[User]
 Michael of the Waste vs. Sote'

A towering figure in a dark robe enters the room where you have been milling around sizing up the competition. His face is completely obscured by his hood. He raises both hands to get your attention and speaks in a deep voice.
 Michael of the Waste, Sote'. You have been chosen to fight. Prepare yourselves!  With that he brings his hands down and the two of you find yourself transported to the  arena
  OOC:
 You've got time for one swift action and one standard action before you get transported in case you need to adopt a stance or activate an item.

On the map, green is open terrain, yellow is difficult terrain, red/brown is the cliffs (10ft, Climb DC20, blocks LoS). Arena has a 60 foot ceiling.

Opening post should have an initiative roll, anything you said after he called your name and what, if anything you did with the 'surprise round' before being transported. After that, start fighting in initiative order.

Starting Positions:
 Michael of the Waste
 Spoiler
Horizontal axis [roll0]
Vertical axis [roll1]

 Sote'
 Spoiler
Horizontal axis [roll2]
Vertical axis [roll3]

[User]
 Disregard the messed up position rolls from before...

Starting Positions:
 Michael of the Waste
 Spoiler
Horizontal axis  (1d40)[ 1 ]
Vertical axis  (1d40)[ 15 ]

 Sote'
 Spoiler
Horizontal axis  (1d40)[ 11 ]
Vertical axis  (1d40)[ 5 ]

[User]
 Michael of the Waste

The man who appears to challenge Sote' looks decent enough, but nothing special. In fact, upon closer inspection he doesn't even seem to be holding a weapon. It is the beast on which he rides that is terrifying -- an enormous creature, like a purple worm but smaller. It is eyeless, but it seems to stare at Sote' intelligently. Then it speaks, in a rumbling voice.  "Good luck."
  Initiative  - (1d20+2)[ 21 ]

Pre-match actions:

 Spoiler
Mounting my Ashworm, and hiding behind my tower shield. I thought before that there was a rule forbidding tower shield usage while mounted, but I can't find it anywhere, so I'm hoping I imagined it.

[User]
 Sote'

A beady-eyed, fox-like creature stares over at his new opposition and gives a quick salute before speaking an ancient word. His outline and then his whole body fades, and you see nothing more as the room fades and we both arrive in the arena.

Prematch Actions:

 Spoiler

Standard: Activate Ring of Invisibility
Swift: While invisible, Wildshape into a Roc.

Initiative:  (1d20+11)[ 18 ]

[User] You go first, then.

[User]
 Okay, so I'm assuming you're invisible right now and not ethereal or something worse. Are you touching the ground right now (the Deathworm has tremorsense)? Alternately, it can probably find you with a spot check if you're within line of sight; the DC to notice the presence of an invisible creature that's standing still is a DC 30, and pinpointing what square it's in is +20 for a total DC of 50. So I'll roll spot as a reactive action...

  Spot  - (1d20+47)[ 62 ]

EDIT: Forgot to specify, Michael and the worm currently occupy O-1, O-2, P-1, P-2. Are you within LoS or touching the ground within 60 feet?

[User] If I was on the ground you would be able to sense me with tremorsense, yes, but I am not. You do not have LoS right now, so the spot check fails.

[User]
 Alrighty then.

 Spoiler
Burrowing 25 feet underground and 55 feet east. Michael activates his Third Eye Sense, to create a clairvoyant sensor on the ceiling of T-21.

Your turn. Can you be seen from the ceiling (60 feet up) of square T-21?

[User] Nevermind. Edited actions to follow.

[User]
 10 feet, it looks like.

EDIT: But no special vision modes currently, and no massive spot checks. So if you  are  invisible, I don't think I can see you.

[User]
 My turn actions:
Spot check:  (1d20+37)[ 45 ]
Listen check:  (1d20+35)[ 39 ]

Do I spot you, and if so, where?

My turn may or may not be over.

Edit: Oh, and you don't see me.

[User] Nope, you don't see me.

[User]
 In that case,

 Spoiler

Fly to P14, 40 feet high and keep a watch out for my opponent.

Your turn.

[User]
 Hmm... alright, the worm's head suddenly sticks up from the ground in O/P-12/13 and looks around. You within LoS now?

  Spot  - (1d20+47)[ 62 ]

Turn not done.

[User] Oh, hey. Yes, you have LoS, and that spot check detects Sote' at P14, 40 feet high.

[User] And I'm sure I get a reactive spot check for that...  (1d20+37)[ 51 ]

[User]
 I'm not invisible or hiding right now, since I don't have any sort of cover or concealment, so you definitely see me. 😉

So, 40 feet high, huh? Alright, I go back underground.

 Spoiler
15 feet under, this time. And then a swift action to activate Travel Devotion.

Your turn! 😁

[User]
 I don't like that smile...

Turn actions:

 Spoiler
Upon seeing Michael disappear back into the ground, wildshape into a Corpse Tearer Linnorm and fly to R12, still 40 feet high. Keep a sharp eye on the spot where he disappeared, and ready an action to snatch the man off of his mount if they surface.

Your turn.

[User]
 Hmm, I think I actually need one more round of prep before I can take the fight to you.

 Spoiler
Activating Travel Devotion, and the worm is readying an action to attack if Sote' attacks Michael or his mount.

Your turn again.

[User]
 Okay.

 Spoiler
I retain my readied action.

Your turn.

[User]
 Suddenly, the worm pops back out of the ground in the same spot -- but this time, it sports a set of ghostly wings. (Not even close to finished)

So, where are you? I can roll if you want, but I should see you on a 3 or better...

[User]
 Well I'm still invisible, but you pinpoint me at R12, still 40 feet high. But you emerging triggers my readied action.

Suddenly you feel a rush of wind as a huge creature dives toward you and attacks Michael (concealment from the worm or other means nothing, blindsight makes that irrelevant).

Bite attack:  (1d20+37)[ 54 ]
Damage:  (4d6+13)[ 29 ]

Claw 1 attack:  (1d20+35)[ 55 ]
Damage:  (2d8+6)[ 15 ]

Claw 2 attack:  (1d20+35)[ 49 ]
Damage:  (2d8+6)[ 16 ]

And, if any of those hit: grapple check to snatch you into the air:  (1d20+37)[ 49 ]

...And I believe I have forgotten to mention my animal companion this whole time. My bad. He's a dire lion, and still in my starting position (E11). Sorry about that. 😳

[User] Fair enough, but Michael is currently using his tower shield for total cover, so each of those attacks have a 50% miss chance. Any that pierce the miss chance hit, though, and he can't beat that grapple check.

[User]
 Alright.

Miss on a 1:  (1d2)[ 2 ]
Miss on a 1:  (1d2)[ 2 ]
Miss on a 1:  (1d2)[ 1 ]

[User] So the bite and the first claw hit, and you are snatched into the air by what is revealed to be a serpentine creature with a shaggy, ferocious head. You may resume your turn, since you still had actions left.

[User]
 You're ending your movement right next to the flying worm? Alright then. Both you and the worm should be at or near ground level, since you went for Michael as soon as he popped up.

Since it can no longer trample you, the worm will instead simply attempt to smack you senseless with its tail-stinger:

Activating Robilar's Gambit and power attacking for 30 points. If the second attack hits, I'll use Knockback to make a free bull rush attempt to send you flying straight up. I'm not sure how that affects your grapple, but I'll give it the benefit of the doubt and assume that Michael just goes with you unless you know of a rule that addresses the situation.

  Sting 1 attack  - (1d20+38)[ 42 ] ;   Sting 1 damage  - (1d6+63)[ 68 ]
  Sting 2 attack  - (1d20+33)[ 47 ] ;   Sting 2 damage  - (1d6+63)[ 65 ]
  Bull Rush  - (1d20+61)[ 80 ]

(EDIT: Oh, I forgot to explain, the reason the worm gets a full attack is because he moved as a swift action with Travel Devotion, not a normal move action.)

[User] I do not know, but neither attack hits. Since that was a full attack, I assume your turn is over?

[User] Impressive, I didn't realize your AC had gotten boosted so much. Also, you reminded me that I definitely need to invest in a ring of Freedom of Movement. Anyway, go ahead.

[User]
 Thanks. Natural armor bonuses are great.

For his move, Sote' flies to E13 (your worm's LoE should now be blocked by the cliff), attacking Michael once he gets there. (Dropped to 5 feet above the ground, by the way.)

Bite attack:  (1d20+37)[ 51 ]
Damage:  (4d6+13)[ 21 ]

Claw 1 attack:  (1d20+35)[ 41 ]
Damage:  (2d8+6)[ 17 ]

Claw 2 attack:  (1d20+35)[ 41 ]
Damage:  (2d8+6)[ 17 ]

Tail slap attack:  (1d20+35)[ 39 ]
Damage:  (2d8+19)[ 29 ]

I'm pretty sure he doesn't have the cover from the shield anymore, but just in case:

Miss on a 1:  (1d2)[ 1 ]
Miss on a 1:  (1d2)[ 1 ]
Miss on a 1:  (1d2)[ 2 ]
Miss on a 1:  (1d2)[ 1 ]

[User]
 Hmm, Mike's nearly dead. Well, it takes the worm two moves to get to you (a swift action and a move action), leaving him with one standard. And I suppose he'll use it to try and grapple you.

  Touch Attack  - (1d20+68)[ 73 ]
Grapple check automatically succeeds, since you're already grappling.

[User] Hm. I'm honestly not sure how that works, with multiple grapples going on at once. Do I still get to attack you while being grappled?

[User]
 Oh, that's annoying. I thought that you had to beat  all  of your opposing grapplers to accomplish something, but it looks like you just have to beat one. Well there's not much point in doing that, then... well, doesn't look like there's much that I can do. I'll just try to hit you, I suppose.

  Attack  - (1d20+67)[ 81 ]
  Damage  - (1d20+34)[ 46 ]
  Bull Rush  - (1d20+31)[ 37 ]

[User]
 Hmm, that's a strange rule. Alright then. So no grapple from the worm, just Michael. The worm's attack hits.
Opposed Strength check to avoid being pushed back by the bull rush:  (1d20+36)[ 49 ]

Opposed grapple check:  (1d20+37)[ 46 ]

First three attacks at Michael.

Bite attack:  (1d20+37)[ 52 ]
Damage:  (4d6+13)[ 26 ]

Claw 1 attack:  (1d20+35)[ 41 ]
Damage:  (2d8+6)[ 12 ]

Claw 2 attack:  (1d20+35)[ 54 ]
Damage:  (2d8+6)[ 20 ]

And tail slap at the worm just in case I managed to crit.

Tail slap attack:  (1d20+35)[ 51 ]
Damage:  (2d8+19)[ 25 ]

[User] Yeah, Mike's dead. Good match, then; I hadn't really gotten to messing with defensive gear yet, but it's clear that I really need to do so.

[User]
 Yes, good match. 🙂 You made it clear that I need to think about a way to counter an opponent with a ring of freedom of movement, for that matter.

Unfortunately, I'm not sure if anyone else is still around for matches.

[User] Glad to have been of assistance. 😁

[User]
 Match Finalized.

 Moonlitdreams/Sote' ,  Victor
Wins 1/Losses 1

 Eurus ,  Victim
Wins 1/Losses 2

[User] Uh, I lost that match. 🤨

[User] Oops... I  knew  that, but I posted it wrong. Gimme a second...


[User]
 This area of the Playground was once ruled by the benevolent King Richard, however, since Richard went on a Crusade into a city ruled by a cult to Vecna, his brother, Prince John, has been left to rule. Prince John, however, is an awful King, stealing from the poor to feed his own desires. he must be stopped.
{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Spoiler
Deck:

 Spoiler
1.	Hamon, Lord of Striking Thunder
2.	Hamon, Lord of Striking Thunder
3.	Hamon, Lord of Striking Thunder
4.	Crystal Beast Topaz Tiger
5.	Crystal Beast Topaz Tiger
6.	Crystal Beast Topaz Tiger
7.	Crystal Beast Amber Mammoth
8.	Crystal Beast Amber Mammoth
9.	Crystal Beast Sapphire Pegasus
10.	Crystal Beast Sapphire Pegasus
11.	Crystal Beast Sapphire Pegasus
12.	Crystal Beast Amethyst Cat
13.	Crystal Beast Amethyst Cat
14.	Crystal Beast Ruby Carbuncle
15.	Crystal Beast Ruby Carbuncle
16.	Dragon Queen of Tragic Endings
17.	Dragon Queen of Tragic Endings
18.	Crystal Beast Cobalt Eagle
19.	Crystal Beast Cobalt Eagle
20.	Ancient City – Rainbow Ruins
21.	Ancient City – Rainbow Ruins
22.	Ancient City – Rainbow Ruins
23.	Crystal Abundance
24.	Crystal Abundance
25.	Crystal Abundance
26.	Crystal Blessing
27.	Crystal Blessing
28.	Rare Value
29.	Rare Value
30.	Crystal Beacon
31.	Crystal Beacon
32.	Torrential Tribute
33.	Crystal Raigeki
34.	Crystal Raigeki
35.	Crystal Pair
36.	Crystal Pair
37.	Last Resort
38.	Last Resort
39.	Dark Bribe
40.	Dark Bribe

Extra Deck:

 Spoiler
*Nothing*

Stats:
Life Points: 8000
Graveyard:
Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler

Face Downs:

[User]
 "Your authority will crumble, foolish king. I am the Black Mage Tuor, and I shall turn your stones into diamonds under the dint of my arcane power."

