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

 XP Award:  0 XP
 GP Award:  0 GP

 Ms. Isle  - Koury
 Sir Pryse  - Mavian

 All Combatants, please roll initiative and declare final purchases, if any
  Init  - (1d20-4)[ 12 ]

No purchases.

 I'll edit this post once I know your paladins name/sheet link.

[User]
 🤨 I didn't preview, but OK.

  Init  - (1d20-4)[ 16 ]

[User]
 Sheet:  Sir Pryse

Init:  (1d20)[ 16 ]

Sir Pryse: Round 1

Double move from B14 to M16

[User]
 I think you go first, as I have a -4 and you have +0.

If not:

  Init Redux  - (1d20-4)[ -2 ]

[User] Higher dex modifer goes first, hence why I went first.

[User]
 Move to V13

Ready Action

 Spoiler
LoE established = Magic Missile

You'll never guess.

[User]
 Hmm, a magic missile eh?  Triggered on LoE most likely.

Ah, the joy of descriptive names.

Standard Action: Inspire Courage
Move Action: M16 to I199

[User]
 Move to Y18

Cast Spell at glass wall between U and V 18

Whats the walls AC?

  Ranged Touch  - (1d20+3)[ 23 ]

EDIT: Thats the opposite of a one... 😦 Now to be able to do that vs something thats alive... Or at least, something trying to kill me...

I kinda assume I hit it. That panel is gone now, barring a one or something.

Spellcraft DC 15
 Spoiler
Acid Splash

[User] Double move to U20

[User]
 Move to X14

Cast spell at Sir Pryse

All I need is one point in my square to one in yours, right?

Spellcraft DC 16 (or Int ~6 IRL)

 Spoiler
Magic Missile

[User]
 😦 Forgot damage...

  Damage  - (1d4+4)[ 7 ]

Also, not that I care, but my Dex mod is higher then yours. Should I have gone first?

[User]
 Probably.

Double move to X13

[User]
 Should I get some sort of shield bash AoO? I'm unfamiliar w/ shield attacking in general.

Either way, 5 ft step to W15

Cast Spell again.

Spellcraft DC 16
 Spoiler
MM

  Damage  - (1d4+4)[ 7 ]

[User]
 You don't actually threaten with a shield.  So you wouldn't get an AoO

Luckily for me, the fact that I'm half orc gives me two extra hit points.

Free Action: Righteous Fury
Five foot step to X14
Attack:  (1d20+6)[ 18 ]  +1 from Inspire Courage
Damage:  (2d6+8)[ 11 ]  +2 from Righteous Fury

[User]
 You drop me to -4. Rageclaws keeps me active.

5 ft back, Spell and should be game(?)

[User] Yep, I should prolly grab rageclaws with my open feat slot.

[User] From what I've seen its pretty standard issue, at least at low levels.

[User] Yeah, if you've got the point-buy to spend on con, its well worth it.  I was just holding out in case I came across a better option.


[User]
 Map: Any Preference?

Buffs: Does 3+All Day work for you?

Heh, it will be interesting fighting someone who helped me with my buffing and therefore knows most of my tricks...

[User]
 Originally Posted by Olo Demonsbane
 Map: Any Preference?

Buffs: Does 3+All Day work for you?

Heh, it will be interesting fighting someone who helped me with my buffing and therefore knows most of my tricks...

LOL.  's ok.  I intend to use my Warmarked, for fun and profit.

I'll go 2+ All day.  No need for 3.

No major map preference.

[User]
 Eh...ok, sure.

Buffs:
 Spoiler
 All Day:
Energy Immunity (Fire)
Energy Immunity (Cold)
Energy Immunity (Acid)
Energy Immunity (Sonic)
Energy Immunity (Electricity)
Mindblank; UMD  (1d20+30)[ 34 ]  vs 35
Magic Tattoo (Competence to Attack)
Magic Tattoo (Luck to Attack)
Monstrous Thrall on myself; UMD  (1d20+30)[ 49 ]  vs 37
Anticipate Teleportation
Greater Magic Weapon twice on my two-bladed sword
Greater Magic Weapon on my shield spikes
Greater Magic Weapon on my armor spikes
Magic Vestment on my armor
Magic Vestment on my shield
Superior Resistance

 Round 1:
Haste
Shield of Warding on my shield
Shield of Faith

 Round 2:
Bite of the Werebear
Conviction

Map:

 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C ||||| C | C ||
 11 |
 12 |||||||||||[/table]
Initiative:  (1d20+5)[ 13 ]

[User]
 My buffs:
 Spoiler
Oil of GMW on spiked chain and Armor spikes (all day)
Tattoo of Touchsight (Stance:  Thicket of Blades)
Tattoo of Expansion (Animal Devotion- Strength) (Shift +5 spellstrike to bonus to save vs spells)

EDIT:  Total Str bonus:  +4 Expansion, +6 Animal Devotion

Init:  (1d20+5)[ 6 ]

[User] I will start in F4.

[User]
 That's a bit far forward, considering how small the board is.

I'll start in F10-G12.

As you start in my threatened area, it's only fair to note that you cannot cast defensively (MageSlayer).

It's also fair to note that I have Thicket of Blades Active.

[User]
 Some sort of horse, are we?

I start doing a spring attack.  Make your AoO.

[User]
 Not quite.  Horses are smaller than I.

No AoO.  Flat footed and all.

[User]
 Some others would do well to be reminded of that fact...

Well, I spring attack past you, attack you 6 times, then 5ft step back and attack you twice more with a blade that glows with necromantic energy.

 Spoiler
Wand of Wraithstrike; UMD  (1d20+30)[ 41 ]

MTA  (1d20+30)[ 47 ]
Damage  (4d6+19)[ 25 ]

MTA  (1d20+30)[ 49 ]
Damage  (4d6+19)[ 29 ]

MTA  (1d20+30)[ 48 ]
Damage  (4d6+19)[ 36 ]

MTA  (1d20+30)[ 37 ]
Damage  (4d6+19)[ 37 ]

MTA  (1d20+30)[ 50 ]
Damage  (4d6+19)[ 39 ]

MTA  (1d20+30)[ 50 ]
Damage  (4d6+19)[ 32 ]

MTA  (1d20+30)[ 46 ]
Damage  (4d6+19)[ 33 ]
Extra Damage  (4d6)[ 12 ]

MTA  (1d20+30)[ 44 ]
Damage  (4d6+19)[ 35 ]
Extra Damage  (4d6)[ 9 ]

Let me know if either (or both) of the final two attacks hit.

End turn.

[User]
 Critical Conformations:

MTA  (1d20+30)[ 41 ]
Extra Damage  (4d6+19)[ 39 ]

MTA  (1d20+30)[ 39 ]
Extra Damage  (4d6+19)[ 36 ]

MTA  (1d20+30)[ 38 ]
Extra Damage  (4d6+19)[ 24 ]

Wow, I rolled really well...

[User]
 8 attacks, eh?  Miss Chances:

1  (1d5)[ 4 ]  1 misses
2  (1d5)[ 5 ]  1 misses
3  (1d5)[ 2 ]  1 misses
4  (1d5)[ 2 ]  1 misses
5  (1d5)[ 1 ]  1 misses  **MISS**
6  (1d5)[ 5 ]  1 misses
7  (1d5)[ 1 ]  1 misses **MISS**
8  (1d5)[ 3 ]  1 misses

Remaining attacks hit.

[User] You may go whenever you get the chance.

[User] Actually, that's pretty much the end of it.

[User]
 Oh.

Nevermind.

I figured that you had something to protect you from damage and that I'd have to dispel you next turn.

[User] Nope.  I rely on having maps larger than a needle, generally.  If I get to have an action, I use 70 feet of reach, free action FOM dispelling, and slow effects to hold people down.


[User]
 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C | C | C | C | C | C | C ||
 11 |||||||||| C
 12 |||||||||| C ||
 13 |
 14 ||| C |
 15 ||| C |||||||||
 16 ||| C | C | C | C | C | C | C | C ||
 17 ||| C | C ||||| C | C ||
 18 |
 19 ||||||||||||
 20 |
 21 |
 22 ||||||||||||
 23 ||| C | C ||||| C | C ||
 24 ||| C | C ||||| C | C ||
 25 |
 26 |||||||||||[/table]
Arena is 30 feet tall, worked stone. Normal lighting.

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

Buff rounds: All days + 4 rounds.

[User] Initiative:  (1d20+5)[ 17 ]

[User]
 Thomas

Initiative:  (d20+15)[ 30 ]

Buffs:

 Spoiler

All Day:
Phantom Steed
Heart of Air
Heart of Water
Heart of Earth
Heart of Fire
Superior Resistance
Greater Mage Armor
Create Magic Tattoo

Buff Rounds:
1: True Seeing
2: Shield
3: Greater Invisibility
4: Greater Blink, Greater Mirror Image  (1d4+4)[ 5 ]

Starting position:

 Spoiler

A26

Vision Modes:
True Seeing
Mindsight [100ft]

[User]
 Turn 1:

Would I have line of sight from the far left two columns?

[User]
 Determing starting location:

Obs only

 Spoiler

Column:  (1d12)[ 5 ]

[User]
 You have no LoS with normal seeing or Mindsight.

Buffs:

 Spoiler

Note on Divine Spell Power:

 Spoiler
I automatically get +4 CL from DSP - my check is at:
+3 base from DSP
+3 consecrated presence
+12 heighten turning
+4 charisma
= 22+1d20 (auto +4)

Permanent:
Renewal Pact CL 22
Stalwart Pact CL 22

Day before:
(Magic Tattoo of CL +1 active via Anyspell (lvl 3 domain); Divine Insight (lvl 2) used to make Craft check
Bead of Karma active: CL +4)

-1: DMM: Extended Superior Resistance CL 18 (lvl 6)
0: Activate Adept Spirit (cast earlier; lvl 2)
1: Extended Overland Flight CL 19 (lvl 6 domain; prepared with greater anyspell)
2: Extended Tyche's Touch: Protection CL 19 (lvl 3)
3: DMM: Extended Pact of Return - I will die from damage caused by a magic weapon CL 19 (lvl 7)
4: Extended Undetectable Alignment CL 19 (lvl 3)
5: Extended Magic Vestment, burning a turn attempt for DSP CL 23 (lvl 3)
6: Extended Contingent Energy Resistance CL 19 (lvl 4)
7: DMM: Extended Pact of Return - I will die from hit point damage caused by a spell CL 19 (lvl 7)
8: Extended Greater Magic Weapon, burning a turn attempt for DSP CL 23 (lvl 5)
9: Extended Divine Insight CL 19 (lvl 3)
10: Extended Adept Spirit CL 19 (lvl 3)

All-days:
Create Magic Tattoo of CL +1 CL 13 (lvl 3 domain via anyspell; Divine Insight from previous day used)
DMM: Persisted Antilife Shell CL 13 (lvl 6)
DMM: Persisted Eyes of the Oracle CL 13 (lvl 6)

Buff rounds:
1: Activate Bead of Karma
2: Death Ward CL 18 (lvl 4)
3: Conviction CL 18 (lvl 1)
4: Activate Scout's Headband - 3 charges, trigger Adept Spirit

Stats:

 Spoiler

Location E3
HP 54/54
AC 17, touch 12, flat-footed 16
Saves: F +17, R +17, W +29

Relevant durations:
Scout's Headband 10/10
Adept Spirit 10/10

Spells:
lvl 0: Detect Magic, Detect Magic, Guidance, Guidance, Light, Light
lvl 1: Sanctuary, Sanctuary, Entropic Shield, Resurgence Conviction , Protection from Evil, Protection from Chaos, Mage Armor (domain)
lvl 2: Hand of Divinity, Living Undeath, Hold Person, Hold Person, Spiritual Weapon, Spiritual Weapon, Ghost Touch Armor, Silence (domain)
lvl 3: Dispel Magic, Divine Retaliation, Blindsight, Mantle of Law, Mantle of Good, Invisibility Purge,  Create Magic Tattoo (domain via Anyspell)
lvl 4: Divine Power, Freedom of Movement, Freedom of Movement, Dispel Magic  Death Ward , Shield of Faith, Web (domain via Anyspell)
lvl 5: Righteous Might, Divine Agility, Streamers, Streamers, True Seeing (domain)
lvl 6: Greater Dispel Magic,  DMM: Persisted Eyes of the Oracle ,  DMM: Persisted Antilife Shell , Feeblemind (domain via Greater Anyspell)
lvl 7: Dictum, Destruction, Holy Word (domain)

[User]
 Thomas:

 Spoiler

Cast Arcane Spellsurge, Fly to bottom right corner of arena, 20ft. above ground.

DC0 listen check from far, far away if you'd like to try. Else, after a few moments, I move. Do I gain line of sight from the bottom right hand corner of the map?

[User]
 Listen:  (1d20+10)[ 29 ] . What do I hear?
And no LoS.

[User]
 You hear spellcasting.

DC 26 Spellcraft:

 Spoiler

Arcane Spellsurge

 Spoiler
 Fly forward to K7-L8

I move to K7-L8. Line of sight?

[User] Spellcraft:  (1d20+16)[ 22 ]

[User] You've got LoS. You see in E3 an ordinary looking human in adventurer's gear, with a pack slung over one shoulder. He's hovering 15 ft. in the air, holding a club in one hand. Mindsight tells you that a humanoid with Int 10 is in E3.

[User]
 You see a writhing mass of shadows in K7-L8. Through the myriad shadows you see a vaguely horse-like form. Five mirror images surround it.

Can you detect invisibility?

