[User]
 Two wizards on opposite ends of the universe.

Jayngfet waits on his planet, alone.

[User]
 Raistlin, epic wizard extrondinaire decides that there exists a person named jayngfet that he must kill, and now.
First I pick up a LE candle invocation, and use it to activate a gate loop in which I summoun 14 Google of solars. Then I cast mind rape on all of them to cause them all to wish themselves back into my eternal service until the end of everything.
Then I use them to create the following spells:
Epic ward: I gain immunity to all negative energy, vile, consecrated, elemental (sonic, acid, fire, electricty, cold, and force damage.), and gain DR 42901289481284037501728739852093589032/- with a duration of 1 century/level.
origin of species: I create a creture with my army of solars that has true mind switch as a at will ability, Regeneration 999999999^9999999999999999999999999999999999999999  99999999999999999999999999999999999999999999999/ acid, and fire... Too bad for you I'm Immune.
Str:9999999999999999999999999999999999999999999999  99999999999^99999999999999999999999999999999999999  99999999999999999999999999999999999999999999999999  999999999999999999999999999999999999999999999Dex:9  99999999999999999999999999999999999999999999999999  999999^9999999999999999999999999999999999999999999  99999999999999999999999999999999999999999999999999  999999999999999999999999999999999999999
Con: 99999999999999999999999999999999999999999999999999  999999^999 99999999999999999999999999999999999999999999999999  99999999999999999999999999999999999999999999999999  99999999999999999999999999999
cha:9999999999999999999999999999999999999999999999  999999999999^99 wis:9999999999999999999999999999999999999999999999  999999999999^9999999999999999999999999999999999999  99999999999999999999999999999
Fly speed: Light speed.
base land speed: Light speed
I then have it mindswitch with me due to its inbred unfathomed loyalty to me it does so, and now I'm the creature.
I automaticly make the spot check to see you on the otherside of the universe, and will cast superior invisibility on myself in addition to Cloud wings (doubles my fly speed. SC), and will use the run action the entire way.
so 10X Light speed is what I'm currently travelling at... then I use Celestial aspect to double my fly speed AGAIN, lastly I use Footsteps of the divine, presisted, and extended to add Light speed to my speed again for one round after reducing it from the 2 day duration.

I will also then continously cast quickened reduce persons as immediate actions every second to prevent the infinte mass from happening as I will be reducing as fast as I can expand thus equating to no change.
Oh, and this took me 4 rounds, so 24 seconds.
I'll be there in a 6 rounds.
You will not survive... make your time.

[User]
 Soul Jar on a servant girl. I use a bag of holding(35lb) filled with stone and 15lb bag of holding with 1250 a total of  of stone. Greater teleport right in front of you, release all weight.

So if the girl weighs 250lb and is in 50lb full plate with 1250lb of stone thats 1850lb to hit you with. I die, plane shift back to my base.

Wait, the bags add another 50lb.

2000lb.

[User]
 YOUR turn:
As a immediate action I use a quickened mage hand to take the atom of irradiated Uranium 238, and split it's chemical bonds... Thus realising the energy, and making a nuclear explosion.
Servant girl takes ALOT of damage.
As your out of range of the magic jar spell you die, and she dies as stated in it's entry.


[User]
 It has now been three months since the cataclysm, and the people of the blessed lands, as they had been called in past ages, were adopting to the new conditions, if with difficulty. Survivors from the Northlands migrated to the Heartlands in force, forcing the church to set up the office of charity to oversee distribution of resources and even patches of church land to new farmers. Many also left the black coast, fishermen now unable to make a living since the seas had died, merchants and dockworkers on the coasts, out of a living since no ships had arrived from overseas for months.
While the inquisition and it's order of knights have been most active trying to keep the former faithful in check, both the lower classes and the mostly powerless nobles have realized, that without the gods directly supporting them, the church's power is rapidly disappearing.
And in these chaotic times, ancient powers are rising again, and summoners walk the earth...

[User]
 As Deth spend some of his time going through the books at Passhold Steele, trying to determine which are worth keeping and which can be made of use in other ways if the need arises. Noting which will need further study in the future. He often finds him self studying the books now when he should be categorizing.
1. Train Int

While going through the the books he does find one that he can not put down. It peeks a long time interest that he has on crafting of items. The book hints at secrets of making items of even greater power then he thought was possible. Reading between the lines he starts to see ways of calling on his new friends to create such items.
2 Research Artificer

Finally one night Deth is able to slip out under the cover of dark to a cave that survived the cataclysm. Pulling from his bag the needed supplies he makes the summoning circle and begins the chant to call Se-mag-eth to find out what happened. Offering in trade for what ever info he will share a part of the resources gathered recently by Rand
3. Summon Se-mag-eth or other creature to get get some general info on what happened. If resources are not available for use in the same turn they are gathered by followers i will offer a action of prayer next turn as payment.

Greggor spends the week directing repairs, patrols, and training of soldiers. Stepping up to take a role of leadership.
1 train leadership

Rand spends the week checking to see if his old sites to see if they are still acceptable to gather resources that will be sorely needed. While out and about he also searches for a cave to start to fortify for Deth ro work from.
1 Build Hideout using 2 resources again if available.

I hope this is correct let me know if I need to change anything.

[User]
 (Only actions for now, will fluff them when I know the results. Also when I'm not half-asleep.)

 Spoiler
Mauril summons a creature and recruits 2 followers.
Jano produces resources.
Kreg guards Mauril.

Edit: Wait, common mortals can train their stats? If so:

 Spoiler
Kreg trains trickery instead.

[User]
 Morgan looked out over the City of Shadows, the slums and refugees surrounding Lumina.  The days of the church were numbered, and this "inquisition" nonsense would only prop it up as long as there were still believers.  It was clear to Mr. Day that the gods were dead; what else but the blood of the gods could poison the entire ocean?  The church was like a tall, lightning-killed tree; when it finally fell, there would finally be space for saplings.  Morgan planned to grow as tall and wide as possible, but first he needed to plant seeds...

  He finished writing the note with his associates' orders, and planted it at the dead-drop location.  Smiling, he set off into the street to fulfill his end of the bargain.

 Spoiler

Boring first turn--
Summoner Actions:
Morgan uses all three actions to recruit; automatic success on trickery vs. inquisition (6d6 vs. DC 6), not sure about the DC for persuasion.
Recruiting targets:
(trying to recruit 2):  Resource producer, trade goods producer
Recruiting 1: Builder, +2 trickery

Sleazy and Walleye are also given orders to recruit, though they are asked to recruit within the nightmen; Mr. Day is seeking to increase the available muscle.

Both Sleazy and Walleye try and recruit mortals with the same stats as they have: +2 trickery and persuasion.
They both have 4 trickery and persuasion, and they're up against the 6 inquisition of the City of Shadows;
Trickery to avoid the Inquisition:
Sleazy:
 (4d6)[ 4 ][ 4 ][ 5 ][ 5 ](18)
Walleye
 (4d6)[ 2 ][ 4 ][ 6 ][ 3 ](15)

Leadership: 6d6 against DC 2; automatic success

[User]
 Kyra Bracken

Trying to understand her new powers, Kyra spent time at night learning and training in mastering them.
-Researching abilities
-Training int, leadership

Kit Bracken, instructed by Kyra, begins acquiring resources to ensure the stability of House Bracken.
-produces 3 units of resources

Tank, trains with Kyra
-training leadership +1


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

[User]
 Beguilatron, as silently as possible, picks up the metal bars and barricades the north and south doors. He then readies his bow and opens the east door.

 Spoiler

MS
 (1d20+5)[ 21 ]
HIDE
 (1d20+4)[ 14 ]

[User] You peer down a long, gloomy, empty hallway, with half a dozen mouldering wooden doors, all alike, along it's length.

[User]
 Beguilatron will step lightly to the first door and open it.

 Spoiler

MS
 (1d20+5)[ 24 ]
HIDE
 (1d20+4)[ 18 ]

[User] You see a 10ft by 10ft room, with an Orc(L3) Guarding a chest(L4). He appears to have no idea that you're here.

[User]
 Beguilatron casts charm person on the orc.

DC 14 Will to resist

If the orc looks entranced, he will say, "Hello, Friend, I haven't seen you in so long I hardly remember your face."

[User]
 Will save? What's that?

 (1d20-2)[ 0 ]

"Huh? Grug happy see you too! Hug!"

[User]
 I'm assuming there are no more doors in this room.

"Well, Grug, why don't we find some nice shinnies together. Get you stuff from your chest and lead the way. You were always tougher than me. O and lets play the quiet game too."

Beguilatron will motion to the next door on the right down the hallway at J

[User]
 "Grug not know what in chest. Grug supposed to guard chest until boss-orc come back."

OOC: Opposed charisma check to determine if you can convince him to leave his post. Unfortunately for Grug, he's got a 6 Cha.

Cha:  (1d20-2)[ 5 ]

[User]
 so do I

[ROLL]1d20-2[ROLL]

[User]
 try again

 (1d20-2)[ 8 ]

[User]
 "Well...grug do want shinies...", he says as he kicks the box, knocking it loose of it's mounting. "Wait. Grug bring box with. Grug guard box AND get shiny!"

OOC: looks like you've got a pet orc for an hour.

Grug happily accompanys you to the next door to the right, and kicks it in. It's an L shaped room, curving to the right, and is currently empty. It has one door to the west, and two to the east.

[User]
 OOC: 😎 That is the plan. Could you tell me the duration as it expires 50% and just before the end.

 I will check all three doors for traps and try to disable them.

 Spoiler

Search
 (1d20+7)[ 22 ]
 (1d20+7)[ 10 ]
 (1d20+7)[ 13 ]

Disable Device
 (1d20+7)[ 13 ]
 (1d20+7)[ 21 ]
 (1d20+7)[ 26 ]

After that I will ready my bow and motion to grug
"Get ready grug"

I will move to a position as far away from the west door as possible and point to the west door.
"Open it up, grug, I'll cover you"

[User]
 He opens the door to a particularily messy room, 15 ft square, with two kobold zombies in the center, feasting upon a kobold corpse. They look up in surprise as the orc kicks the door in.

You have surprise, but I'll roll init for both zombies to keep things quick:
 (1d20)[ 3 ]
 (1d20)[ 19 ]

[User]
 Surprise

 Spoiler

 Attack with bow : the zombie further away from grug
[roll0]
Crit confirm
[roll1]
Damage
[roll2]
Crit
[roll3]

my initiative
[roll4]

 My turn

 Spoiler

 Standard-Attack with bow : the same zombie if it isn't dead yet
Apply penalty if i am attacking into melee
[roll5]
Crit confirm
[roll6]
Damage
[roll7]
Crit
[roll8]

I am assuming grug is a standard 1st level warrior, if not adjust as needed.
 Grugs surpise

 Spoiler

Free-   Drop chest

Ready Attack if a zombie engages
[roll9]
Crit confirm
[roll10]
Damage
[roll11]
Crit
[roll12]

Grug's initiative
[roll13]

 Grug's turn

 Spoiler

Move- Engage Zombie if not already in melee

Standard- Attack with Falchion
[roll14]
Crit confirm
[roll15]
Damage
[roll16]
Crit
[roll17]

[User]
 Is that because I previewed the post?

 Surprise

 Spoiler

 Attack with bow : the zombie further away from grug
 (1d20+2)[ 10 ]
Crit confirm
 (1d20+2)[ 5 ]
Damage
 (1d6)[ 2 ]
Crit
 (1d6)[ 1 ]

my initiative
 (1d20+2)[ 11 ]
 My turn

 Spoiler

 Standard-Attack with bow : the same zombie if it isn't dead yet
Apply penalty if i am attacking into melee
 (1d20+2)[ 6 ]
Crit confirm
 (1d20+2)[ 3 ]
Damage
 (1d6)[ 5 ]
Crit
 (1d6)[ 6 ]

I am assuming grug is a standard 1st level warrior, if not adjust as needed.
 Grugs surpise

 Spoiler

Free-   Drop chest

Ready Attack if a zombie engages
 (1d20+4)[ 24 ]
Crit confirm
 (1d20+4)[ 9 ]
Damage
 (2d4+4)[ 8 ]
Crit
 (2d4+4)[ 10 ]

Grug's initiative
 (1d20)[ 10 ]
 Grug's turn

 Spoiler

Move- Engage Zombie if not already in melee

Standard- Attack with Falchion
 (1d20+4)[ 18 ]
Crit confirm
 (1d20+4)[ 12 ]
Damage
 (2d4+4)[ 9 ]
Crit
 (2d4+4)[ 7 ]

Edit: Grug rolled a critical on a monster that is immune ugh.

[User]
 A zombie comes after each of you(not knowing precisely where you are, I'll assume they can 5ft adjust to you. If they can charge instead, they will). Grug brutally kills his in two blows, but both zombies get a stab in first.

