[User]
 Arena Tournament, Round 102:  Abogralia2  vs.  Corporal Rollins
 Map:
 Spoiler

 XP Award:  600 XP
 GP Award:  600 GP

 Abogralia 2  - Scorer
 Corporal Rollins  - RandomAction

 All Combatants, please roll initiative and declare final purchases, if any

[User]
 Well, hello again.

Pistols vs Crossbow. Sniper(?) vs Charger

Ini roll:  (1d20+4)[ 24 ]

No purchases, but reserve reactionaries.

[User]
 Indeed, we meet again pal 🙂

Abogralia can't beat your init, but just rolling for fun

 (1d20-1)[ 16 ]

Broken, not much I can buy... maybe bread... for victory dance? XD

[User]
 Well my purchases:

A potion of Shield CL1; -50gp (Please correct me if I am wrong on the price, which I think I am. Crafted by a Master Specialist)
A potion of Cat'g Grace; -300gp

If you win, I'll foot the bill for the party! 😁

I'll wait for my purchases to be cleared then I'll kick us off.

[User]
 Assuming that the potion is legal, if not nevermind on it's purchase.

  Rollins R-1
Refs/LoS:
 Spoiler

Start in B-10, empty handed.
Activate Travel Devotion - swift.
Double move to H-5 while trying to hide - move x2.
Hide:  (1d20+10)[ 21 ]

End turn.

Stats:
 Spoiler

Travel Devotion: 10/10
Location: H-5
Hp: 15/15
AC:18 (+4arm+4dex); T-14; F-14
Saves: F+4/R+6/W+1
Listen/Spot: +5

[User] didn't we a while ago outlaw PrCs for potion making? If I remembered the wording wrong my Barberration wasted a good 100 GP by buying  psionic tattoos instead

[User]
 Abogralia 1st Turn

 Spoiler
Start in Y11 with Grappling Hook in hand.

I carry only 15 MW bolts. 5 Alchemists. and all the non-weights like potions and tatoos.

That should be enough for Light Load. I may revise if needed reducing Alchemists.

Move: To  U12
Standard: Throw Grappling Hook to  T12
 Use Rope  DC 12
Auto pass, MOD +10 +2 silked rope.

 End of Turn

STATS

 Spoiler

Abogralia started @  Y11
Abogralia ended @  U12
HP 13/13
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
0 bolts left
(0 carried of a 95 total owned)
15 MW bolts left
(15 carried of a 15 total owned)

Hand 1 Wielding: Free
Hand 2 Wielding: Free

Crossbow (not loaded)

No Consumables used yet

[User]
 Assuming no LoS.

  Rollins R-2:
Refs/LoS:
 Spoiler

Activate Law Devotion (AC)- swift.
Double move to P-5 while drawing both pistols(TWF) and trying to remain hidden - move.
Hide check:  (1d20+10)[ 30 ]

End turn.

Stats:
 Spoiler
Travel Devotion: 9/10
Law Devotion 10/10
Location: P-5
Hp: 15/15
AC:21 (+4arm+4dex+3feat); T-17; F-17
Saves: F+4/R+6/W+1
Listen/Spot: +5

[User]
 Also, assuming no LoS

  Abogralia 2nd Turn

 Spoiler
Accelerated Climb up the rope.

DC 0
Autopass, Mod +0 (including accelerated penalty)

Uses both move actions.

End up in  T12  prone and hiding

 Hide  (not sure what penalty applies when accelerated climbing, roll uses default mod)
 (1d20+13)[ 22 ]

 End of Turn

STATS

 Spoiler

Abogralia started @  U12
Abogralia ended @  T12
HP 13/13
AC 19 +4 vs ranged(10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
0 bolts left
(0 carried of a 95 total owned)
15 MW bolts left
(15 carried of a 15 total owned)

Hand 1 Wielding: Free
Hand 2 Wielding: Free

Crossbow (not loaded)

No Consumables used yet

[User] I am calling for an LoS check to be safe.

[User]
 los
refs

 Spoiler
passive spots
spot for rollins  (1d20+5)[ 8 ] -4 distance vs dc22
spot for abogralia  (1d20+4)[ 9 ] -4 distance vs dc 30
*edit* fyi don't abbreviate abogralia2 with 3 letters apparently it's a bad word.

rollins

 Spoiler
no los

abogralia2

 Spoiler
no los

[User]
 Rollins, R-3 part 1
Refs/LoS:
 Spoiler

Activate travel devotion, half speed moving to T-6 while trying to hide - swift.
Hide:  (1d20+10)[ 20 ]

Not done, need LoS.

[User]
 Ref Candycorn

LOS Verification (during LOS check)

Placing Match on hold for High Ref Confirmation and rewind.

@Refs:
 Spoiler
When Abogralia2 climbed to T12 in round 2, he was at altitude +15.  He had unrestricted LOS to Corporal Rollins at P5(+10), and Rollins did not have cover or concealment.

Corporal Rollins, also, had LOS to T12, and tracing LOS from any of the corners bordering both P5(+10) and P5(+15) shows LOS without cover or concealment to T12(+15).  Therefore, the LOS check from darkillini was in error, and LOS should be established for all parties at the end of Abogralia2's climb action.

[User] LoS established when Abogralia reaches T12 in Round 2, holding nothing.  Rollins is in P5, wielding two pistols.  Abogralia may revise her turn from this point.

[User] no changes for me

[User] Abogralia drops prone in T12, then, and it's Rollins' turn.

[User]
 Hmm, this makes things harder. Well here goes nothing.......

  Rollins,R-3,redux:
Activate Travel devotion moving to S-6 - swift.

 I think you are still in LoS here and in range of skirmish so:

Switch Law devotion to attack - free.
Yell - "Click-Click-Boom!" - free
Dual pistol shot @ Abogralia - full round.
Attack#1:  (1d20+5)[ 25 ]
Damage: (1d10+1)[ 3 ]  weapon +  (1d6)[ 2 ]  skirmish
Attack#2:  (1d20+5)[ 23 ]
Damage: (1d10+1)[ 10 ]  weapon +  (1d6)[ 2 ]  skirmish

Switch Devotion back to AC - free.
Drop empty pistols - free.

End turn.

Stats:
 Spoiler
Travel Devotion: 8/10
Law Devotion 9/10
Location: S-6
Hp: 15/15
AC:21 (+4arm+4dex+3feat); T-17; F-17
Saves: F+4/R+6/W+1
Listen/Spot: +5

[User]
 Crit check for Attack#1: (1d20+5)[ 20 ]  and damage:  (1d10+1)[ 3 ]

I know the first hit, but with you being prone I am unsure if the second hit you as well. Though if it did, I think I gotcha.

[User]
 Extreme dice luck, yes you got me, but Aguacatl will take care of you in Round 96 😏

( I hope 😦 )

[User]
 Ahh ok then. I guess Abogralia's name is going to be the first notch on Rollin's pistol.

You can never know about that, Veldryn has been stiiting side-lined for a while now. Though if he and Blue somehow make past you, we have the difficult task of taking out the volley wizard.

[User] S6(+10) is 35ft away from T12(+15), so you wouldn't get skirmish and PBS bonuses from there.

[User] huh? 🤨 I just see 30 feet. S6+10 to T7+15 is one diagonal, from there 5 squares to T12+15

[User] Hm, I've always treated a diagonal in both dimensions as a flat 10.  I know we had a discussion on this in one of the exhibition matches, but I don't remember if we came to an official consensus on what method to use.

[User] I was unable to find where RAW discusses threedimensional combat on short notice, but I think it should still be only one diagonal. Otherwise you'd end up with an adjacent square that can't be reached with a melee weapon

[User] Hm, I suppose that technically would be true.  How do we handle distance calculations, then?  Counting them the same as normal diagonals isn't going to be accurate; 5-10-10-10 would be pretty close, though.

[User] hm... squrt(3)=1,72... 4 times that times 5 feet ends up at 34,64 feet. Yup, 5 10 10 10 is a good approximation, I'll second it

[User]
 Good enough, then, we'll go with that.

 Rollins takes victory by virtue of industrialization.

[User] Just a quick question, I'm interested in making a two-weapon character later, so I want to understand well, how do TWF feat worked in the dual shot of your pistols?

[User] If you scroll back a page or two in the Waiting Room, you can find our discussion on the subject, but in essence, it works exactly the same as it would normally; one attack from each hand, each at -4.

[User] Then... hum.. shouldn't those penalties apply here? and second attack would be a miss, and Abogralia would still be up...

[User] the penalties are included. Base +5, -4 dual shot, +1 PBS, +3 Law Devotion

[User] ah yes, that law devotion thing....


[User]
 Arena Tournament, Round 102:  Gallows  vs.  De'Athbypro Xie
 Map:
 Spoiler

 XP Award:  600 XP
 GP Award:  600 GP

 Gallows  - Sallera
 De'Athbypro Xie  - Psionic Dog

 All Combatants, please roll initiative and declare final purchases, if any

[User]
 Well, this ought to be interesting.

Init:  (1d20)[ 10 ]

Purchasing a scroll of Greater Slide and a scroll of Earthbind.

[User]
 Ugh... lots and lots of obscure but deadly spells and magical items.

It's going to take me a while to figure out what they all do and how to counter, but for now:
  Initiative  - (1d20+3)[ 6 ]

Edit: Nevermind. Found most of the stuff (your  really  want team Xie to go swimming don't you?)
Still haven't been able to remember what Arcanist Gloves do. Mind refreshing my memory on that item?

Still thinking on purchases.

[User]
 the dice came out strange, putting two of the nastiest ones right against each other. And no matter the outcome I'll have to fight one of them...

I'll watch with interest, this one promises to be interesting 😛

[User]
 Hey, options. 😛

Arcanist's Gloves are a swift action to increase your CL by 2 for the next 1st level spell you cast this turn.

[User]
 One last question that needs answering:

If a creature makes a melee attack against a caster with a touch charge held, does that discharge the spell into the attack? Does it matter if the attack was making a touch attack/natural attack/weapon attack/reach attack?

[User] Hm, I don't think so.  Fairly sure a touch spell is only held in a particular limb, otherwise you'd end up discharging them into the ground.  (Also, Spell Flower lets you hold one per limb, so it seems that's the usual location.)

[User]
 Sallera, I do believe Gallows is looking nastier than ever.

Guess I'll buy a longbow, torch bug paste, 20 blunt arrows, and knee pads (masterwork tumble tool)
Total spent: 151 gp.

That's all unless you have a counter.

[User]
 Don't think so.  Let's go.

 Gallows, Round 1

Refs/LoS:
 Spoiler
Starting in Y10, hands empty.
Standard: Attempt to cast Invisibility, DC8:  (1d20+2)[ 21 ]

Not done, need results.

[User]
 Gallows, Round 1 cont.

Refs/LoS:
 Spoiler
Move to V17.
Hide (invisible):  (1d20+15)[ 28 ]
MS:  (1d20-5)[ -1 ]

Stats:
 Spoiler
HP 8/8, AC6 (6, 6)
Active Effects: Invisibility 20 rounds
Spells prepared:
0th
Acid Splash
Detect Magic x2
Prestidigitation
Ghost Sound

1st
Kelgore's Firebolt
True Strike
Fist of Stone
Expeditious Retreat

Done.

[User]
 De'Athbypro Xie - Round 1

Refs/LoS

 Spoiler
Xie starts in B11, holding longbow in one hand, Powerstone with [Synesthete] in the other, and a vial of acid between his teeth.

Oxie the elemental Envoy is flying in B11/+5, holding a potion on one hand and crossbow in the other.

The envoy also has 3 acid flasks stowed on its person.

 Actions:
Xie:
Standard: Manifest Power: Psicraft DC 16

 Spoiler
Augmented Vigor on Oxie

Oxie:
Standard: Drink potion
Free: drop vial.
Move: Fly to C12+35

Ref/Spectator Note:

 Spoiler
Xie actually has a pretty good spot/listen modifier.
+12 Spot.
+9 Listen.

+2 both when Oxie is within 5 ft.

With a DC 20 spot to notice an invisible creature within 30ft the elf will probably have a vague idea of where Gallows is, at least enough to run the clock out.

Gallows has a lot of 1-round/CL buffs that Xie want's to run down, but more importantly with Abrupt Jaunt there is no way for Xie to target Gallows until the invisibility goes. I spent 3 days looking for a way to avoid playing chase-me, but nothing that works is affordable and torch bug paste is probably going to be infective at best.

