[User]
 Buff Rounds: All Day

 Spoiler
GMW on weapons, GMV on armor

[User] Initiative  (1d20+4)[ 7 ]

[User]
 Starting place : x.

Buffs/all day stuff:

 Spoiler

Buffs: None, I think.
Stance : Leading the charge.
Maneuvers readied : Shadow Stride, White Raven Tactics, Moment of Alacrity.

Initiative :  (d20+6)[ 20 ]

[User]
 Map
 Spoiler

[User]
 Spot  (1d20+15)[ 20 ]
Listen  (1d20+15)[ 21 ]

[User]
 Hide  (1d20+13)[ 14 ]  (+2 = 16)
Move Silently  (1d20+13)[ 23 ]  (+2 = 25)

[User]
 Hide :  (d20+2)[ 16 ]
Move silently :  (d20+2)[ 14 ]

Spot :  (d20+15)[ 25 ]
Listen :  (d20+15)[ 20 ]

[User]
 Isis

Turn 1 :

 Spoiler

Free action : Activate Boots of Haste.
Swift action : activate law devotion. +5 to AB.
Standard : Drink a Potion of Shield of Faith.
Move : Fly up the stairs and through the doorway.
 (d3)[ 2 ]

You see a tan, dark-haired woman appear, flying through the odd, entry-less doorway. She wears simple, unassuming grey robes that shroud the rest of her figure. Two large, feathered wings sprout from her back, through roughly torn holes. As she lands, you hear the rough clamor of stone striking stone. She does not appear to be carrying any weapons in her cloth-wrapped fists.

[User]
 Seeing his enemy, Agent Urea aims both his guns and starts firing at an extrememly rapid pace.

 (1d20+18)[ 25 ] ,  (1d6+6)[ 10 ]
 (1d20+18)[ 33 ] ,  (1d6+6)[ 12 ]
 (1d20+18)[ 30 ] ,  (1d6+6)[ 12 ]
 (1d20+18)[ 20 ] ,  (1d6+6)[ 9 ]
 (1d20+18)[ 33 ] ,  (1d6+6)[ 12 ]
 (1d20+18)[ 22 ] ,  (1d6+6)[ 7 ]
 (1d20+18)[ 36 ] ,  (1d6+6)[ 8 ]
 (1d20+18)[ 29 ] ,  (1d6+6)[ 7 ]
 (1d20+13)[ 18 ] ,  (1d6+6)[ 12 ]
 (1d20+13)[ 29 ] ,  (1d6+6)[ 9 ]
 (1d20+8)[ 23 ] ,  (1d6+6)[ 8 ]
 (1d20+8)[ 24 ] ,  (1d6+6)[ 8 ]

Turn not over yet.

[User]
 Crit Conformations:
 (1d20+18)[ 25 ] , Extra Damage  (3d6+18)[ 31 ]
 (1d20+18)[ 31 ] , Extra Damage  (3d6+18)[ 29 ]
 (1d20+18)[ 30 ] , Extra Damage  (3d6+18)[ 29 ]
 (1d20+13)[ 19 ] , Extra Damage  (3d6+18)[ 26 ]
 (1d20+8)[ 22 ] , Extra Damage  (3d6+18)[ 28 ]
 (1d20+8)[ 21 ] , Extra Damage  (3d6+18)[ 23 ]

Free Attacks:

 (1d20+18)[ 36 ] , Damage  (1d6+6)[ 9 ]
 (1d20+18)[ 37 ] , Damage  (1d6+6)[ 10 ]
 (1d20+18)[ 24 ] , Damage  (1d6+6)[ 8 ]
 (1d20+18)[ 27 ] , Damage  (1d6+6)[ 7 ]
 (1d20+18)[ 32 ] , Damage  (1d6+6)[ 12 ]
 (1d20+18)[ 19 ] , Damage  (1d6+6)[ 11 ]
 (1d20+18)[ 27 ] , Damage  (1d6+6)[ 10 ]
 (1d20+18)[ 21 ] , Damage  (1d6+6)[ 9 ]
 (1d20+18)[ 21 ] , Damage  (1d6+6)[ 11 ]
 (1d20+18)[ 28 ] , Damage  (1d6+6)[ 7 ]
 (1d20+18)[ 33 ] , Damage  (1d6+6)[ 10 ]
 (1d20+18)[ 28 ] , Damage  (1d6+6)[ 11 ]
 (1d20+13)[ 28 ] , Damage  (1d6+6)[ 9 ]
 (1d20+13)[ 19 ] , Damage  (1d6+6)[ 9 ]
 (1d20+13)[ 32 ] , Damage  (1d6+6)[ 8 ]
 (1d20+13)[ 30 ] , Damage  (1d6+6)[ 12 ]
 (1d20+8)[ 27 ] , Damage  (1d6+6)[ 12 ]
 (1d20+8)[ 26 ] , Damage  (1d6+6)[ 7 ]
 (1d20+8)[ 20 ] , Damage  (1d6+6)[ 8 ]
 (1d20+8)[ 15 ] , Damage  (1d6+6)[ 10 ]
 (1d20+8)[ 22 ] , Damage  (1d6+6)[ 12 ]
 (1d20+8)[ 15 ] , Damage  (1d6+6)[ 11 ]
 (1d20+8)[ 12 ] , Damage  (1d6+6)[ 8 ]
 (1d20+8)[ 25 ] , Damage  (1d6+6)[ 12 ]

[User]
 4, 3, 4

 (1d20+18)[ 26 ] , Damage  (1d6+6)[ 11 ]

Crit Conformations

 (1d20+18)[ 35 ] , Extra Damage  (3d6+18)[ 25 ]
 (1d20+18)[ 36 ] , Extra Damage  (3d6+18)[ 28 ]
 (1d20+18)[ 19 ] , Extra Damage  (3d6+18)[ 29 ]
 (1d20+18)[ 33 ] , Extra Damage  (3d6+18)[ 29 ]
 (1d20+13)[ 32 ] , Extra Damage  (3d6+18)[ 26 ]
 (1d20+13)[ 16 ] , Extra Damage  (3d6+18)[ 31 ]
 (1d20+13)[ 25 ] , Extra Damage  (3d6+18)[ 28 ]
 (1d20+8)[ 9 ] , Extra Damage  (3d6+18)[ 30 ]
 (1d20+8)[ 28 ] , Extra Damage  (3d6+18)[ 32 ]
 (1d20+8)[ 27 ] , Extra Damage  (3d6+18)[ 27 ]
 (1d20+8)[ 12 ] , Extra Damage  (3d6+18)[ 34 ]

Extra Attacks

 (1d20+18)[ 36 ] , Damage  (1d6+6)[ 9 ]
 (1d20+18)[ 25 ] , Damage  (1d6+6)[ 10 ]
 (1d20+18)[ 31 ] , Damage  (1d6+6)[ 10 ]
 (1d20+18)[ 22 ] , Damage  (1d6+6)[ 10 ]
 (1d20+18)[ 33 ] , Damage  (1d6+6)[ 10 ]
 (1d20+18)[ 24 ] , Damage  (1d6+6)[ 8 ]
 (1d20+18)[ 35 ] , Damage  (1d6+6)[ 12 ]
 (1d20+18)[ 23 ] , Damage  (1d6+6)[ 7 ]
 (1d20+18)[ 23 ] , Damage  (1d6+6)[ 7 ]
 (1d20+18)[ 27 ] , Damage  (1d6+6)[ 10 ]
 (1d20+18)[ 27 ] , Damage  (1d6+6)[ 7 ]
 (1d20+18)[ 28 ] , Damage  (1d6+6)[ 8 ]
 (1d20+18)[ 27 ] , Damage  (1d6+6)[ 12 ]
 (1d20+18)[ 37 ] , Damage  (1d6+6)[ 7 ]
 (1d20+18)[ 35 ] , Damage  (1d6+6)[ 12 ]
 (1d20+18)[ 29 ] , Damage  (1d6+6)[ 7 ]
 (1d20+13)[ 14 ] , Damage  (1d6+6)[ 12 ]
 (1d20+13)[ 21 ] , Damage  (1d6+6)[ 11 ]
 (1d20+13)[ 24 ] , Damage  (1d6+6)[ 9 ]
 (1d20+13)[ 22 ] , Damage  (1d6+6)[ 9 ]
 (1d20+13)[ 21 ] , Damage  (1d6+6)[ 9 ]
 (1d20+13)[ 25 ] , Damage  (1d6+6)[ 8 ]
 (1d20+13)[ 28 ] , Damage  (1d6+6)[ 7 ]
 (1d20+13)[ 27 ] , Damage  (1d6+6)[ 10 ]
 (1d20+13)[ 26 ] , Damage  (1d6+6)[ 10 ]
 (1d20+13)[ 32 ] , Damage  (1d6+6)[ 8 ]
 (1d20+13)[ 20 ] , Damage  (1d6+6)[ 12 ]
 (1d20+13)[ 30 ] , Damage  (1d6+6)[ 8 ]
 (1d20+8)[ 10 ] , Damage  (1d6+6)[ 9 ]
 (1d20+8)[ 9 ] , Damage  (1d6+6)[ 12 ]
 (1d20+8)[ 14 ] , Damage  (1d6+6)[ 11 ]
 (1d20+8)[ 14 ] , Damage  (1d6+6)[ 10 ]
 (1d20+8)[ 23 ] , Damage  (1d6+6)[ 9 ]
 (1d20+8)[ 28 ] , Damage  (1d6+6)[ 11 ]
 (1d20+8)[ 20 ] , Damage  (1d6+6)[ 11 ]
 (1d20+8)[ 20 ] , Damage  (1d6+6)[ 10 ]
 (1d20+8)[ 19 ] , Damage  (1d6+6)[ 12 ]
 (1d20+8)[ 27 ] , Damage  (1d6+6)[ 10 ]
 (1d20+8)[ 14 ] , Damage  (1d6+6)[ 10 ]
 (1d20+8)[ 15 ] , Damage  (1d6+6)[ 8 ]
 (1d20+8)[ 9 ] , Damage  (1d6+6)[ 12 ]
 (1d20+8)[ 11 ] , Damage  (1d6+6)[ 10 ]
 (1d20+8)[ 18 ] , Damage  (1d6+6)[ 7 ]
 (1d20+8)[ 10 ] , Damage  (1d6+6)[ 12 ]