Also, spellcasting.
OO:

 Spoiler

Swift action; Cast Twinned Split Enervation with Lens.

Spellcraft DC 23:

 Spoiler

Enervation

Attacks (spoilers for size):

 Spoiler

Ranged Touch Attack:
 (d20+6)[ 21 ]
Damage:
 (1d4)[ 4 ]  negative levels.

Ranged Touch Attack:
 (d20+6)[ 13 ]
Damage:
 (1d4)[ 1 ]  negative levels.

Ranged Touch Attack:
 (d20+6)[ 7 ]
Damage:
 (1d4)[ 3 ]  negative levels.

Ranged Touch Attack:
 (d20+6)[ 8 ]
Damage:
 (1d4)[ 1 ]  negative levels.

Ranged Touch Attack:
 (d20+6)[ 23 ]
Damage:
 (1d4)[ 2 ]  negative levels.

Ranged Touch Attack:
 (d20+6)[ 11 ]
Damage:
 (1d4)[ 3 ]  negative levels.

Ranged Touch Attack:
 (d20+6)[ 12 ]
Damage:
 (1d4)[ 3 ]  negative levels.

Ranged Touch Attack:
 (d20+6)[ 25 ]
Damage:
 (1d4)[ 2 ]  negative levels.

[User]
 Sorry for not noting earlier: I have True Seeing up.

Spellcraft:  (1d20+16)[ 30 ]

EDIT: And none of those attacks have any effect.

EDIT2: 5 of them hit, just no effect.

[User] In that case, the writhing-shadow-mass-horse has a rider. A robed man of average size sits astride the beast, holding a small lens in one hand and a shuriken in the other. He has pale skin, and dark brown hair with a few speckles of silver. Additionally, you catch a slight glint of silver reflecting in his eyes.

[User] So, is your turn done?

[User]
 Yes. At least, until I cast  Celerity  immediately afterwards. Which is swiftly followed by a darkbolt.

OO:

 Spoiler

Turn ends,  Celerity  into a Twinned Split Empowered Darkbolt using a lens.

Attacks:

 Spoiler

Ranged Touch Attack:
 (d20+6)[ 14 ]
Damage:
 (3d8)[ 18 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 16 ]
Damage:
 (3d8)[ 7 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 8 ]
Damage:
 (3d8)[ 23 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 23 ]
Damage:
 (3d8)[ 15 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 25 ]
Damage:
 (3d8)[ 12 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 18 ]
Damage:
 (3d8)[ 16 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 13 ]
Damage:
 (3d8)[ 10 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 15 ]
Damage:
 (3d8)[ 17 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 7 ]
Damage:
 (3d8)[ 13 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 17 ]
Damage:
 (3d8)[ 10 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 21 ]
Damage:
 (3d8)[ 16 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 18 ]
Damage:
 (3d8)[ 9 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 22 ]
Damage:
 (3d8)[ 16 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 22 ]
Damage:
 (3d8)[ 9 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 12 ]
Damage:
 (3d8)[ 11 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 26 ]
Damage:
 (3d8)[ 8 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 22 ]
Damage:
 (3d8)[ 14 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 16 ]
Damage:
 (3d8)[ 17 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 7 ]
Damage:
 (3d8)[ 12 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 12 ]
Damage:
 (3d8)[ 16 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 21 ]
Damage:
 (3d8)[ 18 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 26 ]
Damage:
 (3d8)[ 11 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 12 ]
Damage:
 (3d8)[ 15 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 17 ]
Damage:
 (3d8)[ 14 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 18 ]
Damage:
 (3d8)[ 10 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 18 ]
Damage:
 (3d8)[ 19 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 21 ]
Damage:
 (3d8)[ 6 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 19 ]
Damage:
 (3d8)[ 16 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 21 ]
Damage:
 (3d8)[ 15 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 14 ]
Damage:
 (3d8)[ 14 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 8 ]
Damage:
 (3d8)[ 21 ]
DC 21 Will vs. Daze

Ranged Touch Attack:
 (d20+6)[ 23 ]
Damage:
 (3d8)[ 19 ]
DC 21 Will vs. Daze

[User]
 First: 32 Will saves. I only fail on a nat 1:
 (1d20)[ 14 ]
 (1d20)[ 15 ]
 (1d20)[ 6 ]
 (1d20)[ 20 ]
 (1d20)[ 20 ]
 (1d20)[ 20 ]
 (1d20)[ 12 ]
 (1d20)[ 4 ]
 (1d20)[ 8 ]
 (1d20)[ 11 ]
 (1d20)[ 7 ]
 (1d20)[ 14 ]
 (1d20)[ 3 ]
 (1d20)[ 6 ]
 (1d20)[ 5 ]
 (1d20)[ 7 ]  (1d20)[ 15 ]
 (1d20)[ 18 ]
 (1d20)[ 11 ]
 (1d20)[ 13 ]
 (1d20)[ 12 ]
 (1d20)[ 14 ]
 (1d20)[ 13 ]
 (1d20)[ 13 ]
 (1d20)[ 11 ]
 (1d20)[ 1 ]
 (1d20)[ 4 ]
 (1d20)[ 6 ]
 (1d20)[ 5 ]
 (1d20)[ 4 ]
 (1d20)[ 6 ]
 (1d20)[ 16 ]

[User]
 Crit Confirmation 1:
 (d20+6)[ 24 ]
Extra Damage:
 (3d8)[ 16 ]

Crit Confirmation 2:
 (d20+6)[ 19 ]
Extra Damage:
 (3d8)[ 19 ]

I'm dazed and it's your turn. You, too, are dazed, unless I'm mistaken.

[User] Well, I die horribly after a few darkbolts. However, I'm instantly resurrected as per  resurrection . Do the rest of the bolts hit the new, definitely not improved me?

[User] If you're resurrected immediately, I can change the targets of the following rays, yes.

[User] *mutters irritably to himself* Well, I'm horrifically dead, then. Back to the shop for this character.

[User] Out of curiosity, what was he?

[User]
 Human Cleric 7/Sacred Exorcist 5/Contemplative 1. Pretty unexceptional divine caster with one major gimmick that I'd like to keep secret.

What the heck is that lens, and how were you getting so much metamagic?

[User] Lords of Madness 46, Practical Metamagic, Arcane Thesis, and Adroit Casting.

[User]
 Ah, I see.

Hmm, seems as if the lens should have shattered after splitting 4 enervation rays and 5 darkbolt rays.

[User] ... Honestly, I hadn't considered that. I simply assumed I would expend one use per spell. I'll ask a GM when I get a chance. Sorry if this causes problems.

[User] It's fine, I was probably dead anyways.


[User] Do you have any map/buff-round preferences?

[User]
 Lets use this map

 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C ||||| C | C ||
 11 |
 12 |||||||||||[/table]

[User]
 I took forever to get back, sorry.

I have no preference on map or buff rounds. Anything from all-day to 10 rounds is a-ok.

[User]
 Alright, lets do All-days active and no buff rounds.

All-Day Buffs:

 Spoiler
Nothing

Starting Position:
G11

Initiative:
 (1d20+8)[ 22 ]

[User]
 Starting Position
 Spoiler
FG12, 10 ft. underground.

Init: You go first :P (I can't match it)

All day buffs
 Spoiler
None

Also, holy crap I took a long time. Sorry.

[User] I've got true sight 100 ft.  Do I see you?

[User]
 You do not see me.

EDIT: I'm assuming 'true sight' means True Seeing, am I correct?

[User]
 Originally Posted by sofawall
 EDIT: I'm assuming 'true sight' means True Seeing, am I correct?

Yes

I activate Blink and ready an action

 Spoiler
Shoot the next creature I see (not myself)

EDIT: and I end my turn

[User]
 Spoiler
Move to just below surface

 (1d4+1)[ 2 ]   Medium sized centipedes  small vipers  (wrong class...)  appear, in spaces...

EDIT: E5 and G5. Turn not over.

Does that trigger your readied action? If not, I will continue.

[User]
 Yes, that triggers my readied action to shoot the next creature I see.  I attack the snake in G5.

Miss chances (Miss on 1)
  (1d5)[ 5 ]
 (1d5)[ 5 ]

Attack rolls (I've got a splitting bow)
 (1d20+27)[ 38 ]
 (1d20+27)[ 33 ]

Damage
 (1d8+10)[ 11 ]  +1 CON damage +Poison (Fort DC 17)  (1d4)[ 3 ]  CON on failed save
 (1d8+10)[ 17 ]  +1 CON damage +Poison (Fort DC 17)  (1d4)[ 1 ]  CON on failed save

[User]
 Little snake is horribly horribly murdered.

2nd snake... Wow, am I ever silly. I thought for some reason it had 30 ft. move.

Ok, he moves to I2, behind the pillar.

EDIT: Turn over.

[User]
 My turn:

Free Action: Dim Door to A1 -- What do I see?

[User] Double move to L1.  Do I see you now?

[User]
 No.

Also, for anyone who gets confused, we're also on live chat, so some things may go unsaid here.

 I summon  (1d3)[ 2 ]  large snakes in squares...

EDIT: I'll just summon one, adjacent to the left.  Stupid rules, saying I don't have enough space...  Small one moves up as well.

 Large: [roll=attack]1d20+4[/roll]
[roll=damage]1d4+2[/roll]

Small: [roll=attack]1d20+4[/roll]
[roll=damage]1d2[/roll]

Fort save if any of those hit.  Come on nat 20...

[User]
 Large:   attack  - (1d20+4)[ 8 ]
  damage  - (1d4+2)[ 3 ]

Small:   attack  - (1d20+4)[ 16 ]
  damage  - (1d2)[ 2 ]

Fort save if any of those hit.  Come on nat 20...

[User]
 Aaaaand I miss.

Ok, move to L1 and surface from below ground. Makes saves against Prismatic Wall, save DC 22.

Turn's not over.

[User]
 Will save:
 (1d20+7)[ 19 ]

[User]
 Saves for everything else:

Reflex v. Red:
 (1d20+15)[ 26 ]

Reflex v. Orange:
 (1d20+15)[ 33 ]

Reflex v. Yellow:
 (1d20+15)[ 30 ]

Fort v. Green:
 (1d20+12)[ 29 ]

Fort v. Blue:
 (1d20+12)[ 24 ]

Will v. Indigo:
Last post

Will v. Violet:
 (1d20+7)[ 23 ]

[User]
 Aaand, you're insane.

Also, you're in the middle of a ****ing tornado.

http://www.d20srd.org/srd/weather.htm  Fort Save :D

[User] So I take 45 +  (1d6)[ 2 ]

[User] 45? Shouldn't it be 70?

[User] Mark of the Baatezu makes me immune to fire and gives me a 15 acid resistance

[User]
 Ah, ok.

Still, Insane, and make a fort save vs. Tornado.

[User]
 Sorry for the delay, I forgot we were waiting on me.

Fort Save:  (1d20+12)[ 23 ]

[User]
 Is your turn over?

EDIT:  Also, I'm using Moment of Succor to delay the effects of insanity.

[User]
 Go ahead, Insanity is permanent :P

Umm, so, you are sucked up into the funnel cloud for  (1d10)[ 10 ]  rounds, and take 6d6 damage every round. This round is  (6d6)[ 24 ]

End Turn. Your life, however, will soon also be ended.

[User]
 Free Action:
DimDoor to A1

Ready action:

 Spoiler
Shoot any creature if I should happen to see it

[User]
 I'll assume your turn is over, then.

Ok, the tornado suddenly disappears and you are left alone. There is a 10*10 square hole in the extreme top-right corner of the map.

 Spoiler
Move 10 feet underground, then to A1, 10 feet underground

End turn.

[User] DimDoor to J1.  What see I?

[User]
 Ready Action:
 Spoiler
Shoot next living creature I see

Also: on your turn I'm going to use my last use of Moment of Succor to delay Insanity another round.

[User]
 A 10*10 cube of rainbow colours pops up in space A1B2.

Turn not over.

[User] I ram you. Saves against Prismatic Wall. DC 22.

[User]
 Actually, half damage against the yellow color kills me, so there's no real point rolling.

Blarg I am dead.

I'm still not sure what this monstrosity of yours does, but it seems to do it well.


[User]
 Map: Any preference?

Buff Rounds: Does 3 + All day work for you?

[User]
 Map: No preference.
Buff rounds: No preference.

[User]
 Map:

 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C ||||| C | C ||
 11 |
 12 |||||||||||[/table]
Buffs:
 Spoiler
All Day: Mage armor
Round 1: Achelmical tooth of Barkskin, UMD auto success Shield of faith
Round 2: Greater Mirror Image, UMD auto success Conviction
Round 3: Glibness

[User]
 I'll take top.

Buff rounds:
 Spoiler
Hang out.

 Spoiler
 10 feet underground in F1G2

Init:  (1d20)[ 16 ]

[User]
 Starting Location
 Spoiler
F8
Hide (Take 10) 34
MS (Take 10) 34

I have blindsight over the entire arena.

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

[User]
 Spoiler
Ready an action to do a Bluff suggestion if I sense anything

[User]
 Spoiler
F9G10

Turn not over.

EDIT: Move under you. Surface. Bam. You're now standing in my Prismatic Wall.

[User]
 Reflex  (1d20+25)[ 41 ]
Reflex  (1d20+25)[ 43 ]
Reflex  (1d20+25)[ 29 ]
Fortitude  (1d20+17)[ 30 ]
Fortitude  (1d20+17)[ 30 ]
Will  (1d20+23)[ 29 ]
Will  (1d20+23)[ 38 ]

[User] Fortitude  (1d20+17)[ 24 ]

[User]
 (1d6)[ 6 ]

Char limit...