Initiative -  (1d20)[ 5 ]
Hand -  (5d40)[ 39 ][ 11 ][ 20 ][ 22 ][ 22 ](114)
Rerolls -  (4d40)[ 34 ][ 19 ][ 14 ][ 4 ](71)

{table=head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-

 Life Points
8000

 Spoiler
 Hand  ~ 5

 Spoiler
-
-
-
-
-

 Graveyard

 Spoiler
-

 RFG

 Spoiler
-

 Recurring Menace  - 40 (Extra Deck 15)

 Spoiler
1. Prometheus, King of the Shadows
2. Prometheus, King of the Shadows
3. Prometheus, King of the Shadoes
4. Mystic Tomato
5. Mystic Tomato
6. Mystic Tomato
7. Doomsday Horror
8. Doomsday Horror
9. Doomsday Horror
10. Dark Armed Dragon
11. Necroface
12. Phantom of Chaos
13. Necro Gardna
14. D.D. Crow
15. D.D. Crow
16. Dark Mimic LV1
17. Dark Mimic LV3
18. Dark Crusader
19. Dark Crusader
20. Dark Horus
21. Armageddon Knight
22. Night's End Sorcerer
23. Night's End Sorcerer
24. Night's End Sorcerer
25. The Beginning of the End
26. Mystic Plasma Zone
27. Mystic Plasma Zone
28. Allure of Darkness
29. Veil of Darkness
30. Gold Sarcophagus
31. D.D.R. - Different Dimension Reincarnation
32. D.D.R. - Different Dimension Reincarnation
33. Escape from the Dark Dimension
34. Escape from the Dark Dimension
35. Escape from the Dark Dimension
36. Return from the Different Dimension
37. Mirror Force
38. Torrential Tribute
39. Dimensional Prison
40. Dimensional Prison

 Extra Deck

 Spoiler
1x Black Rose Dragon
2x Stardust Dragon
2x Iron Chain Dragon
1x Goyo Guardian
2x Ally of Justice Castator
1x Brionac, Dragon of the Ice Barrier
2x X-Saber Urbellum
2x Red Dragon Archfiend
1x Ancient Fairy Dragon

[User]
 The Pricne draws a duel disk made purely out of jewels.
 "You dare challenge  my  authority- Peasant? Time to show you why I'M King!"
 (1d20)[ 5 ]
 (5d40)[ 14 ][ 10 ][ 39 ][ 29 ][ 40 ](132)
  (3d40)[ 10 ][ 26 ][ 9 ](45)
{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Spoiler
Deck:

 Spoiler
1.	Hamon, Lord of Striking Thunder
2.	Hamon, Lord of Striking Thunder
3.	Hamon, Lord of Striking Thunder
4.	Crystal Beast Topaz Tiger
5.	Crystal Beast Topaz Tiger
6.	Crystal Beast Topaz Tiger
7.	Crystal Beast Amber Mammoth
8.	Crystal Beast Amber Mammoth
9.	Crystal Beast Sapphire Pegasus
11.	Crystal Beast Sapphire Pegasus
12.	Crystal Beast Amethyst Cat
13.	Crystal Beast Amethyst Cat
15.	Crystal Beast Ruby Carbuncle
16.	Dragon Queen of Tragic Endings
17.	Dragon Queen of Tragic Endings
18.	Crystal Beast Cobalt Eagle
19.	Crystal Beast Cobalt Eagle
20.	Ancient City – Rainbow Ruins
21.	Ancient City – Rainbow Ruins
22.	Ancient City – Rainbow Ruins
23.	Crystal Abundance
24.	Crystal Abundance
25.	Crystal Abundance
26.	Crystal Blessing
27.	Crystal Blessing
28.	Rare Value
30.	Crystal Beacon
31.	Crystal Beacon
32.	Torrential Tribute
33.	Crystal Raigeki
34.	Crystal Raigeki
35.	Crystal Pair
36.	Crystal Pair
37.	Last Resort
38.	Last Resort

Extra Deck:

 Spoiler
*Nothing*

Stats:
Life Points: 8000
Graveyard:
Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler
-Crystal Beast Ruby Carbuncle
-Crystal Beast Sapphire Pegasus
-Dark Bribe
-Rare Value
-Dark Bribe
Face Downs:

[User]
 "Let's see who really goes first."
 (1d20)[ 2 ]

[User]
 (1d20)[ 14 ]

{table=head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Life Points
8000

 Spoiler
 Hand  ~ 5

 Spoiler
-
-
-
-
-

 Graveyard

 Spoiler
-

 RFG

 Spoiler
-

 Recurring Menace  - 40 (Extra Deck 15)

 Spoiler
1. Prometheus, King of the Shadows
2. Prometheus, King of the Shadows
3. Prometheus, King of the Shadoes
4. Mystic Tomato
5. Mystic Tomato
6. Mystic Tomato
7. Doomsday Horror
8. Doomsday Horror
9. Doomsday Horror
10. Dark Armed Dragon
11. Necroface
12. Phantom of Chaos
13. Necro Gardna
14. D.D. Crow
15. D.D. Crow
16. Dark Mimic LV1
17. Dark Mimic LV3
18. Dark Crusader
19. Dark Crusader
20. Dark Horus
21. Armageddon Knight
22. Night's End Sorcerer
23. Night's End Sorcerer
24. Night's End Sorcerer
25. The Beginning of the End
26. Mystic Plasma Zone
27. Mystic Plasma Zone
28. Allure of Darkness
29. Veil of Darkness
30. Gold Sarcophagus
31. D.D.R. - Different Dimension Reincarnation
32. D.D.R. - Different Dimension Reincarnation
33. Escape from the Dark Dimension
34. Escape from the Dark Dimension
35. Escape from the Dark Dimension
36. Return from the Different Dimension
37. Mirror Force
38. Torrential Tribute
39. Dimensional Prison
40. Dimensional Prison

 Extra Deck

 Spoiler
1x Black Rose Dragon
2x Stardust Dragon
2x Iron Chain Dragon
1x Goyo Guardian
2x Ally of Justice Castator
1x Brionac, Dragon of the Ice Barrier
2x X-Saber Urbellum
2x Red Dragon Archfiend
1x Ancient Fairy Dragon

[User]
 "I am to go first. This should be an indicator of your future, despot."
 (1d35)[ 7 ]
 "I set one monster face-down, as well as a magic/trap card. Prepare to repent."

{table=head]1|2|3|4|5
-|-|F|-|-
-|-|F|-|-[/table]

 Life Points
8000

 Spoiler
 Hand  ~ 4

 Spoiler
-Dark Horus
-Night's End Sorcerer
-Dark Crusader
-Doomsday Horror

 Facedown

 Spoiler
(M 3) Necroface
(S/T 3) Dimensional Prison

 Graveyard

 Spoiler
-

 RFG

 Spoiler
-

 Recurring Menace  - 40 (Extra Deck 15)

 Spoiler
1. Prometheus, King of the Shadows
2. Prometheus, King of the Shadows
3. Prometheus, King of the Shadoes
4. Mystic Tomato
5. Mystic Tomato
6. Mystic Tomato
7. Doomsday Horror
8. Doomsday Horror
9. Dark Armed Dragon
11. Phantom of Chaos
12. Necro Gardna
13. D.D. Crow
14. D.D. Crow
15. Dark Mimic LV1
16. Dark Mimic LV3
17. Dark Crusader
18. Armageddon Knight
19. Night's End Sorcerer
20. Night's End Sorcerer
21. The Beginning of the End
22. Mystic Plasma Zone
23. Mystic Plasma Zone
24. Allure of Darkness
25. Veil of Darkness
26. Gold Sarcophagus
27. D.D.R. - Different Dimension Reincarnation
28. D.D.R. - Different Dimension Reincarnation
29. Escape from the Dark Dimension
30. Escape from the Dark Dimension
31. Escape from the Dark Dimension
32. Return from the Different Dimension
33. Mirror Force
34. Torrential Tribute
35. Dimensional Prison

 Extra Deck

 Spoiler
1x Black Rose Dragon
2x Stardust Dragon
2x Iron Chain Dragon
1x Goyo Guardian
2x Ally of Justice Castator
1x Brionac, Dragon of the Ice Barrier
2x X-Saber Urbellum
2x Red Dragon Archfiend
1x Ancient Fairy Dragon

[User]
 "I am no depsot, ignorant peasant!"
 (1d35)[ 17 ]
 Now I summon  Crystal Beast Sapphire Pegasus , who uses his ability to add a Sapphire to my field. I also play a face down and destroy your face down with Pegasus. Assuming no interruptions- your move.
A shining Pegasus enters the field, calling a sapphire to appear behind it, it then pierces your face down with its horn
... Or not
{table="head]1|2|3|4|5
-|-|-|-|-
-|SP|F|-|-[/table]
SP= Crystal Beast Sapphire Pegasus

 Spoiler
Deck:

 Spoiler
1.	Hamon, Lord of Striking Thunder
2.	Hamon, Lord of Striking Thunder
3.	Hamon, Lord of Striking Thunder
4.	Crystal Beast Topaz Tiger
5.	Crystal Beast Topaz Tiger
6.	Crystal Beast Topaz Tiger
7.	Crystal Beast Amber Mammoth
8.	Crystal Beast Amber Mammoth
9.	Crystal Beast Sapphire Pegasus
11.	Crystal Beast Amethyst Cat
12.	Crystal Beast Amethyst Cat
13.	Crystal Beast Ruby Carbuncle
14.	Dragon Queen of Tragic Endings
15.	Dragon Queen of Tragic Endings
16.	Crystal Beast Cobalt Eagle
18.	Ancient City – Rainbow Ruins
19.	Ancient City – Rainbow Ruins
20.	Ancient City – Rainbow Ruins
21.	Crystal Abundance
22.	Crystal Abundance
23.	Crystal Abundance
24.	Crystal Blessing
25.	Crystal Blessing
26.	Rare Value
27.	Crystal Beacon
28.	Crystal Beacon
29.	Torrential Tribute
30.	Crystal Raigeki
31.	Crystal Raigeki
32.	Crystal Pair
33.	Crystal Pair
34.	Last Resort
35.	Last Resort

Extra Deck:

 Spoiler
*Nothing*

Stats:
Life Points: 8000
Graveyard:
Removed from Play:
 Spoiler
-Sapphire Pegasus

Hand- 4

 Spoiler
-Crystal Beast Ruby Carbuncle
-Dark Bribe
-Rare Value
-Crystal Beast Cobalt Eagle
Face Downs:
-Dark Bribe

[User] "I activate Dimensional Prison, which places your tainted beast in a pocket dimension that I have created from the dint of my magic! It is removed from play."

[User] "I have reserves! Fine, I'll have to end my turn"

[User]
 "Have you no care for your expensive trinkets?"
 (1d35)[ 5 ]
 "I summon the Night's End Sorcerer. I use his Tuning ability to summon Iron Chain Dragon, who will attack you directly; due to his ability, you lose the top three cards of your deck."

{table=head]1|2|3|4|5
-|-|I|-|-
-|-|-|-|-[/table]
  I ron Chain Dragon  -  2500 /1300

 Life Points
8000

 Spoiler
 Hand  ~ 4

 Spoiler
-Dark Horus
-Dark Crusader
-Doomsday Horror
-Mystic Tomato

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-Dimensional Prison
-Necroface
-Night's End Sorcerer

 RFG

 Spoiler
-

 Recurring Menace  - 40 (Extra Deck 15)

 Spoiler
1. Prometheus, King of the Shadows
2. Prometheus, King of the Shadows
3. Prometheus, King of the Shadoes
4. Mystic Tomato
5. Mystic Tomato
6. Doomsday Horror
7. Doomsday Horror
8. Dark Armed Dragon
9. Phantom of Chaos
10. Necro Gardna
11. D.D. Crow
12. D.D. Crow
13. Dark Mimic LV1
14. Dark Mimic LV3
15. Dark Crusader
16. Armageddon Knight
17. Night's End Sorcerer
18. Night's End Sorcerer
19. The Beginning of the End
20. Mystic Plasma Zone
21. Mystic Plasma Zone
22. Allure of Darkness
23. Veil of Darkness
24. Gold Sarcophagus
25. D.D.R. - Different Dimension Reincarnation
26. D.D.R. - Different Dimension Reincarnation
27. Escape from the Dark Dimension
28. Escape from the Dark Dimension
29. Escape from the Dark Dimension
30. Return from the Different Dimension
31. Mirror Force
32. Torrential Tribute
33. Dimensional Prison

 Extra Deck

 Spoiler
1x Black Rose Dragon
2x Stardust Dragon
2x Iron Chain Dragon
1x Goyo Guardian
2x Ally of Justice Castator
1x Brionac, Dragon of the Ice Barrier
2x X-Saber Urbellum
2x Red Dragon Archfiend
1x Ancient Fairy Dragon

[User]
 "Damn you and your magical tricks!"
 (3d33)[ 8 ][ 26 ][ 3 ](37)
  (2d33)[ 26 ][ 33 ](59)
Draw: (1d30)[ 21 ]
 Now I activate  Crystal Blessing , which will put an Amber in my spell/trap zone. Then I play  Rare Value . Now choose one of my gems to destroy, while I draw two cards.
 Well, I set another monster and end my turn.
{table="head]1|2|3|4|5
-|-|F|-|-
-|SP|F|-|-[/table]
SP= Crystal Beast Sapphire Pegasus

 Spoiler
Deck:

 Spoiler
1.	Hamon, Lord of Striking Thunder
2.	Hamon, Lord of Striking Thunder
3.	Crystal Beast Topaz Tiger
4.	Crystal Beast Topaz Tiger
5.	Crystal Beast Topaz Tiger
7.	Crystal Beast Sapphire Pegasus
8.	Crystal Beast Amethyst Cat
9.	Crystal Beast Amethyst Cat
10.	Crystal Beast Ruby Carbuncle
11.	Dragon Queen of Tragic Endings
12.	Dragon Queen of Tragic Endings
13.	Crystal Beast Cobalt Eagle
14.	Ancient City – Rainbow Ruins
15.	Ancient City – Rainbow Ruins
16.	Ancient City – Rainbow Ruins
17.	Crystal Abundance
18.	Crystal Abundance
20.	Crystal Blessing
22.	Rare Value
23.	Crystal Beacon
24.	Torrential Tribute
25.	Crystal Raigeki
26.	Crystal Raigeki
27.	Crystal Pair
28.	Crystal Pair
29.	Last Resort
30.	Last Resort

Extra Deck:

 Spoiler
*Nothing*

Stats:
Life Points: 5500
Graveyard:
 Spoiler
-Crystal Beacon
-Hamon
-Crystal Blessing
-Rare Value
-Amber Mammoth

Removed from Play:
 Spoiler
-Sapphire Pegasus

Hand- 4

 Spoiler
-Crystal Beast Ruby Carbuncle
-Dark Bribe
-Crystal Beast Cobalt Eagle
-Crystal Abundance
Face Downs:
-Amber Mammoth
-Dark Bribe

[User]
 Rare Value draws:  (2d29)[ 6 ][ 19 ](25)
  (1d29)[ 7 ]

[User] "I choose to crush your Amber Mammoth into dust."

[User]
 (1d33)[ 27 ]
 "I summon the Dark Crusader. I use his ability to send Doomsday Horror to the graveyard, giving my Crusader another four-hundred attack points. I'll have my mighty Crusader take a shot at your face-down, with my Iron Chain Dragon going direct; you lose the next three cards of your deck. Your end is beckoning, despot."