44 attacks, more to come

[User]
 6, 4, 3

 (1d20+18)[ 21 ] , Damage  (1d6+6)[ 10 ]

Crit Conformations

 (1d20+18)[ 19 ] , Extra Damage  (3d6+18)[ 34 ]
 (1d20+18)[ 35 ] , Extra Damage  (3d6+18)[ 31 ]
 (1d20+18)[ 31 ] , Extra Damage  (3d6+18)[ 30 ]
 (1d20+18)[ 28 ] , Extra Damage  (3d6+18)[ 25 ]
 (1d20+18)[ 20 ] , Extra Damage  (3d6+18)[ 32 ]
 (1d20+13)[ 21 ] , Extra Damage  (3d6+18)[ 24 ]
 (1d20+13)[ 22 ] , Extra Damage  (3d6+18)[ 32 ]
 (1d20+13)[ 32 ] , Extra Damage  (3d6+18)[ 34 ]
 (1d20+13)[ 24 ] , Extra Damage  (3d6+18)[ 25 ]
 (1d20+8)[ 10 ] , Extra Damage  (3d6+18)[ 26 ]
 (1d20+8)[ 21 ] , Extra Damage  (3d6+18)[ 30 ]
 (1d20+8)[ 23 ] , Extra Damage  (3d6+18)[ 25 ]

Extra Attacks

 (1d20+18)[ 20 ] , Damage  (1d6+6)[ 11 ]
 (1d20+18)[ 19 ] , Damage  (1d6+6)[ 9 ]
 (1d20+18)[ 19 ] , Damage  (1d6+6)[ 9 ]
 (1d20+18)[ 21 ] , Damage  (1d6+6)[ 8 ]
 (1d20+18)[ 23 ] , Damage  (1d6+6)[ 7 ]
 (1d20+18)[ 30 ] , Damage  (1d6+6)[ 10 ]
 (1d20+18)[ 25 ] , Damage  (1d6+6)[ 10 ]
 (1d20+18)[ 37 ] , Damage  (1d6+6)[ 11 ]
 (1d20+18)[ 34 ] , Damage  (1d6+6)[ 10 ]
 (1d20+18)[ 28 ] , Damage  (1d6+6)[ 11 ]
 (1d20+18)[ 32 ] , Damage  (1d6+6)[ 11 ]
 (1d20+18)[ 27 ] , Damage  (1d6+6)[ 11 ]
 (1d20+18)[ 24 ] , Damage  (1d6+6)[ 7 ]
 (1d20+18)[ 20 ] , Damage  (1d6+6)[ 9 ]
 (1d20+18)[ 25 ] , Damage  (1d6+6)[ 10 ]
 (1d20+18)[ 22 ] , Damage  (1d6+6)[ 8 ]
 (1d20+18)[ 32 ] , Damage  (1d6+6)[ 12 ]
 (1d20+18)[ 32 ] , Damage  (1d6+6)[ 8 ]
 (1d20+18)[ 32 ] , Damage  (1d6+6)[ 10 ]
 (1d20+18)[ 33 ] , Damage  (1d6+6)[ 9 ]
 (1d20+18)[ 30 ] , Damage  (1d6+6)[ 9 ]
 (1d20+18)[ 22 ] , Damage  (1d6+6)[ 8 ]
 (1d20+18)[ 28 ] , Damage  (1d6+6)[ 8 ]
 (1d20+18)[ 23 ] , Damage  (1d6+6)[ 12 ]
 (1d20+13)[ 27 ] , Damage  (1d6+6)[ 11 ]
 (1d20+13)[ 17 ] , Damage  (1d6+6)[ 11 ]
 (1d20+13)[ 25 ] , Damage  (1d6+6)[ 12 ]
 (1d20+13)[ 14 ] , Damage  (1d6+6)[ 7 ]
 (1d20+13)[ 30 ] , Damage  (1d6+6)[ 12 ]
 (1d20+13)[ 29 ] , Damage  (1d6+6)[ 7 ]
 (1d20+13)[ 33 ] , Damage  (1d6+6)[ 11 ]
 (1d20+13)[ 21 ] , Damage  (1d6+6)[ 8 ]
 (1d20+13)[ 18 ] , Damage  (1d6+6)[ 8 ]
 (1d20+13)[ 14 ] , Damage  (1d6+6)[ 8 ]
 (1d20+13)[ 31 ] , Damage  (1d6+6)[ 12 ]
 (1d20+13)[ 31 ] , Damage  (1d6+6)[ 10 ]
 (1d20+13)[ 32 ] , Damage  (1d6+6)[ 7 ]
 (1d20+13)[ 33 ] , Damage  (1d6+6)[ 12 ]
 (1d20+13)[ 29 ] , Damage  (1d6+6)[ 7 ]
 (1d20+13)[ 17 ] , Damage  (1d6+6)[ 7 ]
 (1d20+8)[ 11 ] , Damage  (1d6+6)[ 11 ]
 (1d20+8)[ 26 ] , Damage  (1d6+6)[ 11 ]
 (1d20+8)[ 25 ] , Damage  (1d6+6)[ 12 ]
 (1d20+8)[ 10 ] , Damage  (1d6+6)[ 7 ]
 (1d20+8)[ 19 ] , Damage  (1d6+6)[ 11 ]
 (1d20+8)[ 9 ] , Damage  (1d6+6)[ 11 ]
 (1d20+8)[ 20 ] , Damage  (1d6+6)[ 7 ]
 (1d20+8)[ 23 ] , Damage  (1d6+6)[ 9 ]
 (1d20+8)[ 17 ] , Damage  (1d6+6)[ 8 ]
 (1d20+8)[ 22 ] , Damage  (1d6+6)[ 7 ]
 (1d20+8)[ 14 ] , Damage  (1d6+6)[ 8 ]
 (1d20+8)[ 25 ] , Damage  (1d6+6)[ 7 ]

[User]
 Just critical Con this time, then fullstop.

7, 8, 5

 (1d20+18)[ 19 ] , Extra Damage  (3d6+18)[ 31 ]
 (1d20+18)[ 24 ] , Extra Damage  (3d6+18)[ 26 ]
 (1d20+18)[ 33 ] , Extra Damage  (3d6+18)[ 27 ]
 (1d20+18)[ 22 ] , Extra Damage  (3d6+18)[ 32 ]
 (1d20+18)[ 25 ] , Extra Damage  (3d6+18)[ 31 ]
 (1d20+18)[ 37 ] , Extra Damage  (3d6+18)[ 34 ]
 (1d20+18)[ 35 ] , Extra Damage  (3d6+18)[ 28 ]
 (1d20+13)[ 33 ] , Extra Damage  (3d6+18)[ 21 ]
 (1d20+13)[ 32 ] , Extra Damage  (3d6+18)[ 28 ]
 (1d20+13)[ 19 ] , Extra Damage  (3d6+18)[ 25 ]
 (1d20+13)[ 31 ] , Extra Damage  (3d6+18)[ 29 ]
 (1d20+13)[ 15 ] , Extra Damage  (3d6+18)[ 31 ]
 (1d20+13)[ 30 ] , Extra Damage  (3d6+18)[ 29 ]
 (1d20+13)[ 18 ] , Extra Damage  (3d6+18)[ 33 ]
 (1d20+13)[ 15 ] , Extra Damage  (3d6+18)[ 29 ]
 (1d20+8)[ 9 ] , Extra Damage  (3d6+18)[ 31 ]
 (1d20+8)[ 16 ] , Extra Damage  (3d6+18)[ 32 ]
 (1d20+8)[ 20 ] , Extra Damage  (3d6+18)[ 29 ]
 (1d20+8)[ 23 ] , Extra Damage  (3d6+18)[ 30 ]
 (1d20+8)[ 13 ] , Extra Damage  (3d6+18)[ 27 ]

[User]
 The woman deftly dodges the veritable barrage of bolts, though a few lucky shots do indeed strike her. Her wings quickly propel her forward, and she rapidly closes the distance between herself and her assailant.

Flurry :
Attack :  (d20+23)[ 40 ]
Damage :  (6d6+22)[ 47 ]

Attack :  (d20+23)[ 39 ]
Damage :  (6d6+22)[ 41 ]

Attack :  (d20+23)[ 32 ]
Damage :  (6d6+22)[ 43 ]

Attack :  (d20+23)[ 34 ]
Damage :  (6d6+22)[ 37 ]

Attack :  (d20+23)[ 27 ]
Damage :  (6d6+22)[ 43 ]

Attack :  (d20+23)[ 27 ]
Damage :  (6d6+22)[ 40 ]

Not done.