[User]
 And Game.

Borg Cube is 2-0-1.


[User]
 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C | C | C | C | C | C | C ||
 11 |||||||||| C
 12 |||||||||| C ||
 13 |
 14 ||| C |
 15 ||| C |||||||||
 16 ||| C | C | C | C | C | C | C | C ||
 17 ||| C | C ||||| C | C ||
 18 |
 19 ||||||||||||
 20 |
 21 |
 22 ||||||||||||
 23 ||| C | C ||||| C | C ||
 24 ||| C | C ||||| C | C ||
 25 |
 26 |||||||||||[/table]
Arena is 30 feet tall, worked stone. Normal lighting.

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

Buff rounds: All days + 5 rounds ok?

[User]
 OO:

 Spoiler

Flipping for starting location: 1 for A3, 2 for B3, 3 for K3, 4 for L3:
 (1d4)[ 1 ]

[User]
 5 rounds is a bit excessive, considering that you're a fullcaster and I'm a Nocaster.

I'll be willing to consider up to 3 rounds, and all days.

[User] 3's fine with me.

[User]
 Ok, then.

OOC:
 Spoiler
Begin in G24

Buffs:
 Spoiler
All Day: Oil of GMW on my spikes and spiked chain.

Round 1: Enter Thicket of Blades Stance, Activate tattoo of Touchsight
Round 2: Activate tattoo of expansion, expand to occupy F24-H26
Round 3: Animal Devotion (Ape)

Init:  (1d20+5)[ 14 ]

[User]
 Buffs:

 Spoiler

Note on Divine Spell Power:

 Spoiler
I auto get +4 from DSP:
turn check for Divine Spell Power:
+3 base from DSP
+3 consecrated presence
+12 heighten turning
+4 charisma
= 22+1d20 (auto +4)

Permanent:
Renewal Pact CL 22
Stalwart Pact CL 22

Day before:
(Magic Tattoo of CL +1 active; Divine Insight (lvl 2) used to make Craft check
Bead of Karma active: CL +4)

-2: DMM: Extended Greater Anticipate Teleportation , burning a turn for DSP CL 22 (lvl 6
-1: DMM: Extended Superior Resistance CL 18 (lvl 6)
0: Activate Adept Spirit (cast earlier; lvl 2)
1: Extended Overland Flight CL 19 (lvl 6 domain; prepared with greater anyspell)
2: Extended Tyche's Touch: Protection CL 19 (lvl 3)
3: DMM: Extended Pact of Return - I will die from damage caused by a magic weapon CL 19 (lvl 7)
4: Extended Undetectable Alignment CL 19 (lvl 3)
5: Extended Magic Vestment, burning a turn attempt for DSP CL 23 (lvl 3)
6: Extended Contingent Energy Resistance CL 19 (lvl 4)
7: DMM: Extended Pact of Return - I will die from hit point damage cause by a spell CL 19 (lvl 7)
8: Extended Greater Magic Weapon, burning a turn attempt for DSP CL 23 (lvl 5)
9: Extended Divine Insight CL 19 (lvl 3)
10: Extended Adept Spirit CL 19 (lvl 3)

All-days:
Create Magic Tattoo of CL +1 CL 13 (lvl 3 domain via anyspell; Divine Insight from previous day used)
DMM: Persisted Antilife Shell CL 14 (lvl 6)
DMM: Persisted Friendly Fire CL 14 (lvl 4) (spending a full-round action to cast)

Buff rounds:
1: Activate Bead of Karma
2: Eyes of the Oracle, CL 18
3: Activate Scout's Headband - 3 charges, trigger Adept Spirit

Stats:

 Spoiler

Location A3
HP 54/54
AC:
10 base + 5 magic vestment + 2 Eyes of the Oracle = normal 17, touch 12, flat-footed 17
Saves:
Fort: 6 base + 6 superior resistance = +12
Ref: 4 base + 6 superior resistance +2 Eyes of the Oracle = +12
Will: 18 base + 6 superior resistance = +24

Durations:
Adept Spirit 10/10 left
Scout's Headband 10/10 left
Eyes of the Oracle 18/18 left

Belt of Battle - 3 charges left
Turn attempts - 7 left

Spells:
lvl 0: Detect Magic, Detect Magic, Guidance, Guidance, Light, Light
lvl 1: Sanctuary, True Strike, Entropic Shield, Resurgence, Conviction, Protection from Evil, Protection from Chaos, Mage Armor (domain)
lvl 2: Hand of Divinity, Living Undeath, Hold Person, Hold Person, Spiritual Weapon, Spiritual Weapon, Ghost Touch Armor, Silence (domain)
lvl 3: Dispel Magic, Divine Retaliation, Anticipate Teleportation, Mantle of Law, Mantle of Good, Invisibility Purge,  Create Magic Tattoo (domain via Anyspell)
lvl 4: Divine Power, Freedom of Movement,  DMM: Persisted Friendly Fire , Dispel Magic Death Ward, Shield of Faith,  Nerveskitter  (domain via Anyspell)
lvl 5: Righteous Might, Divine Agility, Streamers, Streamers, True Seeing (domain)
lvl 6: Greater Dispel Magic,  Eyes of the Oracle ,  DMM: Persisted Antilife Shell , Feeblemind (domain via Greater Anyspell)
lvl 7: Dictum, Holy Word, Greater Blink (domain via Greater Anyspell)

[User] Initiative:  (1d20+10)[ 29 ]

[User]
 Right-o.

OO:
Actions:

 Spoiler

Move: Move to A11.
Swift: Burn a Belt charge for a move action.
Move: Move straight south (probably ending in A19, but I don't know)

We get LoS as I enter A15. You see an ordinary looking human in adventurer's gear, with a pack slung over one shoulder, flying south at 40 ft./round, 15 ft. in the air, holding a club in one hand. What do I see in G24? (senses are True Seeing)

[User]
 Actually, at A14.  I'm in F24.  And, well, every square of a 3x3 block.  F24-G26.

Oh, and exactly?  I'm a huge humanoid, holding a spiked chain in one hand (not wielding it).

(Senses are Touchsight, at a range of 100 feet)

[User]
 Touchsight detects nothing else.

I finish my movement in A18. I cast a spell with only a verbal component: Spellcraft DC 22 to recognize as

 Spoiler
Dictum

.

If you're lawful, no effect. If you're nonlawful, assuming you have 13 or less HD, you're dead. And not from a [death] effect.

OO:

 Spoiler
Turn attempt burned for Divine Spell Power.

[User]
 Well, normally I'm true neutral, but my one level of Crusader forced me to polarize my alignment, and I'm thankful for that.  I'm still alive.

Any other actions?

[User]
 Ready an action.

OO:

 Spoiler
Cast Holy Word, burning a turn attempt, as soon as he does anything.

End turn.

Stats:

 Spoiler

Location A3
HP 54/54
AC:
10 base + 5 magic vestment + 2 Eyes of the Oracle = normal 17, touch 12, flat-footed 17
Saves:
Fort: 6 base + 6 superior resistance = +12
Ref: 4 base + 6 superior resistance +2 Eyes of the Oracle = +12
Will: 18 base + 6 superior resistance = +24

Durations:
Adept Spirit 9/10 left
Scout's Headband 9/10 left
Eyes of the Oracle 17/18 left

Belt of Battle - 2 charges left
Turn attempts - 6 left

Spells:
lvl 0: Detect Magic, Detect Magic, Guidance, Guidance, Light, Light
lvl 1: Sanctuary, True Strike, Entropic Shield, Resurgence, Conviction, Protection from Evil, Protection from Chaos, Mage Armor (domain)
lvl 2: Hand of Divinity, Living Undeath, Hold Person, Hold Person, Spiritual Weapon, Spiritual Weapon, Ghost Touch Armor, Silence (domain)
lvl 3: Dispel Magic, Divine Retaliation, Anticipate Teleportation, Mantle of Law, Mantle of Good, Invisibility Purge,  Create Magic Tattoo (domain via Anyspell)
lvl 4: Divine Power, Freedom of Movement,  DMM: Persisted Friendly Fire , Dispel Magic Death Ward, Shield of Faith,  Nerveskitter  (domain via Anyspell)
lvl 5: Righteous Might, Divine Agility, Streamers, Streamers, True Seeing (domain)
lvl 6: Greater Dispel Magic,  Eyes of the Oracle ,  DMM: Persisted Antilife Shell , Feeblemind (domain via Greater Anyspell)
lvl 7:  Dictum , Holy Word, Greater Blink (domain via Greater Anyspell)

[User]
 My turn.

Free (nonvisible):
 Spoiler
Shift +5 spellstrike bonus to save vs spells

Free:  Shift Grip on my Spiked Chain to a Two handed grip.  If this is successful, look below:
 Spoiler
You are within my threatened area, and realize that you may not cast defensively. (Mage Slayer Feat)

Remainder of turn:

 Spoiler
Move:  to A20-C22.

If that is successful:
 Spoiler

Standard action:  Attack.  Power Attack for 13, take penalty to AC.
Attack:  (1d20+34)[ 40 ]
If Hit:  (3d6+53)[ 58 ]  damage, ignoring magical miss chances (Pierce Magical Concealment Feat), Ignoring 20% of other miss chances (Mark of the Demodand)
If threat:  (1d20+34)[ 42 ]
If Crit:  (3d6+53)[ 65 ]  additional damage

Turn not over, but that's enough for the immediate moment.  Let's see how my actions interact with your readied action.

[User]
 Oh, 1 more thing:

Observers Only:
 Spoiler

Granted Maneuvers:
 (1d5)[ 1 ]  - Foehammer
 (1d4)[ 1 ]  - Douse the Flames

[User]
 When you shift your grip, my readied action goes off. I cast a spell, verbal component only. Spellcraft DC 22 to recognize as
 Spoiler
Holy Word.

If you're good, no effect. If you're nongood and have 13 or less HD, dead, see above.

[User]
 Well, I can't Identify, so I'm going to Immediate action:

Touch Attack roll:  (1d20+29)[ 47 ]

If this hits, your spell is cancelled. (Per mark of the Lash)

Even if this misses, there's no effect, as I'm good.  However, at time of casting, I would not know that.

[User] The attack rebounds off of me. If it hits your touch AC, it hits you...if that does anything.

[User]
 The ability is only to cancel an ability being used.  It could do no more than cancel itself.

Incidentally, I am entitled to more information.  Did it hit your touch AC?
Further, if it bounced from a Spell turning type effect, that cannot reflect this ability.

[User] Actually, I'm pretty sure you don't get to know that. (Your attack was deflected automatically, to be technical)

[User]
 I'm relatively sure I would know if the aim was dead on prior to being deflected.

Regardless, the Holy Word goes off, and has no effect.  Remainder of my turn continues as posted.

[User] Your aim might have been dead on, but he may have dodged. He didn't need to, as his "something" reflected it, so you have no idea whether that would have landed, had he been trying to dodge.

[User] Well, assuming you're not a construct, elemental, outsider, or undead, you find yourself hedged out of A20. No save.

[User] There are no rules for "not trying" to dodge.  It's assumed that when an opponent has their Dex to AC, then that opponent has a full AC, with dodge bonuses and all.

[User] Movement ends in nearest allowed space.  Attack continues as posted.

[User] To move this along: yes, your 40-odd attack hit my touch AC.

[User] Nearest space is C20-E22.

[User]
 Your attack hits and drops me into the negatives. Immediately afterwards, a magical effect goes off and heals me; I regain conciousness.

OO:

 Spoiler
Stalwart Pact. I'm at 31 HP.

[User]
 From that square, the attack applies (reprinted below for reference):

Standard action: Attack. Power Attack for 13, take penalty to AC.
Attack: (1d20+34)[40]
If Hit: (3d6+53)[58] damage, ignoring magical miss chances (Pierce Magical Concealment Feat), Ignoring 20% of other miss chances (Mark of the Demodand)

[User] Result of that attack is above.

[User] Very well.  Your turn.

[User]
 Attempt to cast a spell, verbal component only. DC 19 to identify
 Spoiler
Dimension Door

.

[User]
 Spellcasting Provokes an AoO.

Attack:  (1d20+34)[ 41 ]
If Hit:  (3d6+53)[ 62 ]
If threat:  (1d20+34)[ 43 ]
If Crit:  (3d6+53)[ 59 ]

If this hits, you'll need to make a Concentration check (DC=10+Damage Dealt) or lose the spell.

[User]
 OO:

 Spoiler
Spell burned for that: Divine Power

Spell disrupted, and the AoO kills me. However, I am instantly resurrected.

OO:

 Spoiler
Burn 2 charges from Belt

Cast again. Spell is
 Spoiler
Dimension Door

OO:
 Spoiler
burning Dispel Magic

[User]
 Provided you have 2 standard actions, the second spell goes off without a hitch.

Components of the spell?  (V,S,M)?

Instant Resurrections, hm?  I actually had an idea for a cleric build with those.

[User]
 Is that your turn?  Any visible effects of the spell?

EDIT:  Crap, I forgot to apply some effects that trigger on hitting.  Sigh.

[User]
 Only component was verbal. I teleport to A1.

End turn.