 Done

Stats

 Spoiler
 De' Athbypro Xie:
HP: 14/14
AC: 16 [+3 armor +3 dex]
PP: 8/10
Focus: Yes.
+12 spot, +9 listen

 Dapr Oxie:
HP: 13(+10T)/13
AC: 20 (+3 dex +1 size +3 armor +3 nat)
Psi-Like abuilities: unused
+0 spot +0 listen
Resist Energy (Fire) 100/100
Vigor 20/20

[User]
 Gallows, Round 2

Refs/LoS:
 Spoiler
Standard: Cast Expeditious Retreat.
Move to H18.
Hide (invisible):  (1d20+15)[ 21 ]
MS:  (1d20-5)[ 5 ]

Stats:
 Spoiler
HP 8/8, AC6 (6, 6)
Active Effects: Invisibility 19 rounds, Expeditious Retreat 20 rounds
Spells prepared:
0th
Acid Splash
Detect Magic x2
Prestidigitation
Ghost Sound

1st
Kelgore's Firebolt
True Strike
Fist of Stone
 Expeditious Retreat

Done.

[User]
 De'Athbypro Xie - Round 2

LoS

 Spoiler
Passive Detection Rolls:

 Spoiler
  Xie Passive Spot  - (1d20+12)[ 15 ]
  Xie Passive Listen  - (1d20+9)[ 18 ]
  Oxie Passive Listen  - (1d20+0)[ 10 ]
  Oxie Passive Spot  - (1d20+0)[ 6 ]

Oxie:
Move Action: Fly on to D-17/+45.
Move: Draw acid vial.

Xie:
Standard: Manifest Power: DC 16 Psicraft

 Spoiler
Augmented Vigor on self.

Move: -> B8 -> B12.

 Done

Stats

 Spoiler
De' Athbypro Xie:
HP: 14(+10T)/14
AC: 16 [+3 armor +3 dex]
PP: 6/10
Focus: Yes.
Vigor: 20/20
+12 spot, +9 listen

Dapr Oxie:
HP: 13(+10T)/13
AC: 20 (+3 dex +1 size +3 armor +3 nat)
Psi-Like abuilities: unused
+0 spot +0 listen
Resist Energy (Fire) 99/100
Vigor 19/20

[User]
 Gallows, Round 3

Refs/LoS:
 Spoiler
Move to E18->E7.
Hide (invisible):  (1d20+15)[ 29 ]
MS:  (1d20-5)[ 1 ]

Not done, need LoS.

[User]
 Refs

 Spoiler
Listen Oxie  (1d20)[ 15 ]

Gallows

 Spoiler
you see the envoy in C12+35, holding crossbow. Not sure when you start seeing him, depends when you go from the 17 to 18 row. Change?

Xie

 Spoiler
Envoy hears movement southeast and down

[User]
 Refs:
 Spoiler
No change, continue rest of movement as planned.

[User] Xies turn  g

[User] Xie's Round 2?  Not sure what you meant there, as I wasn't done with my Round 3.

[User] Xies turn 2 I meant, sorry

[User]
 Oh, rewind back to start of Xie's round 2 I take it?

 De'Athbypro Xie - Round 2b

LoS to Oxie the Envoy

 Spoiler
Move: Oxie dives to E-15/+10.
Draw acid flask as part of movement.

Standard: Manifest Psi-Like Ability.

DC 12 Will save for any non-ally within 30ft of envoy.
On Failure:

 Spoiler
Shaken 2 minutes

LoS to Xie the Elf

 Spoiler
Move: North to B-4.
Standard: Manifest Power: DC 16 Psicraft

 Spoiler
Augmented Vigor on self.

 Done

Stats:

 Spoiler
De' Athbypro Xie:
HP: 14(+10T)/14
AC: 16 [+3 armor +3 dex]
PP: 6/10
Focus: Yes.
Vigor: 20/20
+12 spot, +9 listen

Dapr Oxie:
HP: 13(+10T)/13
AC: 20 (+3 dex +1 size +3 armor +3 nat)
Demoralize: 1/2
Other Psi-like abuilities: Unused
+0 spot +0 listen
Resist Energy (Fire) 99/100
Vigor 19/20

[User]
 Gallows, Round 3

Refs/LoS:
 Spoiler
Standard: Cast Fist of Stone.
Move half-speed to E18->C16->C14.
Hide (invisible): 34 (as above)
MS: 6

Stats:
 Spoiler
HP 8/8, AC6 (6, 6)
Active Effects: Invisibility 18 rounds, Expeditious Retreat 19 rounds, Fist of Stone 10 rounds
Spells prepared:
0th
Acid Splash
Detect Magic x2
Prestidigitation
Ghost Sound

1st
Kelgore's Firebolt
True Strike
 Fist of Stone
Expeditious Retreat

Done.

[User]
 Refs:
 Spoiler
Oops, forgot the Will save:  (1d20+1)[ 17 ]

Nothing to hold up play.

[User] LoS/Listen check please.

[User]
 Refs

 Spoiler
Listen Xie  (1d20+9)[ 23 ]
Spot Envoy  (1d20)[ 1 ]
Listen Envoy  (1d20)[ 12 ]

Gallows

 Spoiler
once reaching -5 feet(wherever that may be) you see Xie in B4. Change?

Xie

 Spoiler
Envoy hears speech, then movement west and below
Xie hears movement to the south, approaching from Southeast

one answer needed

[User]
 Refs:
 Spoiler
Nay, that should be fine.  He holding anything?

[User]
 Gallows

 Spoiler
longbow and powerstone in hands, acid in teeth
you also see an empty vial in B11

Xies turn

[User]
 De'Athbypro Xie - Round  2  3

LoS (Elf)

 Spoiler
Standard: Manifest power from powerstone.

Psicraft DC 16

 Spoiler
Synesthete: Feel Sound. Since nothing's wrong with Xie's ears this gives a +4 circumstance bonus to listen checks.

+13 listen mod, or +15 when Oxie is within reach. 😏

Free: Drop powerstone.

Move: ->D4 ->E5->H3, drawing a dagger as part of movement.

LoS (Envoy)

 Spoiler
Double move fly to G4/+15 (+5ft over ground at end)

 Done

Passive Detection:

 Spoiler
  Xie Spot  - (1d20+14)[ 18 ]
  Xie Listen  - (1d20+15)[ 34 ]
  Oxie Spot  - (1d20+0)[ 4 ]
  Oxie Listen  - (1d20+0)[ 3 ]

Stats

 Spoiler
De' Athbypro Xie:
HP: 14(+10T)/14
AC: 16 [+3 armor +3 dex]
PP: 6/10
Focus: Yes.
Vigor: 19/20
Synthicate 100/100
+14 spot, +15 listen (+12/+9 base, +2/+2 envoy alertness, +0/+4 sythicate)

Dapr Oxie:
HP: 13(+10T)/13
AC: 20 (+3 dex +1 size +3 armor +3 nat)
Demoralize: 1/2
Other Psi-like abuilities: Unused
+0 spot +0 listen
Resist Energy (Fire) 98/100
Vigor 18/20

[User]
 Gallows, Round 4

Refs/LoS:
 Spoiler
"Banzai!"
Swift: Activate Animal Devotion (ape).
Move to G3.

Standard: Attack Xie from invisibility, with slam.  Appear in G3, with stone fist and fur, holding nothing.
Attack:  (1d20+13)[ 27 ]
Damage:  (1d6+15)[ 19 ]

Stats:
 Spoiler
HP 8/8, AC6 (6, 6)
Active Effects: Expeditious Retreat 18 rounds, Fist of Stone 9 rounds
Spells prepared:
0th
Acid Splash
Detect Magic x2
Prestidigitation
Ghost Sound

1st
Kelgore's Firebolt
True Strike
 Fist of Stone
Expeditious Retreat

Done.

[User]
 A hit, for lots of pain, but Xie still stands.

 De'Athbypro Xie - Round 4

Envoy:
Move: Fly 10ft to F5, provoking an AoO

Standard: Slam Attack (at -4 attack to deal nonlethal damage)
If Gallow's doesn't dodge:

 Spoiler
  Attack  - (1d20+4)[ 13 ]  (-4 nonlethal +2 flanking)
  damage  - (1d4)[ 4 ]

Not done, waiting to see if Gallows takes the AoO and/or abrupt jaunts.

[User]
 Er, make that F3/+10 that Oxie flies too.

I think since the envoy doesn't have the reach to initiate a swing from F5 that makes it an illegal attack action rewind, so Oxie arrives in flanking position after 20ft of movement through a needless detour.

[User] Ah, of course.  Silly me, I forgot all about Vigor.  Won't take the AoO or jaunt away from the slam.

[User]
 Hmm.

 Continued

Xie:
Standard: Defensively manifest power, burning focus to take 15 on concentration check for [23]

PsiCraft DC 16

 Spoiler
Augmented Dissipating Touch

Xie then attempts to poke Gallows with a touch attack.
Assuming no jaunt:

 Spoiler
  Attack  - (1d20+4)[ 18 ]  (including +2 flanking)
  damage  - (2d6)[ 7 ]

If no teleporting but Gallows still stands then...
Move: Tumble half speed to L2
  Tumble  - (1d20+6)[ 7 ]
 Done

 Spoiler
De' Athbypro Xie:
HP: 14(+10T)/14
AC: 16 [+3 armor +3 dex]
PP: 4/10
Focus: No.
Vigor: 18/20
Synthicate 99/100
(2d6 touch charge?)
+12 spot, +13 listen (+12/+9 base, +0/+4 sythicate)

Dapr Oxie:
HP: 13(+10T)/13
AC: 20 (+3 dex +1 size +3 armor +3 nat)
Demoralize: 1/2
Other Psi-like abilities: Unused
+0 spot +0 listen
Resist Energy (Fire) 97/100
Vigor 17/20

[User] Will jaunt away from the poke to G5.  That change your movement?

[User]
 Yep. Xie moves 40ft to O-1, dropping out of sight down into the little hole.

 Spoiler
  Reduce Falling  - (1d20+6)[ 15 ]  DC 15 else   else damage  - (1d6)[ 5 ]
  Hide  - (1d20+2)[ 6 ]  (including -5 speed)

 Done

stats

 Spoiler
De' Athbypro Xie:
HP: 5/14
AC: 16 [+3 armor +3 dex]
PP: 4/10
Focus: No.
Synthicate 99/100
(2d6 touch charge)
+12 spot, +13 listen (+12/+9 base, +0/+4 sythicate)

Dapr Oxie:
HP: 13(+10T)/13
AC: 20 (+3 dex +1 size +3 armor +3 nat)
Demoralize: 1/2
Other Psi-like abilities: Unused
+0 spot +0 listen
Resist Energy (Fire) 97/100
Vigor 17/20

[User]
 Gallows, Round 5

This is going to be the death of me if I've calculated wrong.  Or if I roll poorly, of course. 😛

Move to O5->O2, drawing dagger along the way.  I assume this will grant me LoS on Xie, unless you've done something tricky.
Hide:  (1d20-5)[ 10 ]  (hey, there's a  chance  when you're not around Oxie)
Standard: If Xie's down at the bottom of the hole (i.e. 10ft away), throw the dagger at him.  If he's hanging from the edge somehow, drop the dagger and smack him.
Attack:  (1d20+9)[ 23 ]
Damage:  (1d4+7)[ 11 ]

Stats:
 Spoiler
HP 8/8 (4 nl), AC6 (6, 6)
Active Effects: Expeditious Retreat 17 rounds, Fist of Stone 8 rounds, Animal Devotion (ape) 9 rounds
Spells prepared:
0th
Acid Splash
Detect Magic x2
Prestidigitation
Ghost Sound

1st
Kelgore's Firebolt
True Strike
 Fist of Stone
Expeditious Retreat

Done.

[User]
 *snaps fingers*

Fly by attack to move enovy back to melee range! I *knew* I forgot something!

Anyway, O-2 is 45ft away from G5.

Can Gallows move 45ft as a move action? 🤨

[User]
 Well, I forgot I'd need to add a Shocking Grasp to my initial attack due to Vigor, so I guess we're even. 😛

Anyway, yes, Gallows has Expeditious Retreat up, so 70ft speed.

[User] and Mighty Throw saves the day it seems. I believe Xie is down

[User]
 Yep, Xie's down.

He was trying to hide (got a 6) but there isn't cover against O2.

[User]
 High Ref TheFallenOne
 Gallows burries Xie in a 10 foot hole.


[User]
 The world around you suddenly fades out.  There is nothing but darkness.  Your life as it was is gone now.  You look around to see four other people, somehow perfectly lit in the vast expanse of darkness.  You look down and feel queasy, as there appears to be nothing supporting you.  There is a brief sensation of falling before your eyes quickly snap back up, level with what would be the ground.  There is a writhing ball of pure energy in front of you that was not there before.  It is cannot be described as white, black, blue, red, green, prismatic, metallic, or any other comprehensible visual interpretation.  It is simply a huge mass of energy hovering in front of you.  Your feet suddenly fall out from under you and your knees buckle.  You land on all fours, nearly puking from being so disoriented.  After you recover from the nausea, you try to stand up but realize that you can't.  You look around and see that the four others are in the same position.  They appear to be bowing to the energy and now that you think about it, so are you.  Shortly after this realization, a series of loud, guttural tones ring out in the darkness.  You don't quite understand what the noises mean but you feel compelled to listen.  After a few minutes of listening to the droning sounds, they stop and you suddenly realize what they all meant.
 "You will serve me or die.  I am a Primordial Lord.  I am speaking to you in my own tongue, which I will teach you rather than stooping to your level.  I have brought you here to bend your will to mine.  If you do as I say, you will be put through four trials to test your power.  If you don't, I will kill you right here and now.  The trials shall be those of stone, fire, ice, and lightning.  Decide now before I rid myself of your pathetic existence."