[User]
 AoO:  (1d20+18)[ 21 ]   (1d6+6)[ 12 ]
 (1d20+18)[ 22 ]   (1d6+6)[ 8 ]

Immediate Interrupt:  The man shoots a red ball out of one of his guns.  It flys into your face as you approach, spitting sparks at you.

Ranged Touch Attack  (1d20+18)[ 27 ]

If it hits, you dont get your flurry.

[User]
 The attacks miss, my flurry continues. I survive your damage reflection. Good game.

Observers:
This may seem a bit odd, but we're both talking to each other by other means while posting here. Additionally, the map is this :

 Spoiler


[User]
 Arena Tournament, Round 68:  Ash  vs.  Knoll
 Map:

 Spoiler

 XP Award:  300xp
 GP Award:  300gp

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

[User]
 Initiative  - (1d20+2)[ 7 ]

No purchases, reserve right to any reactionary purchases.

[User]
 Initiative:  (1d20+5)[ 18 ]

Edit: No purchases for me.

[User]
 Ash, round 1

 Spoiler
Move to N-10. Drop prone. (Total cover)

Hide (not that it matters):  (1d20+5)[ 17 ]  (including -5 from full-speed)

Reactive spot: [roll]1d20+8[roll]
Reactive listen: [roll]1d20+3[/roll

Ready action:
 Spoiler
Breathe an entangling breath line if either Knoll or Flake come within 30 feet.

Done.

Stats:
 Spoiler
HP 11/11
AC: 21 full, 16 touch, 16 ff (+4 vs ranged to all from Prone, Total Cover)
Currently in: N-13, prone.

[User]
 Refs:
 Spoiler
Reactive spot: (1d20+8)[ 14 ]
Reactive listen: (1d20+3)[ 16 ]

Edit: No effect on play, go ahead.

[User]
 Knoll - Round 1

 Spoiler
Start in O22.
Free: Handle Flake to Seek.   Handle Animal  - (1d20+8)[ 16 ]  DC 10.
Free: Handle Flake to Attack when having found something.   Handle Animal  - (1d20+8)[ 19 ]  DC 10.
Standard: Cast 'Entangle' on a circle with radius H9-O11 in hopes of getting Ash in there.
Move: move to Q19 at full speed.
  Hide  - (1d20-3)[ 3 ]
  Move Silently  - (1d20-3)[ 0 ]  (both rolls include penalty for full speed)
  Reactive Spot  - (1d20+7)[ 20 ]
  Reactive Listen  - (1d20+7)[ 14 ]

 Flake - Round 1

 Spoiler
Start in O21.
Free: Be Handled by Knoll (Seek).
Free: Be Handled by Knoll (Attack).
Double Move: move to J16 at half speed
  Hide  - (1d20+2)[ 7 ]
  Move Silently  - (1d20+3)[ 16 ]

Done.

Stats:

 Spoiler
   Knoll
Male NG Human Druid,  Level  1,  Init  +2,  HP  9/9,  Speed  30 ft
 AC  15,  Touch  12,  Flat-footed  13,  Fort  +3,  Ref  +2,  Will  +5,  Base Attack Bonus  0
                                 Dart (8)   +2 (1d4, x2)
                              Scimitar (-)   +1 (1d6, 18-20/x2)
                                                                                Leather ,                                            Light Wooden Shield  (+2 Armor, +1 Shield, +2 Dex)
 Abilities  Str 12, Dex 14, Con 12, Int 14, Wis 16, Cha 10
 Condition  None
 Senses  Spot: +7 Listen: +7
 Location  Q19
 Spells
0th level: Flare, Guidance, Cure Minor Wounds
1st level:  Entangle , Magic Fang

   Flake
  CG Wolf Animal Companion,  Level   ,  Init  +2,  HP  13/13,  Speed  50 ft
 AC  14,  Touch  12,  Flat-footed  12,  Fort  +5,  Ref  +5,  Will  +1,  Base Attack Bonus  1
 Can Trip w/out AoO, no Trip retaliate                               Bite (-)   +3 (1d6+1, x2)
 (+2 Dex, +2 Natural)
 Abilities  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
 Condition  None
 Senses  Spot: +3 Listen: +3
 Location  J16

[User]
 @Refs
 Spoiler
Schism needs a reflex save, then Knoll needs a spot check.  I  think  he isn't flat footed.
Reflex:  (1d20+5)[ 23 ]  (DC 14, yeah)? Edit: that was certainly high enough, but since he's inside the barn, and ther don't seem to be any living plants there, is he slowed?
Spot check for inside the barn:  (1d20+7)[ 16 ]  (DC 23)
Ash doesn't need a spot because his modifier is too high to possibly miss, even with the +1/10 ft.

@Ash
 Spoiler
An entangle spell lands in the barn, but you avoid being entangled.  I don't know if your movement is slowed, need confirmation from another ref.  You see your opponent in Q19, and a wolf in J16

@Knoll
 Spoiler
No LoS

[User]
 @Refs
 Spoiler
forgot Flake. Spot for flake (1d20+3)[ 15 ]  and Spot for Ash to see Flake (1d20+8)[ 12 ]

@Flake
 Spoiler
No LoS

[User] Waiting for confirmation of madtinker's findings. Sorry for the wait, Lubirio.

[User] That's allright, just go whenever you're ready. 😉

[User]
 Schism/Refs:
 Spoiler
From the Map Rules in the Waiting Room, "Unless an Arena specifies that a spell doesn't work it works as normal. E.g. Entangle"  So yes, you still need a save and will be affected as normal.

madtinker:
 Spoiler
Refs don't roll saves for combatants, just spot/listen.

[User]
 ... and of course, after answering the question, I find the real problem.  Need to rewind to Knoll's turn.

Knoll:
 Spoiler
You don't have LoE to O11 from O22, and thus cannot cast the spell there.  Please revise your turn.

[User]
 My bad, will revise:

 Knoll - Round 1  (version 2.0)

 Spoiler
Start in O22.
Free: Handle Flake to Seek. (I'll keep the roll from my first round 1)
Free: Handle Flake to attack when having found something. (I'll keep the last roll)
Move: move to Q19
Standard: Cast Entangle with center at K8, radius 40ft (last time I did it with diameter 40ft 😳)
  Hide  - (1d20-3)[ 9 ]
  Move Silently  - (1d20-3)[ 3 ]
  Spot  - (1d20+7)[ 12 ]
  Listen  - (1d20+7)[ 25 ]

 Flake - Round 1  (version 2.0)

 Spoiler
Start in O21.
Free: Be Handled by Knoll (Seek).
Free: Be Handled by Knoll (Attack).
Double Move: move to J16 at half speed.
  Hide  - (1d20+2)[ 14 ]
  Move Silently  - (1d20+3)[ 11 ]
  Spot  - (1d20+3)[ 19 ]
  Listen  - (1d20+3)[ 4 ]

Done, stats:

 Spoiler
   Knoll
Male NG Human Druid,  Level  1,  Init  +2,  HP  9/9,  Speed  30 ft
 AC  15,  Touch  12,  Flat-footed  13,  Fort  +3,  Ref  +2,  Will  +5,  Base Attack Bonus  0
                                 Dart (7)   +2 (1d4, x2)
                              Scimitar (-)   +1 (1d6, 18-20/x2)
                                                                                Leather ,                                            Light Wooden Shield  (+2 Armor, +1 Shield, +2 Dex)
 Abilities  Str 12, Dex 14, Con 12, Int 14, Wis 16, Cha 10
 Condition  None
 Senses  Spot: +7 Listen: +7
 Location  Q19
 Spells
0th level: Flare, Guidance, Cure Minor Wounds
1st level:  Entangle , Magic Fang
Entangle Duration: 10/10 rounds

   Flake
  CG Wolf Animal Companion,  Level   ,  Init  +2,  HP  13/13,  Speed  50 ft
 AC  14,  Touch  12,  Flat-footed  12,  Fort  +5,  Ref  +5,  Will  +1,  Base Attack Bonus  1
 Can Trip w/out AoO, no Trip retaliate                               Bite (-)   +3 (1d6+1, x2)
 (+2 Dex, +2 Natural)
 Abilities  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
 Condition  None
 Senses  Spot: +3 Listen: +3
 Location  J16

[User]
 High Ref Hust
Knoll wins due to still being here.

[User]
 I was gonna wait for him. ☹

He's cleary active, just not quite aware of this particular game, the notice in the waiting room was purely to remind him, not to ask for a DQ on his part...

[User]
 *blink*

I never even noticed the revised turn. You can let the DQ stand, because I did miss my turn, but a notification would have been nice.

[User]
 My bad, I actually didn't want the DQ, actually beating you is much more fun. 😁

But I guess I  should  have told you earlier, my bad. 😦

[User] Why did you post it if you didn't want a DQ?  If you want to remind him specifically, that's what PMs are for.  If you choose not to have him disqualified, I'm pretty sure the match can continue, so go ahead and make the call right now.

[User]
 I'd love to continue the game, but three reasons hold me back:
1: It's valid DQ, and I should have sent a PM, instead of posting in the waiting room, my mistake. 😦
2: The other games in this round are either almost done, or already done, and I don't think they'd enjoy waiting for our whole game to finish.
3: This was actually the second valid DQ, I decided not to say anything the first time, but twice is too much.

So, the match call stands...


[User] I am open to any number of buff rounds or map choice, Sofa.

[User]
 Zero buff, any map? I have no preference for map.