{table=head]1|2|3|4|5
-|-|I|D|-
-|-|-|-|-[/table]
  I ron Chain Dragon  -  2500 /1300
  D ark Crusader  -  2000 /200

 Life Points
8000

 Spoiler
 Hand  ~ 3

 Spoiler
-Dark Horus
-Mystic Tomato
-Escape from the Dark Dimension

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-Dimensional Prison
-Necroface
-Night's End Sorcerer
-Doomsday Horror

 RFG

 Spoiler
-

 Recurring Menace  - 40 (Extra Deck 15)

 Spoiler
1. Prometheus, King of the Shadows
2. Prometheus, King of the Shadows
3. Prometheus, King of the Shadoes
4. Mystic Tomato
5. Mystic Tomato
6. Doomsday Horror
7. Doomsday Horror
8. Dark Armed Dragon
9. Phantom of Chaos
10. Necro Gardna
11. D.D. Crow
12. D.D. Crow
13. Dark Mimic LV1
14. Dark Mimic LV3
15. Dark Crusader
16. Armageddon Knight
17. Night's End Sorcerer
18. Night's End Sorcerer
19. The Beginning of the End
20. Mystic Plasma Zone
21. Mystic Plasma Zone
22. Allure of Darkness
23. Veil of Darkness
24. Gold Sarcophagus
25. D.D.R. - Different Dimension Reincarnation
26. D.D.R. - Different Dimension Reincarnation
27. Escape from the Dark Dimension
28. Escape from the Dark Dimension
29. Return from the Different Dimension
30. Mirror Force
31. Torrential Tribute
32. Dimensional Prison

 Extra Deck

 Spoiler
1x Black Rose Dragon
2x Stardust Dragon
2x Iron Chain Dragon
1x Goyo Guardian
2x Ally of Justice Castator
1x Brionac, Dragon of the Ice Barrier
2x X-Saber Urbellum
2x Red Dragon Archfiend
1x Ancient Fairy Dragon

[User]
 "This gives me a piece of Amber"
 (3d27)[ 24 ][ 22 ][ 19 ](65)
  (2d27)[ 15 ][ 12 ](27)
Draw: (1d24)[ 23 ]
 I play two more face downs. End Turn
{table="head]1|2|3|4|5
-|-|F|-|-
F|SP|F|AB|-[/table]
SP= Crystal Beast Sapphire Pegasus
AB= Crystal Beast Amber Mammoth

 Spoiler
Deck:

 Spoiler
1.	Hamon, Lord of Striking Thunder
2.	Hamon, Lord of Striking Thunder
3.	Crystal Beast Topaz Tiger
4.	Crystal Beast Topaz Tiger
5.	Crystal Beast Topaz Tiger
6.	Crystal Beast Sapphire Pegasus
7.	Crystal Beast Amethyst Cat
8.	Crystal Beast Amethyst Cat
9.	Crystal Beast Ruby Carbuncle
10.	Dragon Queen of Tragic Endings
11.	Dragon Queen of Tragic Endings
12.	Crystal Beast Cobalt Eagle
13.	Ancient City – Rainbow Ruins
14.	Ancient City – Rainbow Ruins
15.	Ancient City – Rainbow Ruins
16.	Crystal Abundance
17.	Crystal Abundance
18.	Crystal Blessing
19.	Crystal Beacon
20.	Torrential Tribute
21.	Crystal Raigeki
22.	Crystal Pair
23.	Last Resort

Extra Deck:

 Spoiler
*Nothing*

Stats:
Life Points: 3000
Graveyard:
 Spoiler
-Crystal Beacon
-Hamon
-Crystal Blessing
-Rare Value
-Amber Mammoth
-Crystal Pair
-Crystal Raigeki
-Rare Value

Removed from Play:
 Spoiler
-Sapphire Pegasus

Hand- 3

 Spoiler
-Dark Bribe
-Crystal Beast Cobalt Eagle
-Crystal Abundance
Face Downs:
-Crystal Beast Ruby Carbuncle
-Last Resort
-Dark Bribe

[User]
 "Your end approaches."
 (1d32)[ 6 ]
 "I sent Doomsday Horror and Dark Horus to the graveyard to increase the power of my Crusader by a further eight-hundred points. I also summon Mystic Tomato in attack position. I will have my newly-summoned monster attack your face-down, with my mighty Crusader and Iron Chain Dragon attacking directly for the game. Begone from this land, despot."

{table=head]1|2|3|4|5
-|M|I|D|-
-|-|-|-|-[/table]
  I ron Chain Dragon  -  2500 /1300
  D ark Crusader  -  2800 /200
  M ystic Tomato  -  1400 /1100

 Life Points
8000

 Spoiler
 Hand  ~ 3

 Spoiler
-Escape from the Dark Dimension

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-Dimensional Prison
-Necroface
-Night's End Sorcerer
-Doomsday Horror
-Doomsday Horror
-Dark Horus

 RFG

 Spoiler
-

 Recurring Menace  - 40 (Extra Deck 15)

 Spoiler
1. Prometheus, King of the Shadows
2. Prometheus, King of the Shadows
3. Prometheus, King of the Shadoes
4. Mystic Tomato
5. Mystic Tomato
6. Doomsday Horror
7. Dark Armed Dragon
8. Phantom of Chaos
9. Necro Gardna
10. D.D. Crow
11. D.D. Crow
12. Dark Mimic LV1
13. Dark Mimic LV3
14. Dark Crusader
15. Armageddon Knight
16. Night's End Sorcerer
17. Night's End Sorcerer
18. The Beginning of the End
19. Mystic Plasma Zone
20. Mystic Plasma Zone
21. Allure of Darkness
22. Veil of Darkness
23. Gold Sarcophagus
24. D.D.R. - Different Dimension Reincarnation
25. D.D.R. - Different Dimension Reincarnation
26. Escape from the Dark Dimension
27. Escape from the Dark Dimension
28. Return from the Different Dimension
29. Mirror Force
30. Torrential Tribute
31. Dimensional Prison

 Extra Deck

 Spoiler
1x Black Rose Dragon
2x Stardust Dragon
2x Iron Chain Dragon
1x Goyo Guardian
2x Ally of Justice Castator
1x Brionac, Dragon of the Ice Barrier
2x X-Saber Urbellum
2x Red Dragon Archfiend
1x Ancient Fairy Dragon

[User] "Well, I can't stop that. Now begone, Peasant, and let me leave with Dignity!"


[User]
 The people of the Playground are flocking to a charismatic magician who promises to make their wildest dreams come true. As you enter Dr. Facilier's emporium, a gaunt man in a top hat beckons you to sit down.

Intro song:

 Spoiler
 Sit down at my table,
Put your minds at ease.
If you relax it will enable me
To do anything I please.
I can read your future,
I can change it 'round some, too.
I'll look deep into your heart and soul,
Make your wildest dreams come true!

I got voodoo, I got hoodoo,
I got things I ain't even tried!
And I got friends on the other side.

The cards, the cards, the cards will tell
The past, the present, and the future as well.
The cards, the cards, just take three,
And take a trip into the future with me!

Will you sit down at his table and take his offer?

[User]
 A young woman sits down at the table. She is wearing a white dress and has long blond hair.  "Oooh. This sounds like fun!"
 (1d20)[ 11 ]
 (1d40)[ 4 ]  (1d39)[ 1 ]  (1d38)[ 32 ]  (1d37)[ 19 ]  (1d36)[ 17 ]
 Hand

 Spoiler
Batteryman D
Batteryman AA
Lightning Vortex
Cyber Dragon
Short Circuit

 Batterymen (Made with the March Banlist in mind)

 Spoiler

 Batteryman AA
 Batteryman AA
 Batteryman D
 Batteryman D
 Batteryman Micro-Cell
 Batteryman Micro-Cell
 Batteryman Micro-Cell
 Batteryman Charger
 Batteryman Charger
 Batteryman Industrial Strength
 Batteryman Industrial Strength
 Guardian of Order
 Honest
 Honest
 Cyber Dragon
 Short Circuit
 Short Circuit
 Battery Charger
 Battery Charger
 Battery Charger
 Quick Charger
 Quick Charger
 Inferno Reckless Summon
 Inferno Reckless Summon
 Inferno Reckless Summon
 Judgment of Thunder
 Judgment of Thunder
 Makiu, The Magical Mist
 Makiu, The Magical Mist
 Mystical Space Typhoon
 Heavy Storm
 Mirror Force
 Bottomless Trap hole
 Bottomless Trap hole
 Portable Battery Pack

[User]
 Dr. Facilier smiles.  Yes, dearie. Sit down at my table, and we shall see what your future has in store for you.
He takes out a deck of dueling cards, which shuffles itself and deals five cards into his hand.

 (d20)[ 19 ]
 (5d40)[ 10 ][ 16 ][ 32 ][ 33 ][ 31 ](122)
 (3d40)[ 23 ][ 24 ][ 13 ](60)

[User]
 Let's see...
 (d35)[ 2 ]
 Let's take a trip to a place where I can do my work more thoroughly, shall we? Come with me to the  Mausoleum of the Emperor .
Facilier throws a card down on the table, and they are whisked away into a derelict graveyard of sorts. The girl can feel a distinct menacing presence here.
 Hmm, it seems that there is not much in store for you. But we can change that, can we not? I play  Card Destruction  to deal us a new hand.
But I've done quite enough. I'll just lay another card on the table and let you take over from here.
 Monsters:
 Spell/Traps:
Face Down

 Field:   Mausoleum of the Emperor
 Life Points:  8000

 Spoiler

 Hand:

 Spoiler

Creature Swap
Heavy Storm
Izanagi

 Face Down:

 Spoiler

Torrential Tribute

 Deck:

 Spoiler

1.	Izanagi
2.	Izanami
3.	Izanami
4.	Asura Priest
5.	Asura Priest
6.	Susa Soldier
7.	Susa Soldier
8.	Inaba White Rabbit
9.	Hino-Kagu-Tsuchi
10.	Yamata Dragon
11.	Yamato-no-Kami
12.	Dark Dust Spirit
13.	Wall of Illusion
14.	Wall of Illusion
15.	Battle Fader
16.	Battle Fader
17.	Morphing Jar
18.	Spring of Rebirth
19.	Spring of Rebirth
20.	Allure of Darkness
21.	Brain Control
22.	Creature Swap
23.	Creature Swap
24.	Mystical Space Typhoon
25.	Mirror Force
26.	Spirit’s Invitation
27.	Spirit’s Invitation
28.	Dimensional Prison
29.	Dimensional Prison
30.	Legacy of Yata-Garasu

 Extra Deck:
 Graveyard:

 Spoiler

Inaba White Rabbit
Dark Dust Spirit
Mausoleum of the Emperor
Card Destruction
Izanagi

 Removed from Play:

 Spoiler

Empty

[User]
 Card Destruction draws:

 (4d34)[ 23 ][ 26 ][ 1 ][ 29 ](79)
 (3d34)[ 22 ][ 3 ][ 8 ](33)

[User]
 (1d35)[ 9 ]  (1d34)[ 32 ]  (1d33)[ 7 ]  (1d32)[ 30 ]  (1d31)[ 23 ]
 Hand

 Spoiler
Batteryman Charger
Bottomless Trap Hole
Batteryman Micro-Cell
Mirror Force
Inferno Reckless

 Graveyard

 Spoiler
Batteryman D
Batteryman AA
Lightning Vortex
Cyber Dragon
Short Circuit

 Batterymen (Made with the March Banlist in mind)

 Spoiler

 Batteryman AA
 Batteryman AA
 Batteryman D
 Batteryman D
 Batteryman Micro-Cell
 Batteryman Micro-Cell
 Batteryman Charger
 Batteryman Industrial Strength
 Batteryman Industrial Strength
 Guardian of Order
 Honest
 Honest
 Cyber Dragon
 Short Circuit
 Short Circuit
 Battery Charger
 Battery Charger
 Battery Charger
 Quick Charger
 Quick Charger
 Inferno Reckless Summon
 Inferno Reckless Summon
 Judgment of Thunder
 Judgment of Thunder
 Makiu, The Magical Mist
 Makiu, The Magical Mist
 Mystical Space Typhoon
 Heavy Storm
 Bottomless Trap hole
 Portable Battery Pack

[User]
 (1d29)[ 13 ]

{table=head]1|2|3|4|5
-|-|F|-|-
-|-|F|-|-[/table]

 "Ooooh. This one looks fun. I set a monster and another facedown."  She smiles.  "It's your turn mister."  She says quite obliviously.

 Hand (4)

 Spoiler
Batteryman Charger
Bottomless Trap Hole
F: Batteryman Micro-Cell
F: Mirror Force
Inferno Reckless Summon
Cyber Dragon

 Graveyard

 Spoiler
Batteryman D
Batteryman AA
Lightning Vortex
Cyber Dragon
Short Circuit

 Batterymen (Made with the March Banlist in mind)

 Spoiler

 Batteryman AA
 Batteryman AA
 Batteryman D
 Batteryman D
 Batteryman Micro-Cell
 Batteryman Micro-Cell
 Batteryman Industrial Strength
 Batteryman Industrial Strength
 Guardian of Order
 Honest
 Honest
 Short Circuit
 Short Circuit
 Battery Charger
 Battery Charger
 Battery Charger
 Quick Charger
 Quick Charger
 Inferno Reckless Summon
 Inferno Reckless Summon
 Judgment of Thunder
 Judgment of Thunder
 Makiu, The Magical Mist
 Makiu, The Magical Mist
 Mystical Space Typhoon
 Heavy Storm
 Bottomless Trap hole
 Portable Battery Pack

[User]
 Heh heh heh.
 (d30)[ 4 ]
 With what you've given me, I can't do much, unfortunately. I'll have to ask you to give a little more. Your move.
 Monsters:
 Spell/Traps:
Face Down

 Field:   Mausoleum of the Emperor
 Life Points:  8000

 Spoiler

 Hand:  4

 Spoiler

Creature Swap
Heavy Storm
Izanagi
Asura Priest

 Face Down:

 Spoiler

Torrential Tribute

 Deck:

 Spoiler

1.	Izanagi
2.	Izanami
3.	Izanami
4.	Asura Priest
5.	Susa Soldier
6.	Susa Soldier
7.	Inaba White Rabbit
8.	Hino-Kagu-Tsuchi
9.	Yamata Dragon
10.	Yamato-no-Kami
11.	Dark Dust Spirit
12.	Wall of Illusion
13.	Wall of Illusion
14.	Battle Fader
15.	Battle Fader
16.	Morphing Jar
17.	Spring of Rebirth
18.	Spring of Rebirth
19.	Allure of Darkness
20.	Brain Control
21.	Creature Swap
22.	Creature Swap
23.	Mystical Space Typhoon
24.	Mirror Force
25.	Spirit’s Invitation
26.	Spirit’s Invitation
27.	Dimensional Prison
28.	Dimensional Prison
29.	Legacy of Yata-Garasu

 Extra Deck:
 Graveyard:

 Spoiler

Inaba White Rabbit
Dark Dust Spirit
Mausoleum of the Emperor
Card Destruction
Izanagi

 Removed from Play:

 Spoiler

Empty

[User]
 (1d28)[ 28 ]
 "Oooh. Oooh. I set one of these facedowny things. Then I flip summon my Micro-Cell, letting me summon Batteryman AA form my deck. Then I tribute the Micro-Cell to Batteryman Charger, who summons another Batteryman AA! They all attack directly... I think."