Stats:

 Spoiler

Location A1
HP 54/54
AC: 10
Saves:
Fort: +6
Ref: +4
Will: +18

Belt of Battle - 0 charges left
Turn attempts - 5 left

Spells:
lvl 0: Detect Magic, Detect Magic, Guidance, Guidance, Light, Light
lvl 1: Sanctuary, True Strike, Entropic Shield, Resurgence, Conviction, Protection from Evil, Protection from Chaos, Mage Armor (domain)
lvl 2: Hand of Divinity, Living Undeath, Hold Person, Hold Person, Spiritual Weapon, Spiritual Weapon, Ghost Touch Armor, Silence (domain)
lvl 3: Dispel Magic, Divine Retaliation, Anticipate Teleportation, Mantle of Law, Mantle of Good, Invisibility Purge,  Create Magic Tattoo (domain via Anyspell)
lvl 4:  Divine Power , Freedom of Movement,  DMM: Persisted Friendly Fire ,  Dispel Magic , Death Ward, Shield of Faith,  Nerveskitter  (domain via Anyspell)
lvl 5: Righteous Might, Divine Agility, Streamers, Streamers, True Seeing (domain)
lvl 6: Greater Dispel Magic,  Eyes of the Oracle ,  DMM: Persisted Antilife Shell , Feeblemind (domain via Greater Anyspell)
lvl 7:  Dictum ,  Holy Word , Greater Blink (domain via Greater Anyspell)

[User]
 Then my turn will be:

OO:
 Spoiler
Maneuver:  (1d3)[ 2 ]  - War Leader's Charge

not done.

[User]
 OO:
 Spoiler
Belt of Battle - 1 charge.

Mechanics:
 Spoiler
Move: from C20-E22 to A14-B16 (squeezing)
Move: from A14-B16 to A11-C13
Standard: Attack with Foehammer

I move from my location in C20-E22 up to A11-C13.

I then Attack:  (1d20+34)[ 47 ]
If hit:  (5d6+27)[ 47 ]  This ignores magical miss chances and the first 20% of other miss chances, as well as DR.
 If threat:   (1d20+34)[ 44 ]
If crit:  (5d6+27)[ 43 ]   (parsing error, crit damage was incorrect.  didn't matter, since no threat was rolled)

If this hits, make 2 Saves.

Fort DC 23 or be slowed for 3 rounds.
Reflex DC 32 or be slowed until the end of my next turn.

[User]
 It hits.

Fort save:  (1d20+6)[ 25 ]
Ref save:  (1d20+4)[ 6 ]

[User]
 Your turn.

Reminder: You cannot cast defensively.

Current Consensus on slow is that you get a move or a standard action each turn, and that's it.  No swifts.

[User]
 Slow doesn't matter, a Freedom of movement effect auto-triggers and takes effect on me.

So. Turn.

EDIT: Hold that.

[User]
 Ok. Here goes.

Cast a spell, components V, S, DF. Spellcraft DC 17 to recognize
 Spoiler
Hold Person

Make your AoO.

[User]
 Indeed, I shall.

Attack:  (1d20+34)[ 36 ]
If hit:  (3d6+27)[ 37 ]
If Threat:  (1d20+34)[ 45 ]
If crit:  (3d6+27)[ 42 ]

If hit, concentration check needed to keep spell.

[User]
 ALMOST a nat 1. Grr.

Well, that kills me.

[User]
 The majority of this fight was to test the effectiveness of the Warmarked.

I wanted to see how the warmarked performed against a bona fide caster, in terms of defenses.  You actually won this, back with the Dictum effect.

Ending the fight in round 1 on a no-save, no-attack effect wouldn't have provided any new information, just "the Dictum/Holy Word spells are strong".

So the match is yours, and we get some test data.

[User] Ah, gotcha. (I was wondering about that: someone else told me that you were CG)

[User]
 Originally Posted by IthilanorStPete
 Ah, gotcha. (I was wondering about that: someone else told me that you were CG)

I was.  But zero round fights tell us nothing, beyond a combo's power.  That said, this battle did a couple things:

(1) SR is a basic defense ability that casters can acquire easily, but Warmarked, as yet, cannot.  A remedy should likely be made, if spells which are only defendable via SR are in the landscape.

(2) The multiple rider effects (per attack) of the warmarked is likely too powerful, on the side of the Slow effects.  Hitting 2 seperate saves on an attack, with a high save, and a moderate save?  It's pretty bad.  I chose not to suppress your FoM, though I could have.  That's a lockdown at level 13 to essentially?  Anything with less than +25 Reflex and +15 Fort.  It'd only be for about 8-20 rounds, but the class can deal a lot of damage in that time.  In fact, most fights are over in 5, and decided in 2-3.

By lockdown, I mean, no quickened abilities.  No regular spells.  No movement.  No 5 foot steps.

Pretty much, it's down to just Su abilities, which are pretty rare.


[User]
 Arena Tournament, Round 67:  Mr. Solus  vs.  Squirrel
 Map:

 Spoiler

 XP Award:  300xp
 GP Award:  300gp

 Mr. Solus  - Hustlertwo
 Squirrel  - Sallera

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

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

No initial purchases, reserve right to reactive, etc.

[User]
 What does the Chronocharm do?

Init:  (1d20+4)[ 12 ]

Probably not buying anything for this one, but still reserve the right to do so, of course.

[User] Allows me to move half my speed as a swift action, 1/day.

[User]
 Nice!  How much does that run?  And can you still move like normal after that swift action, or does it limit your movement for the rest of your turn?  I've been trying to figure out what to spend my wizard's money on, she's at level 2 and has a pile of it, but her equipment needs are minimal, and I already got the Arcanist's Gloves.  Also, you know of any items that permanently increase movement?

I guess we're off, then.

Mr. Solus, Round 1:

I start in Y-13, bow and potion bottle in hand.  I move north, breaking LoS as I pass Y-11,
 Spoiler
and ending my move in Z-7.  I then ready an action:
 Spoiler
to drink my Shield of Faith +2 potion as soon as LoS is established with my opponent.

Done.

Stats:

 Spoiler
HP: 9/9
AC: 19
Spells left: All
Equipped: Potion bottle and bow (off hand)

[User]
 It's 500g, and yes, you can still move as normal.

Also, you started on the wrong side, might want to flip those numbers. 😛
 Squirrel, Round 1

Starting in Y13, holding greatsword.
Move to O7 (presumably this will give us LoS again.)

Need LoS before continuing.

[User]
 Yeah, that gives us LoS, I'd be in A-7.  Seeing you trigger my action, and I drink from the potion.

Round 2:

Free: Drop empty potion vial.
Move: To A-5
Ready action:
 Spoiler
To cast Kelgore's Fire Bolt if LoE is established and my foe has less than total concealment or cover.

Stats:

 Spoiler
HP- 9/9
AC: 21
Shield of Faith 10/10
Spells left: All

[User]
 Erm, wasn't done yet.

Finish movement to F13, then rage.

Stats:
 Spoiler
HP 20/20, AC16 (12, 12)
Psionically focused
Rage 7 rounds
Xeph bursts: 3/3

Done.  That change your actions any?

[User]
 Yeah, a bit.

New turn:
Free: To drop empty vial.
Move: To D-2.
Ready action:
 Spoiler
To cast Color Spray if Squirrel comes within range of the spell and LoE is established.

Stats:

 Spoiler
Same as above, basically.

[User]
 Squirrel, Round 2

Free: Shift grip to one hand.
Move to D6, drawing sling with other hand along the way.
Standard: Toss!
Attack:  (1d20+5)[ 23 ]
Damage:  (1d4+4)[ 8 ]
Crit confirm:  (1d20+5)[ 10 ]
Crit damage:  (1d4+4)[ 5 ]
Free: Drop sling.
Free: Shift grip back to two hands.

Stats:
 Spoiler
HP 20/20, AC16 (12, 12)
Psionically focused
Rage 6 rounds
Xeph bursts: 3/3

Probably done, depending on what that readied action was.

[User]
 Mr. Solus swats the bullet away, ever thankful for his Deflect Arrows (spelling it out plain this time, no more issues like I had in the Deliverykill fight).

Round 3:

Free: 5-foot step to D-3.
Standard: Color Spray at Squirrel, DC 14 or die forever.

Done, I guess, don't know what I could do with the move action.

[User]
 Heh.  Probably should have checked for that, but I mostly just wanted to make sure I didn't get hit with  two  Color Sprays before my next turn.

Will save for life!:  (1d20+5)[ 24 ]

[User]
 Squirrel, Round 3

Move to D4.
Standard: Stabbity.
Attack:  (1d20+5)[ 9 ]
Damage:  (2d6+6)[ 17 ]
Crit confirm:  (1d20+5)[ 23 ]
Crit damage:  (2d6+6)[ 15 ]

Stats:
 Spoiler
HP 20/20, AC16 (12, 12)
Psionically focused
Rage 5 rounds
Xeph bursts: 3/3

Done.

[User]
 Free: 5 foot step to D-2 again.
Standard: Color Spray away!

This is probably it, hit or miss, because I can guess what you'll do next round.  Statistically, the odds are slightly against me missing with both, but somehow saving throws seem more successful than attack rolls on these boards.  Or maybe it's just me.

[User] Will save for glory!: (1d20+5)[ 12 ]

[User]
 ... fort save for CdG:  (1d20+5)[ 25 ]  😛

Yep.  Figures.

[User]
 I guess we can go through the motions, but I believe that's a win for me.

Unconscious:  (2d4)[ 6 ]
Stunned:  (1d4)[ 2 ]

5-foot step, shift bow to both hands, CdG

 (3d6)[ 12 ]

Will do next attack if you survive this one.

[User] Oh aye, I wasn't being serious with the fort save.

[User] Well, if I had only got two rounds unconscious it might have mattered, your survival would be unlikely but possible.  Not really now, though.


[User]
 Kazil steps forward towards the centre stage, wearing his black robe and looking like he has more energy than usually.

 "Welcome, tonberrian.  I do hope you are ready.  We will decide who goes first by d20 roll."

[User]
 The young tween with a baseball cap and several red and white orbs nods in agreement.
 "Fine by me.  Get your game on!"
 (1d20)[ 17 ]
If I win, I want to go first.

 Spoiler
Deck
 Spoiler
1. Gladiator Beast Bestiari
2. Gladiator Beast Dimacari
3. Gladiator Beast Dimacari
4. Gladiator Beast Darius
5. Gladiator Beast Darius
6. Gladiator Beast Equeste
7. Gladiator Beast Equeste
8. Gladiator Beast Hoplomus
9. Gladiator Beast Hoplomus
10.Gladiator Beast Hoplomus
11.Gladiator Beast Laquari
12.Gladiator Beast Laquari
13.Gladiator Beast Laquari
14.Gladiator Beast Murmillo
15.Gladiator Beast Murmillo
16.Gladiator Beast Spartacus
17.Gladiator Beast Spartacus
18.Gladiator Beast Spartacus
19.Gladiator Beast Samnite
20.Gladiator Beast Samnite
21.Colosseum - Cage of the Gladiator Beasts
22.Colosseum - Cage of the Gladiator Beasts
23.Gladiator Beast's Battle Halberd
24.Gladiator Beast's Battle Halberd
25.Gladiator Beast's Battle Manica
26.Gladiator Beast's Battle Manica
27.Gladiator Beast's Respite
28.Gladiator Beast's Respite
29.My Body as a Shield
30.My Body as a Shield
31.Dimension Prison
32.Dimension Prison
33.Disarm
34.Disarm
35.Gladiator Beast War Chariot
36.Gladiator Beast War Chariot
37.Parry
38.Parry
39.Waboku
40.Waboku

Extra Deck
 Spoiler
Gladiator Beast Gaiodiaz
Gladiator Beast Gaiodiaz
Gladiator Beast Gaiodiaz
Gladiator Beast Gyzarus
Gladiator Beast Gyzarus
Gladiator Beast Gyzarus
Gladiator Beast Heraklinos
Gladiator Beast Heraklinos
Gladiator Beast Heraklinos

[User]
 "Mage Hand"
 (d20)[ 10 ]
 "It appears you will go first."

My hand:
 (d44)[ 3 ]
 (d43)[ 7 ]
 (d42)[ 16 ]
 (d41)[ 2 ]
 (d40)[ 24 ]

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

 Life Points:  8000

 Spoiler

 Hand:  5

 Spoiler

Volcanic Rat
Volcanic Rat
Fox Fire
UFO Turtle
Volcanic Hammerer

 Deck:

 Spoiler

1. Blazing Inpachi
2. Volcanic Rat
3-4. Fire Trooper x2
5. Fox Fire
6. Gaia Soul the Combustible Collective
7. Infernal Flame Emperor
8-10. Solar Flare Dragon x3
11. Thestalos the Firestorm Monarch
12-13. UFO Turtle x2
14-16. Volcanic Blaster x3
17. Volcanic Doomfire
18-19. Volcanic Hammerer x2
20-21. Volcanic Slicer x2
22. Volcanic Scattershot
23-25. Blaze Accelerator x3
26. Dark Room of Nightmare
27. Fissure
28. Giant Trunade
29. Miracle Dig
30. Mirage Tube
31. Mystical Space Typhoon
32. Spell Reproduction
33-34. Tri-Blaze Accelerator x2
35. Wild Fire
36. Firewall
37. Volcanic Recharge
38-39. Waboku x2

 Graveyard:

 Spoiler
Empty

 Out of Play:

 Spoiler
Empty

[User]
 "Why yes, I'll take that first move."

My hand -  (5d40)[ 19 ][ 2 ][ 14 ][ 27 ][ 8 ](70)
Repeats -  (5d40)[ 31 ][ 13 ][ 4 ][ 17 ][ 22 ](87)

Draw - [roll]1d35[/roll]

[User]
 Damnable board roller.

Draw -  (1d35)[ 12 ]

After fumbling with his deck for a moment, the kid places one monster in face down Defence position and signals that he ends his turn.