Oh, and methods of sight. I have normal only.

[User]
 Normal Sight as well.

All-Day

 Spoiler
 Nystul's Magic Aura on everything I own, and Marshal's Watchful Eye Aura.

Init:  (1d20+2)[ 3 ]
B11 For me, B10 for my shadow.

[User]
 Hmm... Initiative  (1d20+0)[ 20 ]

I fill all the red squares, then.

 Spoiler
 5 ft. underground, I move 5 down and 90 forward, to G10 as my leading top edge.

Turn over.

[User]
 I move to H12, my shadow moves to M9.

Unless you do something in response, I mirror image up  (1d4+1)[ 3 ]  copies of myself, all of which are ghostly aasimars.

[User]
 I move to H12, and surface. All you see it a 10 foot wide wall of shining colours before a tornado bursts forth from the hole.

Prismatic Wall, save DC 22.

Also, Tornado effect.

[User]
 Being Incorporeal, I probably won't mind the tornado.

The Prismatic Wall is prolly gonna hurt. Of course, you can't actually place it ON me, as per the spell.

[User]
 So.

Seeing as my saves are more than high enough, only 1s fail.

 (1d20)[ 8 ]  Veil 1
 (1d20)[ 20 ]  Veil 2
 (1d20)[ 7 ]  Veil 3
 (1d20)[ 1 ]  Veil 4
 (1d20)[ 10 ]  Veil 5
 (1d20)[ 16 ]  Veil 6
 (1d20)[ 2 ]  Veil 7

[User]
 So, I'm not entirely sure if poison kills me. However, I do have a luck reroll for just this kind of occasion.

 (1d20)[ 9 ]

[User]
 Move to G7, topside. My shadow follows.

Done.

[User] My Borg Cube moves to G7 as well. 7 more saves, please.

[User]
 (1d20)[ 19 ]
 (1d20)[ 14 ]
 (1d20)[ 17 ]
 (1d20)[ 14 ]
 (1d20)[ 2 ]
 (1d20)[ 10 ]
 (1d20)[ 10 ]

Assuming I live, I move underground to
 Spoiler
H2

[User] I camp at N,M,10,11.

[User] And thus the game ends in a draw. Cause no way in hell am I waiting for you to die of old age.

[User] DRAW! I cannot find him, and he can run forever.


[User]
 Me n Aethernox.

Buffs? Map?

[User]
 All+1

 Spoiler
Charisma-Boosting Aura, Nystul's Magic Aura on everything I own

1. UMD a wand of shield.  (1d20+23)[ 32 ] . Swift action swap cha-aura with Watchful Eye, the reflex aura.

Map to come

Init: (1d20+2)[ 21 ]

[User]
 Map:

 Spoiler

 Isis

Initiative :  (d20+4)[ 23 ]

All days stuff plus 1 buff round (For Observers) :

 Spoiler

All Day: None.
Stance : Bolstering Voice.
Readied Maneuvers : Iron Heart Surge, White Raven Tactics, Disarming Strike.
Buff round :
Activate Boots of Speed (Free Action)
Activate Law Devotion for +5 AB (Swift Action)
Drink Potion of Shield of Faith. (Standard Action)

[User]
 I suppose I'll take Y.1.3 (1 Across, 3 Down), and you go first.

You see, when you do, a ghostly apparition in the form of an aasimar.

[User]
 Isis

(Will be starting at  A.6.1 )
Tide stated that our starting locations have been announced, that the lighting is dim at best, and that we aren't visible from our starting locations, if I recall correctly.

You see (or, will see, if you so prefer) a tanned, dark-haired woman sporting a set of large, feathered wings. She wears large, form-obscuring grey robes.

 Spoiler

Isis drinks a potion of conviction, and readies a move action in case anyone attacks her or moves within 60 feet of her.

Your move.

[User] My Shadow travels down the staircase to E2, while I cast mirror image for  (1d4+1)[ 4 ]  copies. I assume you're interrupting this, otherwise I move to halfway down the staircase.

[User]
 Your... shadow?

I activate True Seeing and move to A.1.3 and through the doorway.
 (1d3)[ 3 ] .

 Spoiler

Isis appears at Y.5.4, and readies a move action to teleport if her enemy approaches within 50ft.

Done.

[User]
 Having lost Line of Sight, Sherry commands the shadow to return to her, while

 Spoiler
 She casts protection from good

When you attack me, let me know if your good-aligned.
Done.

[User]
 Isis flies across the platform and down the stairs, towards the ghostly figures. Assuming you don't have an action readied or another form of interruption, she quickly attacks.

Additionally, you're aware that you are unable to cast defensively within my range.

Attacks:

 Spoiler

 (d20+24)[ 32 ]
 (6d6+17)[ 36 ]  + 1 negative level.
The first attack carries poison. DC22 fort save vs  (1d3)[ 1 ]  temporary con damage.

 (d20+24)[ 43 ]
 (6d6+17)[ 37 ]  + 1 negative level.

 (d20+24)[ 27 ]
 (6d6+17)[ 39 ]  + 1 negative level.

 (d20+24)[ 25 ]
 (6d6+17)[ 35 ]  + 1 negative level.

 (d20+24)[ 38 ]
 (6d6+17)[ 40 ]  + 1 negative level.

 (d20+24)[ 26 ]
 (6d6+17)[ 40 ]  + 1 negative level.

I'm not quite finished, I think.

[User]
 As a swift action, I use White Raven tactics upon myself, before ending my turn, and taking my next.

She continues her flurry.
Attacks (spoilering for size, mostly) :
The first successful attack still forces the poison save, by the way.

 Spoiler

 (d20+24)[ 26 ]
 (6d6+17)[ 40 ]  + 1 negative level.

 (d20+24)[ 36 ]
 (6d6+17)[ 42 ]  + 1 negative level.

 (d20+24)[ 42 ]
 (6d6+17)[ 38 ]  + 1 negative level.

 (d20+24)[ 25 ]
 (6d6+17)[ 33 ]  + 1 negative level.

 (d20+24)[ 36 ]
 (6d6+17)[ 35 ]  + 1 negative level.

 (d20+24)[ 41 ]
 (6d6+17)[ 37 ]  + 1 negative level.

Action:

 Spoiler

Move action; activate bolt shirt.

After these attacks, the dark-haired woman teleports away in a cloud of blue sparks and light thunder.
'Away' being 5 feet behind you. Shadow pounce!

Attacks :

 Spoiler

 (d20+24)[ 28 ]
 (6d6+17)[ 38 ]  + 1 negative level.

 (d20+24)[ 32 ]
 (6d6+17)[ 34 ]  + 1 negative level.

 (d20+24)[ 40 ]
 (6d6+17)[ 36 ]  + 1 negative level.

 (d20+24)[ 38 ]
 (6d6+17)[ 33 ]  + 1 negative level.

 (d20+24)[ 31 ]
 (6d6+17)[ 40 ]  + 1 negative level.

 (d20+24)[ 26 ]
 (6d6+17)[ 39 ]  + 1 negative level.

[User]
 I'm...not dead. This is a good thing.

Being next to my shadow, you suffer unluck. The shadow stays where it is.

I poke you.
 (1d20+13)[ 20 ]  Melee Touch Attack for 1 Negative Level.

Regardless of whether that hits, Sherry attempts to hex you. DC23 Will Save or take a -4 to saves, attacks, damage, and checks.

Follow that up by tumbling  (1d20+18)[ 34 ]  15 feet down the stairs. Incorporeally..

[User]
 Will:   (d20+21)[ 26 ]

I follow the hexblade, flying down the stairs in pursuit and, perhaps in vain, attempting to hit the ghost again.

Attacks :

 Spoiler

 (d20+24)[ 35 ]
 (6d6+17)[ 34 ]  + 1 negative level.

 (d20+24)[ 27 ]
 (6d6+17)[ 38 ]  + 1 negative level.

 (d20+24)[ 27 ]
 (6d6+17)[ 40 ]  + 1 negative level.

 (d20+24)[ 36 ]
 (6d6+17)[ 37 ]  + 1 negative level.

 (d20+24)[ 27 ]
 (6d6+17)[ 43 ]  + 1 negative level.

 (d20+24)[ 27 ]
 (6d6+17)[ 44 ]  + 1 negative level.

[User]
 Vain attempt to swing my morningstar at you GO!

 (1d20+11)[ 17 ]

After that, I phase in to the staircase. You still know where I am, though.

[User] With some frustration, Isis flies to A.a.2 and waits.

[User]
 I pop out of my hiding place and ready an action.

 Spoiler
Swing when you're in attack range.

[User]
 Isis immediately, furiously flies towards the evasive ghost.

Flurry :
 (d20+24)[ 25 ]
 (6d6+17)[ 29 ]  + 1 negative level.

 (d20+24)[ 28 ]
 (6d6+17)[ 39 ]  + 1 negative level.

 (d20+24)[ 39 ]
 (6d6+17)[ 36 ]  + 1 negative level.

 (d20+24)[ 37 ]
 (6d6+17)[ 42 ]  + 1 negative level.

 (d20+24)[ 28 ]
 (6d6+17)[ 43 ]  + 1 negative level.

 (d20+24)[ 43 ]
 (6d6+17)[ 37 ]  + 1 negative level.

[User]
 Triggered action. poooooke.
 (1d20+13)[ 19 ]  Melee Touch.

And on my turn, whimper. And poke.

 (1d20+13)[ 21 ]  Pooooooooke.