 Spoiler

You effectively gain the language of Primordial.  It is a more advanced form of Primordial and every word you speak in it is heard by this Primordial Lord.

[User]
 Birel doesn't hesitate.

 "Before I make the choice, I need knowledge of what you wish for me to fight, because I would rather die than harm my home."

[User]
 The Primordial Lord crackles with power.
 "If you do not do as I command of you not only will you die, but your entire plane will be wiped out.  I will inform you of your mission once you have proven yourself worthy.  It is of universal importance."

[User] "...in that case, very well.  I will see how this goes."

[User]
 Nyx

 Spoiler
Did we loose all our items?
Making a save against whatever mental affect we are under. (1d20)[ 8 ]

Nyx looked around for a moment from her position she could see some others why the old blather mouth kept talking, it reminded her of an over talkative ghost.  She was obviously under some effect.

 "Test me then,"   and I'll find a way to make you choke.

[User]
 Vondal

Vondal snorted. " I know when I am outmatched. Very well, bring on your tests! I will... submit. " Being so powerless left him fuming, but thankfully not enough for the haze to take hold. That would only get him killed for sure.

[User]
 Varonigs

Justance coughed and shook his head, then spat to one side in a futile attempt to clear the taste of bile.  Still on his hand and knees, he looked up at the ineffable energy.

" You're obviously powerful and lord of this realm. I don't dispute that, sir. But you should know that my will is not my own: I am an instrument of my god. You might have no qualms about challenging a god. Likewise, I have no qualms about facing your challenges. Let us both learn what purpose Pelor has for bringing me here. And if I perish, I perish. "

" There are many who style themselves 'Master' or 'Prince.' By what name do you wish yourself known to the world? "

[User] "I am a Primordial Lord and I shall not be known to the world.  You will not speak of me to anyone else, as you don't have the power to do so.  If you attempt to, you will die.  As for your youngling god, Pelor plays his own role in this conflict.  He's not helping but he's not hurting.  If you wish for him to continue existing, you'll help with the problem as I tell you to.  He has not brought you here, I have.  He does not know of this place and I have made sure of that.  It is imperative that you keep our business from him.  An angel you may be, but you still have free will."

[User]
 Nyx

Nyx couldn't help but keep some of the jest out of her voice, they were all probably gonna die anyways. That's what came of mixing with Primordials and Gods.

 "So what's so friggin important in the multiverse anyways, loose your Primordial chamber pot?"

 Spoiler
Knowledge Aranca: Know who this is? Comprehend what sort of being this is.  (1d20+27)[ 28 ]

[User]
 Justance Senneset

" You say it's outside of Pelor's concerns?  Fine.  I'm willing to submit to that answer unless I learn differently.  I make my own choices, but they are principled ones; and among those principles is a readiness to give help when needed.  If you're willing to tell us, I'd like to know what the problem is. If necessary, we'll sort out the whole 'unlimited cosmic power' versus 'needing our help' part later, although I'm guessing it has something to do with your desire to remain hidden. "

" In other words, I'm willing to hear your request--or demands, if you prefer. "

[User]
 Nyx's neck bends to an unseen power until he again faces what would be the ground, vomiting.
 "No, but now you've lost your lunch.  Watch what you say to me, whelp."

 Spoiler

Hahaha you rolled a 1 for the second roll of the game.
He is a Primordial Lord.  You don't, however know what one is.  It was a stretch to even recognize the name.

 "As for you, Justance, I will tell you what I need of you after you have proven your worth to me.  You will go through the trials before I go divulging secrets of cosmic importance."

[User]
 Justance Senneset  (He's feeling very vulnerable and not particularly angelic right now.)

" Fair enough. "

[User]
 Nyx
 "Blargh!"  Nyx rolls over whipping the vomit off her front, she's shut up for right now but a calculating look has come over her face.

 Spoiler

Religion:  (1d20+22)[ 35 ]  History  (1d20+17)[ 21 ]  Dungeoneering  (1d20+16)[ 31 ]  Same question.  Get the 1's out of the way early.

[User]
 OOC: He's had enough time.  He'll be NPCd until his return.

Verrinor grudgingly agrees to submit to the will of the Primordial Lord, knowing that he is no good to Bane dead.

---------------------------------------------------------------------------------------------------------

 "Your first trial is that of stone.  Reach the peak of the mountain without leaving the ground.  That means no flying, jumping, teleporting, portal hopping, or any other means of transportation that do not involve a test of your physical endurance."   As the Primordial Lord speaks, the darkness around you gives way to a world beneath you, the sun just barely rising over the plains to the south.  You appear to be floating among the clouds but your feeling of nausea is gone, replaced by awe at the beauty of the landscape beneath you.  There lies a large mountain to the north, the peak of which you can barely see.  To the east and west lie oceans, as the mountain juts out onto a peninsula.  To the south is a vast and empty expanse of plains.
 "You have twenty-four hours to reach the peak.  The sun will rise at midnight and set at midnight.  If the sun sets before you reach the peak or if your feet leave the ground for more than a moment, you will be executed and I shall replace you with no remorse. We will next speak when I kill you or congratulate you.  Goodbye."   Immediately after the Primordial Lord utters his last syllable, he winks out, nowhere to be seen.  Alerted by the feeling of your insides rising, you realize that you are no longer floating and that the world beneath you is rising to meet firmly with your legs.  You shield your eyes and wince before the impact but there is no pain.  You now stand facing the base of a mountain that appears to be at least a mile high.

 Spoiler

How much do you guys like skill challenges?

[User]
 Varonigs

Feeling his angelic majesty returning, Varonigs stood straight and commented, " Well, that's a bummer.  I was looking forward to trying out my wings.  I'm still not as proficient with them as I'd like to be.  I guess we'll need to try the overland route.  Is anyone any good with wilderness stuff like this? "

He looked at the mountain and tried to get a sense for its dangers, challenges, and opportunities.

 Spoiler
Nature check to try and identify a likely route to the top, what obstacles to expect or avoid, and other pertinent information:  (1d20+14)[ 23 ]

[User]
 Vondal

Vondal stood stairing at the top of the mountain, then looked down to the others. " Moradin has looked poorly upon me indeed. Maybe it's because I'm  thalaknich ?  Vorum dwarkar geddum ? It makes no difference. We better start moving now. He have a lot of ground to cover. "

 Spoiler
I'm okay with skill challenges. Oh, and that was some dwarven phrases I spoke. Means "clear-chinned", and "What would my ancestors say?" respectively.


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

Map:
 Spoiler
{table]|A_|B_|C_
1|||
2||S|
3|||
4|||[/table]

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

DM notes:
 Spoiler
 Sheet


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

Map:
 Spoiler
{table]|A_|B_|C_
1|||
2||S|
3|||
4|||[/table]

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

DM notes:
 Spoiler
 Sheet


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

Map:
 Spoiler
{table]|A_|B_|C_
1|||
2||S|
3|||
4|||[/table]

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

DM notes:
 Spoiler
 Sheet


[User]
 The bleakness of the night is something that not many say they appreciate in these lands, a bleakness only possibly made worse by a snow storm. Were it half an hour earlier, one could thank whatever divine entity they so chose that such a thing was not the case. Now, not so lucky. It had been raging only so long, and it was more than likely  someone  out there was conversing with whatever said divine entity they'd previous been thanking, wondering what had changed.

A young man wearing little more than pants and light leathers on shins treads the snow, treading the snow as if it were only an inch deep. His lack of a shirt would proclaim to the world that he doesn't want to be a part of said world for very much longer, but he seems not only unperturbed by the current weather situation, but fairly comfortable in the darkness and cold. Finally he speaks up, his one complaint of the storm, "  Where did you go!?  ...Pfff. Storm.   "

[User]
 Voices carry only so far in such a storm. Some distance away and unaware of the call, a girl, barely more than a child, really, savors the bite of frost in her lungs as she breathes in deeply. The icy wind tugs at her hood and her ruddy cheeks are a bright red from the cold, but she continues smiling brightly despite the raging weather, circling the edge of a frozen lake. Though nary a footprint on the fresh snow is left in her wake, she's shadowed by the ghostly form of an enormous musk-ox.

 "You can feel them, too, can't you, Uitayok? Someone..."  Speaking to her spirit companion, she trails off as she crouches to peer under a large outcropping of ice. Though difficult to see from a distance, the small shelter created by two clashing ice pillars becomes apparent as she kneels, as does the hazy outline of an arctic fox. The spirit of one, anyway.

 "Oh, there you are! Hello! I'm Anyu. What's your name?"

[User]
 The shape of the spirit inches forward, as if it's steps were the falling of snow itself. The vague outline seems almost like it's right in front of her and stuck in her peripheral vision at the same time. It's something she's used to, something she's seen countless times. It's head perks and it stands very still, another figure in the storm approaching, this one is the shape of a man.

"  Anyu! I didn't want you stopping, I told you we'd get lost!  "

[User]
 The spirit doesn't need to speak for her to understand. Sights and smells and danger approaching. A human like her, but not. Without a connection to the spirits like she has but still connected somehow and  different . Anyu's cheery smile never fades, though.

  "It's alright, I promise. It's only Aukaniq. He protects me. You should meet him!"   She explains, standing and turning to the figure behind her as though she already knew where he was. Mostly because, she did. Undaunted by his criticism, she waves her arm widely.

"Brother! I made a friend!"

[User] Aukaniq peers as he looks through the snow. He squints and focuses, the most vague outline sits there before his sister and he has to fill in the gaps of it's shape with his imagination. He stops squinting and speaks plainly now. "  Yes. Hello. It's very nice to meet you. Anyu, we are now  walking .  "

[User]
 Her cheery waving falters, hand returning to her side as Anyu's eyes widen. Her expression puzzled, she turns between the fox and her brother, biting her bottom lip. Leave  now?  She'd never been this far from the village before. What new things did it know? If they left before she had time to ask, she might never know.

It's a moment before her grin returns, smiling as though he'd told a joke, and she pushes a stray strand of hair away as it whips into her face.   "But we just met her!"

[User] "  If it matters that much, she'll show up later. Believe me. We gotta keep walking or we're gonna be lost  forever .  " He walks over the snow and closer to the girl. "  They told us there'd be a village nearby, we have to keep moving if we're gonna find it before this storm get's even worse on you.  "

[User]
 Anyu fidgets with the strap that ties a great harpoon to her back, clearly torn as the snow falls heavily around them. Finally, she turns around to the fox spirit, bending down and reaching out her gloved hand to it again.   "I have to go now, but we'll be back soon. You'll see!"

With one final little wave and a cheerful goodbye to the spirit, she scampers to Aukaniq's side -- a surprising feat for one bundled head-to-toe in heavy furs.   "We'd never be lost  forever . We'd just ask for directions."   She informs him brightly over the wind.

[User]
 He snorts air from his nose, leaving a faint puff of steam. "  And some mean spirit might lead you the wrong way. You'd see that if I weren't here.  " He takes her hand and begins to walk, toward the direction he was guided in before they'd left. It's been several hours, but still no signs of anything and the blizzard's just as bad as ever.

"  Anyu, I think I'm lost.  "


[User]
 THE MONSTER ARENA!!!!!

It will be a 1v1 match, with me (Drager0) Using a Lantern archon, fighting agaist Tiny tim using an Imp

The battle will be at:

Cloud Arena!
.[/spoiler]
5.  Clouds

 Spoiler

-----------------------------------------

Lantern archon:

 Spoiler
 Lantern Archon
Size/Type: Small Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 1d8 (4 hp)
Initiative: +4
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15
Base Attack/Grapple: +1/-8
Attack: Light ray +2 ranged touch (1d6)
Full Attack: 2 light rays +2 ranged touch (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues
Saves: Fort +2 (+6 against poison), Ref +2, Will +2
Abilities: Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
Skills: Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4
Feats: Improved Initiative
Environment: A lawful good-aligned plane
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful good
Advancement: 2-4 HD (Small)
Level Adjustment: —

Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it.

Combat
A lantern archon has little reason to get within melee range. It usually hovers just close enough to bring the enemy within its aura of menace, then blasts away with its light rays. Lantern archons prefer to concentrate on a single opponent, seeking to reduce enemy numbers quickly.