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

FD - Face Down

 Life Points:  8000

 Spoiler
Deck
 Spoiler
1. Gladiator Beast Bestiari
2. Gladiator Beast Dimacari
3. Gladiator Beast Darius
4. Gladiator Beast Darius
5. Gladiator Beast Equeste
6. Gladiator Beast Equeste
7. Gladiator Beast Hoplomus
8.Gladiator Beast Hoplomus
9.Gladiator Beast Laquari
10.Gladiator Beast Laquari
11.Gladiator Beast Laquari
12.Gladiator Beast Spartacus
13.Gladiator Beast Spartacus
14.Gladiator Beast Spartacus
15.Gladiator Beast Samnite
16.Colosseum - Cage of the Gladiator Beasts
17.Colosseum - Cage of the Gladiator Beasts
18.Gladiator Beast's Battle Halberd
19.Gladiator Beast's Battle Halberd
20.Gladiator Beast's Battle Manica
21.Gladiator Beast's Battle Manica
22.Gladiator Beast's Respite
23.My Body as a Shield
24.My Body as a Shield
25.Dimension Prison
26.Dimension Prison
27.Disarm
28.Disarm
29.Gladiator Beast War Chariot
30.Gladiator Beast War Chariot
31.Parry
32.Parry
33.Waboku
34.Waboku

Extra Deck
 Spoiler

Extra Deck
Gladiator Beast Gaiodiaz
Gladiator Beast Gaiodiaz
Gladiator Beast Gaiodiaz
Gladiator Beast Gyzarus
Gladiator Beast Gyzarus
Gladiator Beast Gyzarus
Gladiator Beast Heraklinos
Gladiator Beast Heraklinos
Gladiator Beast Heraklinos

Graveyard
 Spoiler
Empty

Out of Play
 Spoiler
Empty

Hand - 5

 Spoiler
Gladiator Beast Samnite
Gladiator Beast Dimacari
Gladiator Beast Murmillo
Gladiator Beast's Respite
Gladiator Beast Murmillo

Field

 Spoiler
Face Down Gladiator Beast Hoplomus

[User]
 (d39)[ 31 ]
 "I play one card face-down.  Then I will summon a monster face-down and end my turn.

{table="head]1|2|3|4|5
-|-|F(m)|-|-
-|-|F(st)|-|-
[/table]

F(m): Face-down Monster
F(st): Face-Down Spell/Trap

 Life Points:  8000

 Spoiler

 Hand:  4

 Spoiler

Volcanic Rat
Volcanic Rat
Fox Fire
Volcanic Hammerer

 Deck:

 Spoiler

1. Blazing Inpachi
2. Volcanic Rat
3-4. Fire Trooper x2
5. Fox Fire
6. Gaia Soul the Combustible Collective
7. Infernal Flame Emperor
8-10. Solar Flare Dragon x3
11. Thestalos the Firestorm Monarch
12-13. UFO Turtle x2
14-16. Volcanic Blaster x3
17. Volcanic Doomfire
18-19. Volcanic Hammerer x2
20-21. Volcanic Slicer x2
22. Volcanic Scattershot
23-25. Blaze Accelerator x3
26. Dark Room of Nightmare
27. Fissure
28. Giant Trunade
29. Miracle Dig
30. Mirage Tube
31. Spell Reproduction
32-33. Tri-Blaze Accelerator x2
34. Wild Fire
35. Firewall
36. Volcanic Recharge
37-38. Waboku x2

 Face-down:

 Spoiler

UFO Turtle

Mystical Space Typhoon

 Graveyard:

 Spoiler
Empty

 Out of Play:

 Spoiler
Empty

[User]
 (1d34)[ 3 ]
 "Well, I guess it's time to reveal my strategy.  I switch  Rhyhorn   Gladiator Beast Hoplomus  into Attack mode, and summon  Gladiator Beast Samnite  into Attack mode as well.  Then I activate the spell card  Gladiator Beast's Respite , allowing me to return both of my  Gladiator Beast Murmillo's  to my deck in order to draw three more cards."

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

Hop -  Gladiator Beast Hoplomus   700 /2100
Sam -  Gladiator Beast Samnite   1600 /1200

 Life Points:  8000

 Spoiler
Deck
 Spoiler
1. Gladiator Beast Bestiari
2. Gladiator Beast Dimacari
3. Gladiator Beast Darius
4. Gladiator Beast Equeste
5. Gladiator Beast Equeste
6. Gladiator Beast Hoplomus
7.Gladiator Beast Hoplomus
8.Gladiator Beast Laquari
9.Gladiator Beast Laquari
10.Gladiator Beast Laquari
11.Gladiator Beast Spartacus
12.Gladiator Beast Spartacus
13.Gladiator Beast Spartacus
14.Gladiator Beast Samnite
15.Colosseum - Cage of the Gladiator Beasts
16.Colosseum - Cage of the Gladiator Beasts
17.Gladiator Beast's Battle Halberd
18.Gladiator Beast's Battle Halberd
19.Gladiator Beast's Battle Manica
20.Gladiator Beast's Battle Manica
21.Gladiator Beast's Respite
22.My Body as a Shield
23.My Body as a Shield
24.Dimension Prison
25.Dimension Prison
26.Disarm
27.Disarm
28.Gladiator Beast War Chariot
29.Gladiator Beast War Chariot
30.Parry
31.Parry
32.Waboku
33.Waboku
34.Gladiator Beast Murmillo
35.Gladiator Beast Murmillo

Extra Deck
 Spoiler

Gladiator Beast Gaiodiaz
Gladiator Beast Gaiodiaz
Gladiator Beast Gaiodiaz
Gladiator Beast Gyzarus
Gladiator Beast Gyzarus
Gladiator Beast Gyzarus
Gladiator Beast Heraklinos
Gladiator Beast Heraklinos
Gladiator Beast Heraklinos

Graveyard
 Spoiler
Gladiator Beast's Respite

Out of Play
 Spoiler
Empty

Hand - 2

 Spoiler
Gladiator Beast Dimacari
Gladiator Beast Darius

Field

 Spoiler
Nothing now

[User]
 (1d35)[ 1 ]
 (1d34)[ 27 ]
 (1d33)[ 28 ]
 "Now, I'll place two cards face down on the field and attack your facedown monster with Samnite, and then, if all goes well, attack with Hoplomus."

Note:  My turn isn't finished yet.  I want to see what you do before activating my monster's effects.

{table="head]1|2|3|4|5
-|-|Hop|Sam|-
-|-|FD|FD|-
[/table]

Hop -  Gladiator Beast Hoplomus   700 /2100
Sam -  Gladiator Beast Samnite   1600 /1200
FD - Face Down

 Life Points:  8000

 Spoiler
Deck
 Spoiler
1. Gladiator Beast Dimacari
2. Gladiator Beast Darius
3. Gladiator Beast Equeste
4. Gladiator Beast Equeste
5. Gladiator Beast Hoplomus
6.Gladiator Beast Hoplomus
7.Gladiator Beast Laquari
8.Gladiator Beast Laquari
9.Gladiator Beast Laquari
10.Gladiator Beast Spartacus
11.Gladiator Beast Spartacus
12.Gladiator Beast Spartacus
13.Gladiator Beast Samnite
14.Colosseum - Cage of the Gladiator Beasts
15.Colosseum - Cage of the Gladiator Beasts
16.Gladiator Beast's Battle Halberd
17.Gladiator Beast's Battle Halberd
18.Gladiator Beast's Battle Manica
19.Gladiator Beast's Battle Manica
20.Gladiator Beast's Respite
21.My Body as a Shield
22.My Body as a Shield
23.Dimension Prison
24.Dimension Prison
25.Disarm
26.Disarm
27.Gladiator Beast War Chariot
28.Parry
29.Waboku
30.Waboku
31.Gladiator Beast Murmillo
32.Gladiator Beast Murmillo

Extra Deck
 Spoiler

Gladiator Beast Gaiodiaz
Gladiator Beast Gaiodiaz
Gladiator Beast Gaiodiaz
Gladiator Beast Gyzarus
Gladiator Beast Gyzarus
Gladiator Beast Gyzarus
Gladiator Beast Heraklinos
Gladiator Beast Heraklinos
Gladiator Beast Heraklinos

Graveyard
 Spoiler
Gladiator Beast's Respite

Out of Play
 Spoiler
Empty

Hand - 3

 Spoiler
Gladiator Beast Dimacari
Gladiator Beast Darius
Gladiator Beast Bestiari

Field

 Spoiler
Gladiator Beast War Chariot
Parry

[User]
 "All does not go well.  Your Gladiator Beast Samnite destoyed my UFO Turtle, so I can Special Summon a FIRE Monster with 1500 attack points or less.
I summon forth a second UFO Turtle in attack mode."

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

UFO: UFO Turtle ( 1400 /1200)

F: Face-Down Spell/Trap

 Life Points:  8000

 Spoiler

 Hand:  4

 Spoiler

Volcanic Rat
Volcanic Rat
Fox Fire
Volcanic Hammerer

 Deck:

 Spoiler

1. Blazing Inpachi
2. Volcanic Rat
3-4. Fire Trooper x2
5. Fox Fire
6. Gaia Soul the Combustible Collective
7. Infernal Flame Emperor
8-10. Solar Flare Dragon x3
11. Thestalos the Firestorm Monarch
12. UFO Turtle
13-15. Volcanic Blaster x3
16. Volcanic Doomfire
17-18. Volcanic Hammerer x2
19-20. Volcanic Slicer x2
21. Volcanic Scattershot
22-24. Blaze Accelerator x3
25. Dark Room of Nightmare
26. Fissure
27. Giant Trunade
28. Miracle Dig
29. Mirage Tube
30. Spell Reproduction
31-32. Tri-Blaze Accelerator x2
33. Wild Fire
34. Firewall
35. Volcanic Recharge
36-37. Waboku x2

 Face-down:

 Spoiler

Mystical Space Typhoon

 Graveyard:

 Spoiler

UFO Turtle

 Out of Play:

 Spoiler
Empty

[User]
 "Then I'll end my battle phase before attacking with Hoplomus, and activate Samnite's effect.  Samnite returns to my deck, and I can Special Summon Gladiator Beast Murmillo in defense mode, and I get to destroy one face-up monster on the field - your UFO Turtle!"

As an afterthought, the trainer adds,  "Oh, and that ends my turn."

{table="head]1|2|3|4|5
-|-|Hop|Mur|-
-|-|FD|FD|-
[/table]

Hop -  Gladiator Beast Hoplomus   700 /2100
Mur -  Gladiator Beast Murmillo  800/ 400
FD - Face Down

 Life Points:  8000

 Spoiler
Deck
 Spoiler
1. Gladiator Beast Dimacari
2. Gladiator Beast Darius
3. Gladiator Beast Equeste
4. Gladiator Beast Equeste
5. Gladiator Beast Hoplomus
6.Gladiator Beast Hoplomus
7.Gladiator Beast Laquari
8.Gladiator Beast Laquari
9.Gladiator Beast Laquari
10.Gladiator Beast Spartacus
11.Gladiator Beast Spartacus
12.Gladiator Beast Spartacus
13.Gladiator Beast Samnite
14.Colosseum - Cage of the Gladiator Beasts
15.Colosseum - Cage of the Gladiator Beasts
16.Gladiator Beast's Battle Halberd
17.Gladiator Beast's Battle Halberd
18.Gladiator Beast's Battle Manica
19.Gladiator Beast's Battle Manica
20.Gladiator Beast's Respite
21.My Body as a Shield
22.My Body as a Shield
23.Dimension Prison
24.Dimension Prison
25.Disarm
26.Disarm
27.Gladiator Beast War Chariot
28.Parry
29.Waboku
30.Waboku
31.Gladiator Beast Samnite
32.Gladiator Beast Murmillo

Extra Deck
 Spoiler

Gladiator Beast Gaiodiaz
Gladiator Beast Gaiodiaz
Gladiator Beast Gaiodiaz
Gladiator Beast Gyzarus
Gladiator Beast Gyzarus
Gladiator Beast Gyzarus
Gladiator Beast Heraklinos
Gladiator Beast Heraklinos
Gladiator Beast Heraklinos

Graveyard
 Spoiler
Gladiator Beast's Respite

Out of Play
 Spoiler
Empty

Hand - 3

 Spoiler
Gladiator Beast Dimacari
Gladiator Beast Darius
Gladiator Beast Bestiari

Field

 Spoiler
Gladiator Beast War Chariot
Parry

[User]
 (d37)[ 31 ]
 "I Wish to express my desire to never see a fish blow up a tortoise ever again.
I will summon Fox Fire in attack mode and end my turn."