I'll stay where I am and take the punishment. =P

[User]
 Flurries, with a slightly bored expression, at this point.

 (d20+24)[ 43 ]
 (6d6+17)[ 35 ]  + 1 negative level.

 (d20+24)[ 44 ]
 (6d6+17)[ 32 ]  + 1 negative level.

 (d20+24)[ 44 ]
 (6d6+17)[ 36 ]  + 1 negative level.

 (d20+24)[ 27 ]
 (6d6+17)[ 37 ]  + 1 negative level.

 (d20+24)[ 38 ]
 (6d6+17)[ 36 ]  + 1 negative level.

 (d20+24)[ 39 ]
 (6d6+17)[ 43 ]  + 1 negative level.

[User]
 Critical Confirmation:

 (d20+24)[ 36 ]
 (d20+24)[ 38 ]

[User]
 (1d20+28)[ 39 ]  Fort Save

Yikes, down to 1 hp.

Poke.
 (1d20+13)[ 28 ]  Melee Touch

[User]
 Flurry.

 (d20+24)[ 39 ]
 (6d6+17)[ 38 ]  + 1 negative level.

 (d20+24)[ 27 ]
 (6d6+17)[ 37 ]  + 1 negative level.

 (d20+24)[ 34 ]
 (6d6+17)[ 35 ]  + 1 negative level.

 (d20+24)[ 33 ]
 (6d6+17)[ 37 ]  + 1 negative level.

 (d20+24)[ 27 ]
 (6d6+17)[ 35 ]  + 1 negative level.

 (d20+24)[ 35 ]
 (6d6+17)[ 47 ]  + 1 negative level.

[User]
 Luck rerolls....go!

 (1d20+13)[ 17 ]
 (1d20+13)[ 14 ]

[User]
 Pooooke.

 (1d20+13)[ 21 ]

[User]
 And yet another flurry.

 (d20+24)[ 27 ]
 (6d6+17)[ 38 ]  + 1 negative level.

 (d20+24)[ 39 ]
 (6d6+17)[ 41 ]  + 1 negative level.

 (d20+24)[ 36 ]
 (6d6+17)[ 43 ]  + 1 negative level.

 (d20+24)[ 42 ]
 (6d6+17)[ 30 ]  + 1 negative level.

 (d20+24)[ 44 ]
 (6d6+17)[ 36 ]  + 1 negative level.

 (d20+24)[ 35 ]
 (6d6+17)[ 46 ]  + 1 negative level.

[User] Good game. =/

[User]
 Critical Confirmation :

 (d20+24)[ 27 ]


[User]
 This is an Exhibition Match for  Test of Spite . All ToS houserules apply to this match.
 {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]
I start at F1

[User]
 I start at B11.

Initiative:  (1d20)[ 15 ]

[User]
 Initiative:  (1d20+7)[ 11 ]

Okay, you get to go first.

[User]
 Move to G11

Hide:  (1d20+8)[ 26 ]
Move Silently:  (1d20+6)[ 7 ]

What do I see?

[User]
 How are you hiding without cover?

 You see before you a creature of imposing might. Feathered wings sprout from his back, and he wears impressive looking plate mail in the oriental style, complete with Oni Mask in the shape of some oriental demon. His armor is spiked, and shaped to resemble an oriental Oni, fearsome and lethal. He bears the traditional Daisho of Katana and Wakizashi, still sheathed.

He begins by flying straight up 30' to get a more commanding view of his surroundings and to get out of immediate reach.

[User]
 Sorry, meant B11.

And... this arena never had a set height so we might need to address that now...

[User] I'll spend my second move action to draw a bow and remain hidden at B11

[User]
 Shall we say 60' for the height?

And at B11, you do not have LoS on my character.

Takahashi flies forward to F5 (still 30' above ground) and shouts "Coward! Show yourself and face your death with Honor!"

Spot:  (1d20+8)[ 28 ]

[User]
 Ok, I'll keep my weapons on me then.

The original had a height of 30 feet. Let's go with that.

Move to D11
Move Silently:  (1d20+6)[ 17 ]
Hide:  (1d20+8)[ 11 ]

Listen check to determine where you are:  (1d20+2)[ 18 ]

I shall draw my longbow as a free action during the move.

[User]
 Shoot at you as a standard action.

Attack:  (1d20+14)[ 16 ]
Damage:  (1d8+5)[ 8 ]

[User]
 16 does not hit my flat-foot AC

As the attack breaks your Hide, Takahashi moves to E11, and down to 25'. Then, as a Standard Action, uses Intimidate to Demoralize, using Mass Staredown to affect every opponent within 30' of me.  (1d20+34)[ 39 ] .

Your defense is (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear. Thanks to his feat Imperious Command, if you fail this check, you are Cowering for your next round, then Shaken for the round thereafter. The ToS playtest states that this is NOT a mind-affecting ability.

[User]
 Defense:  (1d20+15)[ 23 ]

Ok, I'm cowering.

[User]
 As a Move Action, Takahashi lands gracefully next to his opponent, within melee range.

As a free action, he pulls his Wakizashi (Quick Draw) and utters

"You are not a worthy enough foe for my Katana to drink of your lifeblood. Die, then, like the commoner you are!"

He uses his Swift action to gain a Move Action from his Belt of Battle. He uses this Move Action to Demoralize (his armor enchantment allows him to demoralize on a move action).  (1d20+34)[ 53 ]

He then uses his Standard Action to make an attack with his Wakizashi

Attack:  (1d20+17)[ 18 ]
Damage:  (1d6+1)[ 7 ]

At this point, I think the match is pretty well over. Your character cannot beat my roll, even if he rolls a 20 and I roll a 1 to not be Shaken. Every round, he will Demoralize as a move action, then attack with his standard action. Does your character have any possible way out of this combo?

[User] Are we using rules for fumbles?

[User]
 Originally Posted by Pharaoh's Fist
 Are we using rules for fumbles?

Takahashi has Quick Draw, so it really wouldn't stop things, he'd just pick it up as a standard action instead of attacking for a round.

[User] Ok then, I concede defeat.


[User]
 Arena Tournament, Round 61:  Morekal  vs.  Chuck
 Map:
 Spoiler

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

 XP Award:  300 XP
 GP Award:  300 GP

 Morekal  - Master_Rahl22
 Chuck  - theterran

 All Gladiators, please declare final purchases (if any) and roll for initiative.

[User]
 Good luck!

Purchases: Potion of Hide from Animals: -50gp
Martial Script of Sudden Leap: -50gp
Sell Greatsword: +25
Masterwork Greatsword: -350gp

  Initiative  - (1d20+2)[ 20 ]

[User]
 Ack...this got up quick...I still need to figure my sheet and everything...

Like I said in another match of mine...my access to the intarweb will be spotty this weekend...so don't expect much from me in the way of posting until Monday.

[User]
 Alright...

Buy 2 scrolls of Conjure Ice Beast.

  Initiative  - (1d20+4)[ 8 ]

[User]
 Morekal, turn 1

Start in Y-10 holding greatsword, potion, and a scroll.

Move: Move to T-8

Rest of my turn, spoilered since I think I'm out of LOS:

 Spoiler

Standard: Read the script

Done with my turn.

Stats:

 Spoiler

HP: 12/12
AC: 16, FF: 14, Touch: 12

Script was Martial Script of Sudden Leap.  I can now use that maneuver for this encounter.  Potion held is a potion of Shield of Faith

Maneuvers Readied:
Steely Strike 0/1
Moment of Perfect Mind 0/1
Stone Bones 0/1
Sudden Leap 0/1

[User]
 Chuck - Round 1

 Spoiler
Riding on the back of my companion, I will guide it w/ my knees to D4.
  Ride  - (1d20+8)[ 24 ]  DC 5

There I will start casting a spell.

 Spoiler
Conjure Ice Beast I

End my Turn.

Stats:

 Spoiler
Location:D4
HP: 9/9
AC: 19

Spells:

 Spoiler
Lvl 0 - CMWx3
Lvl 1 - Conjure Ice Beast, Conjure Ice Beast-x

[User]
 Morekal, turn 2

Move: Move to R-3
Move: Move to N-3

Stats:

 Spoiler

HP: 12/12
AC: 16, FF: 14, Touch: 12

Script was Martial Script of Sudden Leap. I can now use that maneuver for this encounter. Potion held is a potion of Shield of Faith

Maneuvers Readied:
Steely Strike 0/1
Moment of Perfect Mind 0/1
Stone Bones 0/1
Sudden Leap 0/1

[User]
 Chuck - Round 2

Finish Casting the spell w/ a Move Action (standard taken in the previous round).

A pale blue wolf made out of ice comes into being in H3.
He unleashes his ice breath at Morekal.

  Damage  - (1d6)[ 3 ]  Ref Halves DC 12.

He then moves to L3.

Meanwhile, Chuck draws a scroll.

End my Turn.

Stats:

 Spoiler
Location:D4
HP: 9/9
AC: 19 (+2 for Tree not included)
Spells:

 Spoiler

Lvl 0 - CMWx3
Lvl 1 - Conjure Ice Beast, Conjure Ice Beast-x

[User]
 High Ref 02youeng

 Originally Posted by SRD
 The "start full-round action" standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can’t use this action to start or complete a full attack, charge, run, or withdraw.

It takes two standard actions to cast a full-round spell over two rounds, not a standard and a move. In this case, it doesn't matter, as you used a move action on your last round. But, just so you knows.