{table=head]1|2|3|4|5
-|AA|AA|Ch|-
-|-|F|F|-[/table]
 AA:   2000 /0
 AA:   2000 /0
 Charger:   2700 /2100

 Hand (3)

 Spoiler

Bottomless Trap Hole
F: Mirror Force
F: Portable Battery Pack
Inferno Reckless Summon
Cyber Dragon

 Graveyard

 Spoiler
Batteryman D
Batteryman AA
Lightning Vortex
Cyber Dragon
Short Circuit

 Batterymen (Made with the March Banlist in mind)

 Spoiler

 Batteryman AA
 Batteryman AA
 Batteryman D
 Batteryman D
 Batteryman Micro-Cell
 Batteryman Micro-Cell
 Batteryman Industrial Strength
 Batteryman Industrial Strength
 Guardian of Order
 Honest
 Honest
 Short Circuit
 Short Circuit
 Battery Charger
 Battery Charger
 Battery Charger
 Quick Charger
 Quick Charger
 Inferno Reckless Summon
 Inferno Reckless Summon
 Judgment of Thunder
 Judgment of Thunder
 Makiu, The Magical Mist
 Makiu, The Magical Mist
 Mystical Space Typhoon
 Heavy Storm
 Bottomless Trap hole

[User] Sorry dear, but I use  Torrential Tribute . Your batteries have been short-circuited.

[User]
 "Aww... You're no fun."  She pouts.  "I end my turn."

{table=head]1|2|3|4|5
-|-|-|-|-
-|-|F|F|-[/table]

 Hand (3)

 Spoiler

Bottomless Trap Hole
F: Mirror Force
F: Portable Battery Pack
Inferno Reckless Summon
Cyber Dragon

 Graveyard

 Spoiler
Batteryman D
Batteryman AA
Batteryman AA
Batteryman AA
Batteryman Charger
Lightning Vortex
Cyber Dragon
Short Circuit

 Batterymen (Made with the March Banlist in mind)

 Spoiler

 Batteryman D
 Batteryman D
 Batteryman Micro-Cell
 Batteryman Micro-Cell
 Batteryman Industrial Strength
 Batteryman Industrial Strength
 Guardian of Order
 Honest
 Honest
 Short Circuit
 Short Circuit
 Battery Charger
 Battery Charger
 Battery Charger
 Quick Charger
 Quick Charger
 Inferno Reckless Summon
 Inferno Reckless Summon
 Judgment of Thunder
 Judgment of Thunder
 Makiu, The Magical Mist
 Makiu, The Magical Mist
 Mystical Space Typhoon
 Heavy Storm
 Bottomless Trap hole

[User]
 Ah, but the fun is just beginning!
 (d29)[ 23 ]
 I think it's about time I called for some help from my friends on the other side. I activate Mausoleum of the Emperor to pull back the curtains. I pay 1000 Life Points to summon  Izanagi !
The shadows around the mausoleum shift into a plethora of demonic shapes. One of them, a towering humanoid shadow, pulls itself off the ground and grins at the girl. (Waiting for response, if any.)

[User] "Nothing from me, mister."  She shakes her head.

[User]
 Good, good. Then I cast  Heavy Storm !
The shadow-spirit raises its arms, and a gale of wind picks up, blowing away all the other cards on the field. Facilier and the girl are now back at the emporium's table.
 Now, Izanagi, attack directly!
The spirit raises a spear made of shadow and hurls it at the girl, cackling.
 That shall be enough for now. I set another card and my turn.
 Monsters:
 Izanagi  ( 2200 /1000)

 Spell/Traps:
Face Down

 Field:
 Life Points:  7000

 Spoiler

 Hand:  2

 Spoiler

Creature Swap
Asura Priest

 Face Down:

 Spoiler

Mystical Space Typhoon

 Deck:

 Spoiler

1.	Izanagi
2.	Izanami
3.	Izanami
4.	Asura Priest
5.	Susa Soldier
6.	Susa Soldier
7.	Inaba White Rabbit
8.	Hino-Kagu-Tsuchi
9.	Yamata Dragon
10.	Yamato-no-Kami
11.	Dark Dust Spirit
12.	Wall of Illusion
13.	Wall of Illusion
14.	Battle Fader
15.	Battle Fader
16.	Morphing Jar
17.	Spring of Rebirth
18.	Spring of Rebirth
19.	Allure of Darkness
20.	Brain Control
21.	Creature Swap
22.	Creature Swap
23.	Mirror Force
24.	Spirit’s Invitation
25.	Spirit’s Invitation
26.	Dimensional Prison
27.	Dimensional Prison
28.	Legacy of Yata-Garasu

 Extra Deck:
 Graveyard:

 Spoiler

Inaba White Rabbit
Dark Dust Spirit
Mausoleum of the Emperor
Card Destruction
Izanagi
Torrential Tribute
Heavy Storm
Mausoleum of the Emperor

 Removed from Play:

 Spoiler

Empty

[User]
 (1d25)[ 14 ]
 "Oooh. Just what I needed. I special summon Cyber Dragon from my hand. Then I activate Battery Charger, summoning a Batteryman AA from my graveyard. Now go! Inferno Reckless Summon!"  A number of Izanagis appear on Dr. Facilier's field, and three Batteryman AAs appear.  "My AAs will destroy all of your Izanagis, and Cyber Dragon will attack directly!"

((Either 8900, 6700, or 4500 damage depending on if you have 1, 2, or 3 Izanagis in your Hand/Deck/Graveyard))

{table=head]1|2|3|4|5
CD|AA|AA|AA|-
-|-|-|-|-[/table]
 AA: 3000 /0
 AA: 3000 /0
 AA: 3000 /0
 Cyber Dragon: 2100 /1400

 Hand (1)

 Spoiler

Bottomless Trap Hole

 Graveyard

 Spoiler
Batteryman D
Batteryman Charger
Lightning Vortex
Cyber Dragon
Short Circuit
Battery Charger
Portable Battery Pack
Mirror Force

 Batterymen (Made with the March Banlist in mind)

 Spoiler

 Batteryman D
 Batteryman D
 Batteryman Micro-Cell
 Batteryman Micro-Cell
 Batteryman Industrial Strength
 Batteryman Industrial Strength
 Guardian of Order
 Honest
 Honest
 Short Circuit
 Short Circuit
 Battery Charger
 Battery Charger
 Quick Charger
 Quick Charger
 Inferno Reckless Summon
 Inferno Reckless Summon
 Judgment of Thunder
 Judgment of Thunder
 Makiu, The Magical Mist
 Makiu, The Magical Mist
 Mystical Space Typhoon
 Heavy Storm
 Bottomless Trap hole

[User]
 No way!
Two more shadows rise up to defend, but all of them are destroyed by the Batterymen.

 (d27)[ 16 ]
 This can't be happening! I can't lose now!

The shadows of the spirits on the side begin rising up: Asura Priest, Izanami, Yamato-no-Kami, Hino-Kagu-Tsuchi.

 No! Please! Give me another chance! More time! The Playground will be yours! I promise! No, don't take me now! NOOOOOO!

The shadows fade, taking Dr. Facilier with them. All is silent once again.


[User]
 Arena Tournament,  Exhibition  Match:  Fiorella  vs.  Numa Numa
 Map

 Spoiler

 Fiorella  - Hustlertwo
 Numa Numa  - Schism

[User]
 I can switch Fiorella out for Train if you want, you never specified an opponent.

Init:  (1d20-3)[ 8 ]

[User]
 It's fine.

Init:  (1d20+2)[ 10 ]

Purchasing a scroll of Shield, a scroll of Expeditious Retreat, a scroll of Reduce Person, and say... 5 javelins.

Note to anyone watching: Invisibility is replaced with Swift Fly for the duration of this match only, to avoid it becoming a stupidly long match.

[User]
 Numa Numa, round 1

Starting in Y-13 with a scroll in either hand.

Standard: use scroll.

Spellcraft DC 16:
 Spoiler
Cast Reduce Person.

You won't need that check though, since Numa Numa shrinks down to about half his previous size. If you can't guess what it was, I'm worried.

Move: draw another scroll.

Done.

Stats:
 Spoiler
HP: 3/3
AC: 15 full, 14 touch, 12 FF
Currently in: Y-13
Silence SLA left: 5/5
AJ left: 4/4
Spells prepared: 0th: Sonic Snap x3, 1st mage armor x1, color spray x2
Currently Tiny size.

[User] Purchases?  Well, I suppose a couple Cure Light Wounds potions, and Arcanists' Gloves.

[User]
 Ew, using winnings against a new opponent. Foul, foul!

Ah well.

[User]
 We'll just make it the CLW potions, then.

Fiorella starts in B-13 with a potion in hand, and moves to M-8.

Stats:

 Spoiler
HP 10/10
AC 13
Spells: Lots

[User]
 Numa Numa, round 2

Standard: Activate another scroll.

Spellcraft DC 16:
 Spoiler
Cast Shield.

Move to V-9.

Done.

Stats:
 Spoiler
HP: 3/3
AC: 15 full, 14 touch, 12 FF
Currently in: Y-13
Silence SLA left: 5/5
AJ left: 4/4
Spells prepared: 0th: Sonic Snap x3, 1st mage armor x1, color spray x2
Currently Tiny size.
Buffs: Reduce Person 2/10, Shield 1/10

[User]
 Spellcraft  (1d20+7)[ 14 ]

Standard: drink potion in hand.

Free: Drop empty container

Move: Draw crossbow

5-foot step to M-9

Stats:
 Spoiler
HP 10/10
AC 17 (+4 from Mage Armor potion, lasts essentially forever)
Spells: Got a few

[User]
 Numa Numa, round 3

Standard: Activate  another  scroll.

Spellcraft DC 16:

 Spoiler
Expeditious Retreat.

Move to S-21.

Done.

Stats:
 Spoiler
HP: 3/3
AC: 19 full, 14 touch, 16 FF
Currently in: S-21
Silence SLA left: 5/5
AJ left: 4/4
Spells prepared: 0th: Sonic Snap x3, 1st mage armor x1, color spray x2
Currently Tiny size.
Buffs: Reduce Person 3/10, Shield 2/10, Expeditious Retreat 1/10

[User] Well, that makes the spellcraft checks unnecessary, since you only have three scrolls.  What does that put your move at, then?  I can't remember if magical shrinking decreases movement or not.

[User]
 Ah, but you don't know what order I used them in. 😉

Also:

 Originally Posted by SRD, Reduce Person
 A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet.  This spell doesn’t change the target’s speed.

So 70'/round.

[User]
 Fiorella

Ready action:

 Spoiler
Fire crossbow at Numa Numa if LoS is established

End.

[User]
 Numa Numa, round 4

Standard: Cast a spell.

Spellcraft DC 16
 Spoiler
Mage Armor. Should have done that first. Stupid. 😩

Then swift: Attempt to cast Swift Fly (no sense spoilering since you know what the 2nd level spell is.)

CL check:  (1d20+1)[ 20 ]

[User]
 Numa Numa, round 4 continued

Fly up onto the roof and move to P-20.

Done.

Stats:
 Spoiler
HP: 3/3
AC: 19 full, 14 touch, 16 FF
Currently in: P-20 - roof
Silence SLA left: 5/5
AJ left: 4/4
Spells prepared: 0th: Sonic Snap x3, 1st  mage armor x1 , color spray x2
Currently Tiny size.
Buffs: Reduce Person 4/10, Shield 3/10, Expeditious Retreat 2/10

Edit: Fixed position in stats.


[User]
 Arena Tournament, Round 57:  Malla Yor & Simba  vs.  Chrono & Flaler
 Map:
 Spoiler

The Arena walls for this map are 30 ft high, with a Climb DC of 30.

 XP Award:  300 XP to each non-DQd member of winning team
 GP Award:  300 GP to each non-DQd member of winning team

 Malla Yor  - Gigz
 Simba's Musical  - Ganurath
 Chrono  - ZaneLaCoix
 flaler  - Redmagus

 All Combatants, please roll initiative and declare any starting combatants.

Prior to the match start you may privately plan by spoiler or PM with your partner, but after the start any communications will need to be done in character inside the arena as rules allow.

[User]
 Initiative  - (1d20+3)[ 16 ]

No purchases, reserve right, yada yada.

[User]
 Initiative  (d20-8)[ -6 ]

reserve the right for reactionary purchases

[User]
 I'm confused... From the previous round, did we win 300 or 600 gold/xp?

In either case,   Init  - (1d20+3)[ 12 ]

And I can't think of anything... Just reserving for reactionary buys.

[User]
 from the last round we each got 300gp and 300xp

and ive thought of something, i buy a potion of true strike, 250gp i believe

[User]
 Because I forgot...

 Spoiler

 Spoiler
1 - Crusader's Strike
2 - Charging Minotaur
3 - Stone Bones
4 - Douse the Flames
5 - Vanguard Strike

 (1d5)[ 2 ]

 Spoiler
1 - Crusader's Strike
 2 - Charging Minotaur
3 - Stone Bones
4 - Douse the Flames
5 - Vanguard Strike

 (1d4)[ 1 ]

 Spoiler
 1 - Crusader's Strike
2 - Stone Bones
3 - Douse the Flames
4 - Vanguard Strike

 (1d3)[ 2 ]

 Spoiler
1 - Stone Bones
 2 - Douse the Flames
3 - Vanguard Strike

[User]
 Ref Terran

@redmagus

 Spoiler
I do not believe that True Strike can be made into a potion

[User]
 Posting for Initiative:  (1d20+2)[ 19 ]

btw, I never used the Scroll of Expeditious retreat last match, so I have added it to my sheet for this one.

Good luck all!

[User]
 Looks like I kick things off...

Starting off in Y11, scroll in hand. Casting spell from scroll then moving out of LOS behind the post.

 Spoiler
Scroll is Expeditious Retreat, finishing move in T7

@Simba

 Spoiler
"These look tough, though no spellcasters. I have a plan for the angry one. We should let them come to us."

Done.

Stats:

 Spoiler

HP 7, AC 12 t12, ff 10
F+2/R+2/W+3

Spells Memorized: Acid Splash x3, Summon Monster I x3, Grease, Summon Monster II

Spell effects: Expeditious Retreat 10 rounds

[User]
 Simba

Nod in agreement as I double move to T9.