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

FF: Fox Fire ( 300 /200)

F: Face-Down Spell/Trap

 Life Points:  8000

 Spoiler

 Hand:  5

 Spoiler

Volcanic Rat
Volcanic Rat
Fox Fire
Volcanic Hammerer
Tri-Blaze Accelerator

 Deck:

 Spoiler

1. Blazing Inpachi
2. Volcanic Rat
3-4. Fire Trooper x2
5. Fox Fire
6. Gaia Soul the Combustible Collective
7. Infernal Flame Emperor
8-10. Solar Flare Dragon x3
11. Thestalos the Firestorm Monarch
12. UFO Turtle
13-15. Volcanic Blaster x3
16. Volcanic Doomfire
17-18. Volcanic Hammerer x2
19-20. Volcanic Slicer x2
21. Volcanic Scattershot
22-24. Blaze Accelerator x3
25. Dark Room of Nightmare
26. Fissure
27. Giant Trunade
28. Miracle Dig
29. Mirage Tube
30. Spell Reproduction
31. Tri-Blaze Accelerator
32. Wild Fire
33. Firewall
34. Volcanic Recharge
35-36. Waboku x2

 Face-down:

 Spoiler

Mystical Space Typhoon

 Graveyard:

 Spoiler

UFO Turtle

 Out of Play:

 Spoiler
Empty

[User]
 (1d32)[ 25 ]
 "Now that depends entirely on you not summoning another turtle to blow up, now doesn't it.  I summon  Gladiator Beast Bestiari  in Attack Mode.  But I can evolve Bestiari into  Gladiator Beast Gyzarus  by returning Bestiari and Murmillo back to my deck.  Thanks to Gyzarus's special effect, I can destroy up to two cards on the field - I choose your Foxfire and your facedown card.  I then proceed to attack you directly with Gyzarus and Hoplomus for 2400 + 700 damage.  Then, when I end my battle phase, I activate Hoplomus's effect to bring forth  Gladiator Beast Spartacus , who allows me to add  Gladiator Beast's Battle Manica  to my hand from my deck.  I also activate Gyzarus's effect to bring forth  Gladiator Beast Laquari  and  Gladiator Beast Equeste , who allows me to add  Gladiator Beast's Respite  back to my hand from the Graveyard.  However, Laquari can  also  evolve during my Main Phase 2, by returning all three monsters to my deck, in order to special summon my pride and joy,  Gladiator Beast Heraklinos .  What's your response?"  😁

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

Her -  Gladiator Beast Heraklinos   3000 /2800
FD - Face Down

 Life Points:  8000

 Spoiler
Deck
 Spoiler
1. Gladiator Beast Dimacari
2. Gladiator Beast Darius
3. Gladiator Beast Equeste
4. Gladiator Beast Hoplomus
5.Gladiator Beast Hoplomus
6.Gladiator Beast Laquari
7.Gladiator Beast Laquari
8.Gladiator Beast Spartacus
9.Gladiator Beast Spartacus
10.Gladiator Beast Samnite
11.Colosseum - Cage of the Gladiator Beasts
12.Colosseum - Cage of the Gladiator Beasts
13.Gladiator Beast's Battle Halberd
14.Gladiator Beast's Battle Halberd
15.Gladiator Beast's Battle Manica
16.Gladiator Beast's Respite
17.My Body as a Shield
18.My Body as a Shield
19.Dimension Prison
20.Dimension Prison
21.Disarm
22.Gladiator Beast War Chariot
23.Parry
24.Waboku
25.Waboku
26.Gladiator Beast Samnite
27.Gladiator Beast Murmillo
28.Gladiator Beast Murmillo
29.Gladiator Beast Bestiari
30.Gladiator Beast Hoplomus
31.Gladiator Beast Spartacus
32.Gladiator Beast Laquari
33.Gladiator Beast Equeste

Extra Deck
 Spoiler

Gladiator Beast Gaiodiaz
Gladiator Beast Gaiodiaz
Gladiator Beast Gaiodiaz
Gladiator Beast Gyzarus
Gladiator Beast Gyzarus
Gladiator Beast Gyzarus
Gladiator Beast Heraklinos
Gladiator Beast Heraklinos

Graveyard
 Spoiler
Empty

Out of Play
 Spoiler
Empty

Hand - 5

 Spoiler
Gladiator Beast Dimacari
Gladiator Beast Darius
Disarm
Gladiator Beast's Battle Manica
Gladiator Beast's Respite

Field

 Spoiler
Gladiator Beast War Chariot
Parry

[User]
 "I will chain my face-down Mystical Space Typhoon to your Gladiator Beast Gyzarus' effect, targeting the face-down card on your left.

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

 Life Points:  4900

 Spoiler

 Hand:  4

 Spoiler

Volcanic Rat
Volcanic Rat
Volcanic Hammerer
Tri-Blaze Accelerator

 Deck:

 Spoiler

1. Blazing Inpachi
2. Volcanic Rat
3-4. Fire Trooper x2
5. Fox Fire
6. Gaia Soul the Combustible Collective
7. Infernal Flame Emperor
8-10. Solar Flare Dragon x3
11. Thestalos the Firestorm Monarch
12. UFO Turtle
13-15. Volcanic Blaster x3
16. Volcanic Doomfire
17-18. Volcanic Hammerer x2
19-20. Volcanic Slicer x2
21. Volcanic Scattershot
22-24. Blaze Accelerator x3
25. Dark Room of Nightmare
26. Fissure
27. Giant Trunade
28. Miracle Dig
29. Mirage Tube
30. Spell Reproduction
31. Tri-Blaze Accelerator
32. Wild Fire
33. Firewall
34. Volcanic Recharge
35-36. Waboku x2

 Graveyard:

 Spoiler

UFO Turtle
UFO Turtle
Mystical Space Typhoon
Fox Fire

 Out of Play:

 Spoiler
Empty

[User]
 "You destroy my  Gladiator Beast War Chariot .  Unfortunately for you, that counts as a Gladiator Beast card, and I choose to add it to my hand with Equeste's effect rather than GB's Respite.  I then place one card face down and end my turn."

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

Her -  Gladiator Beast Heraklinos   3000 /2800
FD - Face Down

 Life Points:  8000

 Spoiler
Deck
 Spoiler
1. Gladiator Beast Dimacari
2. Gladiator Beast Darius
3. Gladiator Beast Equeste
4. Gladiator Beast Hoplomus
5.Gladiator Beast Hoplomus
6.Gladiator Beast Laquari
7.Gladiator Beast Laquari
8.Gladiator Beast Spartacus
9.Gladiator Beast Spartacus
10.Gladiator Beast Samnite
11.Colosseum - Cage of the Gladiator Beasts
12.Colosseum - Cage of the Gladiator Beasts
13.Gladiator Beast's Battle Halberd
14.Gladiator Beast's Battle Halberd
15.Gladiator Beast's Battle Manica
16.Gladiator Beast's Respite
17.My Body as a Shield
18.My Body as a Shield
19.Dimension Prison
20.Dimension Prison
21.Disarm
22.Gladiator Beast War Chariot
23.Parry
24.Waboku
25.Waboku
26.Gladiator Beast Samnite
27.Gladiator Beast Murmillo
28.Gladiator Beast Murmillo
29.Gladiator Beast Bestiari
30.Gladiator Beast Hoplomus
31.Gladiator Beast Spartacus
32.Gladiator Beast Laquari
33.Gladiator Beast Equeste

Extra Deck
 Spoiler

Gladiator Beast Gaiodiaz
Gladiator Beast Gaiodiaz
Gladiator Beast Gaiodiaz
Gladiator Beast Gyzarus
Gladiator Beast Gyzarus
Gladiator Beast Gyzarus
Gladiator Beast Heraklinos
Gladiator Beast Heraklinos

Graveyard
 Spoiler
Gladiator Beast's Respite

Out of Play
 Spoiler
Empty

Hand - 4

 Spoiler
Gladiator Beast Dimacari
Gladiator Beast Darius
Disarm
Gladiator Beast's Battle Manica

Field

 Spoiler
Gladiator Beast War Chariot
Parry

[User]
 (d37)[ 35 ]
 "I Play one card face down and summon a monster in defence mode.  Then I'll end my turn."

{table="head]1|2|3|4|5
-|-|F (m)|-|-
-|-|F (st)|-|-
[/table]

 Life Points:  4900

 Spoiler

 Hand:  3

 Spoiler

Volcanic Rat
Volcanic Hammerer
Tri-Blaze Accelerator

 Deck:

 Spoiler

1. Blazing Inpachi
2. Volcanic Rat
3-4. Fire Trooper x2
5. Fox Fire
6. Gaia Soul the Combustible Collective
7. Infernal Flame Emperor
8-10. Solar Flare Dragon x3
11. Thestalos the Firestorm Monarch
12. UFO Turtle
13-15. Volcanic Blaster x3
16. Volcanic Doomfire
17-18. Volcanic Hammerer x2
19-20. Volcanic Slicer x2
21. Volcanic Scattershot
22-24. Blaze Accelerator x3
25. Dark Room of Nightmare
26. Fissure
27. Giant Trunade
28. Miracle Dig
29. Mirage Tube
30. Spell Reproduction
31. Tri-Blaze Accelerator
32. Wild Fire
33. Firewall
34-35. Waboku x2

 Face Down:

 Spoiler

Volcanic Rat

Volcanic Recharge

 Graveyard:

 Spoiler

UFO Turtle
UFO Turtle
Mystical Space Typhoon
Fox Fire

 Out of Play:

 Spoiler
Empty

[User]
 (1d33)[ 26 ]
 "I summon  Samnite  back to the field, and attack you're facedown with Heraklinos and then you directly with Samnite, for 1600 damage.  Afterwards, I activate Samnite's effect to bring back  Equeste  in Defense Mode, and add  GB's Respite  back to my hand from the Graveyard.  I then end my turn."

{table="head]1|2|3|4|5
-|-|Her|Eq|-
-|-|FD|FD|-
[/table]

Her -  Gladiator Beast Heraklinos   3000 /2800
Eq -  Gladiator Beast Equeste  1600/ 1200
FD - Face Down

 Life Points:  8000

 Spoiler
Deck
 Spoiler
1. Gladiator Beast Dimacari
2. Gladiator Beast Darius
3. Gladiator Beast Equeste
4. Gladiator Beast Hoplomus
5.Gladiator Beast Hoplomus
6.Gladiator Beast Laquari
7.Gladiator Beast Laquari
8.Gladiator Beast Spartacus
9.Gladiator Beast Spartacus
10.Gladiator Beast Samnite
11.Colosseum - Cage of the Gladiator Beasts
12.Colosseum - Cage of the Gladiator Beasts
13.Gladiator Beast's Battle Halberd
14.Gladiator Beast's Battle Halberd
15.Gladiator Beast's Battle Manica
16.Gladiator Beast's Respite
17.My Body as a Shield
18.My Body as a Shield
19.Dimension Prison
20.Dimension Prison
21.Disarm
22.Gladiator Beast War Chariot
23.Parry
24.Waboku
25.Waboku
26.Gladiator Beast Murmillo
27.Gladiator Beast Murmillo
28.Gladiator Beast Bestiari
29.Gladiator Beast Hoplomus
30.Gladiator Beast Spartacus
31.Gladiator Beast Laquari
32.Gladiator Beast Equeste

Extra Deck
 Spoiler

Gladiator Beast Gaiodiaz
Gladiator Beast Gaiodiaz
Gladiator Beast Gaiodiaz
Gladiator Beast Gyzarus
Gladiator Beast Gyzarus
Gladiator Beast Gyzarus
Gladiator Beast Heraklinos
Gladiator Beast Heraklinos

Graveyard
 Spoiler
Empty

Out of Play
 Spoiler
Empty

Hand - 5

 Spoiler
Gladiator Beast Dimacari
Gladiator Beast Darius
Disarm
Gladiator Beast's Battle Manica
Gladiator Beast's Respite

Field

 Spoiler
Gladiator Beast War Chariot
Parry

[User]
 (d36)[ 26 ]
 "I summon another monster face-down and end my turn."

{table="head]1|2|3|4|5
-|-|F(m)|-|-
-|-|F|-|-
[/table]

F(m): Face-Down Monster
F: Face-Down Spell/Trap

 Life Points:  3300

 Spoiler

 Hand:  3

 Spoiler

Volcanic Hammerer
Tri-Blaze Accelerator
Fissure

 Deck:

 Spoiler

1. Blazing Inpachi
2. Volcanic Rat
3-4. Fire Trooper x2
5. Fox Fire
6. Gaia Soul the Combustible Collective
7. Infernal Flame Emperor
8-10. Solar Flare Dragon x3
11. Thestalos the Firestorm Monarch
12. UFO Turtle
13-15. Volcanic Blaster x3
16. Volcanic Doomfire
17-18. Volcanic Hammerer x2
19-20. Volcanic Slicer x2
21. Volcanic Scattershot
22-24. Blaze Accelerator x3
25. Dark Room of Nightmare
26. Giant Trunade
27. Miracle Dig
28. Mirage Tube
29. Spell Reproduction
30. Tri-Blaze Accelerator
31. Wild Fire
32. Firewall
33-34. Waboku x2

 Face Down:

 Spoiler

Volcanic Rat

Volcanic Recharge

 Graveyard:

 Spoiler

UFO Turtle
UFO Turtle
Mystical Space Typhoon
Fox Fire
Volcanic Rat

 Out of Play:

 Spoiler
Empty

[User]
 (1d32)[ 20 ]
 "I summon  Gladiator Beast Darius  in Attack Mode, and switch Equeste back into Attack Mode as well.  Heraklinos will attack your defensive monster, and then Darius and Equeste will attack you directly for 1700 + 1600 damage.  I believe that's game."