Spear vs you:  (1d20+1)[ 19 ]
Atk:  (1d6-1)[ 0 ]

Spear vs Grug:  (1d20+1)[ 14 ]
Atk:  (1d6-1)[ 4 ]

Grug wins out over his opponent, but he's down to a single hp.

[User]
 Current HP 11/11

Beguilatron will move 5ft adjust to a safe distance away from the zombie and fire his bow.

 Spoiler

Attack with bow
 (1d20+2)[ 6 ]
Crit confirm
 (1d20+2)[ 12 ]
Damage
 (1d6)[ 6 ]
Crit
 (1d6)[ 3 ]

Grug will attack the remaining zombie

 Spoiler

Attack with falchion
 (1d20+4)[ 9 ]
Crit confirm
 (1d20+4)[ 13 ]
Damage
 (2d4+4)[ 7 ]
Crit
 (2d4)[ 4 ]

[User]
 Neither connects, but the zombie turns to attack Grug, him being a slightly more fearsome opponent, having just destroyed his comrade.

Spear vs Grug:  (1d20+1)[ 11 ]
Atk:  (1d6-1)[ 2 ]

[User]
 Current HP 11/11

Beguilatron will  5ft adjust to 10ft away from the zombie and fire his bow.

 Spoiler

Attack with bow
 (1d20+2)[ 7 ]
Crit confirm
 (1d20+2)[ 17 ]
Damage
 (1d6)[ 3 ]
Crit
 (1d6)[ 3 ]

Grug will attack the remaining zombie

 Spoiler

Attack with falchion
 (1d20+4)[ 13 ]
Crit confirm
 (1d20+4)[ 18 ]
Damage
 (2d4+4)[ 10 ]
Crit
 (2d4)[ 4 ]

[User] Beguilatron misses, but Grug impacts his zombie, severely wounding it before being stabbed in turn for  (1d20+1)[ 20 ]  (1d6-1)[ 3 ] .

[User]
 Grug!!

 Spoiler

Attack with bow
 (1d20+2)[ 20 ]
Crit confirm
 (1d20+2)[ 15 ]
Damage
 (1d6)[ 2 ]
Crit
 (1d6)[ 2 ]

[User]
 Unless you've somehow got slashing arrows, the zombie looks remarkably unbothered by your direct hit.

Zombie charge time.

Spear:
Atk: (1d20+3)[ 9 ]
Dmg:  (1d6-1)[ 2 ]

[User]
 Damn forgot about that.

OK I will make a break for the door leading back into the long hallway.

move 1/2 speed and tumble to avoid AOOs
Tumble
 (1d20+4)[ 17 ]

If i can make it out into the hallway I will use my other move action to close the door. If i cant make it in one move I will use my other move to exit and move west toward the starting room.

[User] You tumble out into the hallway safely and shut the door. Unfortunately, you can hear the zombie scraping at the other side(used his move to get to the door), and see no way to bar this door.

[User]
 [/QUOTE]

+I think I am currently in J5.
I will move 20 feet to I2  in the the first room. Drop my bow. Then unbar the north door.

Zombie should then open the door I guess. Doesn't matter really.

+Next round I will 5 foot step to J2 close the door and bar it

After that I will pick up my bow and prepare for the north room.

That Zombie was a catastrophe.
My kingdom for a slashing ranged weapon.

[User]
 Sounds good. You hear the kobold zombie slobbering at the door to the east, but you have no trouble barring the door in time.

Any checks before going north?

[User]
 Question are the doors made of wood?

OK
Listen check
 (1d20+2)[ 3 ]

EDIT: I don't think that 3 is going to give me much info. So I will open the north door. Also never mind just saw the doors in this room are made of metal.

[User]
 The 3 does not in fact hear anything(yay -5 for listening through a closed door).

You throw open the doors to a 10ft wide room, 30 ft long, with another wooden door on the far side. In the room is four kobolds(F1, E1, E2, C2). A small fire is flickering on the floor(D2) You catch them by surprise.

[User]
 mmmmm delicious living opponents

Surprise round

Cast sleep DC 14
I should be able to hit them all in the 10ft burst

Initiative
 (1d20+2)[ 7 ]

[User]
 Sleep being a full round action, it's unfortunately not usable in a surprise round. Now, if you manage to sneak up without being seen entirely, that's a different scenario, in which sleep is indeed awesome.

Init, from closest to furthest:
 (1d20+1)[ 5 ]
 (1d20+1)[ 6 ]
 (1d20+1)[ 18 ]
 (1d20+1)[ 5 ]

Edit: Yeah...you get a surprise round, then the only one of them who acts before you is a ways away from you...before you act again. This bodes ill for the kobolds.

[User]
 AH didn't catch that ok then
Surprise round

 Spoiler

free 5ft step to H2

Attack with bow on C2 kobold
 (1d20+2)[ 14 ]
Crit confirm
 (1d20+2)[ 9 ]
Damage
 (1d6)[ 4 ]
Crit
 (1d6)[ 4 ]

Round 1

 Spoiler

Color spray DC 14   hitting a vertical cone  G2, F1, F2, E1, E2
 (2d4)[ 4 ]   (1d4)[ 1 ]

EDIT:Yes 14 just enough to hit FF AC

[User]
 You skillfully snipe off the far kobold, then, before they can act, blast the rest with a color spray.

Saves from closest to furthest:
 (1d20-1)[ 17 ]
 (1d20-1)[ 16 ]
 (1d20-1)[ 13 ]

[User]
 The furthest one, entranced by the pretty colors, does nothing, while the lucky two next to you stab at the frightening newcomer with their spears.

Spear:  (1d20+1)[ 9 ]
Dmg:  (1d6-1)[ 4 ]

Spear:  (1d20+1)[ 21 ]
Dmg:  (1d6-1)[ 0 ]

[User]
 Crit confirm for spear #2.

Spear Crit confirm:  (1d20+1)[ 4 ]
Extra Dmg if confirmed:  (1d6-1)[ 5 ]

Edit: Nope, just the 1 damage from the regular hit.

[User]
 Luckily my DR1/adamantium stops that

5ft step back color spray again DC 14  (2d4)[ 8 ]   (1d4)[ 1 ]

[User]
 Both kobold drop to there knees as color assaults their eyes and fall the ground unconscious.

 (1d20-1)[ 11 ]  'bold 1
 (1d20-1)[ 12 ]  'bold 2


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

[User] I'll move to the north door and open it, with shield and axe at the ready

[User] You enter a 10ft wide room, 30 ft long, with another wooden door on the far side. In the room is four kobolds(F1, E1, E2, C2). A small fire is flickering on the floor(D2). You have surprise.

[User]
 i'll walk in axe and shield at the ready and say in common "it looks like you all are warm and cozy now"

i'm trying new tactics this time through

[User]
 Cool, cool.

They spring to their feet, seizing their weapons.

Init, closest to furthest:
 (1d20+1)[ 6 ]
 (1d20+1)[ 19 ]
 (1d20+1)[ 6 ]
 (1d20+1)[ 5 ]

[User]
 not the response i was hoping for but oh well

init:  (1d20+3)[ 20 ]

[User] i'm gonna stay in I2 axe and shield at the ready

[User] Well, the spearmen will move up to stab you, so take your readied action as the first does if you like.

[User]
 i'll attack him

Attack: (1d20+8)[ 27 ]
Damage:[roll]1d6+6[/roll]

[User] Damage: (1d6+6)[ 11 ]

[User]
 He dies horribly.

One of the two surviving spearmen takes a shot at you, while the other waits behind him.

Spear:  (1d20+1)[ 4 ]
Dmg:  (1d6-1)[ 1 ]

From further back, the slinger pops a bullet off at you.

Sling: (1d20+3)[ 10 ]  (+4AC vs this due to being in melee)
Dmg: [roll]1d-1[/roll]

Back to you.

[User]
 i'll attack the next one,

Attack: (1d20+8)[ 26 ]
Damage: (1d8+6)[ 10 ]


[User]
 You've just woken up, having spent your first night back in Chabaron doing whatever it is that you would spend a night in a largeish city after being out in the wilderness for awhile.

As you wipe the sleep from your eyes and begin going about your morning activities you hear a horn blowing, then a short pause and another horn blast echoes across the city. People begin moving towards the docks at a crisp pace, though whether they're moving towards or away from whatever the horn heralded you can't quite tell.

 Spoiler
yeah, it's a little shorter than I intended, sorry. The snow is coming down pretty hard and I've gotta get some **** done before the roads get completely ****ed.

Anyway, for you preparation spellcasters assume you didn't cast any spells yesterday and so have a full complement now.

[User]
 Azander walks outside, and attempts to stop the nearest person and ask where they are headed.

(He does not have active his cold damage aura.)

[User]
 Tranar, unworried about the horn, begins to commune with the spirits, as he does every morning, even when he has all of his spells available. He uses  Speak with Dead  and his ability to empathize with the spirits to learn of the goings on.

 Spoiler
  Gather Information  - (1d20+6)[ 9 ]
Asking local spirits rather than local living people, though.

Wow, the spirits don't like me today.

[User] Aleor does a few quick calisthenics as part of his morning routine before he realizes that the horns are blowing, and that he hadn't heard them yesterday.  He heads out side, greeting Azander when he sees him, and attempts to ask a passerby what's going on.

[User]
 Tharivol

With little need for sleep Tharivol is in the stables of the inn in which he is staying when the horns sound. A beautiful unicorn stands proudly before him, its mane having just been brushed and its back fitted with an exotic saddle. He whispers to it in sylvan before lifting himself into the saddle. The two leave the stable at a good pace, the rider calling out for people to move when necessary.

 Spoiler
Unicorn, My Summoned Cohort for today, adjusted for Augment Summoning
HP: 54, Initiative: +3 Speed: 60 ft.
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +4/+15
Attack: Horn +13 melee (1d8+10)
Full Attack: Horn +13 melee (1d8+10) and 2 hooves +5 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: 	—
Special Qualities: Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy
Saves: Fort +11, Ref +7, Will +6
Abilities: 	Str 24, Dex 17, Con 25, Int 10, Wis 21, Cha 24
Skills: 	Jump +23, Listen +11, Move Silently +9, Spot +11, Survival +8*

[User]
 Azander and Aleor:

 Spoiler

Everyone you try to stop politely but insistently continues moving, mumbling something about not wanting to be late.

Tranar:

 Spoiler

The spirits must have woken up on the wrong side of the grave this morning or something, they pretty much ignore your question.

Tharivol:

 Spoiler

As you ride out out you see all the locals moving toward the docks (where I assume you're riding since you failed to specify). They move out of the way of your horse with a spear on its head when necessary as you make your way to the head of the pack.

[User]
 Tranar nia Gorthrim
Troubled by the spirits' lack of communication, Tranar steps outside to investigate things the old-fashioned way.

 Spoiler
  Gather Information  - (1d20+6)[ 17 ]

And for once, Tranar does much better with the living than the dead.

Also, at this point I assume we don't know each other and are going to run into each other at whatever's going on. Is that the case, or are we supposed to have already been a group for reasons we haven't managed to determine?

[User]
 Azander politely but insistently traps one (or more) of them inside a wall of ice with him.

 "Where exactly are you going and why are you headed there?"

 Spoiler
Stands nearbish to one or two people so that he is inside the radius, then uses Ice wall: hemisphere version. Radius is 13ft, so potentially could be multiple people inside with him. DC 22 Reflex save to escape the hemisphere.

[User]
 Tharivol

He continues on, moving with and through the herd, following wherever the crowd is taking him.

[User]
 Tranar:

 Spoiler
Your excellent fact finding skills reveal that everyone is heading for the docks to receive an incoming ship that may or may not be carrying some items of significant magic power to help with the escalating conflict.

Azander:

 Spoiler
They're not packed in like sheep, but we'll say you manage to trap two people in with you.

As the dome of ice springs into existence the two people just stare at you for a second before one rolls her eyes as if to say  Sigh, another damn adventurer.  Before answering your question.

"We're on the way to the docks to unload a ship." She says, obviously annoyed at being put upon like this. "Now can you please take down this ice dome so I can get to work?"

Tharivol:

 Spoiler
You continue to move toward the docks, and people continue to give your horse with a spear on its head a wide berth.

[User]
 Tranar nia Gorthrim
Tranar is only vaguely interested, but there doesn't seem like much other to do than to go with everyone to see the thing.

His mind is mostly elsewhere, however, as he is still trying to determine why the spirits were so unhelpful, trying to determine if there is something about this boat that they don't like.

[User] Azander will teleport to the docks, leaving the ice wall.

[User] And Azander will see?

[User] Aleor will head to the docks then to see what all the fuss is about.


[User]
 Map: Any preference?

Buffs: 2+All Day work for you?

[User]
 No preference, and buff time is fine.  The other game is completely stalled out so I figured I'd pop over here.

I should note I'm doing this so I can get a feel for high level stuff.  I've been in one game that went beyond level 5 and that was a pretty fail campaign so I have virtually no experience at high levels, and literally no experience out of core.