[User]
 Init Ref Strangie

I just wanted to make sure that what happened in  this match , as far as giving orders to summoned creatures goes, didn't happen in this one too. Does Chuck need to explicitly say something out loud to have the creature do one thing over another?

[User]
 Reflex save  - (1d20+3)[ 20 ]

I can't see the map while at work, so I'll take my turn some time tonight.

So, since I made the save do I take 1 or 2 damage?  I seem to remember that you always round down, but just want to be sure.

[User]
 Originally Posted by Strangie
   Init Ref Strangie

I just wanted to make sure that what happened in  this match , as far as giving orders to summoned creatures goes, didn't happen in this one too. Does Chuck need to explicitly say something out loud to have the creature do one thing over another?

  High Ref PsiDog

Yes.

Summoned creatures attack opponents to the best of their ability by default.

Having a summoned creature perform a specific task, attack in a specific way, or in any other way behave other than the default requires communicating orders to it.

[User] Waiting on a ref question in the waiting room.  I'll post my turn tomorrow.

[User]
 Morekal, turn 3

Full round: Using Withdraw action.  Move to M-2, N-1, L-1, K-1, J-2, I-2, I-3.  While I'm moving, I'll put the potion back in my pack and put both hands on my greatsword.
Swift: Use Sudden Leap to move due west whatever Jump check allows.
  Jump  - (1d20+5)[ 22 ]

That puts me in E-4.  End of turn.

Stats:

 Spoiler

Location: E-4
HP: 11/12
AC: 16, FF: 14, Touch: 12

Maneuvers Readied:
Steely Strike 0/1
Moment of Perfect Mind 0/1
Stone Bones 0/1
Sudden Leap 1/1

[User] Since the summoned creature was actually a construct, how does one communicate w/ a construct?

[User] I'd say you need some sort of telepathy or something.  Wolves don't speak a language, and the Ice Beast template makes its Int 1 anyway, so it's just about mindless.

[User] FYI, away til Tuesday.

[User]
 Chuck - Round 3

My summons moves to F4 and attacks.
Rolls:

 Spoiler
  Attack  - (1d20+5)[ 25 ]  (+2 due to flanking)
  Bite  - (1d6+1)[ 7 ]

If hit:
  Trip  - (1d20+2)[ 3 ]

Chuck will start casting from the scroll.

Take your AoO if you'd like.

End my Turn.

Stats:

 Spoiler
Location:D4
HP: 9/9
AC: 19 (+2 for Tree not included)
Spells:

 Spoiler

Lvl 0 - CMWx3
Lvl 1 - Conjure Ice Beast, Conjure Ice Beast-x

[User]
 Crit Confirm:

 Spoiler
  Confirm  - (1d20+5)[ 20 ]
  Bite  - (1d6+1)[ 3 ]

[User]
 Ouch, crit and max damage on the first roll.  Good thing the trip check was horrible.

  Strength to oppose trip  - (1d20+3)[ 20 ]

[rol=Strength to trip wolf if I win above]1d20+3[/roll]

  AoO  - (1d20+6)[ 18 ]
  Damage  - (2d6+4)[ 6 ]
  Crit Confirm  - (1d20+6)[ 26 ]
  Extra damage  - (2d6+4)[ 15 ]

I'll take my turn after I see what the rolls look like.

[User]
 Strength to trip wolf if I win above  - (1d20+3)[ 14 ]
 Morekal, turn 4

Move: 5ft step to D-3 (oh, and the wolf wasn't flanking me with the previous attack, but hit and confirmed without flanking bonus so it didn't matter)

Swift: Enter Stance of Clarity

Standard: Steely Strike on Chuck
  Attack  - (1d20+10)[ 30 ]
  Damage  - (2d6+4)[ 8 ]
  Crit confirm  - (1d20+10)[ 21 ]
  Damage  - (2d6+4)[ 13 ]

End of my turn.

Stats:

 Spoiler

Location: D-3
HP: 3/14
AC: 16, FF: 14, Touch: 12

Stance of Clarity: +2 AC vs the wolf, -2 AC vs everything else

Maneuvers Readied:
Steely Strike 1/1
Moment of Perfect Mind 0/1
Stone Bones 0/1
Sudden Leap 1/1

Edit: I think that's game.

[User] Yep...I die 🫤

[User] The crit hurt, I had just enough HP to survive it, but what really would've ended it is if the wolf had managed to trip me.  Also, I'm incredibly glad I grabbed Sudden Leap.  Great game.

[User]
 High Ref PsiDog

Morekal takes the victory prize!


[User]
 Arena Tournament, Round 61:  Abogralia  vs.  Morekal
 Map:
 Spoiler

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

 XP Award:  300 XP
 GP Award:  300 GP

 Abogralia  - Scorer
 Morekal  - Master_Rahl22

 All Gladiators, please declare final purchases (if any) and roll for initiative.

[User]
 Good luck!

No purchases, reserve the right for reactionary ones though.

  Initiative  - (1d20+2)[ 3 ]

[User]
 Wiiiiii Finally =P

Rolling Initiative
 (1d20+5)[ 22 ]

No purchases, tell me when your purchases are done.

[User] No purchases, go ahead.

[User]
 Abogralia 1st Turn

I carry all my equipment start at  Y10

Move Action: I draw my crossbow
Free Action: I reload my crossbow

Attack! (with range penalty and masterwork bolt)

 Attack
 (1d20+5)[ 13 ]
 Damage
 (1d6)[ 5 ]
 If Crit
 (1d20+5)[ 16 ]
 Additional Crit Damage
 (1d6)[ 6 ]
 End of Turn

STATS

 Spoiler

Abogralia @  Y10
HP 8/8
AC 19 (+5 Dex, +1 Size, +3 Armor) T 16 FF 14

Crossbow +6, 1d6, 19-20/x2, 80'
87 Bolts left
9 Masterwork left

Shortsword +1, 1d4, 19-20/x2, Melee

[User]
 Miss!

 Morekal, turn 1

Start in B-11 holding greatsword, a potion, and a scroll.

Swift: Enter Stance of Clarity
Move: Move to F-14
Standard: Drink potion
Free: Drop empty potion bottle

Stats:

 Spoiler

Location: F-14
HP: 14/14
AC: 20, FF: 18, Touch: 16

Buffs: Shield Faith 10 rounds
Stance: Stance of Clarity - +2 AC vs Abogralia, -2 AC vs everybody else

Maneuvers Readied:
Steely Strike 0/1
Moment of Perfect Mind 0/1
Stone Bones 0/1

[User]
 Abogralia 2nd Turn

I just wait there

 End of Turn

STATS

 Spoiler

Abogralia @  Y10
HP 8/8
AC 19 (+5 Dex, +1 Size, +3 Armor) T 16 FF 14

Crossbow +6, 1d6, 19-20/x2, 80'
87 Bolts left
9 Masterwork left

Shortsword +1, 1d4, 19-20/x2, Melee

[User]
 Morekal, turn 2

First part of turn spoilered since I think we're out of LOS:

 Spoiler

Standard: Read the scroll

Move: Move to I-18

End of turn.

Stats:

 Spoiler

Location: I-18
HP: 14/14
AC: 20, FF: 18, Touch: 16 (not including +2 from tree)

Script was Martial Script of Sudden Leap.  Can now use that maneuver for this encounter.

Buffs: Shield Faith 9 rounds
Stance: Stance of Clarity - +2 AC vs Abogralia, -2 AC vs everybody else

Maneuvers Readied:
Steely Strike 0/1
Moment of Perfect Mind 0/1
Stone Bones 0/1
Sudden Leap 0/1

[User]
 Abogralia 3rd Turn

Free Action: Reload Crossbow

Attack you (normal bolts, -2 range)!

 Attack
 (1d20+4)[ 24 ]
 Damage
 (1d6)[ 5 ]
 If Crit
 (1d20+4)[ 13 ]
 Additional Crit Damage
 (1d6)[ 5 ]

Move to  X8
 End of Turn

STATS

 Spoiler

Abogralia @  X8
HP 8/8
AC 19 (+5 Dex, +1 Size, +3 Armor) T 16 FF 14

Crossbow +6, 1d6, 19-20/x2, 80'
86 Bolts left
9 Masterwork left

Shortsword +1, 1d4, 19-20/x2, Melee

[User]
 Hit but not confirmed

 Morekal, turn 3

Move: Move to L-18, then make a Jump check as part of my movement.
  Jump  - (1d20+5)[ 14 ]
Jump check puts me in M-18.

Move: Move to T-17

End of turn.

Stats:

 Spoiler

Location: T-17
HP: 14/14
AC: 20, FF: 18, Touch: 16

Buffs: Shield Faith 7 rounds
Stance: Stance of Clarity - +2 AC vs Abogralia, -2 AC vs everybody else

Maneuvers Readied:
Steely Strike 0/1
Moment of Perfect Mind 0/1
Stone Bones 0/1
Sudden Leap 0/1

[User]
 I assume you want to jump the Shallow Bog...

 Abogralia 4th Turn

Free Action: Reload Crossbow

Attack you! (normal bolt, -2 range penalty)

 Attack
 (1d20+6)[ 18 ]
 Damage
 (1d6)[ 5 ]
 If Crit
 (1d20+6)[ 18 ]
 Additional Crit Damage
 (1d6)[ 1 ]
 End of Turn

STATS

 Spoiler

Abogralia @  X8
HP 8/8
AC 19 (+5 Dex, +1 Size, +3 Armor) T 16 FF 14

Crossbow +6, 1d6, 19-20/x2, 80'
85 Bolts left
9 Masterwork left

Shortsword +1, 1d4, 19-20/x2, Melee

[User]
 oops... forgot to adjust modifier.. should've been +4 instead of +6

results should be 16 instead of 18

[User]
 Miss, and yes I was jumping over the bog.