{table="head]1|2|3|4|5
-|Dar|Her|Eq|-
-|-|FD|FD|-
[/table]

Her -  Gladiator Beast Heraklinos   3000 /2800
Eq -  Gladiator Beast Equeste   1600 /1200
Dar -  Gladiator Beast Darius   1700 /300
FD - Face Down

 Life Points:  8000

 Spoiler
Deck
 Spoiler
1. Gladiator Beast Dimacari
2. Gladiator Beast Darius
3. Gladiator Beast Equeste
4. Gladiator Beast Hoplomus
5.Gladiator Beast Hoplomus
6.Gladiator Beast Laquari
7.Gladiator Beast Laquari
8.Gladiator Beast Spartacus
9.Gladiator Beast Spartacus
10.Gladiator Beast Samnite
11.Colosseum - Cage of the Gladiator Beasts
12.Colosseum - Cage of the Gladiator Beasts
13.Gladiator Beast's Battle Halberd
14.Gladiator Beast's Battle Halberd
15.Gladiator Beast's Battle Manica
16.Gladiator Beast's Respite
17.My Body as a Shield
18.My Body as a Shield
19.Dimension Prison
21.Disarm
22.Gladiator Beast War Chariot
23.Parry
24.Waboku
25.Waboku
26.Gladiator Beast Murmillo
27.Gladiator Beast Murmillo
28.Gladiator Beast Bestiari
29.Gladiator Beast Hoplomus
30.Gladiator Beast Spartacus
31.Gladiator Beast Laquari
32.Gladiator Beast Samnite

Extra Deck
 Spoiler

Gladiator Beast Gaiodiaz
Gladiator Beast Gaiodiaz
Gladiator Beast Gaiodiaz
Gladiator Beast Gyzarus
Gladiator Beast Gyzarus
Gladiator Beast Gyzarus
Gladiator Beast Heraklinos
Gladiator Beast Heraklinos

Graveyard
 Spoiler
Empty

Out of Play
 Spoiler
Empty

Hand - 5

 Spoiler
Gladiator Beast Dimacari
Disarm
Gladiator Beast's Battle Manica
Gladiator Beast's Respite
Dimension Prison

Field

 Spoiler
Gladiator Beast War Chariot
Parry

[User]
 Analysis: You win.
Conclusions: You play Gladiator Beasts Well
                  And/or This Deck sucks

Actions: Congratulate opponent on win.
            Modify Deck.

Edit Additional: I have no idea why I posted like this.

[User] "Yeah, good game.  Duel you again sometime."


[User]
 Arena Tournament, Round 66:  T'Nari Green  vs.  Oro
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 T'nari Green  - Strangie
 Oro  - Scorer

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

[User]
 Great. More greatsword fighters.

No purchases.

Initiative says I roll  (1d20+8)[ 17 ]

[User]
 Rolling Init...

 (1d20-3)[ 6 ]

Purchases:

sold my old Greatsword

Bought Masterwork Greatsword

 Ready to Go!

[User]
 T'nari, Round 1

 Spoiler
Start in M2 with bow in hand. Move at full speed to M8.
Hide:  (1d20+2)[ 20 ]
Move Silently:  (1d20+2)[ 9 ]
Account for -5 penalty for moving more than half speed.

Ready action to shoot Oro if he enters LoS and has no cover/concealment.

Done.

Stats:

 Spoiler
Position: M8
HP: 8/8
AC: 17

[User]
 Oro 1st Turn

 Spoiler

Start in  M25  with Greatsword in hand

Double move to  M13

 End of Turn

STATS

 Spoiler

Oro at  M13
HP 13/13
AC 18 (10 +4 Armor, +1 Shield, +3 Dex) T 13 FF 15

Greatsword +7 2d6+6 19-20/x2
Greatclub +5 1d10+6 x2
Shortbow +4 1d6 x3
98 arrows left

[User]
 @T'Nari

 Spoiler

You see Oro in M13

@Oro

 Spoiler

No LoS

[User]
 T'nari, Round 2

 Spoiler
Move at half speed to K10.

Hide:  (1d20+7)[ 9 ]
Move Silently:  (1d20+7)[ 10 ]

Ready action to fire at Oro if he enters an area without concealment (no clouds) then either enters concealment again or leaves LoS.

Done.

 Spoiler
Position: K10
HP: 8/8
AC: 17

[User]
 Oro 2nd Turn

 Spoiler

Using double move

Start in  M13  move directly to  J10 , then to  K9 ,  K8 ,  L8 ,  M7 , and up tp  P7

Will revise turn if I see T'Nari any moment...

 End of Turn

STATS

 Spoiler

Oro at  P7 (May vary)
HP 13/13
AC 18 (10 +4 Armor, +1 Shield, +3 Dex) T 13 FF 15

Greatsword +7 2d6+6 19-20/x2
Greatclub +5 1d10+6 x2
Shortbow +4 1d6 x3
98 arrows left

[User]
 Refs:
 Spoiler
Spot for Oro: (1d20-2)[ -1 ]

Oro:
 Spoiler
No LoS.

T'Nari:
 Spoiler
Oro moves around you, then vanishes to the southwest, keeping to the clouds and thus not triggering your readied action.

[User]
 T'nari, Round 3

 Spoiler

Remain stationary at K10. Hide/Move Silently:
Hide:  (1d20+7)[ 22 ]
Move Silently (1d20+7)[ 19 ]

Ready action to shoot Oro when he comes within LoS again, regardless of concealment this time.

Done.

 Spoiler
Position: K10
HP: 8/8
AC: 17

[User]
 Oro 3rd Turn

 Spoiler

Move to  S2
 Spot
 (1d20-2)[ 17 ]
 Listen
 (1d20-3)[ 12 ]

 End of Turn

STATS

 Spoiler

Oro at  S2
HP 13/13
AC 18 (10 +4 Armor, +1 Shield, +3 Dex) T 13 FF 15

Greatsword +7 2d6+6 19-20/x2
Greatclub +5 1d10+6 x2
Shortbow +4 1d6 x3
98 arrows left

[User]
 Oops, my bad.

 T'nari, Round 4

 Spoiler

Remain stationary. Ready action to shoot if Oro comes within LoS.

Done.

[User]
 Ah, crap, forgot some rolls, of course.

 Spoiler

Hide:  (1d20+7)[ 9 ]
Move Silently:  (1d20+7)[ 14 ]

[User]
 High Ref PsiDog

@refs

 Spoiler
T'nari's M.S check doesn't apply since he didn't move at all.
  Tnari Listen  - (1d20+8)[ 19 ]
Oro said nothing about stealth and takes 5.
DC (5 +5) +3distance = DC 13 (23 for specific details)

@Oro

 Spoiler
You see and here nothing.

@T'Nari

 Spoiler
No LoS.
You hear movement southish of yourself

Oh, The M.S. check is void. (those are only for  moving  silently and you were stationary.)

[User]
 Oro 4th Turn

 Spoiler

Ok, this is starting to get annoying...

Run to  I21

Free: Shout all the way "Where are youuuuuu?????!?!?!?!?!?!?"

 End of Turn

STATS

 Spoiler

Oro at  I21
HP 13/13
AC 18 (10 +4 Armor, +1 Shield, +3 Dex) T 13 FF 15

Greatsword +7 2d6+6 19-20/x2
Greatclub +5 1d10+6 x2
Shortbow +4 1d6 x3
98 arrows left

[User]
 T'nari, Round 5

 Spoiler
Everything stays the same! I ain't movin' anywhere.
Hide:  (1d20+7)[ 18 ]

Keeping the same readied action, too.

Done.

Oh, my bad.

 Spoiler
Pos: K10
AC: 17
HP: 8/8

[User]
 @Strangie

 Spoiler

Statblock please

[User] Whoops, my bad. There you go.

[User] Still waiting for LoS before continuing...

[User]
 Hold up, Rewind back to round 4,

@Stangie

 Spoiler

You see Oro go running north-east, screaming at the top of his lungs.  Do you take your readied action?

@Scorer

 Spoiler

No LoS

[User]
 Ref:

 Spoiler
What exactly is he screaming? I need to throw in a witty reply. And Yes, I do.

Attack:  (1d20+7)[ 13 ]
Damage:  (1d8)[ 3 ]

Crit check, if applicable:  (1d20+7)[ 11 ]
Damage:  (2d8)[ 12 ]

If Oro is within 30', add +1 to all of the above results. Also, if he does not see me, he should be flat footed.

[User]
 Oro 5th Turn

 Spoiler

I'm going to stay here. Ready an Action to move next to my opponent if I see him

 End of Turn

STATS

 Spoiler

Oro at  I21
HP 13/13
AC 18 (10 +4 Armor, +1 Shield, +3 Dex) T 13 FF 15

Greatsword +7 2d6+6 19-20/x2
Greatclub +5 1d10+6 x2
Shortbow +4 1d6 x3
98 arrows left

[User]
 Oro will have to redo his last turn because T'nari attack him with his readied action, making himself noticable.

T'nari is in  K20 , Oro in  I21 , an arrow whizzes by Oro's head as he turns to look at T'nari.

[User] I'm confused now...  Can I revise my turn of running? or what should I do now??? I'm ver very confused

[User] after the LoS check before mine, T'nari took his readied action in the ref spoiler (he saw you only after you ran, and took his readied action when you stopped moving). You may revise the part of your turn after that, as I believe I mentioned in the LoS check.

[User] I'm in K10, actually, just so you know. 😛

[User]
 I then misread it, and T'nari takes his readied action as Oro emerges from the clouds in P9, running.

This running action is in Oro's turn 4, he may finish running anywhere on the line to I21.

[User]
 I stop running in  N11  then

Your go T'Nari, in Round 5 I beleive

[User]
 T'nari, Round 5?

Pop Oro with an arrow!

Attack:  (1d20+8)[ 21 ]
Damage:  (1d8+1)[ 7 ]

Crit Threat if applicable:  (1d20+8)[ 10 ]
Additional Crit Damage:  (2d8+2)[ 14 ]

Use part of move action to move into J10 and out of Oro's LoS.

 Spoiler
Moving at half speed to J12. I dunno if doing this would constitute as 'sniping' so if it does just change the modifier on these rolls to reflect that.

Hide:  (1d20+7)[ 27 ]
Move Silently:  (1d20+7)[ 18 ]

Done.

Stats:

 Spoiler
Position J12
HP 8/8
AC 17

[User]
 Oro 6th Turn

 Spoiler

I walk to  J11

Not done, need LoS

[User]
 Oro:
 Spoiler
No LoS.

T'Nari:
 Spoiler
Oro moves to J11.

[User]
 Oro 6th Turn  continued...

 Spoiler

I finish my first move up to  J13  and double move to  J19
 Hide
 (1d20+2)[ 20 ]
 Listen
 (1d20-3)[ 15 ]
 Spot
 (1d20-2)[ 11 ]

 End of Turn

STATS

 Spoiler

Oro at  J19
HP 13/13
AC 18 (10 +4 Armor, +1 Shield, +3 Dex) T 13 FF 15

Greatsword +7 2d6+6 19-20/x2
Greatclub +5 1d10+6 x2
Shortbow +4 1d6 x3
98 arrows left

[User]
 Oro:
 Spoiler
You are unable to pass through J12 due to T'Nari's presence, although you still can't see him.  You may revise your turn from that point.

T'Nari:
 Spoiler
Oro bumps into you.

[User]
 @refs

 Spoiler

Can I attack him even if I don't see him?

[User]
 Scorer:
 Spoiler
You can, but you'll have a 50% miss chance from total concealment.

[User]
 Oro 6th Turn  revised

instead of moving I attack with greatsword  J12
 Attack
 (1d20+7)[ 11 ]
 Damage
 (2d6+6)[ 15 ]
 If Crit
 (1d20+7)[ 12 ]
 Additional Crit Damage
 (2d6+6)[ 11 ]

Rolling miss chance (1=fails 2= hits)

 (1d2)[ 1 ]
 (1d2)[ 2 ]
 End of Turn

STATS

 Spoiler

Oro at  I21
HP 13/13
AC 18 (10 +4 Armor, +1 Shield, +3 Dex) T 13 FF 15

Greatsword +7 2d6+6 19-20/x2
Greatclub +5 1d10+6 x2
Shortbow +4 1d6 x3
98 arrows left

[User]
 Ref:

 Spoiler
I am assuming that since he cannot see me (why else would he bump into me), he cannot attack me with an AoO, correct? If this is the case, this is what I will do.

Move to H14 at half speed.

Hide:  (1d20+7)[ 17 ]
Move Silently:  (1d20+7)[ 23 ]  (I realize these might be moot because I'm in the open, but if he's still in concealment it might matter. Might be considered sniping again, too given the next action) Fire arrow at Oro. I should know where he is since, you know, he attacked my space.

Attack:  (1d20+8)[ 18 ]
Damage:  (1d8+1)[ 3 ]

Done. (Maybe. I need a ref confirmation if the above actions are legit.)

[User] Still waiting on LoS here...

[User]
 Refs:
 Spoiler
Spot for Oro: (1d20-2)[ 6 ]

[User]
 LoS established as T'Nari moves to H14 (no AoO, as he's still hidden when he leaves J12).  T'Nari then fires at Oro in J11, attack 18, damage 3, concealment:  (1d5)[ 1 ]  - 1 misses.

Oro's turn.

[User]
 Oro 7th Turn

Finally!

Charges to T'Nari ending in  I13
 Attack
 (1d20+9)[ 10 ]
 Damage
 (1d6)[ 5 ]
 If Crit
 (1d20+9)[ 28 ]
 Additional Crit Damage
 (1d6)[ 5 ]
 End of Turn

STATS

 Spoiler

Oro at  I13
HP 13/13
AC 16 (10 +4 Armor, +1 Shield, +3 Dex, -2 Charge) T 13 FF 15

Greatsword +7 2d6+6 19-20/x2
Greatclub +5 1d10+6 x2
Shortbow +4 1d6 x3
98 arrows left

[User]
 I just have something to say:

😡

[User]
 T'nari

5 foot step to I15.

Arrow Oro!

Attack:  (1d20+8)[ 18 ]
Damage:  (1d8+1)[ 6 ]

Done.

Stats

 Spoiler
Position I15
AC 17
HP 8/8

[User]
 Oh yeah, concealment.

1 Misses:  (1d5)[ 4 ]

Sweet. So if that hits you, you are at 0 HP now, right? My attack on post #29 and this attack should do the trick, I believe.