 Stats:
 Spoiler
HP: 14/14
AC: 20 Full, 13 Touch, 17 FF, +4 Armor, +3 Shield, +3 Dex
Saves: Fort +2, Ref +3, Will +1
Rage 1/day, Pounce.

Turn Complete.

[User] apparently true strike cannot be made into a potion so i do not actually purchase one, does this change either of your turns?

[User] No change here.

[User] Just some laughter under Simba's breath.

[User]
 EDIT: Fixed according to my err stated below

 Chrono - Round 1

Free to ally:
 Spoiler
"Squishy first?"

Start: B-11
Move: G-14

Done.

 Spoiler
HP: 10/10
AC: 20

Active Stance: Martial Spirit
Maneuvers:

 Spoiler
 1 - Charging Minotaur
 2 - Crusader's Strike
 3 - Douse the Flames

[User]
 'C11 isnt a valid starting spot' but you could still make it from any starting spot in one move action

start in B10
move to H12

ready an acton

 Spoiler

ready an action to move next to the caster if he starts casting a spell within range of one move action

[User]
 Not my turn, but since talking can be done during an opponent's turn...

 "Unleash the hounds, Malla! They took the scenic route!"

[User]
 Malla moves out from cover, going T7, S6, R6, Q7, P8 and stopping in O9.

She then attempts to cast Summon Monster II, using the option to create  (1d3)[ 1 ]  Celestial Dogs in J11.

Caster Check  (1d20+2)[ 20 ]  - Must be 8 or higher.

Summoning only 1 dog (because a d3 sucks) in J11, that dog will then charge the closest person, which looks to be Flaler.

Celestial Cold Dog
Attack: [roll]1d20+6[/roll]
Damage:[roll]1d4+3[/roll]
Cold Damage:[roll]1d6[/roll]

Done

Stats:

 Spoiler

Stats

[User]
 Damnit, forgot you can't add rolls to a post. Reposted for rolls.

Summoning only 1 dog (because a d3 sucks) in J11, that dog will then charge the closest person, which looks to be Flaler.

Celestial Cold Dog
Attack:  (1d20+6)[ 9 ]
Damage: (1d4+3)[ 4 ]
Cold Damage: (1d6)[ 2 ]

Done

Stats:

 Spoiler

Stats
HP 7, AC 12 t12, ff 10
F+2/R+2/W+3

Spells Memorized: Acid Splash x3, Summon Monster I x3, Grease

Spell effects: Expeditious Retreat 9 rounds

Celestial Cold Dog 1 - 2 rounds remaining
HP 8, AC 15 (13 after charging)
F+6/R+5/W+1

[User]
 Simba

Diagonal to S10, then as part of a double move I'll head to O10 before making a horizontal Jump over the broken bridge.

  Jump  - (1d20+3)[ 18 ]

[User]
 And he aces the landing! Let's finish the move in I10 for the tree bonus to AC.

 Stats:
 Spoiler
HP: 14/14
AC: 22 Full, 15 Touch, 19 FF, +4 Armor, +3 Shield, +3 Dex, +2 Tree
Saves: Fort +2, Ref +4, Will +1
Rage 1/day, Pounce.

Turn Complete.

[User]
 Chrono - Round 2

Start: G-14
Move: H-11
Standard: Swing sword at the dog!
 (1d20+6)[ 9 ]
 (1d8+4)[ 11 ]
And in case of crit.
 (1d20+6)[ 17 ]
 (1d8+4)[ 9 ]

Done.

 Spoiler
HP: 10/10
AC: 20

Active Stance: Martial Spirit
Maneuvers:

 Spoiler
 1 - Charging Minotaur
 2 - Crusader's Strike
 3 - Douse the Flames

[User] Question: What route do you take to go from G14 to H11? Between your teammate, the shore, and the big tree, you may find your movement obstructed.

[User]
 The problem with my team mate is moot as I  can  move through an allied space, I just can't end on it.
For the rest, I don't see an AoO coming... But I may be wrong.

Spoiled for sizing purposes only.

 Spoiler

This is as I see the battle field currently. Again, I may be wrong about some placement.

[User]
 Originally Posted by ZaneLaCoix
 This is as I see the battle field currently. Again, I may be wrong about some placement.

Simba is in I10, not I11, but other than that it looks about right.

[User]
 i hate to do this to everyone but malla triggered my ready action from post 15 which you can all look at for verification. The action was to move next to malla if he started casting a spell within range of one of my move action. He did so this allows me to move to O10

jump dc 15
 (d20+28)[ 39 ]

because a ready action occurs directly before the action that triggers it malla continues the casting of the spell allowing me an attack of oppurtunity
this is the ruling ive recieved for this move in the waiting room but your welcome to dispute it if you find something wrong

AoO
attack (d20+7)[ 22 ]
damage (2d6+9)[ 17 ]

[User] Ah, yes, your Jump check was a tad high. Wouldn't you overshoot your intended location to land (O10) and wind up somewhere more... Adjacent to Simba, if my math is right?

[User] no the jump doesnt overshoot, if you intend to land somewhere and you make the check then you land there, but ill welcome a ref oppinion

[User] However, as stated the action happens BEFORE the triggering action, shouldn't Malla then be able to either cast defensively or even change action since technically the triggering action has not happened yet?

[User] No.  If you could change an action that triggered a ready action, then readied actions would be meaningless.

[User] Seems ridiculous, but whatever. Malla dies.

[User]
 Simba

Well, since we're rewinding, I'll rage and charge the mage slayer with a full attack, ending the turn in P10.

  Ax Attack  - (1d20+7)[ 25 ]
  Damage  - (1d8+7)[ 8 ]
  Confirm  - (1d20+7)[ 17 ]
  Crit  - (2d8+14)[ 24 ]
  Bonus Attack  - (1d20+7)[ 11 ]
  Damage  - (1d8+7)[ 8 ]
  Confirm  - (1d20+7)[ 27 ]
  Crit  - (2d8+14)[ 19 ]
  Shield Attack  - (1d20+6)[ 25 ]
  Damage  - (1d6+7)[ 8 ]
  Confirm  - (1d20+6)[ 12 ]
  Crit  - (1d6+7)[ 13 ]
 Stats:
 Spoiler
HP: 14/14
AC: 20 Full, 13 Touch, 15 FF, +4 Armor, +3 Shield, +3 Dex, +2 Dodge, -2 Charge
Saves: Fort +2, Ref +5, Will +1
Rage 6 rounds, Pounce.

Turn Complete.

[User] you can only make one attack after a charge

[User]
 Originally Posted by redmagus
 you can only make one attack after a charge

Pounce, Complete Champion's Lion Totem.

[User]
 He's still alive though... Just battered up a bit.

And since I don't trust my luck with dice crossing that ravine...

 Chrono - Revision

Start: H-11
Move: C-11
Double to E-6

Done.

 Spoiler
HP: 10/10
AC: 20

Active Stance: Martial Spirit
Maneuvers:

 Spoiler
 1 - Charging Minotaur
 2 - Crusader's Strike
 3 - Douse the Flames

[User]
 oh okay sorry i dont have complete champion

the attacks are reduced by my damage reduction

go into rage and attack simba
greatsword (d20+9)[ 23 ]
damage (2d6+12)[ 17 ]

stats

 Spoiler

3DR
hp:10/25

[User] And that's game.

[User]
 High Ref PsiDog
 Team Chrono and Flaler take the Win!


[User]
 Arena Tournament, Round 62:  Big Splash  vs.  The Ox That Moves Mountains
 Map:

 Spoiler

The Arena walls for this map are 30 ft high, with a Climb DC of 30. The pillars are 15 feet tall with a Climb DC of 15.

 XP Award:  300xp
 GP Award:  300gp

 Ganurath - Big Splash
 Mavian - The Ox That Moves Mountains
 All Combatants, please roll initiative and declare any final purchases.  Remember that this is a single elimination Endurance tournament; all damage and effects carry over, with one hour between matches.

[User]
 Initiative:  (1d20-3)[ 16 ]

Lets get it on.

[User]
 Initiative  - (1d20+4)[ 8 ]

...After work, unfortunately.

[User]
 Ox - Round 1

 Spoiler

Starting in B10 with handaxe in one hand
Move Action: B10 to F6
Standard Action: Ready an action to move if attacked

End of Turn

Stats:

 Spoiler

Hp: 8
AC: 18
Pos: F6
Readied Action: Movement if Attacked
Manuevers Readied: Counter Charge, Mighty Throw, Burning Blade, Wind Stride

@Edit: Forgot to post readied manuevers.

[User]
 BS

 Spoiler
Start in Y11 with my sling drawn, double move to W13 diagonally, W15 vertically, then U17 diagonally. Swift Action to enter Step of the Wind stance.

 Stats:
 Spoiler
HP: 12/12
AC: 17 Full, 14 Touch, 14 FF, +3 Armor, +3 Dex, +1 Size
Saves: +5 Fort, +6 Ref, +6 Will
Manuevers Readied: Counter Charge, Mighty Throw, Shadow Blade Technique, Sapphire Nightmare Blade

Turn Complete.

[User]
 Big Splash

 Spoiler
No LoS

The Ox

 Spoiler
No LoS

[User]
 Ox - Round 2

 Spoiler

Starting in F6 with handaxe in one hand
Move Action: F6 to K4,
Standard Action: Ready an action to move if attacked

End of Turn

Stats:

 Spoiler

Hp: 8
AC: 18
Pos: K4
Readied Action: Movement if Attacked
Manuevers Readied: Counter Charge, Mighty Throw, Burning Blade, Wind Stride

[User]
 BS

 Spoiler
Double move to N17, which should be M17. Essentially, the south end of the south bridge.

 Stats:
 Spoiler
HP: 12/12
AC: 17 Full, 14 Touch, 14 FF, +3 Armor, +3 Dex, +1 Size
Saves: +5 Fort, +6 Ref, +6 Will
In Step of the Wind Stance
Manuevers Readied: Counter Charge, Mighty Throw, Shadow Blade Technique, Sapphire Nightmare Blade

Turn Complete.

[User] LoS established.  Ox is in K4 with a ready action and BS is in N17

[User]
 Ox - Round 3

Starting in K4 with handaxe in one hand
Move Action: K4 to M8

 Spoiler

Standard Action: Ready an action to move if attacked

End of Turn

Stats:

 Spoiler

Hp: 8
AC: 18
Pos: M8
Readied Action: Movement if Attacked
Manuevers Readied: Counter Charge, Mighty Throw, Burning Blade, Wind Stride

[User]
 BS

Drop sling as a free action, draw dagger as a move action, make a free 5-foot adjustment to "N"16, then ready an action.
 Spoiler
I'll ready an attack action to use Mighty Throw if he enters an adjacent square.

 Stats:
 Spoiler
HP: 12/12
AC: 17 Full, 14 Touch, 14 FF, +3 Armor, +3 Dex, +1 Size
Saves: +5 Fort, +6 Ref, +6 Will
In Step of the Wind Stance
Manuevers Readied: Counter Charge, Mighty Throw, Shadow Blade Technique, Sapphire Nightmare Blade

Turn Complete.

[User]
 Ox - Round 4

Swift Action: Wind Stride for +10 speed
Move Action: M8 to N15
Standard Action: Mighty Throw using Strength.
Touch Attack:  (1d20+6)[ 19 ]
Strength Check:  (1d20+15)[ 32 ]  +4 Mighty Throw, +4 Size, +6 Strength, +1 Musclebound.

Beat that or hit the Lava prone in L13 😁

End of Turn

Stats:

 Spoiler

Hp: 8
AC: 18
Pos: N15
Manuevers Readied: Counter Charge,  Mighty Throw , Burning Blade,  Wind Stride

[User]
 By entering N15, you trigger my readied action to use Mighty Throw.

  Touch Attack  - (1d20+2)[ 20 ]
  Dex Check  - (1d20+4)[ 19 ]

If you fail that, it's O14 for you. If not...

  Opposed Dex  - (1d20)[ 16 ]

Question: Isn't your character Medium?

[User]
 Hulking Brute makes you count as large for all opposed rolls.  How do you get +4 on your throw?  Size knocks you down -4, and you only have a +3 dex?

Strength Check:  (1d20+11)[ 16 ]

And I roll horrendously low.

[User]
 Originally Posted by Mavian
 Hulking Brute makes you count as large for all opposed rolls.  How do you get +4 on your throw?  Size knocks you down -4, and you only have a +3 dex?

Strength Check: [roll0]

And I roll horrendously low.

+4 from Mighty Throw, and I forgot that the Size bonus to attack is replaced by the Size penalty. So subtract 1... But that still beats your opposed roll. Prone in O14 lava for you, then?

[User] Yep, you win.

[User]
 High Ref Hust

Big Splash gets the win and the loot.


[User]
 Arena Tournament, Round 62:  Torin  vs.  Buck
 Map:

 Spoiler

The Arena walls for this map are 30 ft high, with a Climb DC of 30. The pillars are 15 feet tall with a Climb DC of 15.

 XP Award:  300xp
 GP Award:  300gp

 Schism - Torin
 theterran - Buck
 All Combatants, please roll initiative and declare any final purchases.  Remember that this is a single elimination Endurance tournament; all damage and effects carry over, with one hour between matches.

[User]
 Initiative:  (1d20+5)[ 21 ]

Still considering purchases.

[User]
 Buck - Initiative

  Initiative  - (1d20-1)[ 17 ]

Not gonna win it...:)

Reserve right to buy reactively...

[User]
 Purchasing a powerstone (force screen) and a potion of Protection From Chaos.

Anything reactionary?

Edit: Oh yes, and an extra quiver of arrows, just in case.

[User]
 Purchase a potion of Shield of Faith.

And you're up.

(edit) and another quiver of arrows, just like you ;)

[User]
 Torin, round 1

 Spoiler
Starting in Y-10 with longbow in hand.

Move 30' to U-6.

Ready action to shoot Buck if he comes within 100'.

Done.

Stats:

 Spoiler
HP: 10/10 - PP: 2/2
AC: 18 full, 15 touch, 13 FF
Currently in: U-6
Psionic Focus: Yes

[User]
 Buck - Round 1

 Spoiler

With bow in hand, I will move to E5.

Need a LoS before continuing...

[User] If I'm reading this map right, you should be able to see each other now.  Buck is in E-5, bow in hand.  Torin is in U-6, with a longbow in hand and a readied action.

[User]
 In that case, readied action goes off.

Attack:  (1d20+5)[ 10 ]

Damage:  (1d8)[ 1 ]

Expending psionic focus to add  (2d6)[ 5 ]  damage if that hits.

Amazing. Truly amazing. 😩

[User]
 Buck - Round 1 (cont)

Return Fire!

