already begun their advance. They have erected a camp of sorts but several miles from the fortress walls. The villagers at the base of this citadel's plateau have already begun to fear for their lives. We have received a messenger of theirs begging for us to send escorts to bring these people behind our walls. However . . ."  he sighs as he looks at the  map  before him  "Our forces number but four hundred strong . . . and the enemy shall arrive shortly. We stand between the world and oblivion . . . their lives may need be sacrificed."

[User] A man sits in the corner of the room, leaning back with his boots crossed, a posture indicating relaxation, although truly he is entirely focused on the discussion room.  He wears an odd outfit, with supple leather boots, comfortable cloth pants, and a chain shirt overlaying a white shirt with long sleeves.  Resting at his left side are a small shield and a mid-sized spear.  Resting on his right side is a large dog with sleek, brown fur and large fangs.  His reputation precedes him as Alyas, a mercenary and Warmage of some repute.  When the conversation begins in earnest, he leans forward and takes out a small rectangle of metal, flicking the hinged lid off, revealing a small flame, and then snapping it shut, opening it and snapping it shut repeatedly.