 Morekal, turn 4

Move: Move to X-12
Swift: Execute Sudden Leap to make a jump check and move that distance
  Jump  - (1d20+5)[ 21 ]
Jump to X-9.
Standard: Execute Steely Strike, Power Attack for 1
[roll=Attack]1d20+9[/roll]
[roll=Damage]2d6+6[/roll]

End of turn.

Stats:

 Spoiler

Location: X-9
HP: 14/14
AC: 20, FF: 18, Touch: 16

Buffs: Shield Faith 6 rounds
Stance: Stance of Clarity - +2 AC vs Abogralia, -2 AC vs everybody else

Maneuvers Readied:
Steely Strike 1/1
Moment of Perfect Mind 0/1
Stone Bones 0/1
Sudden Leap 1/1

[User]
 Abogralia 5th Turn

I move to  T8

and scatter bridge

 End of Turn

STATS

 Spoiler

Abogralia @  T8
HP 8/8
AC 19 (+5 Dex, +1 Size, +3 Armor) T 16 FF 14

Crossbow +6, 1d6, 19-20/x2, 80'
86 Bolts left
9 Masterwork left

Shortsword +1, 1d4, 19-20/x2, Melee

[User]
 Whoops, forgot you can't edit in rolls.

Steely Strike attack rolls below:
  Attack  - (1d20+9)[ 11 ]
  Damage  - (2d6+6)[ 14 ]

[User] Hum.... that means your attack happened before my 5th turn?

[User]
 Morekal, turn 5

Move: Move to X-7 and draw a shortspear
Standard: Throw shortspear at Abogralia
  Attack  - (1d20+3)[ 8 ]
  Damage  - (1d6+3)[ 5 ]

End of turn.

Stats:

 Spoiler

Location: X-7
HP: 14/14
AC: 20, FF: 18, Touch: 16

Buffs: Shield Faith 5 rounds
Stance: Stance of Clarity - +2 AC vs Abogralia, -2 AC vs everybody else

Maneuvers Readied:
Steely Strike 1/1
Moment of Perfect Mind 0/1
Stone Bones 0/1
Sudden Leap 1/1

[/QUOTE]

[User]
 Oh, and you provoked an AoO by moving out of a threatened square.

  Attack  - (1d20+5)[ 24 ]
  Damage  - (2d6+6)[ 10 ]

[User]
 That's why asked you if your attack happened where...

I read your post saying End of Turn, with you being away... so that's why I moved... You should have posted without saying end of turn if you were going to continue...

So, instead of moving normally I use Tumble

Tumble check
 (1d20+8)[ 13 ]

[User] Sorry, I was quoting from above and meant to remove the "End of Turn" comment and say that I'd finish after I saw the rolls.  That Tumble is not enough, so it looks like you've been splatted.

[User] I think a hi ref should say what comes next

[User] I understand the confusion and I'm sorry, but what would you have done differently had you known I was adjacent to you?

[User]
 Beleive me =P I would've made differently not telling you what in case a rewind is needed

if match is called, I tell you what

[User]
 High Ref Mav
 Morekal gets the win and the loot

[User] Great game.  Again, sorry for the confusion.

[User]
 It's ok, well, now I can tell you hehehehe

I would've made a 5' step and thrown tanglefoot at you... and then we will never know =P

Good game as well...


[User]
 Arena Tournament, Round 66:  Krung  vs.  Joshua Balukar
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 RandomAction  - Krung
 Joshua Balukar  - Master_Rahl22

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

[User]
 Good luck,

Krung Ini roll: (1d20+2)[ 3 ]

No purchases.

[User]
 Good luck to you as well.

Purchase: powerstone of Stomp - 25gp

 (1d20+1)[ 19 ]

[User]
 Joshua Balukar, Turn 1

Actions:

 Spoiler

Start in M-2 holding greatsword and power stone.

Move: Move to I-10
Standard: Manifest Force Screen

End of turn.

Stats:

 Spoiler

Location: I-10
HP: 17/17
AC: 19, FF: 18, Touch: 11
PP: 4/5
Buffs: Force Screen 10 rounds

[User]
 In the clouds, eh. LOL, I am glad there is no random dispelling effect on the force floors. Whoosh! Krung fall down and go boom.

  Krung,R-1:
Ref/LoS:

 Spoiler

Start with waraxe drawn and shield readied in N-2.
Enter Punishing Stance - swift action.
Double move to N-10.

End turn.

Stats:
 Spoiler

Current position: N-10
Hp: 14/14
AC: 17 (15 while in stance), T-12(10), F-15(13)
Saves: F-+4, R-+2, W-+0
Attacks: Melee +6 with waraxe, 1d10+4(str)+1d6(stance), x3, Slashing
Manuevers:
3/3 readied - Stone Bones, Charging Minotaur, Wind stride
1/1 stance - Punishing Stance.

[User] You need to post in the waiting room with a link to our game if you need an LOS check.  The refs don't just cruise the games looking for questions to answer. :)

[User]
 High Ref PsiDog

Technically, this is Master_Rahl22's LoS request. RandomAction never hinted anywhere that he wanted or needed a LoS check.

LoS Check:
@Refs

 Spoiler
Ordinarily I wouldn't bother with a Listen check, but Clunky Krung is noisy enough that Joshua might pinpoint the location.
Listen: DC -4 (Move Silently modifier) +2 distance = DC -2
  Js Listen  - (1d20+2)[ 20 ]
Edit: Which he just did.

Krung has no hope of making a listen check well enough to hear anything beyond "you hear something to the west," nothing informative. He does hear the auditory component of the force screen however.

Joshua

 Spoiler
No direct LoS, but you do hear the clinkety-thunk of your armored opponent traveling due east to end in N-10 however.

Krung

 Spoiler
No LoS.

Prior to your turn you did hear a deep base hum that quickly grew in volume to that of a strong shout.

[User]
 @Joshua:

 Spoiler
You started in the wrong square, in the OP, your name is in green, so you's start in the green start circle, you'll probably need to redo round 1, but I'll wait for high-ref confirmation on that.

[User]
 Refs, Josh

 Spoiler
Usually the way to go here would be to just reflect his turn, as if he did the same move from his actual starting point.  Which I guess would put him in I-17 or I-18.

[User]
 I'd like to request in the future that the starting locations not be red and green.  I swear that the color my name is typed in matches the west start spot, at least according to red-green colorblind me. 🙂

Refs:

 Spoiler

Since this map is not vertically symmetrical, I'd prefer to have my movement reflected over the X and Y axis, putting me at R-17.  Basically I wanted to be able to move through clear space to get to him if he just came straight at me, and R-17 is the similar spot to I-10 from the other side.

[User]
 High Ref PsiDog

The revision is acceptable and the above LoS check stands.

Joshua appears to be up.

[User]
 Move: Move to P-10
Standard: Manifest Stomp from my powerstone at Krung.  DC 13 Reflex save or prone and take  (1d4)[ 3 ]  nonlethal damage.
Free: Drop the empty powerstone.

End of turn.

Stats:

 Spoiler

Location: P-10
HP: 17/17
AC: 19, FF: 18, Touch: 11
PP: 3/5
Buffs: Force Screen 9 rounds

[User]
 Here is the reflex save, turn will follow.
DC 13:  (1d20+2)[ 6 ]

[User]
 Krung,R-2
I believe this is correct.

Stand up from prone. - move action.
5'step to O-10.
Attack with Waraxe. - Standard action.
Attack: (1d20+6)[ 20 ]
Crit check:  (1d20+6)[ 8 ]
Damage:  (1d10+4)[ 9 ]
Stance adds: (1d6)[ 1 ]

End turn.

Stats:
 Spoiler
Current position: O-10
Hp: 11/14(3 non-lethal)
AC: 17 (15 while in stance), T-12(10), F-15(13)
Saves: F-+4, R-+2, W-+0
Attacks: Melee +6 with waraxe, 1d10+4(str)+1d6(stance), x3, Slashing
Manuevers:
3/3 readied - Stone Bones, Charging Minotaur, Wind stride
1/1 stance - Punishing Stance.

[User]
 On Krung's turn
Immediate: Spend 2 PP to reduce the damage from the previous attack to 2.

 Joshua, round 3

Standard: Attack with greatsword
  Attack  - (1d20+4)[ 15 ]
  Damage  - (2d6+6)[ 15 ]
  Crit confirm  - (1d20+4)[ 9 ]
  Damage  - (2d6+6)[ 14 ]

End of turn.

Stats:

 Spoiler

Location: P-10
HP: 15/17
AC: 19, FF: 18, Touch: 11
PP: 1/5
Buffs: Force Screen 8 rounds

Edit: I believe that's game.

[User] Yeah, it is. Good match.

[User]
 High Ref 02youeng

By virtue of stomping and flailing like a lil' baby...

 Joshua wins, and takes home the loot and XP


[User]
 Arena Tournament, Round 66:  Malla Yor  vs.  Oro
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Gigz - Malla Yor
 Scorer - Oro
 All Combatants, please roll initiative and declare final purchases, if any

[User]
 Oro reporting in...

No purchases...