Right? 🤨

[User]
 Indeed Im at 0hp...

 Oro 8th Turn

5' step to I14

Last Attack! You better die now =P

 Attack
 (1d20+7)[ 19 ]
 Damage
 (2d6+6)[ 16 ]
 If Crit
 (1d20+7)[ 23 ]
 Additional Crit Damage
 (2d6+6)[ 9 ]
 End of Turn

and  End of Match  eitherway

[User]
 WAIT A SECOND. You forgot concealment. I'm a in cloud damnit!

Let's see. I hope this pulls through.

 (1d5)[ 5 ]  - 1 Misses.

Well, crap. That sucks. Good show, then.

[User]
 It is your turn, and you're at -8... Im at -1

There's still a chance you may win...

remember you may stabilize

[User]
 Oh hey! That's right. I forgot it's a bleed off. But I only have two shots at it, haha.

I'll just roll my stabilization checks then for all of my points remaining. If any of these are 91-100, I stabilize.

-8 to -9?  (1d100)[ 60 ]
-9 to -10...  (1d100)[ 19 ]

Nope, I'm done. NOW it's over.

[User] Good Game! You almost got me there! 😉

[User]
 Indeed. You are just lucky I didn't roll one more point of damage higher or barely miss on one of my other attacks this match. 🫤

Close only counts in horseshoes, hand grenades, and alchemist's fire I guess.

[User]
 High Ref Sallera
 By virtue of thicker arteries, Oro is the victor.


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

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

DM notes:
 Spoiler
 Sheet.

[User]
 OOC: You rock, thanks Tanaric.

Daibhid checks his various equipment, ensuring his Soulmelds are fully effective and shaped, as well as the more mundane gear in his pack and the straps and attachments of armor and shields.
After that, he walks around and makes a full examination of the room and the door leading out.

Search room:  (1d20+3)[ 10 ]
Search door  (1d20+3)[ 15 ]

After that he prods at the door to ensure he didn't miss any traps, then listens at it with his listening cone.

 (1d20+4)[ 19 ]

[User] You don't find anything of note. Poking the door makes some noise, but nothing else. Listening at the door doesn't reveal anything out of the ordinary.

[User] With that, Daibhid presses himself flat against the wall opposite the direction the door opens, then pushes it open, exposing only his pole to the entrance. After waiting 15 seconds, he peeks around the corner.

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

 There's an unlit hallway running to the east and south. You need a light to see more.

[User]
 Daibhid retrieves the torch out of the sconce and sticks it out into the hallway from the same position, attempting to stay hidden behind the door frame and straining his eyes to take maximum advantage of the low light.

OOC: Low light vision for 120 feet.

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

To the east, it runs for eighty feet before turning south. After ten feet, it splits to the north and south. After thirty feet, there is a door on the north side of the hall. After sixty feet, it splits to the north and south. At the bend, there is a door on the east side of the hall.

[User]
 Daibhid steps out into the hall and starts East, checking for traps as he goes both by searching and by pushing his collapsible pole out 10 feet in front of him.
He stops at the door, searches it for traps, listens at it, then opens it.

Search hall:  (1d20+3)[ 10 ]
Search door:  (1d20+3)[ 20 ]
Listen: (1d20+4)[ 19 ]

[User]
 At the split to the north and south, you see that the hall continues to the north for twenty feet before turning east, and to the south for twenty feet before turning west. Fifteen feet to the south, there is a door on the east side of the hall.

Ten feet beyond the split, you poke the floor and it falls out, revealing a 20-foot deep pit.

[User] Is there enough room to go around the pit?

[User] The halls are 5 feet wide. It's a five foot square pit.

[User]
 Daibhid walks back down the hallway to prep for a running jump, then examines his heavy armor and shield and looks back at the pit.
"Another way, then."
He turns around and walks up the north fork just behind him.

[User]
 At the bend, the hall goes east for ten feet, then north for ten feet before teeing to the east and west. To the east, it runs for fifty feet before turning south. After twenty feet, it splits north. After thirty feet, there is a door on the south side of the hall. At the bend, there is a door on the north face of the hall.

To the west, it runs for thirty feet before turning north. After twenty feet, it splits north.


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

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

DM notes:
 Spoiler
 Sheet.

[User]
 Sorry bout the delay. Lots of crap. Don't want to talk about it. Let me get reacquainted with my sheet, and I'm good to go...

Ok, Ned searches the room, taking 10, then extinguishes the torch looking around with darkvision before opening the door. He assembles his 10ft pole and collapsible pole into a 22ft pole and begins to prod the floors as he moves looking for traps as far away as possible. Once he ascertains there are no traps in the immediate vicinity of the door, he will proceed into the hallway.

[User] Opening the door reveals... the usual stuff. Were you keeping a map? If not, I'll detail it again.


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

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

DM notes:
 Spoiler
 Sheet.

[User]
 I look around and listen for nearby enemies (just in case) and search the room (including the ceiling and the walls) for traps. Then I grab the torch.
I'll immediately extinguish it and douse it on the wet wall or the ground, before putting it in my backpack (go go free improvised club!).

I draw my scimitar and head carefully to the door, again watching carefully for traps. I'll see if I can hear anything on the other side, and then look through the keyhole.

An OOC question: should I make any of the above rolls, or are these made behind-the-scenes (i.e. by you) or whenever appropriate (such as when you make a spot check in my stead when there's a hidden enemy about)?

[User]
 Generally speaking, you make the rolls. On occasion, I'll roll my own dice on my desk when I don't want you to know something's going on.

Edit: There is no keyhole. Unless otherwise mentioned, all doors are of the sliding metal variety. They are solid sheets of metal, thick enough to block divination effects.

[User]
 Fair enough.

Spot (room):  (1d20+5)[ 20 ]
Traps (taking 20) (this includes inspecting the door):  27
Listen (taking 10):  15

Oh, and I'll do it sneakily too:
Hide: [roll]1d20+10/roll]
Move Silently:  (1d20+8)[ 28 ]

Assuming I hear nothing (and find no traps), I take my 10-foot pole in my left hand and gently push the door open from a distance. Because that's what real adventurers do!

[User]
 Re-doing that messy hide roll:
 (1d20+7)[ 10 ]  (-3 penalty included)

Also: I'd like to point out that because of my armor check penalty, this roll and the move silently one takes a -3 penalty.

[User]
 Opening the door reveals an unlit hallway running to the south and east. To the south, it runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.

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

Note that all distances are relative to your current position, which is presumed to be in the doorway so you can actually see outside.

[User]
 Interesting indeed.

From where I'm standing, I look out for traps in the near vicinity (particularly the area leading to the corridor to the south-west). In the meantime, I also listen for anything noteworthy.

Search (for traps): taking 20 for  27
Listen (for anything of note): taking 20 for  25

I then sneak southwards (do I need to make another roll here? 🤨) , sticking close to the left-most wall.

I take a look down the corridor opposite of the left wall (the one 20 feet from the door and which branches east) and then peek around the corner down the corridor leading to the west.

[User]
 Hm, a spot check might be prudent too:

 (1d20+5)[ 13 ]

[User]
 You don't find anything within ten feet to the south of the door (the range of a search check.)

If you're searching the whole way:
 Spoiler
You find nothing up to the split east. At the split, the hall continues to the east for ten feet before turning north. There's a door on the east side of the hall, five feet to the north.

You find a magical trap five feet to the south of the split east. It seems to activate on a touch, but has a blind spot on the square you found it on.

How do you want to proceed?

If not:
 Spoiler
At the split, the hall continues to the east for ten feet before turning north. There's a door on the east side of the hall, five feet to the north.

Continuing on to the T, you see that it continues to the west for ten feet before turning south, and to the east for forty feet before turning north. Thirty-five feet to the east, there's a door on the north side of the hall. There's a bullseye painted on the floor outside the door.

[User]
 I'll be searching the whole way. I'll leave the trap alone for now and continue further down south, looking down the east and west corridors.

Spot:  (1d20+5)[ 7 ]

[User]
 Continuing on to the T, you see that it continues to the west for ten feet before turning south, and to the east for forty feet before turning north. Thirty-five feet to the east, there's a door on the north side of the hall. There's a bullseye painted on the floor outside the door.

Mind that taking 20 on each square takes 2 minutes per square. I hope you brought refreshments.

[User]
 Hm, good point.

I'll head down along the western corridor and look around the corner leading southwards.

Spot - Taking 10 for 15
Listen - Taking 10 for 15
Search - Taking 10 for 17

[User]
 It runs south for ten feet before turning east.

If you follow that:
 Spoiler
The hall runs east beyond the range of your darkvision.

[User]
 I throw a quick glance at the wall to the left, on the off-chance there's a secret door there:

Search -  (1d20+7)[ 11 ]

I then sheathe my scimitar and take my sling and bullets and slowly move down the long corridor to the east, making the following checks every couple of steps:

Spot - Taking 10 for 15
Listen - Taking 10 for 15
Search - Taking 10 for 17

It's been a while, so I'll make a hide and move silently check too:

Hide:  (1d20+7)[ 15 ]
Move Silently:  (1d20+5)[ 11 ]

[User]
 The wall looks normal to you.

After thirty-five feet, the floor falls out under your feet. Reflex save.

[User] Reflex:  (1d20+4)[ 8 ]

[User] You fall down a twenty-foot pit, taking  (2d6)[ 9 ]  falling damage.

[User]
 9 damage? Grah. ☹

I take a moment to listen for enemies:

Take 10 for  15

If I don't hear anything, I remove my armor, take my grappling hook and swing it upwards, hoping that one of the hooks catches hold in between two floor tiles. Or something.

Then I climb up (take 10 for 14) and put my armor back on.
Edit: and survey my surroundings, obviously. (in regards to the current map layout, additional corridors et al)

-----------------
Current HP: 5/14

[User] Thirty feet east of the pit, there's a door on the north side of the hall. Beyond that, the hall continues east further than you can see.

[User]
 I pull out my 10-foot pole and continue east down the hall until I get to the door on the north side, using my pole to clear a path by poking on those tiles ahead of me.

If at all possible, I also do this sneakily:
(armor class penalty of -2 included [I noted this down incorrectly earlier - it should be -2, not -3])

Hide:  (1d20+8)[ 11 ]
Move Silently:  (1d20+6)[ 8 ]

Once (if) I reach the door, I take 10 on a spot and listen check for  15  each.
I then inspect the wall opposite of the door for traps and then the door itself, taking 20 both times for  27 .

[User]
 Apologies. I was under the impression that you had asked for Sliver to be your DM.

Fifteen feet beyond the pit, you poke the floor and a sphere of acid forms in midair, then flies toward you.

 (1d20+5)[ 22 ]  ranged touch vs flatfooted AC, for  (1d3)[ 3 ]  acid damage.

[User]
 I actually did, but he may have missed that post. I'll remind him should I live for a surprising stretch of time, which probably won't be the case. 😛

HP: 2/14

Hm, I'll continue further down the hall, taking 20 on my disable device check for every tile I'm about to step on. I'll probably be dead before food becomes an issue anyway, and even then I've got a couple of rations. I should pass a door on my left [to the north of this corridor] (the one I was heading towards before encountering the sphere), which I will also check for traps. But either way, I'll leave the door as is and continue moving eastwards.

I'll ignore any traps I encounter. That is to say, I'll step over them or go around them, but won't try to disable them if I can bypass them. When I find them, I'd just like to know where they are and what they do (pitfall, sphere-trap, arrow trap, Indiana Jones-style massive boulder, etc.), for future reference.

I'll be taking 10 on spot and listen checks along the way, for  15  each.

[User]
 I assume you mean Search, not DD on every square.

If so, you reach the door without issue. You don't find anything out of the ordinary on it. Thirty feet further to the east, you find a pit trap.

[User]
 I'll trigger the trap from a distance with my 10 foot pole and inspect it.

If the pit is no wider than 5 feet, I'll jump over it (after removing my armor).

 (1d20+2)[ 6 ]

If the pit is wider than 5 feet, and no deeper than 10 feet, I'll instead climb down (removing my armor again and using my grappling hook). I'll take 10 for  14  then and climb back up on the other side. I'll check the pit for enemies first, of course.

I then put on my armor and continue searching for traps, (taking 20 for 27) as I head further eastwards.

If the pit is  both  wider than 5 feet and deeper than 10 feet, I instead back up until I'm at the door I just passed again, and then I'll go explore there.

[User]
 The pit is 5 feet wide and 20 feet deep.

You jump across with relative ease, though might I suggest taking 10 in such a situation?

Afterward, you head east for another fifteen feet before the hall turns north. It runs north for twenty feet before turning west.

[User]
 Originally Posted by Tanaric
 You jump across with relative ease, though might I suggest taking 10 in such a situation?

Aye. Good point.

I follow the corridor northwards and then westwards, making the usual checks along the way.

Search - 27
Spot/Listen - 15

[User] West for thirty feet, then the hall turns south and runs for ten feet before turning west again. Five feet to the south (the middle of this short hall), you find a pit trap.

[User]
 I'll take a running start and jump over the pit if it's length is 10 feet or less, and after removing my armor* (taking 10 for  12 ).

 * I don't think it's necessary here, but eh, whatever

I then put my armor back on and continue down the hall, making the usual checks once again (search 27, spot/listen 15).

[User] ...how are you taking a running jump with only 5 feet of hall to move in? 🤨

[User]
 Right. 😳

I'll jump without a running start then if the pit is no wider than 5 feet.
If it's longer, I'll carefully climb down the pit (after triggering it from a distance with my 10-foot pole) and climb back up on the other side (taking 10 for 12).