[User]
 Originally Posted by Superglucose
 No preference, and buff time is fine.  The other game is completely stalled out so I figured I'd pop over here.

I should note I'm doing this so I can get a feel for high level stuff.  I've been in one game that went beyond level 5 and that was a pretty fail campaign so I have virtually no experience at high levels, and literally no experience out of core.

Perfectly fine.  The ToS is how I got good at high level optimization...I could barely make a decent charger before this.

Buffs:
 Spoiler
 All Day:
Use First Bead of Karma
Greater Luminous Armor
Anticipate Teleportation
 Round 1:
Use Second Bead of Karma
Conviction
 Round 2:
Spell Turning
Shield

Initiative:  (1d20+22)[ 24 ]

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]
 ... 1d20+22.

 Spoiler

Round 1:
Greater Mirror Image, True Seeing

Round 2:
Ray Deflection, Nerveskitter

All day:
Arcane Sight
Elemental Body (Air)
Superior Resistance

Initiative:
 (1d20+7)[ 10 ]

[User]
 whoops: buff fail

 Spoiler

Start: D2
 (1d4+4)[ 7 ]

You're first, I'll start top.

[User] I'll start in F9; do I have LoE?

[User] Yeah.  You see 9 humans, milling about each other passing time chatting each other up slightly.  If you can read lips you notice they're all talking at the same time and saying the exact same thing.

[User]
 You see a tall man dressed in black robes.  His hands shine with some unearthly force.

He makes a swift gesture at you, and you feel all of your magical protections draining away...

Please list all of your non-Abjuration Buff Spells with a CL of 20 or less, and all of your Abjuration Buffs with a CL of 24 or less.

[User]
 Greater Mirror Image, True Seeing

Ray Deflection, Nerveskitter

Arcane Sight
Elemental Body (Air)
Superior Resistance

All CL 13.

What is this action you are taking?

[User]
 I cast Spell Theft.  All of your buffs are dispelled, and I gain all of them.

Suddenly, there are 9 men instead of one.  They cruelly smirk before shooting thin, green rays at you.

RTA [Roll]1d20+12[/Toll]

If this hits, you are slowed with no saving throw.

[User]
 Whoops, mispelling...

 (1d20+12)[ 20 ]

[User]
 I auto-succeed my spellcraft check to identify it, and activate my Ring of Spell Battle to turn it back on you.

EDIT: The spell theft, not the other thing.

[User]
 My Spell Turning Turns it backwards towards you.

 Spoiler
 (1d6+1)[ 4 ]

[User]
 Olo:

 Spoiler
Assuming that's supposed to represent your leftover Spell Turning, shouldn't it be 1d4+1 instead of 1d6+1?

[User]
 I am slowed, is that the end of the turn?

EDIT: I'll also need to see the magical auras on you, strength and school.  I see them before you stole my Arcane Sight.

[User]
 Claudius:
 Spoiler
D'oh.  Well, good to know you're watching.
 (1d4+1)[ 5 ]

4 Lesser Abjuration
2 Medium Abjuration
1 Strong Abjuration
1 Weak Transmutation
6 Medium Transmutation
3 Strong Transmutation
1 Strong Universal

That's for Buffs and Items, but does not include the effects I stole from you.

EDIT: End Turn.

[User]
 Standard Action: Stinking Cloud centered on you
Swift Action: Acid Fog centered on you (all the mirror images pop), you lose LoE and LoS, move at 5ft/round, etc. etc.
Damage from Acid Fog:  (2d6)[ 8 ]

Fort save DC 23 vs the Stinking Cloud

[User] Mirror Images don't normally pop from being subjected to area attacks.

[User] Hmmm... +1 to list of houserules I've played under for too long.

[User]
 Fortitude Save:  (1d20+19)[ 32 ]

But Stinking Cloud is poison, right?  I'm immune to poison.

Plus, while slowed, you may not take swift actions.

[User]
 In that case, take the acid fog and not the cloud.  Duration on the slow effect?

Jeez, I suck at this lol 😛 I should go back to Pokemon, I was at least good at that 😉

[User]
 16 more rounds.

Swift Action:  Cast Sanctum Dispel Magic on the cloud, automatically dispelling it (assuming your caster level hasn't increased since you cast your buffs).
Standard Action: Arcane Fusion, creating a giant blast of light that rushes towards you.

RTA  (1d20+32)[ 38 ]
Damage  (15d6)[ 56 ]
Also, if this hits, roll a DC 22 Will Save or be dazed for one turn.

EDIT: End Turn
EDIT2: Well, there are really four ways to get better.  One, get explanation and "training" from a better optimizer.  Two, read handbooks.  Three, build random characters and test them on their effectiveness.  Four, fight other characters so that you can see their inner workings.

[User]
 (1d20+9)[ 23 ]

GG?  Nope.

[User]
 One last hope:
I cast Black Tentacles on your location.

Grapple:  (1d20+23)[ 42 ]

[User]
 The man smirks and claps his hands as you cast your spell.  He is apparently unaffected by Black Tentacles.

 Spoiler
Activate Limited Wish [Freedom of Movement]

He then shoots two rays at you: one light blue and small and one a huge jet of light. [Ray of Stupidty/Arcane Fusion]

RTA  (1d20+12)[ 24 ]
Damage  (1d4+1)[ 4 ]  Intelligence damage
RTA  (1d20+32)[ 35 ]
Damage  (15d6)[ 60 ]  and Will save DC 22 vs daze.

[User]
 dead

stupid needing more characters

[User]
 Maybe not, depending on an upcoming ruling.

Olo:

 Spoiler
The ruling in question is whether or not you can define a contingent Limited Wish when it is triggered. If you have some other means of obtaining FoM, the match is unaffected by this, but that contingency ruling may affect it otherwise.

[User]
 Claudius:
 Spoiler
You don't have to define it when you prepare it...I fail to see why one would have to define it for the contingency.

Also, it isn't unbalanced; it is a very expensive one shot item.

[User]
 Olo:

 Spoiler
I've brought this up with the other DMs, since I'm not entirely sure about it.

I'm pretty confident you can't do this with a Contingency spell (putting aside the level limit for now) because Contingency specifies that the spell is cast when the Contingency is cast, and that it simply takes place later when it is triggered. Since you make decisions about a spell when you cast it, you need to determine the effect when you cast it with the Contingency. So Contingency: Teleport would need to define a destination when made contingent.

Craft Contingent Spell is less exact in its wording. Infuriatingly vague, even. Consequently I'm less sure of my argument here. It does say that it takes effect upon the bearer, which means that you are the target of the Limited Wish. The question is if you can be considered the caster as well.


[User]
 You awaken slightly disoriented in a stone room. It's about 15' wide and 35' long. The room is lighted by a single burning torch on the east wall. The room also contains a 3ft deep pool of water on the north wall. A closed wooden door is in the south wall.

Map
 Spoiler
{table]|A|B|C
1| W | W | W
2| W | W | W
3
4||B|
5
6
7[/table]
B = Baro Roteg
 W  = Pool of Water
Door at A7 south wall.

DM Notes
 Spoiler
 Sheet

[User]
 Baro looked around frantically, trying to remember the last few hours.  Think rationally for a moment!  He quickly calmed himself, standing slowly to his feet and pulling out his bow. He walked over toward the water (about square A3) and glanced into it, feeling a little thirsty.  Spot :  (1d20+2)[ 5 ]

Regardless he shook his head out of the silly thought, instead reaching for his waterskin.  I can't be too careful, no matter where I am.

[User]
 (I'm assuming I didn't see anything)

Baro briefly touched the surface of the water, feeling yhe liquid on his ifngertips, before traveling to the other side of the room. Hy eyed the door carefully before trying to open it, his mind still trying to piece together why he was here.  Search:   (1d20+8)[ 21 ]

[User]
 The pool of water is surprisingly clean and fresh and probably safe to drink.

The door is unlocked, but it seems to be stuck in place.

[User]
 Baro nearly moaned aloud, looking up at the door. He pushed his small frame against and and started back, ready to shove.   Stren
He stopped just before hitting the door itself and pressed his ear against it.  There has to be some reason I'm here, even if it isn't as a prisoner. Why would they have left the door unlocked if I was though?   Listen:   (1d20+5)[ 24 ]

[User] He hears nothing through the door. He does notice the sound of an occasional drip, which he assumes is the water source that feeds into the pool.

[User] Oh well. I wouldn't have my bow if this was a prison.  Baro shoved his little weight against the door, grunting and straining to open it. Answers had to lie ahead, he hoped.  Strength:   (1d20-1)[ 19 ]


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

[User]
 Glim

The gnome shakes the cobwebs out of his head, promising himself for the tenth time this month to stop drinking.  He hops up and grabs the torch, then goes through the door that is unbarred.

[User] All three doors are unbarred, but you do have sufficient rods to bar any two you choose.

[User] I'll bar the north and east doors then, and go through the south.

[User] Once you open the door, you see a short, narrow, unlit, hallway, five feet in width, and twenty in length. Just over halfway down, a door leads to the left, while at the end, another door leads straight ahead.


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

[User]
 Blocking the doors J and K with the metal bars while trying to be silent moving silently  (d20)[ 4 ]   and opening door at I2 with the sling currently drawn and loaded.

initiative if needed  (d20)[ 11 ]

[User] forgot to add that my dog is at i 1

[User]
 You enter a 10ft wide room, 30 ft long, with another wooden door on the far side. In the room is four kobolds(F1, E1, E2, C2). A small fire is flickering on the floor(D2).

Two of them heard you open the door(E1, E2), and are starting to act. Surprise round for you and both of them.

Init, in order listed above:
 (1d20+1)[ 8 ]
 (1d20+1)[ 19 ]
 (1d20+1)[ 15 ]
 (1d20+1)[ 9 ]

Both E1 and E2 ready an attack for if you get close, since the door is giving you pretty good cover right now.

[User]
 "Attack dog."

I will move to G1 and attack the kobold at F1

 (d20+2)[ 12 ]  for  (d3)[ 1 ]  damage + Golden Ice ravage DC14
 (d20+2)[ 7 ]  for  (d3)[ 3 ]  damage + Golden Ice ravage DC14
 (d20-3)[ 14 ]  for  (d3)[ 1 ]  damage + Golden Ice ravage DC14

Dogs initiative (i forgot to add it)  (d20+2)[ 21 ]

[User]
 Dog goes first, so bring him on as well.

What type of save is Golden Ice? Save: (1d20)[ 16 ]  -I'll add the other modifiers later.

[User]
 Dog will move to E2 if he can attack the kobold at F1 from there or F2 if he cannot and attack the kobold at F1 (Unless he is dead in which case the kobold at E2

dog attack  (d20+3)[ 19 ]
dog damage bite  (d6+3)[ 8 ]

Touch of golden ice

 Spoiler

DC contact 14 vs Fort, for 1d6  + char if any dex initial and 2d6 + char if any dex secondary. I had to look around to see the ruling for this. Apparently if the monster has a positive char bonus it takes extra dex damage. Also If they are evil undead, or evil elemental they take and extra 1 and if they are evil cleric or evil outsider an additional 2 dex damage. All these different conditions stack, so an evil undead elemental outsider cleric would take an additional 6 + char dex damage on a failed save.

[User]
 Nifty!

Only roll 4 connected, due to them being flat footed at the time, but didn't do sufficient damage to bring him down, and he passed the golden ice save. The dog, however, moved to E2 and viscously attacked the kobold, finishing him off.

Alarmed at the dog, the kobolds in E1 and E2 attempt to spear it repeatedly.

Spear:  (1d20+1)[ 5 ]
Dmg:  (1d6-1)[ 5 ]

Spear:  (1d20+1)[ 2 ]
Dmg:  (1d6-1)[ 3 ]

On the regular init order, then.

[User]
 Fortunately for you and your furry friend, their aim is quite poor.

Regular init order of those remaining:

Dog: 21
E1 kobold: 19
E2 kobold: 15
You: 11
Slinger kobold: 9

[User]
 Dog attacks the Kobold at E2

Bite  (d20+3)[ 9 ]  for  (1d6+3)[ 6 ]


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

[User]
 Halen stands up quickly, senses alert. He bars the doors to the south and east, then walks over to final door and examines it, frowning.

He puts his ear against the door and listens for any noise.

 Spoiler
The door opens outward, yes?

[User]
 Yeah, doors all open the way they appear.

You hear some noises beyond, sounds like talking, though too low for you to make the words, or even the language. There's also a faint crackling noise.

[User]
 Ah, too bad.

In that case, Halen draws his rapier, eases the door open a crack, and peers through.

[User] You enter a 10ft wide room, 30 ft long, with another wooden door on the far side. In the room is four kobolds(F1, E1, E2, C2). A small fire is flickering on the floor(D2). You have surprise.

[User]
 Well, Halen's a gnome, so no mercy for kobolds. 😏

Assuming that they haven't noticed him yet, Halen darts into the room and attacks the kobold in F1.