Aura of Menace (Su)
Will DC 12 negates.

Light Ray (Ex)
A lantern archon’s light rays have a range of 30 feet. This attack overcomes damage reduction of any type

(& common archon abilities)

Please post your character and roll for initiative:

[User]
 (messed up roll code)

 (1d20+4)[ 21 ]

[User]
 Imp:

 Spoiler

Size/Type:  	Tiny  Outsider  (Evil, Extraplanar, Lawful)
Hit Dice: 	3d8 (13 hp)
Initiative: 	+3
Speed: 	20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 	20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
Base Attack/Grapple: 	+3/-5
Attack: 	Sting +8 melee (1d4 plus poison)
Full Attack: 	Sting +8 melee (1d4 plus poison)
Space/Reach: 	2½ ft./0 ft.
Special Attacks: 	Poison, spell-like abilities
Special Qualities: 	Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5
Saves: 	Fort +3, Ref +6, Will +4
Abilities: 	Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills: 	Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Feats: 	Dodge, Weapon Finesse
Environment: 	A lawful evil-aligned plane
Organization: 	Solitary
Challenge Rating: 	2
Treasure: 	None
Alignment: 	Always lawful evil
Advancement: 	4-6 HD (Tiny)
Level Adjustment: 	— (Improved Familiar)

In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.
Combat

Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.

An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex)

Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
Spell-Like Abilities

At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.

Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
Alternate Form (Su)

An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.

Initiative:

 Spoiler

[roll]1d20+3

[/spoiler]

[User]
 Messed that one up

 (1d20+3)[ 19 ]
I will start on N25

[User]
 I`ll start at N1.

Teleport to 60ft above E17.

Your move.

[User] I just realized that your magi circle against evil makes it so that I an't hit you with my one attack. How should we fix this?

[User]
 Hmm I thought you had range attacks......

Well maybe we should put up a warning like:

Warning: Creatures with a magic circle against evil are very hard to beat if you are an evil creature.

Or we could just make  circles give -2 AC and -1 attack.

[User] It's either that second one or you give me a tiny greatsword.

[User]
 Hmmm #2 it is!

Your go then!

[User]
 Ok then!

Cast invisibility and fly to O-20


[User]
 Arena Tournament, Round 89:  De'Athbypro Xie  vs.  Abogralia 2
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 De'Athbypro Xie  - Psionic Dog
 Abogralia 2  - Scorer

 All Combatants, please roll initiative and declare final purchases, if any

[User]
 Abogralia reporting in...

 Initiative
 (1d20-1)[ 11 ]

No purchases, unless you want me to buy you a piece of bread?😉

[User]
 So... you're offering me a victory toast?

  Initiative  - (1d20+3)[ 21 ]

No purchases.

[User]
 Since neither of us have purchases it looks like De'Athbypro Xie starts.

 De'Athbypro Xie - Round 1

 Spoiler
As a reminder to the refs I have an elemental envoy named  Dapr Oxie . Since the two of us have the same telepathic link that psicristals and familiars do I'll be able to control the envoy myself.

De'Athbypro Xie starts in Y-10 with Dapr Oxie in Y-11.

Manifest Prescience Offensive on Dapr Oxie.
Xie then uses up the walls to move to T-10.

Oxie then flies out to T-16 +20ft (relative to the +0 starting zones)

 Done

Stats

 Spoiler
De'Athbypro Xie (T-10)
HP: 12/12
AC: 15 [+2 armor +3 dex]
PP: 3/4
PsiFocus: Yes

Dapr Oxie (T-16+20)
HP: 13/13
AC: 17 [+3 Dex +1 size +3 natural]
Energy Ray: 2
Demoralize: 2
Control Air: 2

[User]
 Abogralia 1st Turn

 Spoiler

Abogralia starts in  B11  with Grappling Hook in hand.

Moves to  F11
Throw Grappling Hook

 Use Rope  DC 12
 (1d20+9)[ 10 ]

 End of Turn

STATS

 Spoiler

Abogralia started @  C24
Abogralia ended @  C24
HP 8/8
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
20 bolts left
(20 carried of a 100 total owned)

Hand 1 Wielding: Alchemist Fire
Hand 2 Wielding: None

No Consumables used yet

[User]
 De'Ath:
 Spoiler
Oxie sees Abogralia in B11.

Abogralia:
 Spoiler
You see Dapr Oxie in T16+20 before you take your turn.  You may revise if you wish.

Rewind to Abogralia's turn.

[User]
 Abogralia 1st Turn   Revised

 Spoiler

Abogralia starts in  B11  with Crossbow in hand

Free: Reload Crossbow
Standard: Attack Dapr Oxie

 Attack
 (1d20+4)[ 22 ]
 Damage
 (1d6)[ 1 ]
 If Crit
 (1d20+4)[ 24 ]
 Additional Damage
 (1d6)[ 3 ]

Move: Draw Alchemist Fire

 End of Turn

STATS

 Spoiler

Abogralia started @  B11
Abogralia ended @  B11
HP 8/8
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
19 bolts left
(20 carried of a 100 total owned)

Hand 1 Wielding: Alchemist Fire
Hand 2 Wielding: Crossbow

No Consumables used yet

[User]
 Abogralia:
 Spoiler
You don't get to revise your starting location or items held, only your turn, as the former were decided before you saw the envoy.

Rewind to Abogralia's turn again.

[User]
 Abogralia 1st Turn   Re-Revised

 Spoiler

Abogralia starts in  B11  with Grappling Hook in hand.

Free: Drop Grappling Hook
Move: Draw Crossbow
Free: Reload Crossbow
Standard: Attack Envoy (What's an envoy?)

 Attack
 (1d20+4)[ 19 ]
 Damage
 (1d6)[ 6 ]
 If Crit
 (1d20+4)[ 8 ]
 Additional Damage
 (1d6)[ 5 ]

 End of Turn

STATS

 Spoiler

Abogralia started @  B11
Abogralia ended @  B11
HP 8/8
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
19 bolts left
(20 carried of a 100 total owned)

Hand 1 Wielding: Crossbow
Hand 2 Wielding: Crossbow

No Consumables used yet

[User]
 An Elemental Envoy is a small humanoid-shaped elemental from CoP. Dapr Oxie is a Tempestan (air) elemental envoy.

De'Athbypro Xie has one by virtue of the  Elemental Envoy  feat which allows an envoy to be substituted for a PsiCrystal.

Bonded elemental envoys progress somewhat differently than psicrystals and familiars, but one of the more important shared traits is the Telepathic Link which allows De'Athbypro to know what Dapr Oxie sees, communicate clear orders, etc.

Anyway, Revisions #2 and #3 look basically identical, so I'd like to argue that there is insufficient grounds for dice re-rolls and that the first set of rolls (post 7) stand for only 1 point of damage inflicted.

 De'Athbypro Xie - Round 2

 Spoiler
De'Athbypro Xie:
Free: Drop to kneel.
Standard: Total Defense.

Dapr Oxie:
Double move to fly forward to H-16 +15ft, (just above the pillar)

 Done

Stats

 Spoiler
De'Athbypro Xie (T-10)
HP: 12/12
AC: 19 [+2 armor +3 dex +4 total defense]
PP: 3/4
PsiFocus: Yes

Dapr Oxie (H-16+15)
HP: 12?/13
AC: 17 [+3 Dex +1 size +3 natural]
Energy Ray: 2
Demoralize: 2
Control Air: 2
Prescience Offensive: 9/10

[User] Correct on the rolls; first set stands.

[User]
 Abogralia 2nd Turn

Full Round Action: Rapid shot envoy

 Attack 1
 (1d20+4)[ 15 ]
 Damage
 (1d6)[ 4 ]
 If Crit
 (1d20+4)[ 7 ]
 Additional Damage
 (1d6)[ 4 ]
 Attack 2
 (1d20+4)[ 8 ]
 Damage
 (1d6)[ 5 ]
 If Crit
 (1d20+4)[ 9 ]
 Additional Damage
 (1d6)[ 2 ]

Free: 5' step to  B10
 End of Turn

STATS

 Spoiler

Abogralia started @  B11
Abogralia ended @  B10
HP 8/8
AC 19 (10 +3 armor, +5 dex, +1 size) Touch 16 FF 14
17 bolts left
(20 carried of a 100 total owned)

Hand 1 Wielding: Crossbow
Hand 2 Wielding: Crossbow

No Consumables used yet

[User]
 miss and miss.

 De'Athbypro Xie - Round 3

 Spoiler
Xie:
Move: Stand up.
Move: up the walls back down to U-9

Dapr Oxie:
Move fly north 30ft to G10+1.
Standard: Activate a psi-like abuility to send a crackling bolt of lightning at Abogralia 2.
  Touch Attack  - (1d20+9)[ 18 ]  (includes +3 for target having metal armor)
  Damage  - (2d6+2)[ 9 ]
 Done

stats

 Spoiler
De'Athbypro Xie (U-9)
HP: 12/12
AC: 15 [+2 armor +3 dex]
PP: 3/4
PsiFocus: Yes

Dapr Oxie (G-10+15)
HP: 12?/13
AC: 17 [+3 Dex +1 size +3 natural]
Energy Ray: 1/2
Demoralize: 2/2
Control Air: 2/2
Prescience Offensive: 8/10

[User]
 This +3 you talk about counts even if it is just the studding?

and

Do I have a Relfex save?

[User]
 No save on the power

As for metal parts on studded leather, dunno. I guess the argument here is that the Druids ban on metal armor includes studded leather

[User]
 If that is the case, it is game

*runs away crying*

😛

[User]
 High Ref Sallera
 Dapr Oxie takes victory for his master.


[User]
 Arena Tournament, Round 89:  That Guy with the Horse  vs.  Sturmherz
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 That Guy with the Horse  - Introbulus
 Sturmherz  - TheFallenOne

 All Combatants, please roll initiative and declare final purchases, if any

[User]
 Purchases:

Crossbow, Light (-35 GP)

Initiative:  (1d20+7)[ 18 ]

Starting Position: On Horse, Armed with Lance

[User]
 As explained  here,  I'd like to substitute  SPARTA Cuss  for Sturmherz in Round 89 if it is still possible(there was an issue that had to be resolved via Summon Kyeudo). Just FYI, you might want to reconsider purchases if I'm allowed to switch characters before the match begins.

Initiative:  (1d20)[ 14 ]  +1 for Sturmherz, +2 for Sparta

[User] I'll hold on that until the refs give approval for this character.

[User]
 Well, I kept you wating long enough, looks like you'll be facing Sturmherz after all. That Exotic Shield issue with Sparta just took too long to get resolved ☹

Purchases:
Potion of Faith Healing(Bahamut) 50 GP
1 Javelin 1 GP

Starting position:

 Spoiler
Start in B11, potion in mouth, javelin in right hand, spiked chain in left hand

Go ahead, initiative is yours

[User]
 Well, that's too bad, but I guess the fight must go on.  I'm starting in...well, the entire red circle, since I'm on top of a large creature.

 Horse, Round 1

Double-Move myself and my horse to I2-J3.  This should put us in plain sight.

 End Turn

Stat Block:

 Spoiler

Guy:
HP: 10/10
AC: 18 (10 + 5 Armor + 3 Dex)
Weapon in Hand: Lance

Horse:
Standard Warhorse

[User]
 Sturmherz colour-coded for YOUR convenience Round 1

Double Move: go to M12
Free: drop javelin
Free: hold spiked chain in both hands
Swift: Activate Travel Devotion

Stats

 Spoiler

Hp: 15/15
AC: Full 13, Flat-Footed 12, Touch 11(+1 Dex, +2 Armor)
Javelins left: 4

Travel Devotion: 10/10 left

 done

[User]
 Hmmm...

  Horse, Round 2

Move to A5-B6.

 End Turn

Stat Block:

 Spoiler

Guy:
HP: 10/10
AC: 18 (10 + 5 Armor + 3 Dex)
Weapon in Hand: Lance

Horse:
Standard Warhorse

[User]
 inconvenienced? 😛
Well, if you don't come to me then I come to you, or at least some projectiles

  Sturmherz

Free: carry Spiked Chain in left hand
Move: go to J6
Free as part of Move: draw javelin
Standard: Throw Javelin at Guy  (1d20+1)[ 21 ]  -2 range, +1 for slope
Damage:  (1d6+6)[ 11 ]
Swift: Use Travel Devotion to move back to M12

Stats

 Spoiler

Hp: 15/15
AC: Full 13, Flat-Footed 12, Touch 11(+1 Dex, +2 Armor)
Javelins left: 4

Travel Devotion: 9/10 left

 done

[User]
 dang, looks like game already, even if I blow the crit confirmation. How anticlimatic, sorry 😩

crit confirm  (1d20+1)[ 9 ]
additional crit damage  (1d6+6)[ 10 ]

[User]
 Huh...you know, I totally thought that thrown weapons didn't carry over the STR bonus damage.