  Attack  - (1d20+6)[ 9 ]
  Damage  - (1d8)[ 5 ]

if Crit:

 Spoiler
  Confirm  - (1d20+6)[ 8 ]
  Damage  - (2d8)[ 4 ]

End Turn
Stats:

 Spoiler
Location: E5
HP: 12/12
AC: 18

Stances:
Steely Strike, Sapphire Nightmare Blade, Moment of Perfect Mind

[User]
 Torin, round 2

Return fire (again)!

Expend one use of Xeph Burst for Xeph Celerity.

Full-attack, firing masterwork arrows.

Attack 1:  (1d20+4)[ 21 ]

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

Attack 3:  (1d20+4)[ 5 ]

Damage 1:  (1d8)[ 5 ]

Damage 2:  (1d8)[ 2 ]

Damage 3:  (1d8)[ 8 ]

Stats:
 Spoiler
HP: 10/10 - PP: 2/2
AC: 18 full, 15 touch, 13 FF
Currently in: U-6
Psionic Focus: No

[User]
 Ref Question:

 Spoiler
If I charge him, can I draw my Spiked Chain as I'm charging and still make the attack?  I know you can draw your weapon as you move as long as you have a BAB of +1...which I have...I just want to make sure that it applies to charging as well

[User]
 @Terran

 Spoiler

I'd say no.

Reasoning.

If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a  regular  move.  A charge is not a regular move.

[User]
 Buck - Round 2

Drop bow as a free action.

Double Move to U5, Drawing my Spiked Chain as I move.

You're go.

Stats:

 Spoiler
Location: E5
HP: 7/12
AC: 18

Maneuvers:
Steely Strike, Sapphire Nightmare Blade, Moment of Perfect Mind

[User]
 Torin, round 3

Using withdraw action, move first to V-7, then straight down to V-18.

Done.

Stats:

 Spoiler

HP: 10/10 - PP: 2/2
AC: 18 full, 15 touch, 13 FF
Currently in: V-18
Psionic Focus: No

[User]
 Ref Question:

 Spoiler
Does my Spiked Chain threaten V7 when he moves out of it? (I hate diagonals...they confuse me when it comes to stuff like this)

[User]
 High Ref PsiDog

@ Buck

 Spoiler
Yes. From U-5 your reach weapon threatens V-7.

[User]
 When you move from V-7, you provoke an AoO.

Attack:

 Spoiler

  Attack  - (1d20+6)[ 11 ]
  Damage  - (2d4+1)[ 3 ]

[User]
 Assuming you still take the same action after the AoO...

 Buck - Round 3

Double move to V-17.

End Turn.

Stats:

 Spoiler
Location: V17
HP: 7/12
AC: 18 (20 when I move 40ft+)

Maneuvers:
Steely Strike, Sapphire Nightmare Blade, Moment of Perfect Mind

[User]
 Torin, round 4

5-ft step to U-18.

Move action to draw powerstone, standard to activate it. Take your AoO for whichever action you like.

Assuming that AoO doesn't kill Torin, then turn done.

Stats:

 Spoiler
HP: 10/10 - PP: 2/2
AC (after AoO): 22 full, 15 touch, 17 FF
Currently in: U-18
Psionic Focus: No

Edited to fix round numbering.

[User]
 AoO on the activation.

  Attack  - (1d20+6)[ 7 ]
  Damage  - (2d4+1)[ 4 ]

If Crit

 Spoiler
  Confirm  - (1d20+6)[ 13 ]
  Damage  - (2d4+1)[ 3 ]

[User]
 Buck - Round 4

Starting in V17, I will move to Y17 (3 squares)
Then up to Y16 (1 sqaure)
Then back to V16 (3 squares)
Then diagnal to U17 (1 square)

Swift action to activate Punishing Stance.

Standard Action to activate Steely Strike and attack.

  Attack  - (1d20+10)[ 15 ]
  Damage  - (2d4+1)[ 5 ]  +   PS  - (1d6)[ 3 ]

End my Turn

(edit) The RNG has just put the hate on me in both of my rounds...

Stats:

 Spoiler
Location: U17
HP: 7/12
AC: 18 (20 when I move 40ft+) (-2 Punishing Stance)

Maneuvers:
Steely Strike-x, Sapphire Nightmare Blade, Moment of Perfect Mind

[User]
 Torin, round 5

5-ft' step to T-19, expend one use of Xeph Burst for Xeph Celerity, then full attack.

Attack 1:  (1d20+4)[ 9 ]

Attack 2:  (1d20+4)[ 5 ]

Attack 3:  (1d20+4)[ 12 ]

Damage 1:  (1d8+1)[ 7 ]

Damage 2:  (1d8+1)[ 9 ]

Damage 3:  (1d8+1)[ 9 ]

Done.

Stats:

 Spoiler
HP: 10/10 - PP: 2/2
AC: 22 full, 15 touch, 17 FF
Currently in: T-19
Psionic Focus: No
Buffs: Force Screen 1/10

Edit: Forgot to change position in stat block.

[User]
 AoO for the first ranged attack in Melee.

  Attack  - (1d20+6)[ 25 ]
  Damage  - (2d4+1)[ 7 ]  +   PS  - (1d6)[ 5 ]

[User] Well, that's me at -2, then.

[User]
 High Ref Hust

Buck gets the win and the loot, as well as the five damage to carry over to the next round of the tournament.


[User]
 Arena Tournament, Round 62:  Goblinny  vs.  Oro
 Map:

 Spoiler

The Arena walls for this map are 30 ft high, with a Climb DC of 30. The pillars are 15 feet tall with a Climb DC of 15.

 XP Award:  300xp
 GP Award:  300gp

 Handsome Dan - Goblinny
 Scorer - Oro
 All Combatants, please roll initiative and declare any final purchases.  Remember that this is a single elimination Endurance tournament; all damage and effects carry over, with one hour between matches.

[User]
 Oro  reporting in...

No last minute purchases.

 Rolling Init
 (1d20-3)[ 10 ]

[User]
 Goblinny reporting in.

No last minute purchases - good luck.

  Initiative  - (1D20+7)[ 13 ]

[User]
 Goblinny Round 1

Start

 Spoiler

Start in X10 with my heavy crossbow stowed away.

Move Action

 Spoiler

Move to S10, taking 10 upon the climb check as allowed by the racial ability, resulting in a check of 27. With a climb speed of 20ft, it puts me into S10. This leaves me with 10ft of movement so I will move south 1 square withdrawing my heavy crossbow as part of the move action after the climb leaving me in S11

And for the hell of it a hide check at -5 for having moved over half speed but not at full.

  Hide  - (1D20)[ 14 ]

Standard Action

 Spoiler

I want to ready an action to shoot Oro upon LoS being established.

Hopefully I will catch him flatfooted.

If he is within PB add +1 to these rolls please.

  Attack  - (1D20+8)[ 25 ]  (Favoured enemy = human)
  Damage  - (1D8+1)[ 5 ]

Stat Block

 Spoiler

HP : 12
AC : 17 / 15 / 12
Position : S11
Saves : 0 / +5 / -1
Heavy Crossbow equipped

[User]
 Oro 1st Turn

 Spoiler

I start at  B10  with my Armor and Buckler strapped, I carry my weapons and 1 quiver (20 arrows) and I move to  F10  and

 Spot
 (1d20-2)[ 4 ]
 Listen
 (1d20-3)[ 13 ]
 Hide
 (1d20+5)[ 8 ]
 Move Silently
 (1d20+5)[ 12 ]

I draw my Greatsword

 End of Turn

STATS

 Spoiler

Oro at  F10
HP 13/13
AC 18 (+4 Armor, +1 Shield, +3 Dex) T 13 FF 15

Greatsword +6 2d6+6 19-20/x2

Shortbow +4 1d6 x3 (20 arrows)

Greatclub +5 1d10+6 x2

[User]
 Goblinny Round 2

Refs

 Spoiler

Apologies in my last post I meant T11, as the rock pillar and the climb would be useless for S11

Move Action

 Spoiler

Hide but with fll bonus from not moving
  Hide  - (1D20+5)[ 17 ]

Standard Action

 Spoiler

Ready an action to shoot my enemy upon gaining LoS even if he has cover.

Stats

 Spoiler

HP : 12
AC : 17 / 15 / 12
Position : T11
Saves : 0 / +5 / -1
Heavy Crossbow equipped

[User]
 I take it's my turn...

 Oro 2nd Turn

 Spoiler

Double move to H17

 Hide
 (1d20+5)[ 6 ]
 Move Silently
 (1d20+5)[ 8 ]
 Spot
 (1d20-2)[ 1 ]
 Listen
 (1d20-3)[ 16 ]

 End of Turn

STATS

 Spoiler

Oro at  F10
HP 13/13
AC 18 (+4 Armor, +1 Shield, +3 Dex) T 13 FF 15

Greatsword +6 2d6+6 19-20/x2

Shortbow +4 1d6 x3 (20 arrows)

Greatclub +5 1d10+6 x2

[User]
 Magically

Standard

 Spoiler

Ready the same action as previously

Movement

 Spoiler

Do nothing but keep hiding! :D

Turn over

[User] I'm gonna ask LoS before continuing...

[User]
 I think we need a slight rewind.
As Oro steps into F13 (2nd turn) Goblinny's readied action triggers.
Oro
 Spoiler
no LoS

Goblinny
 Spoiler
Oro is moving south through F13 and wielding a greatsword

after goblinny's readied action Oro may revise his turn.

[User]
 Goblinny

FIRE!

  Attack  - (1D20+8)[ 19 ]
  Damage  - (1D8+1)[ 2 ]

And im in T11 now you see =]

[User]
 Oro 3rd Turn

Ok, I will not revise my previous turn.

 Spoiler

I double move to  T17
 Move Silently
 (1d20+5)[ 10 ]
 Hide
 (1d20+5)[ 7 ]

 End of Turn

STATS

 Spoiler

Oro at  T17
HP 11/13
AC 18 (+4 Armor, +1 Shield, +3 Dex) T 13 FF 15

Greatsword +6 2d6+6 19-20/x2

Shortbow +4 1d6 x3 (20 arrows)

Greatclub +5 1d10+6 x2

[User]
 Goblinny

Huzzah i drew first blood!

Moving on

Move Action

 Spoiler

Free : 5ft step south to T12
Move Action : Reload Heavy Crossbow
Free : Drop Prone

Standard Action

 Spoiler

Ready an action to shoot the icky human if i catch a glimpse of him (LoS established, even if he has cover or concealment)

[User]
 I think we got off a little bit after that ready action.  Goblinny shot Oro (for init purposes) before Oro's second turn.  So Oro then completed that turn by
 Spoiler
finishing a double move to H17

  Then, before Oro goes again, Goblinny gets a turn.  In short, it is my opinion that we need another slight rewind.
@Goblinny;
 Spoiler
Your bolt hits Oro in F13, and he then moves south behind the pillar, losing LoS at F16.

Oro
 Spoiler
you are hit and take two points of damage.  You then end your movement in H17.

It is now Goblinny's turn. (R-3)

If I am mistaken, shout out.

[User]
 B]Goblinny[/B]

Then ill keep it the same =]

Move Action

 Spoiler

Free : 5ft step south to T12
Move Action : Reload Heavy Crossbow
Free : Drop Prone

Standard Action

 Spoiler

Ready an action to shoot the icky human if i catch a glimpse of him (LoS established, even if he has cover or concealment)

[User]
 Oro 4th Turn

 Spoiler

Free Action: Draw Shortbow

5' step to  U16

Full Round Action: Rapid shot to  Goblinny  (Uses Point Blank Shot)

 Attack 1
[roll]1d20+3[roll]
 Damage
 (1d6+1)[ 2 ]
 If Crit
 (1d20+3)[ 14 ]
 Additional Crit Damage
 (2d6+2)[ 6 ]
 Attack 2
[roll]1d20+3[roll]
 Damage
 (1d6+1)[ 7 ]
 If Crit
 (1d20+3)[ 23 ]
 Additional Crit Damage
 (2d6+2)[ 8 ]
 End of Turn

STATS

 Spoiler

Oro at  U16
HP 11/13
AC 18 (+4 Armor, +1 Shield, +3 Dex) T 13 FF 15

Greatsword +6 2d6+6 19-20/x2

Shortbow +4 1d6 x3 (18 arrows)

Greatclub +5 1d10+6 x2

[User]
 Screwed the post...

Rolling the screwed rolls

Attack1
 (1d20+3)[ 10 ]

Attack2
 (1d20+3)[ 21 ]

[User]
 Well you technically triggered my ready action which was to shoot you upon gaining LoS, so if you want to keep that action after my ready action goes off, both your shots miss (I have dropped prone - so +4 against ranged attacks, im sorry)

  ReadyActionAttack  - (1D20+9)[ 25 ]
  ReadyActionDamage  - (1D8+2)[ 4 ]

If you keep that action I will do the next rounds moves below, if you want to change it consider it void

Move - Reload Heavy Crossbow

Standard - FIRE!

  Attack2  - (1D20+9)[ 29 ]
  Damage2  - (1D8+2)[ 10 ]

[User]
 The critical confirm for my second attack, which technically drops you under 0 hits already

  CritConfirm  - (1D20+9)[ 19 ]
  ExtraDamage  - (1D8+2)[ 7 ]

[User]
 Yep, Im gone for good.

However I beleive I got you 7 damage before I go under 0 hp.

[User]
 I think Scorer is right, the 21 attack would have hit, since your AC would have 21 while prone, and as I recall, a tie is a hit.  But it doesn't matter, either way this one's over.

 High Ref Hust

Goblinny gets the win and the loot.

Oh, wait, I forgot this is Endurance, it does matter that you got hit.  Dan, unless I've missed something, I think you'll be going into the next round with 5 HP instead of 12.

[User]
 You'd be right, sorry was reading the wrong character sheet.

Hmm, might have to invest in a buckler and take the -1 to my attack roll from now on, good game though =]


[User]
 Arena Tournament, Exhibition Match:  Titus  vs.  Oro
 Map:

 Spoiler

 Titus  - 02youeng
 Oro  - Scorer

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

[User]
 Titus
  Initiative  - (1d20+4)[ 20 ]

Good luck!

[User]
 Rolling Init!
 (1d20-3)[ 13 ]

[User] What happend to your post? I saw you jumping and falling in to the water...

[User]
 Heh...think my brother took it too literally when I swore after failing.

Me first then

Actions:

Move and Standard actions: Move aaaall the way to I11, with a DC 10 jump check

[insert roll here, equalled 9]

  Swim test to stay afloat  - (1d20-3)[ -1 ]

Swift action: activate Law Devotion [+3 AC]

And, done. Your go

Stats:

 Spoiler
HP: 10/10
AC: 25 [17 Touch, 21FF]

Steely Strike: unused
Law Devotion: 10/10 rounds remaining

[User] Umm...least I have cover while I'm underwater?