Attack -  (1d20+5)[ 17 ]
Damage -  (1d4+2)[ 6 ]
Sneak Attack -  (1d6)[ 3 ]

[User]
 Oh, right, you said I have surprise... in that case, here's initiative for the next round.

Initiative:  (1d20+4)[ 22 ]

[User]
 The first kobold falls swiftly, and the rest, taken unawares, react too slowly to prevent you from striking again before they move.

Init(north to south):
 (1d20+1)[ 2 ]
 (1d20+1)[ 14 ]
 (1d20+1)[ 17 ]

[User]
 All right, then, Halen jumps over the body of the first kobold as it falls and aims a thrust for the neck of the one behind it (E1).

By the way, I forgot earlier, but I get +1 to attack against kobolds.

Attack:  (1d20+6)[ 15 ]
Damage:  (1d4+2)[ 6 ]
Sneak Attack:  (1d6)[ 6 ]

[User]
 That +1 definitely is handy here. You strike the kobold, dropping him as well. The remaining two start chattering nervously in draconic as they strike back.

In front:
Spear: (1d20+1)[ 6 ]
Dmg: (1d6-1)[ 1 ]

In back:
Sling: (1d20+3)[ 17 ]  +4 AC against this attack, due to being in melee.
Dmg: (1d4-1)[ 3 ]

[User]
 Let's see if I can finish them off, then... Halen moves to his right to put the goblin in E2 between him and the slinger, and makes another attack with his rapier.

Attack:  (1d20+6)[ 17 ]
Damage:  (1d4+2)[ 6 ]

[User]
 You take the last melee kobold down, and the slinger worriedly chucks another bullet at you, hoping to get lucky.

Sling:  (1d20+3)[ 11 ]
Dng: (1d3-1)[ 0 ]

[User]
 After nimbly avoiding the sling bullet, Halen runs forward, bringing his rapier up low and to the right to attack the last kobold in C2.

He is smiling. It shows a disturbing amount of teeth.

Attack:  (1d20+6)[ 9 ]
Damage:  (1d4+2)[ 4 ]


[User]
 Buff Rounds: Does 2+All Day work for you?

Map: I can deal with anything that you will provide.

[User]
 2+All day is fine by me.

As far as the map goes, I'm fine with anything. Out of the 5 provided on page 1, I'm only familiar with Columns 1, but I'm fine to do any of them. Perhaps the River Map?

 Spoiler

This map originated in the Arena Tournament. This has proven to be one of the most popular arena choices in the Test of Spite.

If we do that, then I'll start on the right (Red).

[User]
 Eh...ok.

Buffs:
 Spoiler
 All Day:
UPD Bead of Karma
Superior Resistance; CL  (1d6+17)[ 19 ]
Overland Flight; CL  (1d6+17)[ 22 ]
Inertial Armor (19pp); ML  (1d6+17)[ 20 ]
 Round 1:
Manifest Twinned Synch (7pp)
Use Bead of Karma
Manifest Schism (7pp); ML  (1d6+17)[ 19 ]
Cast Greater Mirror Image for  (1d4+4)[ 5 ]  Images; CL  (1d6+17)[ 23 ]
 Round 2:
Manifest Twinned Synch (7pp)
Schism: Manifest Touchsight (Shuriken); ML  (1d6+17)[ 19 ]
Manifest Share Pain (Shuriken); ML  (1d6+17)[ 19 ]
Manifest Vigor (18pp); ML  (1d6+17)[ 18 ]

Initiative  (1d20+27)[ 34 ]  (Nerveskitter)

EDIT: In B10, elevation +20ft, you see a woman dressed in flowing black robes, one hand clutching a large red crystal.

[User]
 Buffs:

 Spoiler
Maximised Reach Umbral Touch
Extended Sight Eclipsed

  Hide  - (1d20+47)[ 51 ]
  Move Silently  - (1d20+27)[ 36 ]
Starting in Y11

  Initiative  - (1d20+6)[ 25 ]

In Y10, you see nothing. Same in Z10, Y11, and Z11. Roll spot and listens.

[User]
 My spot and listen can't do anything.

The woman flies to K10.  Her touchsight now locates you.

[User]
 Spoiler
Schism: Manifest Force Screen (1pp); ML  (1d6+11)[ 17 ]
Manifest Twinned Synch (11pp)
Psicrystal activates Djore.
Psicrystal regains psi-focus.

A beam of crackling energy shoots from the crystal at you.

This is a Dispel Effect:

 Spoiler
 (1d20+20)[ 34 ]
 (1d20+20)[ 40 ]
 (1d20+20)[ 29 ]
 (1d20+20)[ 33 ]
 (1d20+20)[ 40 ]
 (1d20+20)[ 37 ]
 (1d20+20)[ 38 ]
 (1d20+20)[ 35 ]
 (1d20+20)[ 40 ]
 (1d20+20)[ 34 ]
 (1d20+20)[ 33 ]
 (1d20+20)[ 40 ]
 (1d20+20)[ 30 ]

Tell me if I need any more.  Aside from this, my turn ends, though I reserve the right to interject into your turn with immediate actions and the like.

[User]
 Double Move to R7, behind the post.

 Spoiler
Quickened Reach Umbral Touch

[User]
 As you move, you feel Glitter raining down upon you as jaws of force bite you in the back.

Make a DC 20 Will save vs blindness.

Take  (10d6)[ 36 ]  force damage, Reflex save DC 21 for half.

Is that end turn for you?

[User]
 Yeah, that's the end of my turn.

  Will Save  - (1d20+8)[ 22 ]
  Reflex Save  - (1d20+15)[ 34 ]

[User]
 Spoiler
Schism retains concentration on Manyjaws
Manifest Twinned Synch (11pp)

The jaws continue to snap at you.  Take  (10d6)[ 33 ]  more force damage, reflex save DC 21 for half.

End turn, though interjections into your turn will likely follow.

[User]
 Reflex Save  - (1d20+15)[ 25 ]

Well, this isn't turning out too good so far. Note to self: Find a way to negate Touchsight.

Moving to R10 and using Shadow Evocation to replicate a Resilient Sphere on you. If you Psicrystal is in the same space or just around you, then it is inside too.

[User]
 Spoiler
Psicrystal uses sych action to counterspell.
Cast True Strike
Cast Enervation

Your spell is counterspelled.

Furthermore, a black ray of crackling energy flies straight at you.
RTA  (1d20+29)[ 33 ]
 (1d4)[ 2 ]  negative levels.

EDIT: The only way that I know of negating touchsight is being incorporeal.

[User]
 Move to L10. A black ray fires out of the man's hand.

  Ranged Touch Attack  - (1d20+10)[ 25 ]
  Damage  - (5d6)[ 22 ]

DC 18 Fortitude Save vs Slow

Edit: That's a shame, because I can protect myself from everything other than Touch or Mind Sight right now.

[User] That misses.  End turn?

[User] Yeah, that's the end of my turn.

[User]
 Spoiler
Schism mantains concentration on Manyjaws.
Twinned Sych (11pp)

The jaws continue to snap at you.   (10d6)[ 35 ]  damage, DC 21 Reflex for half.  End turn.

[User]
 Reflex Save  - (1d20+15)[ 32 ]

Well, that's enough to kill me dead. I'm sure there's some item out there which makes you incorporeal; I'll have to look that up. Mindsight, I just have to hope nobody ever has.

[User]
 Originally Posted by Melamoto
 Well, that's enough to kill me dead. I'm sure there's some item out there which makes you incorporeal; I'll have to look that up. Mindsight, I just have to hope nobody ever has.

The only way to defeat mindsight is by being mindless...which is not something most characters want to be.

Heh, I didn't even get the chance to manifest an offensive power!

Energy stun, max ML:
 (21d6)[ 78 ]  electricity damage; Reflex save DC 32 for half.  If you fail the save for half, make a Will save DC 32 or be stunned for one turn.

[User] In retrospect, I could have had a decent shot if I had instead quickened Shadow Evocation to dimension door right next to you, so I could fire off 4 of those shots, and without the attack penalty from Level Drain. Still, gg.


[User]
 Arena Tournament, Round 78:  Arltek  vs.  Kelgore Junior
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Arltek  - Eguzki
 Kelgore Junior  - Ganurath

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

[User]
 Initiative  - (1d20+4)[ 17 ]

No purchases, reserve reactionary right.

[User]
 High Ref Sallera
 Kelgore wins by virtue of attendance.

[User]
 O shoot I completely forgot about this!!

Only a few hours late... There is no way we could give me some slack and let this fight continue?

I should be more active now.

[User] Technically you were over two days late, but if your opponent would rather play out the match, it's his choice at this point.

[User] You're so lucky I fight for the sport. You have until 24 hours after this post to roll initiative.

[User]
 thank you good sir

Here is my init roll
 (1d20+1)[ 7 ]

EDIT: i guess you go first

[User] Actually, Kelgore will delay his action to Initiative 6. He's starting in C10, though.

[User]
 In that Case

 Arltec- Round 1

Arltec runs towards the middle house on the north side and you last see him at P6 he then disappears behind the house.

Refs:

 Spoiler
Double move action ending in P3

Stats:

 Spoiler
  Arltek
Male CN Neanderthal  Barbarian (Boar Totem),  Level  1,  Init  +1,  HP  14/14,  Speed  40 (30 armor)
 AC  17,  Touch  11,  Flat-footed  16,  Fort  +8,  Ref  +1,  Will  -1,  Base Attack Bonus  1
 +2 on disarm and trip attack Tigerskull Club (-)   +8 (+11) (1d8+5 (+8), x4)
   Shortbow (20)   +1 (1d6, x3)
 None Scale Mail ,    Large wooden Sheild  (+4 Armor, +2 Shield, +1 Dex)
 Abilities  Str 26, Dex 12, Con 22, Int 6, Wis 8, Cha 6
 Condition  None
 Location  P6

[User]
 Kelgore Junior

LoS:
 Spoiler
Move action to I11.

Ready action:
 Spoiler
Blast him with  Kelgore's Firebolt  upon establishing LoS.

 Stats:
 Spoiler
HP 6/6
AC: 14 Full, 10 FF, 14 Touch
Saves: Fort -1, Ref +4, Will +2
Special: Resist Acid, Cold, Electricty 5, Daylight 1/day

Turn Complete.

[User]
 RPGAGMJAY - Init Ref.
LoS Check:

Arltek

 Spoiler

No LoS.

Kelgore Junior

 Spoiler

No LoS

Continue...

[User]
 Arltek - round 2

 Spoiler
double move to F1. I might revise if I make LoS.

Stats:

 Spoiler
   Arltek
Male CN Neanderthal  Barbarian (Boar Totem),  Level  1,  Init  +1,  HP  14/14,  Speed  40 (30 armor)
 AC  17,  Touch  11,  Flat-footed  16,  Fort  +8,  Ref  +1,  Will  -1,  Base Attack Bonus  1
 +2 on disarm and trip attack Tigerskull Club (-)   +8 (+11) (1d8+5 (+8), x4)
   Shortbow (20)   +1 (1d6, x3)
 None Scale Mail ,    Large wooden Sheild  (+4 Armor, +2 Shield, +1 Dex)
 Abilities  Str 26, Dex 12, Con 22, Int 6, Wis 8, Cha 6
 Condition  None
 location  F1

[User]
 RPGAGMJAY - Init. Ref.
LoS Update:

LoS is established as Arltek moves.

Arltek is in K1.

Kelgore Jr. is in I11.

Kelgore:

 Spoiler

Take your readied action or wait?

Arltek:

 Spoiler

Arltek, you may revise your round after Kelgore posts an answer to my question.

Game on!

[User]
 In answer to the question, yes I will use my readied action.  Kelgore's Firebolt !

  Fire Damage  - (4d6)[ 17 ]
Reflex DC 17 for half damage.

[User]
 Ouch

Ref:  (1d20+1)[ 12 ]

I'll edit depending on the outcome of this roll.

DEAD you win.

Short and sweet. Good match

[User]
 High Ref Hust
It is better to burn out than fade away...Kelgore Jr. takes the match!


[User]
 (ok, honestly, I can't think of a single persona that would fit this deck. Therefore I will just duel you and skip out of the whole In Character thing...)

 Let's get this duel started!

[User]
 Opening Stuff:
Initiative:  (1d20)[ 16 ](16)
Draw:  (5d42)[ 39 ][ 4 ][ 12 ][ 19 ][ 19 ](93)
Reroll:  (3d42)[ 4 ][ 36 ][ 40 ](80)

[User]
 {Lol thats fine...im not too good with in charachter stuffs)
 (1d20)[ 3 ]
 (5d40)[ 20 ][ 23 ][ 29 ][ 17 ][ 39 ](128)
 (3d40)[ 29 ][ 22 ][ 10 ](61)

[User]
 I guess I'll go first my man! I draw!
 (1d37)[ 33 ]
 I set a monster and three face-downs. Your move.