I was completely wrong. ^^;  Good game.

Edit: Incidentally, having known you were going to do that, I probably should have readied myself to take cover behind my mount. ^^;  I feel silly now, but it's totally my fault.

[User]
 well, would have still hit with nat 20, though then I would have preferred to attack your horse, the chance of you failing the ride check is better than hoping on a 20. Could only afford 5 javelins for now after all

Just out of curiosity, what was your strategy from here on out? Did you hope to lure me out? Those narrow lavawalkways are a real disadvantage to a rider on a large creature

[User]
 Actually, I always forget how Travel Devotion works, so I was going to try to observe your strategy and plan accordingly.

Had I remembered that throwing weapons carry strength bonus, I'd probably be equipped with 20 Javelins of my own, and it would turn into a battle of "who can peg who to death first", which I would either hope to win, or attrition you until I could lure you into striking position.

This was actually poor planning on my part, since I totally forgot that you could just pop out,throw a javelin, and pop back in.  And I forgot that I could ready myself to take cover behind my horse.

My only lament now is that my other Round appears to be in slight stagnation, while we wait for the other match to finish up.  Now I'll have to wait even longer before I can fight again. ^^;

Mm...maybe I could use this time to experiment with a new build...

[User]
 High Ref Sallera
 Sturmherz takes victory with a well-placed pointy object.


[User]
 Map:

Columns II - Jumbo Edition:

 Spoiler
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Do you want 3 or 4 buff rounds?

[User]
 How about 4.

Buff Rounds:
 Spoiler
Do nothing at all. Start L1M2, 20 ft underground.

Initiative:  (1d20+19)[ 28 ]

[User]
 Suits me just fine.

Buff rounds:

 Spoiler

Round 1:  Cast Choose Destiny from a scroll as a swift action. Cast True Seeing from a scroll as a standard action, UMD check (Choose destiny):  (1d20+37)[ 56 ] . UMD check (True Seeing), choose better:  (1d20+37)[ 38 ]   (1d20+37)[ 46 ] .

Round 2: Cast Bite of the Werebear from a scroll as a standard action, augmented with Gorgon's horn. UMD check (choose better):  (1d20+37)[ 46 ]   (1d20+37)[ 44 ] . Use Quick cast Duskblade class feature to cast Quickened Shield with Guardinal feather as an optional material component for +6 shield bonus.

Round 3: Cast Sonorous Hum as a standard action from a scroll. UMD check (choose better):  (1d20+37)[ 41 ]   (1d20+37)[ 57 ] . Resize Greatspear from it's medium form to Gargantuan size.

Round 4: Cast Superior invisibility as a standard action from a scroll. UMD check (choose better):  (1d20+37)[ 55 ]   (1d20+37)[ 49 ] . Free action to activate Boots of speed.

Initiative (choose better roll):
 (1d20+5)[ 11 ]  (1d20+5)[ 12 ]

I'll start south, if that's okay with you.

EDIT: You go first.

[User]
 Spoiler
 Move to M20. Keep altitude.

Does normal sight see you? I can assure you it does not see me.

EDIT: I suppose I should tell you, my build is exhibition-only.

EDIT2: If you hop into ToS chat this will probably go a lot faster.

EDIT3: Oh, and my turn is over. By the way, at the end of my turn, if you can be seen by normal sight, you have been. No, I do not have a high enough spot check to see anything hiding or invisible, and so far have nothing to see ethereal, or underground, or any of that fun stuff.

[User]
 My current sensory modes include True Seeing. With your current ones, I don't think you're able to see me, though.

Going to the chat now.

[User]
 Actions:

 Spoiler
Cast Summon elemental monolith (air) from a scroll. UMD check (choose better):  (1d20+37)[ 56 ]   (1d20+37)[ 38 ] . End of turn.

No visible changes from the previous round, I believe. Your turn.

[User]
 Spoiler
Manifest Touchsight, move to M35

Does touchsight 60 ft. from M35 see anything? Also, you see a rainbow wall appear from below ground, it moved up into space M35 at ground level.

Turn over, btw.

[User]
 Actions:

 Spoiler
 Swift action to activate Belt of Battle for an extra standard action: cast Mage armor with guardinal feathers as an extra material component.  Standard action to use a wand of Heroics to gain exotic weapon proficiency with a greatspear. Move action to merge with the air elemental monolith that appears. Sonorous hum takes over the concentration.

End of turn. Do you have a regular sight at all? (Touchsight detects nothing at this moment.)

[User] I do have regular sight, although it DOES looks a tad rainbowy.

[User]
 For a brief moment, you see a gargantuan cloud flicker at J47-M50. Then it disappears. At I50 there's a gargantuan spear on the ground.

If you wish to know about the cloud, make a DC 46 knowledge (the planes) check:

 Spoiler
It's an air elemental monolith.

Do I get a spellcraft check to recognize the prismatic effect? If so,  (1d20+17)[ 21 ]  (1d20+17)[ 25 ] . Choose the better roll.

[User]
 I'm back.

Ok, so, I was lazy when assigning skills and put all my ranks into various craft skills. My Knowledges are therefore a tad weak.

Also, you identify nothing. (OOC: It's a Prismatic Wall. It's technically not the spell, but behaves almost identically.)

Is your turn over?

[User] Yes, yes it is.

[User]
 I think I'll take a quick jaunt down to J47. Whatever is there has to make 7 saves, as Prismatic Wall, DC 22. If nothing is there anymore because I suck at seeing, well, the air can make saves. Basically, I just rammed you with a Prismatic Wall.

Turn not over.

[User]
 On all occasions, choose the better roll.

Reflex save #1:
 (1d20+32)[ 45 ]   (1d20+32)[ 52 ]

Reflex save #2:
 (1d20+32)[ 42 ]   (1d20+32)[ 44 ]

Reflex save #3:
 (1d20+32)[ 52 ]   (1d20+32)[ 51 ]

Immune to the green effect.

Fortitude save #1 (blue):
 (1d20+22)[ 35 ]   (1d20+22)[ 23 ]

Will save #1:
 (1d20+16)[ 21 ]   (1d20+16)[ 26 ]

Will save #2:
 (1d20+16)[ 36 ]   (1d20+16)[ 35 ]

I've made my best to tilt the fortune to my side, but she is fickle. Let's see what the dice say.

[User] I suspect I have to change my tactics, and waiting for a 1 will take a while with two rolls. Wait... Do you have Evasion? If not, you may die fairly quickly.

[User] Not going to tell you, unless you can actually see my character. 😛

[User]
 Can touchsight see blood or anything? If not, well, I turn on a tornado. fort save (DC  40 30) or tornado.

You wanna jump into ToS chat?

[User]
 I don't think I have blood to be seen.

Fortitude save:
 (1d20+22)[ 28 ]   (1d20+22)[ 28 ]

EDIT: I gotta get to school in a few minutes.

What happens (DMs only, unless you can see me):

 Spoiler
Due to being gargantuan, I am merely checked instead of sucked into the funnel.

Still your turn, I guess.

[User]
 So, are you eaten by the tornado or what (remember, touchsight)? If the tornado eats you, I think I can sit back and watch for a while. Otherwise, I need to think of another one of my tricks (I hate actually casting spells. It makes me keep track of stuff). Turn is over, regardless.

Also, I am heading to bed. We shall continue  tomorrow later today.

[User] Well, you can... feel the gargantuan creature just where it was before. It is definitely not sucked up a petty tornado, ya know. 😛


[User]
 You and your friend have been looking to lead a life of adventure. One day on your way out of town you spot some bloody footprints and follow them. They lead you to a Dungeon entrance you have never seen before. When you step inside, the door closes behind you and your comrade.

You entered from the door to your west.  There is a campfire, still lit in the middle of the room.  There are also torches lit at the entrance to the door to the East and the door to the South.  Bloody footprints lead to the door to the East.  The illumination in the room is shadowy.

[User] Reroll please.

[User]
 "Well, this seems suspicious." Raer creeps into the room and walks towards the fireplace, making sure there are no traps.

 Spoiler

 (1d20+15)[ 18 ]  Hide
 (1d20+7)[ 25 ]  Move Silently
 (1d20+5)[ 25 ]  Search

[User] Raerlow finds nothing of interest or note in the room aside from the bloody footprints.

[User] "So, shall we follow the footprints or head to the south then?"

[User]
 "I say we check out these footprints." The unusually large elf finds a hiding position and stays alert.

 Spoiler
Hide:  (1d20+6)[ 18 ]  Move silently:  (1d20+6)[ 13 ]
Spot:  (1d20+4)[ 22 ]  Listen:  (1d20+4)[ 16 ]

Sorry I'm late. 😛

[User] Still nothing unusual in the room.  Are you guys planning on going through the door to the east then?

[User]
 "Footprints it is then." Raer checks the door for traps and then tries to open it if it's safe.

 Spoiler
  (1d20+5)[ 10 ] Search

[User]
 There are no traps on the door.

As the door opens, you can here the yelping of kobolds and the banging of wood on stone as the chairs they were in flip over, you have thoroughly caught them off guard.

One of the koblds is standing in front of the table, 15 feet in front of the door.  The other kobold is standing 5 feet south of him.

[User]
 "Well, this isn't good." Raer draws his crossbow

 Spoiler
 (1d20+3)[ 8 ]  Initiative

[User] Sling Initiative:  (1d20+2)[ 20 ]

[User] Spear Initiative:  (1d20+2)[ 10 ]

[User]
 Duncan brings his weapon to bear and prepares to attack.

 Spoiler
Initiative:  (1d20+2)[ 21 ]

Do we get a surprise round?

[User] Yes, go for it.

[User]
 Surprise round

Duncan moves to the first kobold and slashes with his double sword.

 Spoiler
Attack:  (1d20+7)[ 12 ]
Damage:  (1d6+7)[ 13 ]

1st round

The elven swordsman takes another swing at the kobold.

 Spoiler
Attack:  (1d20+7)[ 13 ]
Damage:  (1d6+7)[ 10 ]

[User]
 Surprise round: Raer fires off a bolt at the kobold in the chair.

 Spoiler
  (1d20+4)[ 9 ]  Attack
 (1d6)[ 5 ]  damage

First round:
Raer fires again, and backs up 20 feet

 Spoiler
  (1d20+4)[ 24 ]  Attack
[roll]1d20+4[/roll] Confirmation
 (2d6)[ 8 ]  damage
[roll]1d6[/roll] If confirmed

[User]
 Spoiler

 (1d20+4)[ 6 ]  Confirmation
 (1d6)[ 2 ]  If confirmed

[User]
 The kobold with the spear never even had a chance to move, and falls to the floor.  The other kobold let's fly a stone from his sling at Duncan.  He then takes off running to the door, and fiddles with the handle before banging to be let in.

Attack: (1d20+3)[ 8 ]
Damage:  (1d3)[ 2 ]

[User]
 The stone flies wide and Duncan charges the fleeing kobold.

 Spoiler
Attack:  (1d20+9)[ 17 ]
Damage:  (1d6+7)[ 11 ]

[User]
 Raer moves closer and aims in case the kobold opens the door
Hold action until the door opens.

[User]
 And that's a second dead kobold.

You each receive 75xp.

[User] Duncan moves over to Raer and whispers, "Should we find another way or finish the kobolds in this room? I'm sure there will be traps..."

[User]
 Raer whispers back "we might as well continue. At least we know there will be traps." He then sneaks over to the door and checks it for traps.

 Spoiler

 (1d20+7)[ 26 ]  Move silently
 (1d20+5)[ 10 ]  Search

[User] You don't find any traps at all.

[User]
 Duncan shrugs and tries kicking the door down.

 Spoiler
Strength check:  (1d20+5)[ 8 ]

[User] Which door, there are 9 doors that you did not comet through in this room.

[User] I believe its the door the kobold tried opening to escape. And here's another strength check since that 8 was pretty weak.  (1d20+5)[ 10 ]

[User] The door is rather well made and doesn't give in to the kicks it receives.  However, when checking the door for traps, you remember that it didn't seem to be locked, apparently the kobold was just in too much of a hurry to get the door open.

[User]
 Raer interrupts the kicking and casually turns the handle and the door cracks open. Duncan looks at the door for a moment. "That's what I was going to do next." He pushes the door open while Raer laughs at him.

 Spoiler
Not trying to post for you I just thought this would be funny. 🙂

[User]
 Heh, somehow I feel it appropriate. And it also makes my character look a bit more competent then he's been.
Anyway, Raer takes a look around the room the kobold was trying to get into.

[User]
 When you enter the room, you see a a half-orc standing int he center of a grace/hex (whichever you prefer).  He is severely wounded... or was.  His wounds appear to be healing on their own.  He is clad in banded mail and raises his spear whenthe two of you enter the room.  He continues chanting and nearly doubles in size.