[User]
 Im not sure...

There are a lot of rules that I improvise while playing in my table as DM, however that's for the sake of agility. In here we can ask 😛

Meanwhile, I double move to  I10
 End of Turn

[User]
 Hehe, if it was deleted, it was him. I'm not competitive enough to cheat in a practice game.

 Titus, round 2

Move action: Try desperately to swim to shore.

  Swim  - (1d20-3)[ 9 ]

Part 2 coming soon

[User]
 Heh...

Other move action: try harder to swim to shore [at O11]

  Swim  - (1d20-3)[ 8 ]

[User]
 Sigh. Stay in M11

Drop my shield [free action] and wait for your go

Done

Stats:

 Spoiler
HP: 10/10
AC: 23 [17 Touch, 19FF]

Steely Strike: unused
Law Devotion: 10/10 rounds remaining

[User]
 Free Action, Draw shortbow...
I use Rapid shot feat... including point blank shot

Attack 1
 (1d20+3)[ 6 ]
Damage 1
 (1d6)[ 5 ]
Attack 2
 (1d20+3)[ 16 ]
Damage 2
 (1d6)[ 2 ]

End of Turn

(Do we know if being underwater is cover yet?)

[User]
 I'm sure I saw it in an old game. Either way, 9 and 8 lets me float at the water's surface [no cover]

Aaand...you just miss. 17 AC while swimming

 Titus, round 3

Move action: Moar swimming, this time with less suck

  Swim  - (1d20+1)[ 8 ]

[User]
 Grrrrrr!

Move action: moar moar swimming

  Swim test  - (1d20+1)[ 15 ]

[User]
 So, where do you end up?
Edit: Nevermind

[User]
 Yay!

Leaving my shield 10ft under, I swim/walk to O11
Free action: Hold my Battleaxe two handed

End of turn

Stats:

 Spoiler
HP: 10/10
AC: 25 [19 Touch, 21FF]

Steely Strike: unused
Law Devotion: 10/10 rounds remaining

[User]
 I use Rapid shot feat... including point blank shot again

Attack 1
 (1d20+3)[ 18 ]
Damage 1
 (1d6)[ 6 ]
Attack 2
 (1d20+3)[ 23 ]
Damage 2
 (1d6)[ 3 ]
 End of Turn

[User]
 Confirming Crit

Attack 2 Crit  Confirm
[roll0]
Crit Damage
[roll1]

[User]
 Rerolling ¬¬

 (1d20+3)[ 6 ]
 (1d6)[ 5 ]

[User]
 Hehe, three damage it is then...and, take two on this jump thing

 Titus, round 4

Move and Standard action: Move to J10, avec a DC 10 jump check [now with less ACP!]

  Winnrar jump test  - (1d20+7)[ 26 ]

End turn there

Stats:

 Spoiler
HP: 7/10
AC: 23 [17 Touch, 19FF]

Steely Strike: unused
Law Devotion: 7/10 rounds remaining

[User] J10???? Im confused about where you moved ended, etc etc

[User] Right...first round, wanted to get to I11, but mistyped, then corrected it. Fell into water, resurfaced, went back to M11, then jumped back over and walked to your side

[User]
 Im still confused but ok...

Free Action: Drop Shortbow

Free Action: Draw Greatsword

Attack!
 (1d20+6)[ 24 ]
 (2d6+6)[ 14 ]
If Crit
 (1d20+6)[ 7 ]
 (2d6+6)[ 14 ]
 End of Turn

[User] It's legal, promise yah...not that it matters, being on -7HP. Hehe, epic fail from me, good one to you

[User]
 hahaha no no, I wasn't doubting it was legal it's just that I got lost

-7hp??? was it that hard? ouch =P

Good game!

[User] Hehe, I'll do you a little map of my fail

[User]
 Phail map

 Spoiler

[User]
 Hahahahaha that's a big LOL!!!

When you said you would draw a map, I never thought you actually were going to draw it 😛

Ok, I think I know now what happened

[User]
 Hehe, yay.

Good game


[User]
 Arena Tournament, Round 64:  Hodge Hutchinson  vs.  Glunk Too
 Map:

 Spoiler

The Arena walls for this map are 30 ft high, with a Climb DC of 30.

 XP Award:  300xp
 GP Award:  300gp

 Hodge Hutchinson  - Strangie
 Glunk Too  - SoD

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

[User]
 EDIT: Edited spoiler with a question posed for those of the Ref variety.

Figures you'd stick me up against him...

Declaring final purchases:

Scroll of True Strike
Scroll of Obscuring Mist
Tanglefoot Bag

Init:  (1d20+2)[ 5 ]

Stats:

 Spoiler
HP: 10/10
AC: 18 (Touch 12, Flat 16)

Spells:

 Spoiler
Arcane Attunements Remaining: 6/6
0 level spells left: 3/3
1st level spells left: 3/3

@Ref

 Spoiler
Glunk Too has the Quick trait. Doesn't that mean he should only have 15 HP instead of 16 HP? Just a thought before the fight gets underway. I'm going to need everything I can get against someone who can deal enough damage to drop me into the negatives in a single shot, ahaha...

In hands: Bow (left hand), scroll of True Strike (right hand)

Here goes nothing.

EDIT: I've never done this Arena thing before so I'll probably screw it up at some point. Just kindly kick me in the face if I do. 😁

[User]
 initiative  - (1d20+2)[ 10 ]

No extra purchases. Best of luck to you, mate.

I won initiative, so I'll assume I can start. Start in B11, weilding Great Falchion. Double move to
 Spoiler
R11, assuming I can make the DC 10 check to get over the broken bridge [roll=jump]1d20+18[/roll]

End turn.

End stats;
 Spoiler
Position; R11.
No ongoing effects.
AC; 12 (touch 12, flat footed 10).
HP: 16/16

[User]
 Bugger. Forgot you can't roll in an edited post.
 Spoiler

  jump  - (1d20+18)[ 38 ]

Edit; typical. Rolling a natural 20 on a jump check.

[User]
 High Ref 02youeng

Normally, couldn't do LoS, because your opponent hasn't had a turn to declare where he's starting, but...

Glunk Too leaps and bounds across the arena, before flattening against a tree in R11. Wherever Hodge starts, you both have LoS

[User]
 EDIT: Sorry about that. Edited a little. Apparently I can't add.

Moving up from Y10 (starting point) to T9. Dropping shortbow and casting a Color Spray spell in Glunk's direction, requiring him to make a Will save.

Stats:

 Spoiler
HP: 10/10
AC: 18 (Touch 12, Flat 16) (Base 10 + Dex 2 + Armor 4 + Shield 2)

Spells:

 Spoiler
Arcane Attunements Remaining: 6/6
0 level spells left: 3/3
1st level spells left: 2/3

In hands: Scroll of True Strike (right hand)

[User] Trees don't provide cover, they give +2AC, and +1 Reflex - want to redo the spoilered bit? [and take it out of spoiler tags]

[User]
 Man, you guys waste no time at all making posts. I feel like I'm going too slow, ahaha. Of course, I'm at work right now, too...

Okay, I fixed it. I ended up changing my mind anyway so forget all of that. PS: Is anything official before LoS or the next move is declared or anything?

Also, my turn's done.

[User]
 Nah, I've just got nothing to do today, so I'm hanging around on here.

Don't need anything else from you, or anything offical, SoD needs to do the Will Save, and either take his go, or fall unconcious for however many rounds

[User]
 Okay, cool. I'm still kinda new at the whole play-by-post thing. Used to doing it through IM as that's how I run nearly all of my games. This gives me a chance to look over stuff before anybody else sees it at least (or so I thought as I've seen people see my information like a half a minute after I post it...)

Oh, huh. I should probably get those rolls out of the way, huh...

Unconscious, blinded, and stunned for  (2d4)[ 4 ]  rounds
Blinded and stunned for  (1d4)[ 3 ]  additional rounds, and
Stunned for 1 round after that

There. Now to cross my fingers.

[User] First you do a Will save to see if that happens.  You really don't need to worry about the other stuff if it hits; Color Spray is essentially an instant win in Arena.  I can't think of anyone who was hit by it that lived.  But the Will save negates all of it, so basically you need to roll that to see if you lose now or not.

[User]
 will  - (1d20-2)[ 14 ]

Come on!

[User]
 I do beleive that a 14 saves (just).

Free action; Rage.
Additional Free action; "GRAH!!! Pretty lights! Glunk not like! I will Water Orc Orc you to death!"
Whatever action; 5 foot step to S10.
Standard Action; ATTACK!!!   attack  - (1d20+8)[ 12 ]    damage  - (1d12+12)[ 23 ]

End of turn.

Stats;
 Spoiler
Position; S10
Ongoing effects; Rage 0/14
HP;  18/18
Str;  26
Con;  22
Fort;  +8
Will;  +0
AC;  10  (touch 10, Flat footed 8)

[User]
 Bah! Just my luck. Good thing you missed.

Free action: Scream and duck and cover as a giant sword flies over my head.
Other free action: "Hey! Fine, you can have more EPILEPSY!"

5 foot step to: T8
Standard Action: Color Spray, go! Again!
Move action: Draw out longsword with free hand and prepare for deadly combat which will likely end poorly for me.

End turn.

Stats:

 Spoiler
HP: 10/10
AC: 18 (Touch 12, Flat 16) (Base 10 + Dex 2 + Armor 4 + Shield 2)

Spells:

 Spoiler
Arcane Attunements Remaining: 6/6
0 level spells left: 3/3
1st level spells left: 1/3

In hands: Longsword (left hand) Scroll of True Strike (right hand)

[User]
 Come on, lucky rolls!

  will  - (1d20)[ 17 ]

[User]
 Glunk Too, round too.

Five foot step to S9.
Free action; "Grah! Your face has epilepsy! I will kill you so hard you will die to death!"
Standard Action; Swing again.   attack  - (1d20+8)[ 24 ]    damage  - (1d12+12)[ 20 ]

End turn.

 Spoiler
Stats; Position; S10
Ongoing effects; Rage 1/14
HP; 18/18
Str; 26
Con; 22
Fort; +8
Will; +0
AC; 10 (touch 10, Flat footed 8)

[User]
 Hodge gets his ass kicked, really hard.

That's game. Talk about getting ripped off, haha.

[User]
 High Ref Hust

Glunk Too gets the win and the loot.

A 16, a 17, and another 16.  Not bad.

[User]
 You and your lucky rolls! I will have my revenge, one of these days, in this life or the next.

Well, the next life, actually, because you dropped him to precisely -10 HP. I didn't even get to utilize Diehard. 🫤

[User]
 I am impressed by your build, Hodge.  Not too many mages who are also built to survive that kind of damage.  But Color Spray has that problem of being too reliant on the roller.

Hopefully you have more luck in the loser's bracket.

[User]
 I figured since he had a -2 to Will, my chances were actually really good at getting this one in the bag. I picked that spell specifically for characters like Glunk Too, haha.

But... it just wasn't in the cards for me. Or the dice, rather. Thanks for the compliment, though! We'll see how the losers bracket goes.

[User] Yup, well played. If I didn't luck out with the will saves, Glunk Too would've been a goner. Coup de Grace'd, I expect.

[User]
 Pretty much, yeah. I was looking to break out the Heavy Pick to ensure victory had you blown the save, decided to go with the longsword instead since I figured I was going to get caught in a nasty brawl if you kept making Will saves and somehow kept missing me. Higher critical chance. 😛

Good luck the rest of the way! You have a fearsome power attacker. I think the rest of the group is going to be in for a world of hurt.


[User]
 Arena
 OOC:
Each character has time for one swift action and one standard action before getting transported to the arena, in case they need to adopt a stance or activate an item.

On the map, green is open terrain, yellow is difficult terrain, red/brown is the cliffs (10ft, Climb DC20, blocks LoS). Arena has a 60 foot ceiling.

Opening post should have an initiative roll and what, if anything you did with the 'surprise round' before being transported. After that, start fighting in initiative order.

  Michael Initiative  - (1d20+7)[ 25 ]

Since this is an unofficial match, I figure we can keep the locations of our characters public to figure out line of sight and try not to metagame. Any actions that need to be kept secret, like readied actions, can go in spoilers. Place your character anywhere you like on the right side of the arena, I'll take the left.

Michael will start on Q-14 through R-15 (mounted on his griffon, Silvertide). Bow is drawn, and his surprise standard action will be to spend a turn attempt to activate Divine Shield for 7 rounds.

[User]
 OOC:
Basically, I'll roll for position, because starting position is mighty important, let me tell you! Also, your activating Divine Shield is something I don't need to know. :) Use spoiler tags for those. :)
 Vertical Axis :  (1d40)[ 22 ]
 Horizontal Axis :   (1d40)[ 27 ]
 Initiative :  (1d20+33)[ 36 ]
 Surprise Round
Swift action: activate Child of Shadow stance. Concealment (20% miss chance) Vs ranged and melee attacks. You ignore it via Improved Precise Shot, but the griffon needs to roll (I hope).

[User]
 OOC:  Alright. Doesn't matter much, as it's just a basic AC buff. 🙂 My initiative roll was eaten, apparently, so...

  Initiative  - (1d20+7)[ 13 ]

Not that it could possibly match your +33 modifier. Ah, Factotums... 😉

[User]
 ROUND 1
 I take it as read that I win initiative. I start at AA-22, right? Within LoS, and, if I'm not very much mistaken, out of reach for my speed.

First of all, I designate the Griffon for my Dodge feat. AC+1 for him only. Will keep it there until further notice.
 Move action : 20 ft up and to V-29.
 swift action : Law Devotion (+7) to AC. lasts for 10 rounds max.
Second thought again, yeah, we need to know such things, so that we know when we hit and when we don't. Sorry, brain fart.
 Standard action :

 Spoiler
ready action to move 40 ft up (right under the ceiling), if the griffon nears me at 10 ft.
In that case, Tumble  (1d20+27)[ 42 ]  to avoid AoO.

[User] Forgot: Inspiration point to AC, another +6 for the round

[User]
 Spotting his foe, Michael spurs Silvertide upward, prompting the griffon to loop around until he was back where he started, but now at the same elevation as the fey-girl. Quickly, he opens fire, gauging his target's defenses as a protective curtain of wind springs up around him.