 Spoiler
 Hand:  2
 Spoiler
 Morphing Jar
Huge Revolution

 Deck:
 Spoiler

1.Destiny Hero-Diamond Dude
2.Destiny Hero-Diamond Dude
3.Destiny Hero-Diamond Dude
A Cat of Ill Omen
4.A Cat of Ill Omen
5.A Cat of Ill Omen
6.Deep Diver
7.Deep Diver
8.Blast Sphere
9.Blast Sphere
10.Blast Sphere
Morphing Jar
11.Spear Cretin
12.Spear Cretin
13.Spear Cretin
14.Mystic Tomato
15.Mystic Tomato
16.Mystic Tomato
Card Destruction
17.Card Trader
18.Card Trader
19.A Feather of the Phoenix
20.A Feather of the Phoenix
21.Fruits of Kozaky's Studies
22.Fruits of Kozaky's Studies
23.Mega-Ton Magical Cannon
24.Mega-Ton Magical Cannon
25.Final Destiny
26.Final Destiny
27.Beginning of the End
28.Beginning of the End
29.Trap of Darkness
30.Trap of Darkness
31.Trap of Darkness
32.Huge Revolution
Huge Revolution
Mirror Force
33.Wall of Revealing Light
Swords of Revealing Light
34.Magic Cylinder
35.Lightning Vortex
36.Heavy Storm

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 none

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Card Destruction
Mirror Force
Swords of Revealing Light
A Cat of Ill Omen

 Stats:  8000 Life Points
 Field:  {table="head]1|2|3|4|5
-|-|F|-|-
-|F|F|F|-[/table]
F=Facedown

[User]
 (That was HECKA FAST)
 (1d35)[ 23 ]
[[o.0 what does post roll count doesnt match database mean?]]

First ill use E - Emergency CAll to Bring E Hero Stratos to my hand, which i will summon, activating its effect. This effect brings EHERO CAptian Gold to my hand, which i will discard to bring  Skyscraper  to my hand, which i play. Now, Stratos Attack the Facedown! Also i set two facedowns and end my tunr.

 Spoiler

 Spoiler

1 Honest
2 Honest
3 Honest
5 Elemental Hero Neos Alius
6 Elemental Hero Neos Alius
7 Elemental Hero Neos Alius
8 Garoth, Lightsworn Warrior
9 Garoth, Lightsworn Warrior
11 Elemental Hero Captain Gold
12 Elemental Hero Captain Gold
13 Exiled Force
15 Exiled Force
16 Prohibition
17 Prohibition
18 Prohibition
19 Skyscraper
21 Fissure
22 E - Emergency Call
24 Reinforcement of the Army
25 Mystical Space Typhoon
26 Royal Oppression
28 Royal Oppression
30 Skill Drain
31 Skill Drain
32 Solemn Judgment
33 Phoenix Wing Wind Blast
34 Phoenix Wing Wind Blast
35 Phoenix Wing Wind Blast
36 Mirror Force
37 Torrential Tribute
38 Macro Cosmos
40 Thunder King Rai-Oh

Hand

 Spoiler

Smashing Ground
Prohibitation
Thunder King Rai-Oh

Field:
FD- Skill Drain
FD- Royal Oppression
EHERO STRATOS
Skyscraper

Grave:
Emergency CAll
Ehero CAptain Gold

[User] (The fourm is saying it doesn't trust that roll.  If you're trustworthy, I wouldn't worry about it.)

[User]
 You attacked my A Cat of Ill Omen, which allows me to pull my Trap of Darkness to the top of my deck. I then pick it up and begin my turn! I set one monster and a face-down. Your move!

 Spoiler
 Hand:  1
 Spoiler
 Huge Revolution

 Deck:
 Spoiler

1.Destiny Hero-Diamond Dude
2.Destiny Hero-Diamond Dude
3.Destiny Hero-Diamond Dude
A Cat of Ill Omen
4.A Cat of Ill Omen
5.A Cat of Ill Omen
6.Deep Diver
7.Deep Diver
8.Blast Sphere
9.Blast Sphere
10.Blast Sphere
Morphing Jar
11.Spear Cretin
12.Spear Cretin
13.Spear Cretin
14.Mystic Tomato
15.Mystic Tomato
16.Mystic Tomato
Card Destruction
17.Card Trader
18.Card Trader
19.A Feather of the Phoenix
20.A Feather of the Phoenix
21.Fruits of Kozaky's Studies
22.Fruits of Kozaky's Studies
23.Mega-Ton Magical Cannon
24.Mega-Ton Magical Cannon
25.Final Destiny
26.Final Destiny
27.Beginning of the End
28.Beginning of the End
29.Mystical Knight of Jackal
30.Trap of Darkness
Trap of Darkness
31.Huge Revolution
Huge Revolution
Mirror Force
32.Wall of Revealing Light
Swords of Revealing Light
33.Magic Cylinder
34.Lightning Vortex
35.Heavy Storm

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 A Cat of Ill Omen

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Card Destruction
Mirror Force
Swords of Revealing Light
Trap of Darkness
Morphing Jar

 Stats:  8000 Life Points
 Field:  {table="head]1|2|3|4|5
-|-|F|-|-
F|F|F|F|-[/table]
F=Facedown

[User]
 Very well tehn, ill draw.
 (1d32)[ 28 ]
First, Ill use Skill Drain, the trap i placed last turn. (LP 7000) Ill also activatre Royal Oppression, the trap i also set earlier. NExt, ill summon Thunder King Rai-Oh. now, Stratos, Attack teh facedown! RAi-Oh, strike directly! Now i ned my turn.

 Spoiler

 Spoiler

1 Honest
2 Honest
3 Honest
5 Elemental Hero Neos Alius
6 Elemental Hero Neos Alius
7 Elemental Hero Neos Alius
8 Garoth, Lightsworn Warrior
9 Garoth, Lightsworn Warrior
11 Elemental Hero Captain Gold
12 Elemental Hero Captain Gold
13 Exiled Force
15 Exiled Force
16 Prohibition
17 Prohibition
18 Prohibition
19 Skyscraper
21 Fissure
22 E - Emergency Call
24 Reinforcement of the Army
25 Mystical Space Typhoon
26 Royal Oppression
28 Royal Oppression
30 Skill Drain
31 Skill Drain
32 Solemn Judgment
33 Phoenix Wing Wind Blast
34 Phoenix Wing Wind Blast
36 Mirror Force
37 Torrential Tribute
38 Macro Cosmos
40 Thunder King Rai-Oh

Hand

 Spoiler

Smashing Ground
Prohibitation

Field:
Skill Drain
Royal Oppression
FD- Phoenix Wing Wind Blast
EHERO STRATOS
Thunder King Rai-Oh

Skyscraper

Grave:
Emergency CAll
Ehero CAptain Gold

[/QUOTE]

[User]
 Nope. Activate: Mirror Force. Bye bye monsters you had. Hello my draw!
 (1d35)[ 20 ]
 I activate my Swords of Revealing Light and end my turn.

 Spoiler
 Hand:  2
 Spoiler
 Huge Revolution
A Feather of the Phoenix

 Deck:
 Spoiler

1.Destiny Hero-Diamond Dude
2.Destiny Hero-Diamond Dude
3.Destiny Hero-Diamond Dude
A Cat of Ill Omen
4.A Cat of Ill Omen
5.A Cat of Ill Omen
6.Deep Diver
7.Deep Diver
8.Blast Sphere
9.Blast Sphere
10.Blast Sphere
Morphing Jar
11.Spear Cretin
12.Spear Cretin
13.Spear Cretin
14.Mystic Tomato
15.Mystic Tomato
16.Mystic Tomato
Card Destruction
17.Card Trader
18.Card Trader
19.A Feather of the Phoenix
A Feather of the Phoenix
20.Fruits of Kozaky's Studies
21.Fruits of Kozaky's Studies
22.Mega-Ton Magical Cannon
23.Mega-Ton Magical Cannon
24.Final Destiny
25.Final Destiny
26.Beginning of the End
27.Beginning of the End
28.Mystical Knight of Jackal
29.Trap of Darkness
Trap of Darkness
30.Huge Revolution
Huge Revolution
Mirror Force
31.Wall of Revealing Light
Swords of Revealing Light
32.Magic Cylinder
33.Lightning Vortex
34.Heavy Storm

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 A Cat of Ill Omen
Mirror Force

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 Card Destruction
Trap of Darkness
Morphing Jar

 Stats:  8000 Life Points
 Field:  {table="head]1|2|3|4|5
-|-|F|-|-
-|F|SoRL|F|-[/table]
F=Facedown
SoRL=Swords of Revealing Light

[User]
 Mmkkayy... then i wont activate yet.
 (1d31)[ 31 ]
Ill summon thunder King Rai-Oh. then ill end my turn.

 Spoiler

 Spoiler

1 Honest
2 Honest
3 Honest
5 Elemental Hero Neos Alius
6 Elemental Hero Neos Alius
7 Elemental Hero Neos Alius
8 Garoth, Lightsworn Warrior
9 Garoth, Lightsworn Warrior
11 Elemental Hero Captain Gold
12 Elemental Hero Captain Gold
13 Exiled Force
15 Exiled Force
16 Prohibition
17 Prohibition
18 Prohibition
19 Skyscraper
21 Fissure
22 E - Emergency Call
24 Reinforcement of the Army
25 Mystical Space Typhoon
26 Royal Oppression
28 Royal Oppression
30 Skill Drain
31 Skill Drain
32 Solemn Judgment
33 Phoenix Wing Wind Blast
34 Phoenix Wing Wind Blast
36 Mirror Force
37 Torrential Tribute
38 Macro Cosmos

Hand

 Spoiler

Smashing Ground
Prohibitation

Field:
Skill Drain
Royal Oppression
FD- Phoenix Wing Wind Blast
Thunder King Rai-Oh

Skyscraper

Grave:
Emergency CAll
EHERO STRATOS
Thunder King
Ehero CAptain Gold

[User]
 Nope, it would still activate and then return to my deck.

You can use it on my swords though.

[User]
 Then I draw.
 (1d34)[ 22 ]
 I play a spell/trap face-down and then activate my face-down Card Destruction! Now we both discard our entire hand and draw the same number of cards as the number that we discarded. So I draw 2.

 Spoiler
 Hand:  2
 Spoiler
 none

 Deck:
 Spoiler

1.Destiny Hero-Diamond Dude
2.Destiny Hero-Diamond Dude
3.Destiny Hero-Diamond Dude
A Cat of Ill Omen
4.A Cat of Ill Omen
5.A Cat of Ill Omen
6.Deep Diver
7.Deep Diver
8.Blast Sphere
9.Blast Sphere
10.Blast Sphere
Morphing Jar
11.Spear Cretin
12.Spear Cretin
13.Spear Cretin
14.Mystic Tomato
15.Mystic Tomato
16.Mystic Tomato
Card Destruction
17.Card Trader
18.Card Trader
19.A Feather of the Phoenix
A Feather of the Phoenix
20.Fruits of Kozaky's Studies
21.Fruits of Kozaky's Studies
Mega-Ton Magical Cannon
22.Mega-Ton Magical Cannon
23.Final Destiny
24.Final Destiny
25.Beginning of the End
26.Beginning of the End
27.Mystical Knight of Jackal
28.Trap of Darkness
Trap of Darkness
29.Huge Revolution
Huge Revolution
Mirror Force
30.Wall of Revealing Light
Swords of Revealing Light
31.Magic Cylinder
32.Lightning Vortex
33.Heavy Storm

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 A Cat of Ill Omen
Mirror Force
Mega-Ton Magical Cannon
Huge Revolution
Card Destruction

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 A Feather of the Phoenix
Trap of Darkness
Morphing Jar

 Stats:  8000 Life Points
 Field:  {table="head]1|2|3|4|5
-|-|F|-|-
-|F|SoRL|F|-[/table]
F=Facedown
SoRL=Swords of Revealing Light (1 counter)

[User]
 Card Destruction Rolls:  (2d33)[ 31 ][ 23 ](54)
 I set a card and end my turn.