Initiative:  (1d20+1)[ 11 ]

[User]
 Duncan thinks about closing the door again but decides to yell and charge the half orc.

 Spoiler
Initiative:  (1d20+2)[ 9 ]
Attack:  (1d20+9)[ 22 ]
Damage:  (1d6+7)[ 12 ]

[User]
 "Blast"
Raer fires a shot and moves back 10 feet from the half-orc

 Spoiler

 (1d20+3)[ 5 ]  Initiative
 (1d20+4)[ 22 ]  Attack
 (2d6)[ 8 ]  Damage

[User]
 The orc attacks with his spear at Duncan.

Attack:  (1d20+4)[ 18 ]
Damage:  (1d6+3)[ 6 ]

He is then felled by Duncan.

150xp each.

[User]
 "That was odd. Why would a fighter be playing around with magic?" Raer searches both the previous room and the current one for traps and items

 Spoiler
  (1d20+5)[ 23 ]

[User] "I'm not sure but he hit me with a pretty good shot..." Duncan gestures to a nasty gash along his abdomen. "What do you think we should do next?"

[User] You find the Necronomicon, it's written in orc.  You also find, banded mail, MW Spear, and 3 spears along with 50gp.

[User] Raer picks up the Necronomicon and the gold. He makes sure the book is well secured in his backpack.

[User] Duncan gets the banded mail and MW spear into a manageable bundle and carries it in his off hand. "These are worth some money when we get out of here."

[User] "So, to the north then?"

[User] "Sounds good to me. I'm following you here, I'm just the muscle. Make sure I don't walk into any traps and we're doing good."

[User]
 Raer moves to the northern door and checks it for traps.

 Spoiler
 (1d20+5)[ 18 ] Search

Edit: don't worry, I should suck up all the trap damage

[User] No traps, do you want to proceed?

[User]
 Raer tries to stealthily open the door and peek around

 Spoiler

 (1d20+15)[ 22 ]  Hide
 (1d20+7)[ 9 ]  Move Silently

[User] Give me a listen and spot check.

[User]
 Spoiler
 (1d20+6)[ 22 ] Listen
 (1d20+4)[ 8 ]  Spot

[User] Inside you can hear the sounds of bone against stone.  You can tell this looks like a study of some sort.

[User]
 Raer makes a quick be careful sign to Duncan, and creeps into the room and takes a closer look

 Spoiler
 (1d20+4)[ 13 ] Spot

[User]
 You enter the room to the north, and it appears to be a study of some sort... however you hear bone on stone, almost like foot steps.

You see two skeletons... who appear to see you, and make their way towards you.

Initiative1:  (1d20+5)[ 24 ]
Initiative2:  (1d20+5)[ 7 ]

[User] Initiative:  (1d20+3)[ 8 ]

[User] Initiative  (1d20+3)[ 13 ]

[User]
 Round 1:
Raer fires at the skeletons, then backs away 10 feet.

 Spoiler
 (1d20+4)[ 17 ] Attack (+1 if within 30 feet)
 (1d6)[ 1 ] Damage (+1 if within 30 feet)

[User]
 The first skeleton approaches Duncan and attacks.

Attack:  (1d20+2)[ 16 ]
Damage:  (1d8+2)[ 6 ]

The projectile does little damage to the skeleton.

[User] Duncan tries to dodge the blow but is too injured and it connects with his shoulder. He drops unconsious to the floor.

[User]
 The second skeleton attacks Raer.

Attack:  (1d20+2)[ 14 ]
Damage:  (1d8+2)[ 10 ]

[User]
 The first skeleton then turns from the unconscious Duncan to attack Raer as well.

Attack:  (1d20+2)[ 9 ]
Damage:  (1d8+2)[ 5 ]

[User]
 Raer moves back 30 feat and fires again

 Spoiler

 (1d20+4)[ 6 ]
 (1d6+1)[ 2 ]

[User]
 Second then first attack again.

Attack:  (1d20+2)[ 12 ]
Damage:   (1d20+2)[ 21 ]

Attack:  (1d20+2)[ 13 ]
Damage:   (1d20+2)[ 6 ]

Good thing they both missed cause I botched my damage rolls.

[User]
 Raer tries to tumble back 15 feet, then moves the last 30
 (1d20+7)[ 10 ]

[User]
 They attack again.

Attack:  (1d20+2)[ 22 ]
Damage:  (1d8+2)[ 9 ]

Attack:  (1d20+2)[ 5 ]
Damage:  (1d8+2)[ 10 ]

Uh... is that it?

[User] That would be it, since whatever I do, I take 1 hp of damage and drop to the negatives.

[User] Sorry guys... bad rolls.

[User] Nah, I shouldn't have been so aggressive and forgotten my partner was badly injured

[User] Yeah that's rough... Being first level isn't easy.


[User]
 Atlantis Deck
Waves rocked the metal shore and scratched a sound across the water. Or maybe it was the other way around, the metal shore stood like a rock in the water scratching the unblemished surface until it hollowed out a place there. A big, creaky, old, in defiance of the laws of the universe rock way better than all five rocky movies...

After a cursory check around to verify this really was the protrusive... dock... thing you were supposed to meet at it was on to checking your standard issue watch. Just so you could watch your timing. You might have kept careful watch instead (no telling what earth conquering dolphin might walk on two fins) but that would have stopped the very pointed gestures of worry and displeasure. Just so the people who arrived one by one all knew how deplorable it was to stand out on a big cold metal pier getting soaked by waves... and watchful intentions.

...wrathful intentions?


[User]
 Arena Tournament, Round 39:  Yoshi  vs.  Yorick
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Mavian - Yoshi
 Edroux - Yorick
 All Combatants, please roll initiative.

[User]
 Initiative:  (1d20+4)[ 9 ]

As to your PM... I've never really noticed.  Yoshi's been through 4 tournaments without anyone asking that question, but if you'd like I can have a ref check.

For Refs:

 Spoiler

I will be using Carmandine monk to increase my speed to 40

I also have no purchases unless you purchase something.

[User]
 I'm not worried about it unless the one HP ends up being the only thing that makes a difference.

Initiative:
 (1d20+2)[ 20 ]

Made my purchases between matches, so nothing new to report.

[User]
 Okay, sorry for the delay.  Been a busy day at work.

Anyway:

Yorick Round 1:
Start in Z13, guisarme ready.

Ready action.

 Spoiler

As soon as he moves to where I have a straight line to charge, I will charge and attack.

Attack: (1d20+5)[ 23 ]
Damage: (2d4+3)[ 6 ]

stats

 Spoiler

HP:15/15
AC:16 (14 if he triggers my readied action)

[User]
 Starting in B14 with  my hands empty

Yoshi - Round 1

Move Action: B14 to J14
Standard Action: Ready an action

 Spoiler

Ready an action to move if Yorick ends a movement

End of Turn

Stats for Refs

 Spoiler

Hp: 6
Ac: 21 / 19 / 17
Speed: 40
Position: J14

[User]
 Yorick Round 2:

Ready action.

 Spoiler

As soon as he moves to where I have a straight line to charge, I will charge and attack.

Attack: (1d20+5)[ 10 ]
Damage: (2d4+3)[ 7 ]

End turn.

Stats:

 Spoiler

HP:15/15
AC:16 (14 if he triggers my readied action)

[User]
 Yoshi - Round 2

Move Action: J14 to P14
Standard Action: Ready an action

 Spoiler

Ready an action to throw a shuriken if Yorick gets within 20 feet

End of Turn:

Stats for Refs:

 Spoiler

Hp: 6
Ac: 21 / 19 / 17
Speed: 40
Position: P14

[User]
 Still in round 2:

Once you move to O15, my readied action goes off and I charge to Q14 and blow my attack roll.

[User]
 Um... You can't actually do that...

You can only ready Standard, Move, or Free actions.  Charging is a full round action.

[User]
 Hm.  I was sure I'd seen that done before...

Well, that being the case, would you prefer to rewind, or should we just say that my ready actions never went off?

[User] Let's  just go with, your readied action never goes off, but its now your turn  and I'm in P4, which means you charge me anyways?

[User]
 Sounds good.  I'll charge to S13 and attack.

Attack:
 (1d20+5)[ 13 ]

Damage:
 (2d4+3)[ 8 ]

[User]
 When you get to 20 feet.  My readied action goes off, and I throw a shuriken at you
Attack Roll:  (1d20+6)[ 13 ]  Not including Range
Damage:  (1d6+1)[ 7 ]  1 damage, +1d6 skirmish

I'm also going to assume you meant R13, since i don't believe you can reach P14 from S13...

Yoshi - Round 4
Move Action: P14 to Q13  Tumble Check to avoid AoO  (1d20+8)[ 17 ]
this should put me inside your reach.  I will then continue my move to R13, and as you don't threaten.  Launch another shuriken at you.
Attack Roll:  (1d20+6)[ 10 ]
Damage:  (1d6+1)[ 6 ]

End of turn:

Stats for Refs:

 Spoiler

Hp: 6
Ac: 21 / 19 / 17
Speed: 40
Position: R12 I think, depending on where he actually is.
Shuriken: 2 used

[User]
 Right you are.  I'm a little off today. 😁

I end my charge in R14 and my attack misses. (As does yours.)

[User] Actually, both my attacks.  I unspoilered my move, so its your move again.

[User]
 Lucky me. 😁

Yorick Round 3:
5ft step to T13 and attack

Attack:  (1d20+3)[ 18 ]
Damage:  (2d4+3)[ 6 ]

Stats:

 Spoiler

HP:15/15
AC:16

[User]
 Yoshi - Round 4
Move Action: R13 to S13 Tumble Check to avoid AoO  (1d20+8)[ 21 ]
this should put me inside your reach. I will then continue my move to T14, and as you don't threaten. Launch another shuriken at you.
Attack Roll:  (1d20+6)[ 11 ]
Damage:  (1d6+1)[ 4 ]

End of turn:

Stats for Refs:

 Spoiler

Hp: 6
Ac: 21 / 19 / 17
Speed: 40
Position: T14
Shuriken: 3 used

[User]
 Yorick Round 5
5ft step to T12 and attack.

C'mon dice...

Attack:  (1d20+3)[ 17 ]
Damage:  (2d4+3)[ 7 ]

Stats:

 Spoiler

HP:15/15
AC:16

[User]
 Yoshi - Round 5

Move from T14 to T13 Tumble check  (1d20+8)[ 19 ]  to U13, and then attempt to punch you
Attack Roll:  (1d20+1)[ 11 ]
Damage:  (1d4+2)[ 4 ] + (1d6)[ 2 ]

End of Turn:

Stats for Refs:

 Spoiler

Hp: 6
Ac: 21 / 19 / 17
Speed: 40
Position: T14
Shuriken: 3 used

[User]
 Yorick round 6:

Hoping for a little blood this time.

5ft to S13 and attack.

Attack:  (1d20+3)[ 21 ]
Damage:  (2d4+3)[ 6 ]

End turn.

Stats:

 Spoiler

HP:15/15
AC:16

[User]
 Yoshi - Round 6

Move from Y13 to T13 Tumble check  (1d20+8)[ 21 ] to S12, and then attempt to punch you with a stunning fist
Attack Roll:  (1d20+1)[ 16 ]
Damage:  (1d4+2)[ 6 ] + (1d6)[ 2 ]

@Edit:  Oooh, I think that grazed you.  DC 10 Fort save

End of Turn:

Stats for Refs:

 Spoiler

Hp: 3/6
Ac: 21 / 19 / 17
Speed: 40
Position: T14
Shuriken: 3 used

[User]
 D'oh!

Well, here's my fort save:
 (1d20+4)[ 8 ]

EDIT: Blast!

 And assuming that works...

Yorick round 7:

5ft step to S14 and attack
Attack:  (1d20+3)[ 20 ]
Damage:  (2d4+3)[ 6 ]

Yorick round 7:
"Buh..." *drool*

Stats:

 Spoiler

HP: 7/15
AC: 14 (-2 for being stunned)

[User]
 You also drop anything you were holding

Yoshi - Round 7
Since your stunned, I'll dance around to you to S14, getting my 10 feet of movement in, and then throw a shuriken at you.
Attack:  (1d20+6)[ 8 ]
Damage:  (1d6+1)[ 4 ]

End of Turn:

Stats for Refs:

 Spoiler

Hp: 3/6
Ac: 21 / 19 / 17
Speed: 40
Position: T14
Shuriken: 3 used

[User]
 Woot!

Yorick Round 8:
5ft step to T11
Ready longbow and shoot.

Attack:
 (1d20+3)[ 21 ]
Damage:
 (1d8)[ 5 ]

Stats:

 Spoiler

HP: 7/15
AC: 16

[User]
 Man, I'm a lucky bastard today...  *makes a note to buy a lotto ticket on the way home*

Now that it makes an actual difference (What are the odds?) I think I would like to have that 1hp difference resolved.