 OOC:
Silvertide flies up to 20 feet above the ground, the same as Moira. His maneuverability is only average, but with a fly speed of 80 feet he can easily climb that distance. Michael makes a full-round attack with Improved Rapid Shot. His Splitting bow causes each arrow to be duplicated, for 8 attacks total, each of which will only hit on a natural 20. The relic property of the Raptor Arrows he's using gives them the bane property for whatever he's shooting at, and causes them to return to him. Finally, he activates Air Devotion as a swift action, for a +4 sacred bonus to AC and 50% miss chance on ranged attacks against him. (Current AC 36)

  Attack 1  - (1d20)[ 2 ] ;   Damage 1  - (1d8+4)[ 10 ] + (2d6)[ 10 ]
  Attack 2  - (1d20)[ 15 ] ;   Damage 2  - (1d8+4)[ 9 ] + (2d6)[ 8 ]
  Attack 3  - (1d20)[ 18 ] ;   Damage 3  - (1d8+4)[ 11 ] + (2d6)[ 7 ]
  Attack 4  - (1d20)[ 10 ] ;   Damage 4  - (1d8+4)[ 11 ] + (2d6)[ 2 ]
  Attack 5  - (1d20)[ 11 ] ;   Damage 5  - (1d8+4)[ 12 ] + (2d6)[ 9 ]
  Attack 6  - (1d20)[ 3 ] ;   Damage 6  - (1d8+4)[ 11 ] + (2d6)[ 10 ]
  Attack 7  - (1d20)[ 2 ] ;   Damage 7  - (1d8+4)[ 11 ] + (2d6)[ 8 ]
  Attack 8  - (1d20)[ 7 ] ;   Damage 8  - (1d8+4)[ 12 ] + (2d6)[ 8 ]

EDIT: All miss. Your turn.

[User]
 ROUND 2
 I'm assuming you hit on a nat 20 for this round, hence no attack bonus in the rolls, right?

The gloura smiles confidently as every arrow flies away from her, and promptly dashes forward.

 My turn, Paladin!
 Free action : Law Devotion to attack (I'm rash)
 Move action : flyby attack (flying straight at ya) with tumble ( (1d20+42)[ 51 ] )
 Free action , immediately before the attack, draw short sword.
Flyby attack contains  standard action : Sapphire Nightmare Blade, to Michael. Concentration check  (1d20+35)[ 55 ]  (with 2nd inspiration point). If it beats your AC, you are flat-footed and I do +1d6 damage. Also, Iaijutsu Focus damage applies. Otherwise, I take -2 to attack.

 Attack
I've moved 10ft, therefore I gain Cha to attack and damage (instead of dex) from Slippers of Battledancing. (+4 attack, +12 damage)
+2 Diamond Mind maneuver, weapon property.
+7 Law Devotion
 (1d20+38)[ 44 ]
 Damage
Iaijutsu Focus skill check:  (1d20+31)[ 42 ]
 (1d6+12)[ 17 ] +11 fire + IF damage (which I will calculate later, in the next post)

After the attack, continue 10 ft North, end up to O-14. (Awesome, Your pet can reach me there, and squish me. I calculated something wrong there.😛)

[User]
 cont.

Iaijutsu Focus damage:  (7d6+77)[ 108 ]
+ (1d6)[ 1 ]  from Sapphire Nightmare blade (I forgot)

[User]
 I count  137  144 damage (+7 from Shadow Blade, because I'm in a Shadow Hand Stance), 11 of which is fire. Am I missing something? DR, immunities, some way to foil my attack?

(Yes, Iaijutsu Focus produces obscene damage. But it's very circumstantial. You can't survive a long battle with nothing else. You need to draw and immediately attack, usually it will be very difficult to re-sheathe your blade safely, and the opponent needs to be flat-footed somehow.)

:)

EDIT - Also, I have NO IDEA why I rolled a Tumble with a +42, when I have +27. It's an automatic success anyway of course, but I wonder.

[User]
 Yeah, only a natural 20 would hit, so I didn't bother with the modifiers. And nope, no DR or fire resistance. Michael falls to -5. That's an effective tactic, whatever it is. Well, here's one last assault:

Silvertide pounces at her, but its hit modifier on a charge is only +37, so it only hits on a natural 20. It power attacks for 25 points, using Leap Attack to get +50 to damage (which seems odd, but I don't believe there's any rule preventing you from jumping while flying...) and Shock Trooper to take the penalty to AC instead.

  Bite Attack  - (1d20)[ 13 ] ;   Bite Damage  - (2d6+60)[ 71 ]
  Claw Attack 1  - (1d20)[ 7 ] ;   Bite Damage  - (1d4+55)[ 58 ]
  Claw Attack 2  - (1d20)[ 6 ] ;   Bite Damage  - (1d4+55)[ 58 ]
  Rake Attack 1  - (1d20)[ 18 ] ;   Bite Damage  - (1d6+55)[ 56 ]
  Rake Attack 2  - (1d20)[ 10 ] ;   Bite Damage  - (1d6+55)[ 61 ]

EDIT: Nope, all misses. Oh well.

[User]
 Originally Posted by Eurus
 which seems odd, but I don't believe there's any rule preventing you from jumping while flying...

Heh, that's funny. In fact, that's one of the questions I've sent to Lyndworm, I was wondering myself.

Sorry for the overkill (I kinda added every bonus I had handy for no apparent reason),  I obviously wanted to test the build's limits.  Also, about Leap Attack/Shock Trooper/Extra Freaking Awesome Power Attack, two words: Elusive Target. 😉

EDIT

 That's an effective tactic, whatever it is.

It's odd, I'll give you that. Have you seen Seven Samurai? Drawing a sword and dealing ridiculous damage is the whole point. Iaijutsu Focus skill gives extra damage depending on your skill check, as follows:
10–14: +1d6
15–19: +2d6
20–24: +3d6
25–29: +4d6
30–34: +5d6
35–39: +6d6
40–44: +7d6
45–49: +8d6
50+:   +9d6 (maximum)

The Iaijutsu Master PrC allows you to add your Charisma bonus per  die  on top of that. Hence: obscene damage. Only trouble is the flat-footed part. Thank god for maneuvers, then. :)

[User]
 Heh, add insult to injury why don't you. 😛

Anyway, good game. I don't have anything to prevent you from finishing off Michael and reducing Silvertide to an ordinary griffon, so I surrender.

EDIT: Ah, I see. Charisma bonus per damage die. Because that's not silly at all. 😛

[User]
 Heh, alright. I edited the above post - now you know the tactic.

Good game. 🙂

EDIT- Silliness is pretty much guaranteed here. 😉


[User] You awaken in the center of a 10ft by 15ft room with stone walls, ceilings, and floors. A torch is burning on the wall behind you, while the other three walls have closed, metal doors with brackets allowing you to bar them from the inside. Unfortunately, only two metal rods are lying on the floor.

[User]
 Solamnus trembles at realizing he is being surrounded by a three quarter cage.

 Oh god, what ever did I do to deserve this.  I'm only an elan.  We aren't much better than humans!

He stares at the two rods on the ground intently.  For some ridiculous reason, he decides to stand them up straight on the floor, waiting for something to happen.

Meanwhile, he peers out into the abyss to see if he can see anything, probing with his mind.

 Damn it, you're not a telepath... yet.  Or are you?

He furrows his brow, trying harder.

 Not... yet.  Damn.

And then a pang of realization assailed the depths of his consciousness.

 Opening one of those doors might help.

Darn, all those years training to become what he was... certainly it made him think ahead and made meditation one of the most fulfilling activities, but that detracted from the here and now.

Solamnus thrusts open one of the doors with a kick, great sword in hand, gazing out into the great beyond.

Spot -  (1d20+4)[ 19 ]
Listen -  (1d20+4)[ 6 ]

[User]
 The rods, not being perfectly straight, keep tipping over as you try to stand them up on end.

Which door do you burst out of?

[User]
 OOC: East.

And if I can, I'll ready an action to move with and keep at range any creature I see up to 40ft. if they move.

[User]
 That you can, though in this particular case, it won't matter.

You peer down a long, gloomy, empty hallway, with half a dozen mouldering wooden doors along it's length. The one closest to you on the right is ajar.

[User]
 Solamnus knocks on the ajar door to the right, "Hey this is the... room guard.  We're a little angry about all these doors being so carelessly left all hinged up around here and serving absolutely no logical purpose aside from unfettered confusion for everyone involved."

Ready an action to move with whatever I see (if they move) up to 40ft. keeping at range, preferably east (since that offers the most safe space).

[User]
 An orc bursts out through the door, falchion held high, in a long, drawn out orcish battle cry. Presumably you run to the east, as the orc can only follow you to J7.

Init:  (1d20+0)[ 16 ]

[User]
 Init  (1d20+5)[ 16 ]

Manifest Vigor.  Hp is now 14.  Move adjacent to orc.

"Apparently my voice upset you, greenie.  That'll go in the books for sure."

[User]
 He gives you a confused look before hacking wildly at you.

Attack:  (1d20+4)[ 24 ]
Dmg: (2d4+4)[ 11 ]

[User]
 Crit confirm:  (1d20+4)[ 7 ]
Addtl crit dmg, if confirmed:  (2d4)[ 3 ]

Edit: Phew, that coulda been ugly.

[User]
 (1d20+3)[ 10 ]
 (2d6+4)[ 15 ]
 Grrrarr!

I'm not dying here, in this dungeon, in this place... never.

OOC: Forgot to mention I was going to expend 3 power points on resilience.  So now I take 5 damage from that swing.

[User]
 The orc gives an ugly smile at the sight of your blood, and closes in for the kill.

Attack:  (1d20+4)[ 16 ]
Dmg: (2d4+4)[ 7 ]

[User]
 "Hu!  Haff, kack, hack!"  Solamnus wisely retorted between mouthfuls of blood.

Attack:  (1d20+3)[ 20 ]
Damage:  (2d6+4)[ 8 ]

OOC: Just realized how dastardly low my AC is.  Anyway, I've got 2 hp left.

[User]
 Luckily for you, that blow is sufficient to drop him, resulting in you gaining 150 xp.

On the body, you find ten platinum pieces, along with of course, standard orc weapons.

The room is quiet now, it's just you and the chest.

[User]
 In his blind adrenaline frenzy (and after looting the money, of course), Solamnus grabs the orc's falchion and proceeds to use it to hack open the chest, in the hopes that it'll bust whatever killing device awaits his opening the box.

- Attack chest until it's in splinters
- Ready action to leap out of the way of whatever trap lies in store (if he has time)

[User] After you've exhausted your rage upon the evil wooden box, you notice that it contains 70 GP.

[User]
 Throwing the devilish orc blade aside and looting the gold, Solamnus then proceeded to search the rest of the room.

Search -  (1d20-1)[ 11 ]
 Damned mortal eyes better work this time.   Solamnus could never locate things when he needed them - his training hadn't taught him this.  He hoped the peril of his situation would help guide him through such tasks however.

[User] You find nothing else in this small room, unfortunately.

[User]
 Search the hallway.

 (1d20-1)[ 7 ]

[User] The long hallway to the right of the starting room appears to contain nothing of note.

[User]
 Moving to the next door to the south, Solamnus touches two tattoos and manifests both biofeedback and inertial armor on himself.

He then raps on the south door, calling, "Alright, I already killed an orc and I'm ready for more.  Next!"

- Ready an action to attack whoever comes through any of the doors.
- DR increased by 2/-
- AC raised to 12

[User]
 Nothing comes through, how long do you wait there?

DM Info:

 Spoiler

No encounter in room K5

[User]
 Move into K5 and look around.

Move Silently -  (1d20-1)[ 16 ]
Search -  (1d20-1)[ 1 ]

[User] It's an oddly shaped room, 25 ft in length, and 15 feet wide for the first ten, 10ft wide for the rest. Two doors are visible on the east wall, one on each side, and another door can be seen to the west.


[User]
 Arena Exhibition:  Squirrel  vs.  Ms. Isle
 Map:
 Spoiler

 XP Award:  0 XP
 GP Award:  0 GP

 Ms. Isle  - Koury
 Squirrel  - Sallera

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

I chose Squirrel because he seems to have the least to lose from having Perma-LoS. I choose glass arena because... I don't know, seemed appropriate.

[User]
 Initiative  - (1d20-4)[ 9 ]

Start in Y13, shield equipped.

[User]
 Aye, looks good.  We'll just ignore the concealment provided by the panes.

Init:  (1d20+4)[ 21 ]

Starting B13, wielding greatsword.

[User]
 Squirrel, Round 1

Move to L9.
Free: Rage.
Ready action:
 Spoiler
Move if Isle attacks, readies an action, or ends turn.

Stats:
 Spoiler
HP 18/18, AC 18 (14, 14)
Psionically focused
Rage 7 rounds
Xeph bursts: 3/3

Done.

[User]
 Double move to P8.

I'll get my stat block in a sec.

End turn.

[User]
 The end of your turn triggers my readied action, and I move to Q7.

 Squirrel, Round 2

Swift: Expend Xeph burst for extra attack.
Full-round: Full attack.
Attack 1:  (1d20+5)[ 17 ]
Damage:  (2d6+6)[ 11 ]
Attack 2:  (1d20+5)[ 12 ]
Damage:  (2d6+6)[ 15 ]

Crit confirm:  (1d20+5)[ 19 ]
Crit damage:  (2d6+6)[ 10 ]

Stats:
 Spoiler
HP 20/20, AC 16 (12, 12)
Psionically focused
Rage 6 rounds
Xeph bursts: 2/3

Done.

[User]
 I wasn't paying as much attention as I should have been when I chose where I moved to. Oh well 🙂
 Ms. Isle - Round 2

5 ft to Q9
Cast Spell (Spellcraft DC 16 I believe to identify)

 Spoiler
Magic Missle

  Damage  - (1d4+4)[ 8 ]

I wish I had something to do with my move action, but I don't.

Stats (quick version):

 Spoiler
HP: -4/7 (rageclaws)
AC: 16
Position: Q9
Spells: Lvl 0 - 5/5; Lvl 1 - 3/4

End turn.

[User]
 Squirrel, Round 3

5ft step to Q8.
Swift: Expend Xeph burst for extra attack.
Full-round: Full attack.
Attack 1:  (1d20+5)[ 19 ]
Damage:  (2d6+6)[ 15 ]
Attack 2:  (1d20+5)[ 23 ]
Damage:  (2d6+6)[ 13 ]

Crit confirm:  (1d20+5)[ 15 ]
Crit damage:  (2d6+6)[ 17 ]

Stats:
 Spoiler
HP 12/20, AC 16 (12, 12)
Psionically focused
Rage 5 rounds
Xeph bursts: 1/3

Done.

[User]
 Ouch. 28 damage means you killed me four times in just this round. Almost twice if you count Rageclaws.

Side note: How do you have 20 HP?

[User] 12 base, 2 con, -2 quick and frail, 6 from psionic body, and 2 from rage.