[spoiler] Hand:  1 [spoiler] Final Destiny
 Spoiler

 Deck:
 Spoiler

1.Destiny Hero-Diamond Dude
2.Destiny Hero-Diamond Dude
3.Destiny Hero-Diamond Dude
A Cat of Ill Omen
4.A Cat of Ill Omen
5.A Cat of Ill Omen
6.Deep Diver
7.Deep Diver
8.Blast Sphere
9.Blast Sphere
10.Blast Sphere
Morphing Jar
11.Spear Cretin
12.Spear Cretin
13.Spear Cretin
14.Mystic Tomato
15.Mystic Tomato
16.Mystic Tomato
Card Destruction
17.Card Trader
18.Card Trader
19.A Feather of the Phoenix
A Feather of the Phoenix
20.Fruits of Kozaky's Studies
21.Fruits of Kozaky's Studies
Mega-Ton Magical Cannon
22.Mega-Ton Magical Cannon
23.Final Destiny
24.Final Destiny
25.Beginning of the End
26.Beginning of the End
27.Mystical Knight of Jackal
28.Trap of Darkness
Trap of Darkness
29.Huge Revolution
Huge Revolution
Mirror Force
30.Wall of Revealing Light
Swords of Revealing Light
Magic Cylinder
31.Lightning Vortex
32.Heavy Storm

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 A Cat of Ill Omen
Mirror Force
Mega-Ton Magical Cannon
Huge Revolution
Card Destruction

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 A Feather of the Phoenix
Trap of Darkness
Magic Cylinder
Morphing Jar

 Stats:  8000 Life Points
 Field:  {table="head]1|2|3|4|5
-|-|F|-|-
-|F|SoRL|F|F[/table]
F=Facedown
SoRL=Swords of Revealing Light (1 counter)

[User]
 I also draw 2.
 (2d30)[ 13 ][ 10 ](23)

[User]
 Hm... I draw.
 (1d28)[ 16 ]

Ill Summon EHERO CAptain Gold. Also Ill use Prohibition to Prohibit Heavy Storm. Ill activate Phoenix wing, and remove your swords by discarding my E-Emergency cAll. Now, Stratos, attack the face down, and CAptain Gold, Attack directly! i end my turn.

 Spoiler

 Spoiler

1 Honest
2 Honest
3 Honest
5 Elemental Hero Neos Alius
6 Elemental Hero Neos Alius
7 Elemental Hero Neos Alius
8 Garoth, Lightsworn Warrior
9 Garoth, Lightsworn Warrior
11 Elemental Hero Captain Gold
12 Elemental Hero Captain Gold
13 Exiled Force
15 Exiled Force
16 Prohibition
19 Skyscraper
21 Fissure
22 E - Emergency Call
24 Reinforcement of the Army
25 Mystical Space Typhoon
26 Royal Oppression
28 Royal Oppression
30 Skill Drain
31 Skill Drain
32 Solemn Judgment
33 Phoenix Wing Wind Blast
34 Phoenix Wing Wind Blast
36 Mirror Force
37 Torrential Tribute
38 Macro Cosmos

Hand

 Spoiler

Field:
Skill Drain
Royal Oppression
FD- Phoenix Wing Wind Blast
Thunder King Rai-Oh
Prohibitation
CAptain Gold

Skyscraper

Grave:
Emergency CAll
EHERO STRATOS
Thunder King
Ehero CAptain Gold
Emergency CAll
Smashing Ground
Prohibitation

[User]
 My Move. I end my turn.

 Spoiler
 Hand:  2
 Spoiler
 Final Destiny
Swords of Revealing Light

 Deck:
 Spoiler

1.Destiny Hero-Diamond Dude
2.Destiny Hero-Diamond Dude
3.Destiny Hero-Diamond Dude
A Cat of Ill Omen
4.A Cat of Ill Omen
5.A Cat of Ill Omen
6.Deep Diver
7.Deep Diver
8.Blast Sphere
9.Blast Sphere
10.Blast Sphere
Morphing Jar
11.Spear Cretin
12.Spear Cretin
13.Spear Cretin
14.Mystic Tomato
15.Mystic Tomato
16.Mystic Tomato
Card Destruction
17.Card Trader
18.Card Trader
19.A Feather of the Phoenix
A Feather of the Phoenix
20.Fruits of Kozaky's Studies
21.Fruits of Kozaky's Studies
Mega-Ton Magical Cannon
22.Mega-Ton Magical Cannon
Final Destiny
23.Final Destiny
24.Beginning of the End
25.Beginning of the End
26.Mystical Knight of Jackal
27.Trap of Darkness
Trap of Darkness
28.Huge Revolution
Huge Revolution
Mirror Force
29.Wall of Revealing Light
Swords of Revealing Light
Magic Cylinder
30.Lightning Vortex
31.Heavy Storm

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 A Cat of Ill Omen
Mirror Force
Mega-Ton Magical Cannon
Huge Revolution
Card Destruction
Morphing Jar

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 A Feather of the Phoenix
Trap of Darkness
Magic Cylinder

 Stats:  5900 Life Points
 Field:  {table="head]1|2|3|4|5
-|-|-|-|-
-|F|-|F|F[/table]
F=Facedown

[User]
 (1d27)[ 4 ]
ill end my turn

 Spoiler

 Spoiler

1 Honest
2 Honest
3 Honest
5 Elemental Hero Neos Alius
6 Elemental Hero Neos Alius
7 Elemental Hero Neos Alius
8 Garoth, Lightsworn Warrior
9 Garoth, Lightsworn Warrior
11 Elemental Hero Captain Gold
12 Elemental Hero Captain Gold
13 Exiled Force
15 Exiled Force
16 Prohibition
19 Skyscraper
21 Fissure
22 E - Emergency Call
24 Reinforcement of the Army
25 Mystical Space Typhoon
26 Royal Oppression
28 Royal Oppression
30 Skill Drain
31 Skill Drain
32 Solemn Judgment
33 Phoenix Wing Wind Blast
34 Phoenix Wing Wind Blast
36 Mirror Force
37 Torrential Tribute
38 Macro Cosmos

Hand

 Spoiler

Elemental Hero NEos Alius

Field:
Skill Drain
Royal Oppression
Thunder King Rai-Oh
Prohibitation
CAptain Gold

Skyscraper

Grave:
Emergency CAll
EHERO STRATOS
Thunder King
Ehero CAptain Gold
Emergency CAll
Smashing Ground
Phoenix wing Wind Blast
Prohibitation

[User] Yeah, it was the pre-determined Swords, dude.

[User]
 Huh, no attack even though I was wide open... oh well. I draw!
 (1d31)[ 14 ]
 I'll just end my turn there. Can't really do anything else. Oh yeah, Swords is being saved for later FYI. That is why I'm not using it.

 Spoiler
 Hand:  3
 Spoiler
 Final Destiny
Swords of Revealing Light
Mystic Tomato

 Deck:
 Spoiler

1.Destiny Hero-Diamond Dude
2.Destiny Hero-Diamond Dude
3.Destiny Hero-Diamond Dude
A Cat of Ill Omen
4.A Cat of Ill Omen
5.A Cat of Ill Omen
6.Deep Diver
7.Deep Diver
8.Blast Sphere
9.Blast Sphere
10.Blast Sphere
Morphing Jar
11.Spear Cretin
12.Spear Cretin
13.Spear Cretin
Mystic Tomato
14.Mystic Tomato
15.Mystic Tomato
Card Destruction
16.Card Trader
17.Card Trader
18.A Feather of the Phoenix
A Feather of the Phoenix
19.Fruits of Kozaky's Studies
20.Fruits of Kozaky's Studies
Mega-Ton Magical Cannon
21.Mega-Ton Magical Cannon
Final Destiny
22.Final Destiny
23.Beginning of the End
24.Beginning of the End
25.Mystical Knight of Jackal
26.Trap of Darkness
Trap of Darkness
27.Huge Revolution
Huge Revolution
Mirror Force
28.Wall of Revealing Light
Swords of Revealing Light
Magic Cylinder
29.Lightning Vortex
30.Heavy Storm

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 A Cat of Ill Omen
Mirror Force
Mega-Ton Magical Cannon
Huge Revolution
Card Destruction
Morphing Jar

 Removed From Play:
 Spoiler
 none

 Face Downs:
 Spoiler
 A Feather of the Phoenix
Trap of Darkness
Magic Cylinder

 Stats:  5900 Life Points
 Field:  {table="head]1|2|3|4|5
-|-|-|-|-
-|F|-|F|F[/table]
F=Facedown

[User]
 (AH CRAP I THOT U HAD SWORDS ON XD CRAAAPPPP) Ill summon EHERO neos alius. CAptain gold, thunder king, and neos alius, attack!

xd any ways, ill draw.
 (1d27)[ 21 ]

 Spoiler

 Spoiler

1 Honest
2 Honest
3 Honest
5 Elemental Hero Neos Alius
6 Elemental Hero Neos Alius
7 Elemental Hero Neos Alius
8 Garoth, Lightsworn Warrior
9 Garoth, Lightsworn Warrior
11 Elemental Hero Captain Gold
12 Elemental Hero Captain Gold
13 Exiled Force
15 Exiled Force
16 Prohibition
19 Skyscraper
21 Fissure
22 E - Emergency Call
24 Reinforcement of the Army
25 Mystical Space Typhoon
26 Royal Oppression
28 Royal Oppression
30 Skill Drain
32 Solemn Judgment
33 Phoenix Wing Wind Blast
34 Phoenix Wing Wind Blast
36 Mirror Force
37 Torrential Tribute
38 Macro Cosmos

Hand

 Spoiler

Elemental Hero NEos Alius
Skill Drain

Field:
Skill Drain
Royal Oppression
Thunder King Rai-Oh
Prohibitation
CAptain Gold

Skyscraper

Grave:
Emergency CAll
EHERO STRATOS
Thunder King
Ehero CAptain Gold
Emergency CAll
Smashing Ground
Phoenix wing Wind Blast
Prohibitation

[/QUOTE]

[User]
 When your Captain attacks, I activate my Magic Cylinder trap card, dishing out the 2100 damage to you! Now I draw!

EDIT: whoops, meant to say "Magic Cylinder". Changed it to fit.

[User]
 (unless I forget to XD)
 (1d30)[ 2 ]
 Alright, now you shall see why I was waiting! I activate my face-down TRAP OF DARKNESS! You see, this card can only be activated when I have 3000 or less life points, I can pay 1000 of those to activate one of my traps in the grave. And since Card Destruction sent Huge Revolution to my grave, I shall activate it! Now, with no cost to me, I activate Huge Revolution, destroying all cards in your hand and on your field! I the remove Huge Revolution from play per Trap of Darkness' Ability. Now, I summon my Mystic Tomato and activate Swords of Revealing Light! Mystic Tomato, attack directly! I end my turn.

 Spoiler
 Hand:  2
 Spoiler
 Final Destiny
Destiny Hero-Diamond Dude

 Deck:
 Spoiler

1.Destiny Hero-Diamond Dude
Destiny Hero-Diamond Dude
2.Destiny Hero-Diamond Dude
A Cat of Ill Omen
3.A Cat of Ill Omen
4.A Cat of Ill Omen
5.Deep Diver
6.Deep Diver
7.Blast Sphere
8.Blast Sphere
9.Blast Sphere
Morphing Jar
10.Spear Cretin
11.Spear Cretin
12.Spear Cretin
Mystic Tomato
13.Mystic Tomato
14.Mystic Tomato
Card Destruction
15.Card Trader
16.Card Trader
17.A Feather of the Phoenix
A Feather of the Phoenix
18.Fruits of Kozaky's Studies
19.Fruits of Kozaky's Studies
Mega-Ton Magical Cannon
20.Mega-Ton Magical Cannon
Final Destiny
21.Final Destiny
22.Beginning of the End
23.Beginning of the End
24.Mystical Knight of Jackal
25.Trap of Darkness
Trap of Darkness
26.Huge Revolution
Huge Revolution
Mirror Force
27.Wall of Revealing Light
Swords of Revealing Light
Magic Cylinder
28.Lightning Vortex
29.Heavy Storm

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 A Cat of Ill Omen
Mirror Force
Mega-Ton Magical Cannon
Card Destruction
Morphing Jar
Magic Cylinder
Trap of Darkness

 Removed From Play:
 Spoiler
 Huge Revolution

 Face Downs:
 Spoiler
 A Feather of the Phoenix
Trap of Darkness

 Stats:  1100 Life Points
 Field:  {table="head]1|2|3|4|5
-|-|MT|-|-
-|F|SoRL|-|-[/table]
F=Facedown
MT=Mystic Tomato ATK (1400)

[User]
 Hm....
 (1d26)[ 14 ]
((huge revolution says that it needs People Running About, Oppressed People and United Resistance to work, do you still need those cards with trap of darkness?))

Any way, I cant do anything, so i end my turn.

 Spoiler

 Spoiler

1 Honest
2 Honest
3 Honest
5 Elemental Hero Neos Alius
6 Elemental Hero Neos Alius
7 Elemental Hero Neos Alius
8 Garoth, Lightsworn Warrior
9 Garoth, Lightsworn Warrior
11 Elemental Hero Captain Gold
12 Elemental Hero Captain Gold
13 Exiled Force
15 Exiled Force
16 Prohibition
21 Fissure
22 E - Emergency Call
24 Reinforcement of the Army
25 Mystical Space Typhoon
26 Royal Oppression
28 Royal Oppression
30 Skill Drain
32 Solemn Judgment
33 Phoenix Wing Wind Blast
34 Phoenix Wing Wind Blast
36 Mirror Force
37 Torrential Tribute
38 Macro Cosmos

Hand

 Spoiler

Skyscraper

Field:

Grave:
Emergency CAll
EHERO STRATOS
Thunder King
Ehero CAptain Gold
Emergency CAll
Skill Drain
Royal Oppression
Thunder King Rai-Oh
Prohibitation
Elemental Hero NEos Alius
Skill Drain
CAptain Gold
Skyscraper
Smashing Ground
Phoenix wing Wind Blast
Prohibitation

[User]
 (nope, which is why I love trap of darkness :D)
 (1d29)[ 5 ]
 I summon D-Hero - Diamond Dude in attack mode and both of my monsters attack directly! You now have 1700 life points remaining. Your move.