@refs, Mavian:

 Spoiler

Should the Quick trait affect HP at first level?  If so, Yoshi should have maximum HP of 5 rather than six, by my estimates.

[User]
 High Ref Talic

@Mavian:
 Spoiler
Where's your 6th HP come from?  I see D6 + 0 con -1 (Quick).   Is there something I'm missing?

[User]
 @Refs, Talic

 Spoiler

No clue, I probably forgot to subtract it somewhere along the way, and never even thought about until this match, which is odd with the number of Tournaments he's been in.

Also, could I grab a  Ref check here  on a rules question?

[User]
 High Ref Talic

After checking the sheet, and checking with Mavian, unless something is brought to attention granting the extra HP, then Yoshi's current HP is 5.  Unless my count's off, that puts the damage he's taken at 5, which makes him Disabled.  Match continues.

[User]
 I'm dead either way, maybe I'll get lucky.

Free Action: 5-foot step beside you
Standard Action: Punch you
Attack Roll:  (1d20+1)[ 21 ]
Damage:  (1d4+2)[ 5 ]

And it better crit, cause that's the only way I have a chance of winning.

Crit:  (1d20+1)[ 13 ]
Damage:  (1d4+2)[ 6 ]

And then I collapse at -1

[User] So bloody close....

[User]
 Holy crap...

Maybe 2 lotto tickets...

GG, Mavian.

[User]
 High Ref Talic
 Yorick is the Winner!


[User]
 There was a great battle.  You were dropped behind the enemy lines, and made a viscous attack against the enemy flank, and you fought valiantly, long after those around you had fallen.  The last thing you remember is demons circling around you, completely cut off from any allied forces, and then darkness.  You awaken in a dark, damp place, which you quickly recognize as a mine, most likely abandoned by the looks of it.  You hear a campfire and see several vaguely humanoid shadows.  One of them approaches, and as it comes closer, you recognize it as a gnome, one that had been attached to a nearby unit.  You remember he goes by "whisperstrider" but you don't know his proper name.

" Oh good, you're awake.  How do you feel?  Can you stand?

[User]
 Adinor Redrock

Blinking away the dizzying darkness of trauma, Adinor Redrock sits up slowly and takes stock of his situation before speaking. Relief floods through him as the familiar surroundings call to his inner being. Turning towards the gnome he quietly replies,  "All things considered, I could be feeling a lot worse. How is it that I be here? Last thing I rememeber is being overcome by those accursed fiends."

 Spoiler
 Current HP / Max HP:  at least 0 / 82
 Speed:  40' /  Initiative:  +5
 Fort:  +12,  Ref:  +12,  Will:  +10
 AC:  21 = 10 + 2 (armor) + 5 (dex) + 4 (monk)
 Attack:  Unarmed melee +11/+6 (1d10+2)
Flurry of Blows melee +10/+10/+5 (1d10+2)
 Conditional AC/Attack/Saves:
+4 Saves vs Posion
+4 Saves vs Spells/Spell-like effects
+2 Saves vs Enchantment spells/effects
+1 Attack vs Orc / Goblinoid
+4 Dodge AC vs Giant
+1 Dodge AC vs Traps
+1 Ref vs Traps
+2 Dodge AC vs 1 specific creature (Dodge feat)
+4 Dodge AC vs AOO's caused by movement (Mobility feat)
+2d6 damage w/ Sneak Attack

 Senses:
Darkvision: 120'
Light Sensativity: Dazzled in bright light
Improved Stonecunning: Auto search for unusual stonework w/in 20' (w/ +4 bonus)
Intuit Depth and Direction while underground

 Abilities / Items
Stunning Fist: 8 uses/day (DC 17) - 0 Used
Combat Reflexes: 6 AOO's/round - 0 Used
Wholeness of Body: 16 HP/day - 0 Used

[User]
 The gnome vanishes, and his voice comes out of the air where he stood.  "Fortunately, I was in the neighborhood,"  the voice says as the gnome re-appears.

 "Even with what magical tricks I could come up with, our unit still had to fall back.  We fled into these mines, and I used a spell to conceal the entrance.  We have since managed to get ourselves a bit turned around, and I don't think we are the only ones using this abandoned mine."

[User]
 Adinor Redrock
 "Then I am in debt for your aid. I'm glad you were around."
Looking around at the mine Adinor takes stock of the visible people and supplies (including his own).  "What is it that makes you think something else is down here? The earth speaks and those not used to the natural world below often mistake it for fearful monsters and half-fancied boogymen."

 Spoiler
 Current HP / Max HP:  at least 0 / 82
 Initiative:  +5
 Fort:  +12,  Ref:  +12,  Will:  +10
 AC:  21 = 10 + 2 (armor) + 5 (dex) + 4 (monk)
 Attack:  Unarmed melee +11/+6 (1d10+2 damage)
Flurry of Blows melee +10/+10/+5 (1d10+2 damage)
Sling (w/ normal stones) ranged +10 (1d3+2 damage) [50' range increment]

 Conditional AC/Attack/Saves:

 Spoiler
+4 Saves vs Posion
+4 Saves vs Spells/Spell-like effects
+2 Saves vs Enchantment spells/effects
+1 Attack vs Orc / Goblinoid
+4 Dodge AC vs Giant
+1 Dodge AC vs Traps
+1 Ref vs Traps
+2 Dodge AC vs 1 specific creature (Dodge feat)
+4 Dodge AC vs AOO's caused by movement (Mobility feat)
+2d6 damage w/ Sneak Attack
Evasion: No damage on a successful Ref save for 1/2.
Purity of Body: Immune to non-supernatural/magical diseases

 Senses:
Darkvision: 120'
Light Sensativity: Dazzled in bright light
Improved Stonecunning: Auto search for unusual stonework w/in 20' (w/ +4 bonus)
Intuit Depth and Direction while underground

 Movement:

 Spoiler
Speed: 40'
Slow Fall: 40'
Hide in Plain Sight: Can hide while observed. Can hide w/o cover/concealment if w/in 10' of a shadow.
Spring Attack: Can move/standard attack/move with no AOO from opponent.
Slippers of Spider Climbing: Can auto climb non-slippery verticle surfaces/ceilings (20' speed)

 Abilities / Items:
Stunning Fist: 8 uses/day (DC 17) - 0 Used
Combat Reflexes: 6 AOO's/round - 0 Used
Wholeness of Body: 16 HP/day - 0 Used
Slippers of Spider Climbing: 10 minutes/day - 0 Minutes Used
Potion of Cure Light Wounds: 10 vials
Pellet of Darkness: 1 use activated CL 3 darkness spell

[User]
 "Why don't you come join our fire, and you can get something to eat, and I'l introduce you to the rest of the unit."   At the mention of food, you realize that you are very hungry.  You must have been out for awhile.  You walk over to the campfire, and there is a group of halflings and one human, gathered around the fire roasting something on a spit, possibly a large cave rat.

 "Well first off, I'm Dal Penel.  I am the only magic-user left in this unit,"  the gnome says, making a dramatic sweep of his arm and bowing.  He is dressed in purple and green garments, somehow none the worse for wear in spite of what must have been a very rough fight.   "I specialize in illusion, enchantment, and healing magic."

He points to a halfling clad in mithral plate, with a shield and sword resting by his side.   "This is our leader, the noble knight Penel Ien'Galan, from the King's Guard."

He continues to around the fire, giving names in turn.  The human is introduced as a scout from the town of Glenville, and he is dressed in leather and bears a bow and two short curved swords.  There are two halflings that appear to be brothers, and likely twins, who are introduced as Illin and Kal.  They carry longspears and crossbows, and wear chainmail.  The other is introduced as Brrenyon Fastfoot, and is from the north, dressed in furs and hides, and carrying a greataxe that you are surpised he can carry, much less wield in combat.  He has a pistol stowed in his belt.  Taking stock of the supplies, they seem to have enough food and water to last about a week, not taking foraging into account, and there are 10 quivers each of crossbows and arrows between them.  They don't seem to have any extra powder of shot.  If questioned about their capabilities, you gather that the knight is likely a paladin, the twins fighters, the scout a ranger, and the northerner a barbarian.

[User]
 Adinor Redrock

Nodding his head as each is introduced, the deep dwarf waits until everyone has been named before speaking,  "Well met, friends all. I am called Adinor Redrock, best trapsmith to be found around Fairhaven... Not that it seems to matter much anymore."

As he takes stock of their supplies he turns to Penel Ien'Galan saying,  "I thank you for the offer of shelter and food, although it has been a long time since I last ate, I feel it must be my duty to forgo a while longer. Food and drink are a luxury for me, and this does not seem the time or place for me to indulge. There are bound to be ways I can help, however. What do you know about the enemies movements and this mine?"

 Spoiler
 Current HP / Max HP:  at least 0 / 82
 Initiative:  +5
 Fort:  +12,  Ref:  +12,  Will:  +10
 AC:  21 = 10 + 2 (armor) + 5 (dex) + 4 (monk)
 Attack:  Unarmed melee +11/+6 (1d10+2 damage)
Flurry of Blows melee +10/+10/+5 (1d10+2 damage)
Sling (w/ normal stones) ranged +10 (1d3+2 damage) [50' range increment]

 Conditional AC / Attack / Saves:

 Spoiler
+4 on All Saves vs Posion
+4 on All Saves vs Spells/Spell-like effects
+2 on All Saves vs Enchantment spells/effects
+1 on Ref Saves vs Traps
Evasion: No damage on a successful Ref save for 1/2.
Purity of Body: Immune to non-supernatural/non-magical diseases
+1 Attack vs Orc / Goblinoid
+4 Dodge AC vs Giant
+1 Dodge AC vs Traps
+2 Dodge AC vs 1 specific creature (Dodge feat)
+4 Dodge AC vs AOO's caused by movement (Mobility feat)
+2d6 damage w/ Sneak Attack

 Senses:
Darkvision: 120'
Light Sensativity: Dazzled in bright light
Improved Stonecunning: Auto search for unusual stonework w/in 20' (w/ +4 bonus)
Intuit Depth and Direction while underground
Lens of Detection: +5 to search checks while using it

 Movement:

 Spoiler
Speed: 40'
Slow Fall: 40'
Medium/Heavy Encumberance Speed: 20'
Stability: +4 bonus to resist Bullrush, Trip, & Overrun if on ground.
Uncanny Dodge: Don't lose Dex bonus while flat-footed.
Hide in Plain Sight: Can hide while observed. Can hide w/o cover/concealment if w/in 10' of a shadow.
Spring Attack: Can move/standard attack/move with no AOO from opponent.
Slippers of Spider Climbing: Can auto climb non-slippery verticle surfaces/ceilings (20' speed)

 Abilities / Items:
Stunning Fist: 8 uses/day (DC 17) - 0 Used
Combat Reflexes: 6 AOO's/round - 0 Used
Wholeness of Body: 16 HP/day - 0 Used
Slippers of Spider Climbing: 10 minutes/day - 0 Minutes Used
Potion of Cure Light Wounds: 10 vials
Pellet of Darkness: 1 use activated CL 3 darkness spell

[User]
 Having done his duty by introducing you to the unit, the gnome allows the knight to speak for himself.   "I know that your honor requires you to decline, but I must insist that men in my charge keep themselves fed, to preserve their strength.  This rat has more meat on it than we can eat at a go, and we lack the appropriate means to preserve it, so by all means, eat."

He does not wait for you to accept or decline, but instead continues describing the tactical and strategic situation.   "We are currently out of contact with the outside, as we are not entirely certain which way that is.  When we retreated into this mine, several score demons followed after us.  We managed to waylay a few as we traveled deeper into the mines, but we also found several slain by another's hand.  We scavenged a few of those arrows.  They are of unusual make, perhaps you could shed some light on them?"

He produces a pair of arrows, which glisten in the light.  They appear to be made of solid metal, even the fletching.

[User]
 Adinor Redrock

Touching his fist to his shoulder in acquiesce, Adinor accepts the shafts before any more thoughts of food.  "These are indeed unusual,"  he murmers as he inspects the weapons thoroughly.

 Spoiler
Appraise:  (1d20+3)[ 10 ]
Knowledge ?:  (1d20+1)[ 4 ]
and just in case a craft check helps for anything
Craft:  (1d20+6)[ 7 ]

(All skills are untrained, but the Appraise and Craft checks have a racial bonus due to rare/exotic items and metal related crafts, respectively.)

As he concentrates on the arrows, he sits down upon the ground. Placing one hand upon the earth, he also reaches into the feel of the earth to determine how far under they are, and where north would lie.

 Spoiler
 Current HP / Max HP:  at least 0 / 82
 Initiative:  +5
 Fort:  +12,  Ref:  +12,  Will:  +10
 AC:  21 = 10 + 2 (armor) + 5 (dex) + 4 (monk)
 Attack:  Unarmed melee +11/+6 (1d10+2 damage)
Flurry of Blows melee +10/+10/+5 (1d10+2 damage)
Sling (w/ normal stones) ranged +10 (1d3+2 damage) [50' range increment]

 Conditional AC / Attack / Saves:

 Spoiler
+4 on All Saves vs Posion
+4 on All Saves vs Spells/Spell-like effects
+2 on All Saves vs Enchantment spells/effects
+1 on Ref Saves vs Traps
Evasion: No damage on a successful Ref save for 1/2.
Purity of Body: Immune to non-supernatural/non-magical diseases
+1 Attack vs Orc / Goblinoid
+4 Dodge AC vs Giant
+1 Dodge AC vs Traps
+2 Dodge AC vs 1 specific creature (Dodge feat)
+4 Dodge AC vs AOO's caused by movement (Mobility feat)
+2d6 damage w/ Sneak Attack

 Senses:
Darkvision: 120'
Light Sensativity: Dazzled in bright light
Improved Stonecunning: Auto search for unusual stonework w/in 20' (w/ +4 bonus)
Intuit Depth and Direction while underground
Lens of Detection: +5 to search checks while using it

 Movement:

 Spoiler
Speed: 40'
Slow Fall: 40'
Medium/Heavy Encumberance Speed: 20'
Stability: +4 bonus to resist Bullrush, Trip, & Overrun if on ground.
Uncanny Dodge: Don't lose Dex bonus while flat-footed.
Hide in Plain Sight: Can hide while observed. Can hide w/o cover/concealment if w/in 10' of a shadow.
Spring Attack: Can move/standard attack/move with no AOO from opponent.
Slippers of Spider Climbing: Can auto climb non-slippery verticle surfaces/ceilings (20' speed)

 Abilities / Items:
Stunning Fist: 8 uses/day (DC 17) - 0 Used
Combat Reflexes: 6 AOO's/round - 0 Used
Wholeness of Body: 16 HP/day - 0 Used
Slippers of Spider Climbing: 10 minutes/day - 0 Minutes Used
Potion of Cure Light Wounds: 10 vials
Pellet of Darkness: 1 use activated CL 3 darkness spell

[User]
 (hadn't thought about how deep you were specifically, say, a couple hundred feet below surface level?  North is "thatumway")

You have no idea how these arrows could have been made.  The blade of the arrow is razor sharp, and you are surprised that the edge still holds, if these arrows were recovered from a fallen foe.  As with most things not understood, you might readily assume the arrows were made by magic.

Edit- you are currently at full HP, btw.

[User]
 Adinor Redrock

With a grunt of frustration, the dwarf stands and returns the arrow to the King's Guard.  "I'm sorry I can't be of much help with identifying these. Never seen such a work before. I'd say they were created with magic, but that'd be just a guess."

Taking one more look at the weapons he adds,  "They'd work might well in a trap though. The edge isn't blunted, so it'd be able to be used multiple times before needing to be replaced."

He runs one hand through his hair as he forms his next words in his mind.  "I guess, you'll need a bit of a synopsis of my abilities... To make the best use. During the fight topside, I was usually a scout, but at the last I took the fight to the enemy, you could say."  With the firelight twinkling in his dark eyes, he looks animated, even though he speaks in a quiet subdued tone.  "Of your men here, I'm probably best suited for life down here. Though its been a long time since I've gone under, you can never escape your upbringing."

 Spoiler
 Current HP / Max HP:  82 / 82
 Initiative:  +5
 Fort:  +12,  Ref:  +12,  Will:  +10
 AC:  21 = 10 + 2 (armor) + 5 (dex) + 4 (monk)
 Attack:  Unarmed melee +11/+6 (1d10+2 damage)
Flurry of Blows melee +10/+10/+5 (1d10+2 damage)
Sling (w/ normal stones) ranged +10 (1d3+2 damage) [50' range increment]

 Conditional AC / Attack / Saves:

 Spoiler
+4 on All Saves vs Posion
+4 on All Saves vs Spells/Spell-like effects
+2 on All Saves vs Enchantment spells/effects
+1 on Ref Saves vs Traps
Evasion: No damage on a successful Ref save for 1/2.
Purity of Body: Immune to non-supernatural/non-magical diseases
+1 Attack vs Orc / Goblinoid
+4 Dodge AC vs Giant
+1 Dodge AC vs Traps
+2 Dodge AC vs 1 specific creature (Dodge feat)
+4 Dodge AC vs AOO's caused by movement (Mobility feat)
+2d6 damage w/ Sneak Attack

 Senses:
Darkvision: 120'
Light Sensativity: Dazzled in bright light
Improved Stonecunning: Auto search for unusual stonework w/in 20' (w/ +4 bonus)
Intuit Depth and Direction while underground
Lens of Detection: +5 to search checks while using it

 Movement:

 Spoiler
Speed: 40'
Slow Fall: 40'
Medium/Heavy Encumberance Speed: 20'
Stability: +4 bonus to resist Bullrush, Trip, & Overrun if on ground.
Uncanny Dodge: Don't lose Dex bonus while flat-footed.
Hide in Plain Sight: Can hide while observed. Can hide w/o cover/concealment if w/in 10' of a shadow.
Spring Attack: Can move/standard attack/move with no AOO from opponent.
Slippers of Spider Climbing: Can auto climb non-slippery verticle surfaces/ceilings (20' speed)

 Abilities / Items:
Stunning Fist: 8 uses/day (DC 17) - 0 Used
Combat Reflexes: 6 AOO's/round - 0 Used
Wholeness of Body: 16 HP/day - 0 Used
Slippers of Spider Climbing: 10 minutes/day - 0 Minutes Used
Potion of Cure Light Wounds: 10 vials
Pellet of Darkness: 1 use activated CL 3 darkness spell


[User]
 Arena Tournament, Round 33:  Sam the Psion  vs.  Kor
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 theterran - Sam the Psion
 Bayar - Kor Battleborn
 All Combatants, please roll initiative.

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

Will buy a pair of goggles for 10 GP and still thinking over if I need something else...

[User]
 Sam Initiative

 (1d20-3)[ 2 ]

I might still buy something, need to look at my situation first.

[User]
 I won't buy anything new.

You're up first.

[User]
 Me neither.

 Kor - round 1

Start in Y14 with sling in hands. I have both my swords on my back and my chain on my belt. Or something like that.

Double-move to N14. End turn.

Stats:

 Spoiler
HP: 14
AC:15 T:11 FF:14
Speed: 40
Wielding: Sling
Location: N14

[User]
 Sam - Round 1

Starting in B14 w/ a stone in hand.  Sam concentrates on the stone to manifest the power inside.

 Spoiler
Vigor

He then drops the stone and draws another.

 Spoiler
Energy Missile

End my Turn.

Stats:

 Spoiler
Location: B14
HP: 10/5
AC: 13  Touch: 13 FF: 10
PP: 15/15
In Hand: P.Stone of Energy Missile
P.Stones Used: Vigor

[User]
 Kor - Round 2

Smash the panel of glass in M14-N14 with fist

Attack:  (1d20+7)[ 16 ]
Damage:  (1d3+6)[ 9 ]

Move to G16.

End turn.

Stats:

 Spoiler
HP: 14
AC:15 T:11 FF:14
Speed: 40
Wielding: Sling
Location: G16

[User]
 Sam - Round 2

Move to F13.
Manifest the Power from the Stone.

 Spoiler
   MLC  - (1d20+1)[ 2 ]  DC4
 Fire Damage  -  (3d6+3)[ 17 ]  Ref Halves DC12

[User]
 Spoiler

😩  Wisdom  - (1d20)[ 6 ]  DC5

Drop Stone.

End Turn.

Stats:

 Spoiler
Location: J13
HP: 10/5
AC: 13 Touch: 13 FF: 10
PP: 15/15
In Hand:
P.Stones Used: Vigor, Energy Missile

[User]
 Kor Battleborn - Round 3

Free action: Drop sling
Free action:
Move action: Move from G16 to F14, drawing my MW greatsword in the process.
Standard action: Attack yo ass.

Attack:  (1d20+10)[ 19 ]
Damage:  (2d6+12)[ 18 ]

Stats:

 Spoiler
HP: 16
AC:13 T:11 FF:14
Speed: 40
Wielding: Masterwork Greatsword
Location: F14
Rage: 1/7

End turn.

Edit: unless you activated inertial armor, I think I just made you to instantaneously disembowel.

[User]
 Immediate Action: Burn 3 Power Points to Eat up 12 of that Damage.

 Sam - Round 3

5ft Step to F12.
Draw a PowerStone.
Manifest the Power
Energy Missile [Fire]
  MLC  - (1d20+1)[ 19 ]  - DC4
If Pass:
 Fire Damage  -  (3d6+3)[ 14 ]  - Ref Save Halves DC 12
If Fail:

 Spoiler
 Wisdom Check  -  (1d20)[ 17 ]  - DC5

End my Turn.

Stats:

 Spoiler
Location: F12
HP: 4/5
AC: 13 Touch: 13 FF: 10
PP: 12/15
In Hand:
P.Stones Used: Vigor, Energy Missile, Energy Missile

[User]
 :facepalm: Forgot you are an Elan

Reflex:  (1d20+1)[ 18 ]  Come on lucky dice !

[User]
 Oh yeah ! Thank you dice !

 Kor Battleborn - Round 4

Free action: Drop Greatsword
Move to F13, drawing my Spiked chain as a free action.
Standard action: Flail the chain wildly at you 😡

Attack:  (1d20+5)[ 18 ]
Damage:  (2d4+12)[ 15 ]

Just try to do the same thing again 😡

And a question: you have 3 of those,right ? 🤨

Stats:

 Spoiler
HP: 9/16
AC:13 T:11 FF:14
Speed: 40
Wielding: Spiked chain
Location: F13
Rage: 2/7

[User]
 Just 2 sadly...

Burn 4 PP to eat up all the Damage.

 Sam - Round 4

5ft Step to G11.

Manifest Defensively.
  Concentration  - (1d20+5)[ 7 ]  - DC 16

If Passes:

 Spoiler
Manifest Grease in F12 -> G13 - DC15 Ref Save or fall Prone.

Otherwise nothing Happens.

Move Action: Draw a powerstone

End my Turn

Stats:

 Spoiler
Location: G11
HP: 4/5
AC: 13 Touch: 13 FF: 10
PP: 7/15
In Hand: Powerstone of Inertial Armor
P.Stones Used: Vigor, Energy Missile, Energy Missile

[User] Man alive...I just can't get the rolls today...

[User]
 First off, drawing a powerstone gives me an AOO, I think, since it is an object.

AOO attack:  (1d20+5)[ 23 ]
AOO damage:  (2d4+12)[ 18 ]

Now for my turn.

 Kor- Round 5

5ft step in G12.

Attack: (1d20+5)[ 6 ]
Damage: (2d4+12)[ 15 ]
 Stats:

 Spoiler
HP: 9/16
AC:13 T:11 FF:14
Speed: 40
Wielding: Spiked chain
Location: G12
Rage: 3/7

You barely escaped my second attack. If it would have been a hit, you would have died.

[User]
 Burn 4 more PP to eat up 16 of that AoO Damage.

I think I'm going to die here shortly...

 Sam - Round 5

5ft Step into G10.

Manifest Defensively.
  Concentration  - (1d20+5)[ 7 ]  - DC16
If Successful

 Spoiler
 Manifest Grease in G11-G12-H11-H12  Ref Save DC15 or Fall Prone.

Otherwise nothing happens.

End my Turn.

Stats:

 Spoiler
Location: G10
HP: 2/5
AC: 13 Touch: 13 FF: 10
PP: 2/15
In Hand: Powerstone of Inertial Armor
P.Stones Used: Vigor, Energy Missile, Energy Missile

[User] You have got to be kidding me...the same roll? 😡

[User]
 Wow. I know how you feel.

You know what time it is ?  Peanut butter jelly time !   NOOO !!!

AOO time 😁
 (1d20+5)[ 8 ]
 (2d4+12)[ 17 ]

[User]
 Kor - Round 6

5 ft step in G11.
Attack:  (1d20+5)[ 16 ]
Damage:  (2d4+12)[ 17 ]

Stats:

 Spoiler
HP: 9/16
AC:13 T:11 FF:14
Speed: 40
Wielding: Spiked chain
Location: G12
Rage: 4/7

 Your turn.  Are you still there ?

[User] I'm dead...we need the rematch set up now...😩

[User]
 You have a second chance to get your dice rolls golden 😁

Edit: Do I get GP/XP for this ?

[User] When the match is officially called, you'll get the normal match xp/gp of 300 and 300.  Basically, what has happened is Sam drops down to the losers bracket with you and the final battle is waged.

[User]
 High Ref Talic0
 Kor is the winner!

However, the instructions were to take two of these.  I'll call you in the morning.