 Spoiler
 Hand:  2
 Spoiler
 Final Destiny
Deep Diver

 Deck:
 Spoiler

1.Destiny Hero-Diamond Dude
Destiny Hero-Diamond Dude
2.Destiny Hero-Diamond Dude
A Cat of Ill Omen
3.A Cat of Ill Omen
4.A Cat of Ill Omen
Deep Diver
5.Deep Diver
6.Blast Sphere
7.Blast Sphere
8.Blast Sphere
Morphing Jar
9.Spear Cretin
10.Spear Cretin
11.Spear Cretin
Mystic Tomato
12.Mystic Tomato
13.Mystic Tomato
Card Destruction
14.Card Trader
15.Card Trader
16.A Feather of the Phoenix
A Feather of the Phoenix
17.Fruits of Kozaky's Studies
18.Fruits of Kozaky's Studies
Mega-Ton Magical Cannon
19.Mega-Ton Magical Cannon
Final Destiny
20.Final Destiny
21.Beginning of the End
22.Beginning of the End
23.Mystical Knight of Jackal
24.Trap of Darkness
Trap of Darkness
25.Huge Revolution
Huge Revolution
Mirror Force
26.Wall of Revealing Light
Swords of Revealing Light
Magic Cylinder
27.Lightning Vortex
28.Heavy Storm

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 A Cat of Ill Omen
Mirror Force
Mega-Ton Magical Cannon
Card Destruction
Morphing Jar
Magic Cylinder
Trap of Darkness

 Removed From Play:
 Spoiler
 Huge Revolution

 Face Downs:
 Spoiler
 A Feather of the Phoenix
Trap of Darkness

 Stats:  1100 Life Points
 Field:  {table="head]1|2|3|4|5
-|-|MT|DHDD|-
-|F|SoRL|-|-[/table]
F=Facedown
MT=Mystic Tomato ATK (1400)
DHDD=D-Hero Diamond Dude ATK (1400)

[User]
 Come on deck...
 (1d25)[ 12 ]

Hm... Ill sumon Exiled Force, which I will tribute and then destroy Mystic tomato. I end my turn.

 Spoiler

 Spoiler

1 Honest
2 Honest
3 Honest
5 Elemental Hero Neos Alius
6 Elemental Hero Neos Alius
7 Elemental Hero Neos Alius
8 Garoth, Lightsworn Warrior
9 Garoth, Lightsworn Warrior
11 Elemental Hero Captain Gold
12 Elemental Hero Captain Gold
13 Exiled Force
15 Exiled Force
16 Prohibition
21 Fissure
22 E - Emergency Call
24 Reinforcement of the Army
25 Mystical Space Typhoon
26 Royal Oppression
28 Royal Oppression
30 Skill Drain
32 Solemn Judgment
33 Phoenix Wing Wind Blast
34 Phoenix Wing Wind Blast
36 Mirror Force
37 Torrential Tribute
38 Macro Cosmos

Hand

 Spoiler

Skyscraper
Exiled Force

Field:

Grave:
Emergency CAll
EHERO STRATOS
Thunder King
Ehero CAptain Gold
Emergency CAll
Skill Drain
Royal Oppression
Thunder King Rai-Oh
Prohibitation
Elemental Hero NEos Alius
Skill Drain
CAptain Gold
Skyscraper
Smashing Ground
Phoenix wing Wind Blast
Prohibitation

[/QUOTE]

[User]
 I don't even need to draw to know that I win, but... oh who cares. DRAW!
 (1d28)[ 27 ]
 I summon Deep Diver (1000 attack). My monsters attack directly and win me the duel! Good game.

 Spoiler
 Hand:  2
 Spoiler
 Final Destiny
Lightning Vortex

 Deck:
 Spoiler

1.Destiny Hero-Diamond Dude
Destiny Hero-Diamond Dude
2.Destiny Hero-Diamond Dude
A Cat of Ill Omen
3.A Cat of Ill Omen
4.A Cat of Ill Omen
Deep Diver
5.Deep Diver
6.Blast Sphere
7.Blast Sphere
8.Blast Sphere
Morphing Jar
9.Spear Cretin
10.Spear Cretin
11.Spear Cretin
Mystic Tomato
12.Mystic Tomato
13.Mystic Tomato
Card Destruction
14.Card Trader
15.Card Trader
16.A Feather of the Phoenix
A Feather of the Phoenix
17.Fruits of Kozaky's Studies
18.Fruits of Kozaky's Studies
Mega-Ton Magical Cannon
19.Mega-Ton Magical Cannon
Final Destiny
20.Final Destiny
21.Beginning of the End
22.Beginning of the End
23.Mystical Knight of Jackal
24.Trap of Darkness
Trap of Darkness
25.Huge Revolution
Huge Revolution
Mirror Force
26.Wall of Revealing Light
Swords of Revealing Light
Magic Cylinder
Lightning Vortex
27.Heavy Storm

 Extra Deck:
 Spoiler
 none

 Graveyard:
 Spoiler
 A Cat of Ill Omen
Mirror Force
Mega-Ton Magical Cannon
Card Destruction
Morphing Jar
Magic Cylinder
Trap of Darkness
Mystic Tomato

 Removed From Play:
 Spoiler
 Huge Revolution

 Face Downs:
 Spoiler
 A Feather of the Phoenix
Trap of Darkness

 Stats:  1100 Life Points
 Field:  {table="head]1|2|3|4|5
-|-|DD|DHDD|-
-|F|SoRL|-|-[/table]
F=Facedown
DD=Deep Diver ATK (1000)
DHDD=D-Hero Diamond Dude ATK (1400)

[User] ood game :D any tips?

[User] Toss Phoenix Wing Wind Blast and add in some Dark Bribe cards. Negates and destroys with only the downside of the opponent drawing a card.


[User]
 Buff rounds: go with 4+all day, then?

Map:

 Spoiler

[User] Fine with me. 🙂

[User]
 Rolling for time of day - 1, it's day, 2, it's night. I'm alright with it having a mechanical effect or not: I just need the information for a feat I have.  (1d2)[ 2 ]

Initiative:
 (1d20+8)[ 23 ]

Buff rounds/all day:

 Spoiler
All day: drawing a fruit from the cornucopia.  (1d100)[ 27 ]

Round 1: Use Aura of shade to gain a buffer of 156 damage against cold damage.
Round 2: Standard action to use Thoughts of Shadow for +4 to Charisma.
Round 3: Standard action to use Flood of Shadows, centered on the starting place. (20 ft spread, 130 minutes.)
Round 4: Move action, Hide in plain sight:  (1d20+43)[ 61 ] . Standard: use supernatural ability Dancing Shadows to gain Total Concealment for 13 rounds.

[User]
 I'll start on the western side, in:

 Spoiler
Z10.

[User]
 Alright, we start with LoS on this map, unless we're doing natural darkness, which I would advise against, as the LoS scenario would be such a pain...besides, I have mindsight 😉
  Initiative  - (1d20+3)[ 10 ]

All Day Buffs:

 Spoiler
Greater Mage Armor
Superior Resistance

4 Buffing Rounds:

 Spoiler

1 - Shield
2 - Forceward
3 - Use Karma Bead / Spell Resistance
4 - Spellcaster's Bane / Fly

[User]
 I think that means that I start. Unless your mindsight goes beyond 100 ft, you do not detect my character.

My turn:

 Spoiler
Standard action to use Control winds version of Dark air or water with a 20 ft spread eye of calm air, centered on the starting point. The Control winds is centered on the eye, with a radius of 640 feet and tornado force winds. Rotation counter-clockwise.

Make a Fort save DC 30 to avoid being picked up and drawn into the funnel cloud of the tornado that suddenly surrounds you and everything else in about... 150 feet towards east, and 450 towards west..

If you fail, you will be thrown around for  (1d10)[ 10 ]  rounds, taking 6d6 damage a round.

[User]
 wow...ok...

  Fort  - (1d20+13)[ 24 ]

[User]
 Since there's LoS at the beginning, do I get any glimpse of what you might be doing?

Nevermind, my darkvision isn't that far...

(edit)

So is that more or less it? 🫤

I'm not exactly what actions I can take while trapped in a tornado...

[User]
 Umm. If you have True seeing, you might try a spot check.

Otherwise? Probably not.

[User] See my edits 🙂

[User]
 Well, I guess you could cast if you can make the concentration checks. Not sure what the DC would be, though. 10+half damage dealt on last round, as per continuous damage? DC 20, extraordinarily violent motion? Beats me.

Either that or weather (bad pun, I know) out 60d6 damage.

If you like, we can take a rematch afterwards... Without me using that effect.

[User]
 We'll just call that match...as I can't see you, and I can't get out of this thing...

We'll go rematch, and you can use it again if you'd like. 🙂

same as before, all day +4 buff rounds?

[User]
 Sure.

Buffs:

 Spoiler

All day: drawing a fruit from the cornucopia.  (1d100)[ 81 ]

Round 1: Devour the fruit from cornucopia OR, if one of the instant effects (heal, break enchantment) use Aura of shade to gain a buffer of 156 damage against cold damage.
Round 2: Standard action to use Thoughts of Shadow for +4 to Charisma.
Round 3: Standard action to use Flood of Shadows, centered on the starting place. (20 ft spread, 130 minutes.)
Round 4: Move action, Hide in plain sight:  (1d20+43)[ 54 ] . Standard: use supernatural ability Dancing Shadows to gain Total Concealment for 13 rounds.

I'll start in the west again. Same starting location (it's in the previous spoiler).

Rolling for time of day - 1, it's day, 2, it's night. I'm alright with it having a mechanical effect or not: I just need the information for a feat I have.  (1d2)[ 2 ]

Initiative:
 (1d20+8)[ 26 ]

Ready to roll.

[User]
 I can't beat that Initiative...

Buffs

 Spoiler

Greater Mage Armor (all-day)
Superior Spell Resistance (all-day)

1 - Karma Beads, Shield
2 - Dragonskin (green)
3 - Spell Resistance
4 - Spellcaster's Bane, Conviction

[User]
 Actions:

 Spoiler
Move to Z6. Cast Ephemeral image to the center of Flood of shadows.

At Y10, a gnomish creature appears. It is shrouded in shadows, wearing a wizard hat, a cloak - apparently - made of stone, some pouches, a belt and gauntlets.

Do I see you, by the way?

[User]
 Yep.

In B-10, you see a kobald with dull-black scales...he wears simple clothes, a belt, and a cloak.

(FYI, Y10 is on the eastern side)

[User]
 Further actions:

 Spoiler
Swift action to activate Belt of Battle, standard action to channel Maximized Afraid of the Dark via ephemeral image. Flood of shadows empowers the spell.

Although you see no visible actions on the behalf of the gnome, suddenly a shadowy image of yourself appears before you, reaching out to touch you. Then the image vanishes. Take 9+ (1d3+1)[ 4 ]  Wisdom damage, with a Will save DC 18 halving the effect. Spell resistance does not apply, but immunity to mind-affecting negates it.

End of turn, barring immediate actions.

[User]
 Interesting...

  Will  - (1d20+21)[ 28 ]

[User]
 My go I guess.

Cast a spell DC:16

 Spoiler
Swift Expeditious Retreat

I move from A10 to H3. and cast a spell.

 Spoiler
Cast Greater Invisibility

I vanish from view (what modes of vision / perception do you have?)

Note that my Mindsight covers move of the map now, accept for the bottom right corner. so could I please get an INT score and what race you are (incase the gnome is a disguise 😉)

[User]
 First, a spellcraft check for the first. Does the second one also grant spellcraft?

#1:  (1d20+19)[ 25 ]
#2 (if applies, won't open the spoiler before you tell me to do so):  (1d20+19)[ 25 ]

Immediate action pending, but to your surprise your Mindsight detects no intelligence at Y10. Instead, you detect a humanoid with an intelligence of 17 at Z6.

Senses? Currently none to speak of, apart from Darkvision. This may change soon.

[User]
 #1 Swift Expeditious Retreat
#2 Greater Invisibilty

[User]
 Right. Make a caster level check, opposed by mine:  (1d20+13)[ 22 ] .

Action:

 Spoiler
Immediate action to use Warp spell. If successful, power Afraid of the Dark against him.

EDIT: I'm trying to interrupt the second spell, to clarify.

[User]
 CLCheck  - (1d20+18)[ 33 ]

*crosses fingers*

[User] Alright. You succeed. Any further actions?

[User] Nope, you're up.

[User]
 Actions:

 Spoiler
Apply Line of Shadow and Empower metamagic to an Afraid of the dark mystery, effectively obviating the need for LoS or LoE for this one time. Oh, and I'm still channeling it through ephemeral image to get the additional empowerement from Flood of Shadows.

All right, this may come to you as a surprise. Make a Will save DC 18 to halve the Wisdom damage caused by the image of yourself appearing before you, touching you, and vanishing. You gain +1 on this save.

Wisdom damage:
 (2d6+6)[ 14 ]

Again, immunity to mind-affecting prevents all damage.

End of turn.

[User]
 Immediate Action:
Cast a Spell

 Spoiler
Wings of Cover

Great Shimmering Wings come into being and encompass me briefly, just long enough to disrupt any LoE you had, basically, blocking your "spell" / "mystery" / whatever is doing it. 😉

[User] You're not going to like this... This particular mystery, at this very moment, ignores Line of sight and Line of effect. 😛

[User] Then I'm dead...😩

[User]
 Originally Posted by theterran
 Then I'm dead...😩

All right. Right now I'm gearing up for a qualifier, and I'd like to thank you for fighting me in this informal test run. I've learned some things, and in hindsight, there were a few errors. For example, only now I notice that applying metashadow to mysteries turn them to full-round actions, which would have caused some confusion in a qualifier.

That's the only error that I can detect, that is. If you like, you can open the spoilers (only theterran, and possible DMs, please! At least if you wish to fight me in a qualifier) and see for yourself, if I've made any errors. Much appreciated.

[User]
 I have found a few errors/concerns:

Adumbration:

 Spoiler
Your tornado effect should have used the normal DC of the mystery that caused it. 30 is only for natural tornadoes.

Aura of Shade maxes out at 120, IIRC.

theterran:

 Spoiler
How did you get two spells out in some of those rounds? Some were swift, of course, but casting Spell Resistance is a standard action, so you couldn't normally do it in the same round you activate your Bead of Karma.


[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||R|
3|||
4|||[/table]

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

DM notes:
 Spoiler
 Sheet.

[User] Get my psionics ready, maneuvers prepared, glaive locked into left gauntlet. I start by taking 20 searching the room, prodding everything with my glaive. Then I prod the door as well. I'll take the torch in my right hand. Once I am certain that the door is safe I crack it open and let my psicrystal go through first (I am assuming that psicrystals can be replaced at will since there is no mention of a penalty for it being destroyed)

[User] Psicrystals use the familiar recovery system for our purposes here. Does that change anything?

[User] Well it still has DR5 so I think I'm alright with him walking ahead, moving silently and hiding

[User]
 Outside, your psicrystal reports that, as far as it can tell, the hall runs to the east and south. To the south, the hallway runs for thirty feet before teeing to the east and west. Twenty feet down, ten feet before the T, it splits east.

To the east, it runs beyond the range of the psicrystal's sighted range. After ten feet, it splits to the north and south. After thirty feet, there is a door on the north side of the hall.

[User] I follow my psicrystal staying about 10 feet behind it, we continue taking left turns until we find something of interest or return to our original position (in this case I think I take the first fork to the east) and continue to the north

[User]
 If you take left turns the whole way after leaving the room, you go north at the split.

It goes north for twenty feet, then east for ten feet, then north for ten feet before teeing to the east and west.

To the east, it goes beyond the range of your torchlight. After twenty feet, it splits north. After thirty feet, there is a door on the south side of the hall.

To the west, the way you're going, it runs for thirty feet before turning north, with a split north after twenty feet. You pass this split, and see that it continues for twenty feet before turning east.

You reach the bend and go north. The hall runs for thirty feet before turning east. After twenty feet, the floor falls out beneath you.

Reflex save.

[User]
 burn 1 pp for +4 on the save, share the psi like ability with my psicrystal if I can and it is relevant (I think he has spider climb or something like it so not sure if he falls)

 (1d20+9)[ 23 ]  Reach's reflex

 (1d20+7)[ 25 ]  crystal's reflex

at 9/10 pp

[User]
 The psicrystal was 10 feet ahead of you, as per your earlier statement. It didn't trigger the pit trap.

You pass. Which side of the pit do you want to end up on?

[User]
 The side closer to my psicrystal and we will keep going. How deep is the pit? If I can't see I will throw a copper piece or pebble in to get a general idea of how deep

I'll take my extra gear and put it in the sack and tie a rope to it and throw it ahead of me as I go taking 20 on my search check to check for pressure plates.

[User]
 The pit is twenty feet deep.

You continue north another twenty feet, then east twenty feet before finding yourself in a hall that runs south for ten feet before turning west. There is a door on the east side of the bend.

[User] I'll take 20 searching the area around the door and poking it, then open it

[User]
 Opening the door reveals the following room:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_
1||||||
2||1||||
3||||||
4||||||[/table]

There is a door at A-3, which you are just outside of, and another at F-4, south side.

There is a gaunt, gray skinned creature inside. Its skin seems much too large for its form. Patches of rough, furlike hair cover its body, and its hands end in claws.

Roll initiative:  (1d20)[ 6 ]

[User] ruh roh  (1d20+2)[ 6 ]

[User] You're up first.

[User]
 So it is flat footed?

Swift: Enter punishing stance (+1d6 damage -2 ac)
Standard: Initiate Sapphire nightmare blade, expending psionic focus to take 15 on the check (bonus of +9 makes that a 24, I assume that will hit its flat footed ac)

 (1d20+4)[ 5 ]  attack

...

lol

Move to E4 and end turn (assuming it is flat footed atm, if not let me know and I will make a tumble check)

[User]
 Creatures are flatfooted before taking their first action in combat. If it could have AoOed you, it would be because of Combat Reflexes or the like, which you have no way of knowing.

The door slides shut.

[User]
 *blink*

Sorry, I think I misread your turn. I thought you ended outside the room for some reason...

So the door doesn't slide shut, and the creature moves up and attacks you.

 (1d20+4)[ 18 ]  for  (1d4+1)[ 5 ]

(You don't have the appropriate knowledge skill trained to identify the creature. I'll give you that much info for free.)

[User]
 I think I already used my swift action for the round so all i can do is AoO

 (1d20+4)[ 17 ]

[User]
 I'm guessing that hits so I will roll damage (if not save my damage roll for the next damaging attack)

[roll]1d10+1d6+4[/roll]

Next Round: Attack  (1d20+4)[ 6 ]

[User]
 Hmm that second attack is a miss for sure. Here is a retry of that previous damage roll

 (1d10+4)[ 13 ]  +  (1d6)[ 3 ]  from punishing stance

if that does not kill it I attempt to tumble 15 feet away and end my turn

 (1d20+4)[ 23 ]  DC 15

[User] It dies ingloriously. Have 150 xp.

[User] I make my way over to the south door, poke around it (takin 20) with the glaive and open it. THen I mosey on through trying to hide and move silently

[User] Opening the door reveals a hallway running to the south and east. To the south, it runs for ten feet before teeing to the east and west. To the east, it runs for ten feet before turning north. There's a red note hanging on the east face of this bend.

[User] I'll go read the note. Otherwise keep going left until i find something, taking 20 checking for traps everywhere.

[User]
 It explodes when you try to read it.

 (1d6)[ 4 ]  force damage.

Continuing on that way?

[User]
 Spend 1 pp to negate, did it say anything interesting?

8/10 pp

yes

[User] It said "You had no idea I was here, so you're flatfooted. Much love, Tanaric."

[User] I continue on that way if it was not clear

[User] That was actually a not-so-subtle hint that you can't take immediate actions while flatfooted, and so couldn't negate the damage. Does that change anything?

[User]
 Originally Posted by Tanaric
 That was actually a not-so-subtle hint that you can't take immediate actions while flatfooted, and so couldn't negate the damage. Does that change anything?

I could see the paper so I don't see how I would be flat footed from it.

[User] Seeing a piece of paper and being aware that the writing on it was a miniature Explosive Runes trap are two very different things.


[User]
 Arena Tournament, Round 82:  Osmia  vs.  Sarri
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Osmia  - AlterForm
 Sarri  - 02youeng

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

[User]
 Osmia Init  - (1d20+6)[ 17 ]

10rolls

[User]
 Sarri

Hehe, we meet again. You enjoy making characters that take a while to die, dontcha?

  Init  - (1d20+6)[ 22 ]

[User] Selling my potion of Faith Healing [George the Almighty Penguin] for 25g and buying 20 crossbow bolts for 2g. No other purchases

[User]
 Originally Posted by 02youeng
  Sarri

Hehe, we meet again. You enjoy making characters that take a while to die, dontcha?

[roll0]

Helps normalize the whims of the dice gods. 😁

[User] Ready for me to start?

[User] You may proceed.

[User]
 Sarri, round 1

Starting in X9-Y10, wielding my crossbow [loaded], wearing my armour and buckler, riding my horse.

Mount's full round action: move to N4-O5
Standard action: ready an action

 Spoiler
Shoot Osmia if he:
Comes into LoE within 30ft,
If he ends his turn in LoE, or
Before he leaves my LoE, after entering it farther than 30ft away.

Turn over, your go

Stats:

 Spoiler
HP: 10/10
AC: 21 [15 FF, 17 touch]

Law Devotion: unused

[User]
 Sarri's on blue. You want to edit your post with the reflection of your movement?

Osmia is in B9/C10, heavy shield equipped, club in hand, armor equipped, riding her horse. In case it matters.

[User] Crap, sorry. Reflecting my move, heh

[User]
 Osmia - Round 1

(Horse): Move: 50 ft to F4/G5
(Osmia): Standard: Dissolving Spittle at wall segment M4.
  Attack  - (1d20+0)[ 4 ]  (Not sure if this is even necessary, but just in case)
  Damage  - (2d6)[ 4 ]
(Horse): Move: To H1/I2, shuffling around in the last couple squares to satisfy the midpoint requirement for my ranged attack.

Status

 Spoiler
 Osmia
HP: 8/8
AC: 22 (4 armor, 2 shield, 4 dex, 2 natural) (Touch 14, FF 18) (20% Concealment)
Soulmelds: Dissolving Spittle(1E), Rageclaws(1E), Bluesteel Bracers
Equipped: Heavy Shield, Club
Position: H1/I2

 Horse
HP: 22/22
AC: 14 (Touch 10, FF 13) (20% Concealment)

 End Turn

[User]
 Sarri, round 2

Sarri's standard action: ready an action

 Spoiler
Move if Osmia tries to attack me

Turn done

Stats:

 Spoiler
HP: 10/10
AC: 21 [15 FF, 17 touch]

Law Devotion: unused

[User]
 Osmia - Round 2

(Osmia): Standard: Dissolving Spittle on segment M4 again.
  Attack  - (1d20+4)[ 7 ]
  Damage  - (2d6)[ 9 ]  (Segment M4 dissolves. The rest of the wall will melt 1 round later, at the beginning of Osmia Round 3.)

Status

 Spoiler
HP: 8/8
AC: 22 (4 armor, 2 shield, 4 dex, 2 natural) (Touch 14, FF 18) (20% Concealment)
Soulmelds: Dissolving Spittle(1E), Rageclaws(1E), Bluesteel Bracers
Equipped: Heavy Shield, Club
Position: H1/I2

Horse
HP: 22/22
AC: 14 (Touch 10, FF 13) (20% Concealment)

 End Turn

[User]
 Sarri, round 3

Readied action doesn't trigger

Sarri's standard action: shoot Osmia through the gap in the wall of ice [30ft away, so Point-Blank Shot, and Darkvision, so no miss chance]
  Attack  - (1d20+8)[ 10 ]
  Damage  - (1d6+1)[ 6 ]

Free action: reload crossbow
Horse's full round action: move to Y19-Z20

Turn done

Stats:

 Spoiler
HP: 10/10
AC: 21 [15 FF, 17 touch]
20% concelement

Law Devotion: unused

[User] Didn't matter this time, but if your mount takes a double move, ranged attacks happen from the midpoint at a -4 penalty.

[User] Ah, my bad.

[User]
 The northern ice wall is dissolved. (Let's post this at the top of every turn to aid LoS, k?)

 Osmia - Round 3

(Horse): Move 60 ft to S4/T5
(Horse): Move 60 ft to Y11/Z12
(Osmia): Standard: Ready an Action
Action/Trigger

 Spoiler
Action: Dissolving Spittle
Trigger: Sarri takes any action while w/in 30 ft of Osmia

Status

 Spoiler
HP: 8/8
AC: 22 (4 armor, 2 shield, 4 dex, 2 natural) (Touch 14, FF 18)
Soulmelds: Dissolving Spittle(1E), Rageclaws(1E), Bluesteel Bracers
Equipped: Heavy Shield, Club
Position: H1/I2
RA: DS on action taken by Sarri w/in 30 ft.

Horse
HP: 22/22
AC: 14 (Touch 10, FF 13)

 End Turn

[User] I concede. Real life is a bit too crappy at the moment, and I don't rate my chances against you either way

[User] Darn. Good luck with whatever you have to put with at the moment.

[User]
 High Ref Sallera
 Osmia takes a bloodless victory.