Rolling Initiative...

 (1d20-3)[ 16 ]

[User]
 Malla Yor in... sorry for the delay. PAX was win. :D

Initiative:  (1d20+2)[ 13 ]

[User]
 Ok, time to begin!

 Oro 1st Turn

I carry all my equipment and start in  M25

Free Action: Draw Greatsword
Full Round Action: Run to  M2
 End of Turn

 Spoiler

Oro at M2
HP 13/13
AC 18 (10 +4 Armor, +1 Shield, +3 Dex) T 13 FF 15

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

[User]
 Sweet... I hate finding my opponent in this map. :D

Malla Yor, round 1:

Malla Starts in N2, staff in hand. 5 foot step to O2 and attempt to cast Summon Monster II (DC 8 CL check)

Caster Level Check:  (1d20+2)[ 10 ]

If successful, Malla Summons  (1d3)[ 1 ]  Celestial Cold Badgers...

[User] Please tell me when you're finished to take my turn

[User]
 Le SIGH... damn d3

Ah well, Mr. Badger appears in the recently vacated N2, amongst a cloudy of sickening smoke (M2-M3-N2-N3) before attempting to Clawclawbite our way to victory.

Claw1:  (1d20+4)[ 10 ]
Damage1:  (1d2+1)[ 3 ]  plus Cold  (1d6)[ 4 ]

Claw2:  (1d20+4)[ 14 ]
Damage2:  (1d2+1)[ 3 ]  plus Cold  (1d6)[ 4 ]

Bite:  (1d20+1)[ 12 ]
Bite Damage:  (1d3+1)[ 4 ]  plus Cold  (1d6)[ 4 ]

Done.

Stats:

 Spoiler

HP 7
AC 12 (t 12, ff 10)
F+2/R+2/W+3
Spells Memorized: Acid Splash x3, Grease, Summon Monster I x3,  Summon Monster II

Badger 1: (1/2 rounds)
HP 8
AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Saves:	Fort +4, Ref +5, Will +1

[User]
 Oro 2nd Turn

5 foot step to  N3

Attack Malla Yor with greatsword

 Attack
 (1d20+6)[ 11 ]
 Damage
 (2d6+6)[ 13 ]
 If Crit
 (1d20+6)[ 8 ]
 Additional Crit Damage
 (2d6+6)[ 9 ]
 End of Turn

 Spoiler

Oro at  N3
HP 13/13
AC 18 (10 +4 Armor, +1 Shield, +3 Dex) T 13 FF 15

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

[User]
 Luck is good. :D

Malla, Round 2

Malla steps to N1, then summons another badger behind the nasty fighter with the big sword (N4) amidst another cloud of sickening smoke (M3-N4).

Badger 1
Claw1:  (1d20+6)[ 17 ]
Damage1:  (1d2+1)[ 3 ]  plus Cold  (1d6)[ 5 ]

Claw2:  (1d20+6)[ 23 ]
Damage1:  (1d2+1)[ 2 ]  plus Cold  (1d6)[ 6 ]

Bite:  (1d20+1)[ 17 ]
Bite Damage:  (1d3+1)[ 3 ]  plus Cold  (1d6)[ 1 ]

Badger 2
Claw1:  (1d20+6)[ 26 ]
Damage1:  (1d2+1)[ 3 ]  plus Cold  (1d6)[ 2 ]

Claw2:  (1d20+6)[ 8 ]
Damage1:  (1d2+1)[ 2 ]  plus Cold  (1d6)[ 4 ]

Bite:  (1d20+1)[ 4 ]
Bite Damage:  (1d3+1)[ 3 ]  plus Cold  (1d6)[ 3 ]

Done.

Stats:
 Spoiler

HP 7
AC 12 (t 12, ff 10)
F+2/R+2/W+3
Spells Memorized: Acid Splash x3, Grease, Summon Monster I x2 (Used 1),  Summon Monster II

Badger 1: (2/2 rounds)
HP 8
AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Saves: Fort +4, Ref +5, Will +1

Badger 2: (1/2 rounds)
HP 8
AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Saves: Fort +4, Ref +5, Will +1

[User] Possible Crit on Badger 2 Claw:  (1d20+6)[ 15 ]  Damage:[roll] 1d2+1[/roll]

[User]
 I have a question...

I checked badger stats and damage is 1d2-1, not 1d2+1...

Is this true?

[User] Augment Summon adds a +4 Str and Con.

[User]
 ouch... it's my last turn then... Kill or die...
The match ends here

 Oro 3rd Turn

5' Step to  O2
Free Action: Yells: "Dieeeeeee!!!!"😡
Attack Malla Yor!

 Attack
 (1d20+6)[ 14 ]
 Damage
 (2d6+6)[ 9 ]
 If Crit
 (1d20+6)[ 13 ]
 Additional Crit Damage
 (2d6+6)[ 13 ]

After the attack I lose 1 hit point...
 End of Turn

 Spoiler

Oro at  N3
HP -1/13
AC 18 (10 +4 Armor, +1 Shield, +3 Dex) T 13 FF 15

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

[User]
 LOL!! Hit, and Malla drops to -2. Now, who wins? If it's lowest HP, the remaining badger attempts to molest the body in the hopes you reach -10 before me. :p

Badger 2
Claw1:  (1d20+8)[ 28 ]
Damage1:  (1d2+1)[ 3 ]  plus Cold  (1d6)[ 3 ]

Claw2:  (1d20+8)[ 24 ]
Damage2:  (1d2+1)[ 3 ]  plus Cold  (1d6)[ 2 ]

Bite:  (1d20+5)[ 6 ]
Damage:  (1d3+1)[ 3 ]  plus Cold  (1d6)[ 4 ]

[User]
 hahahahaha

stupid molesting badger got a nat 20 =P

[User]
 High Ref Hust
Although he isn't conscious to enjoy it, Malla is still the winner.  Someone wake him up and tell him!

[User] I'm not very sure that Malla won... I killed him before I passed out, I think

[User] Right, which would ordinarily be a bleed-off... but the, er, 'molesting badger' strategy is actually valid, since in the absence of orders, summoned creatures will simply attack the nearest enemy.

[User]
 but I thought matches end when one of the players is out... so match should end before the badger do his thing, I think

Also, the summoning spell lasts 1 round to cast, does this means the monster appears in the next round? or in the same?

[User] Malla casts Summons as a standard action, and at a +1 caster level, meaning they stay in play for 2 rounds, then poof.

[User] It's happened before, a quick look through the last few rounds' archives should reveal a few precedents.  The kill from a disabled combatant is more common than one might think.  Usually, it's a bleed-off, with whoever stabilizes winning.  Since the badger was still up, and as I said, simply attacks the nearest enemy without orders, it brings you down, making the bleed-off unnecessary.

[User] If I had knew about that I would have certainly acted differently... =/

[User] I had a somewhat similar situation; guy bullrushed me into the quicksand successfully, but I took him down to 0 on the readied attack and AoO, meaning the rush put him to -1.  If I had failed my swim checks and drowned, he would have won (since he stabilized), even though I was still conscious while he wasn't.

[User] Um... quick note on this map: the clouds stop LoS (functioning as obscuring mist), while both of you appeared to look be able to through the clouds... 🤨


[User]
 Arena Tournament, Round 66:  Numa Numa  vs.  Cayenne
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Numa Numa  - Schism
 Cayenne  - Romeir

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

[User]
 Initiative:  (1d20+2)[ 18 ]

Purchasing a scroll of Shield.

[User]
 Iniative  - (d20+4)[ 9 ]
First time in the arena, so please be nice Schism 😁

[User] And no purchases, guess you go first 😩

[User]
 I make no promises. 😛
 Numa Numa, round 1

Refs/LoS:

 Spoiler
Starting in N-1, holding a scroll of Shield in one hand, nothing in the other.

Move to R-1. Cast Mage Armor.

Hide:  (1d20+12)[ 19 ]

Done.

Edit: Fixed typo in statblock.

Stats:
 Spoiler
HP: 3/3
AC: 17 full, 13 touch, 15 ff
Currently in: R-1

Abrupt Jaunt uses left: 4/4
Silence SLA uses left: 5/5
Ghost Sound SLA uses left: 1/1
Mage Hand SLA uses left: 1/1
Message SLA uses left: 1/1

Buffs/rounds: Mage Armor 1/600

Spells prepared: Sonic Snap, Sonic Snap, Ray of Frost, Color Spray, Color Spray,  Mage Armor , Invisibility

[User]
 Spoiler
Start in M-25 with Longbow and arrow in hand, double move to K-14

End Turn
Stats

 Spoiler
Current position:K-14
HP:9/9 AC:18 (T:14 FF:14)

[User]
 Cayenne:
 Spoiler
No LoS.

Numa Numa:
 Spoiler
No LoS.

[User]
 Numa Numa, round 2

Refs/LoS:
 Spoiler
5-ft step to S-1.

Activate scroll of shield.

Reactive listen:  (1d20+4)[ 20 ]

Done.

Stats:
 Spoiler
HP: 3/3
AC: 21 full, 13 touch, 19 ff
Currently in: S-1

Abrupt Jaunt uses left: 4/4
Silence SLA uses left: 5/5
Ghost Sound SLA uses left: 1/1
Mage Hand SLA uses left: 1/1
Message SLA uses left: 1/1

Buffs/rounds: Mage Armor 2/600, Shield 1/10

Spells prepared: Sonic Snap, Sonic Snap, Ray of Frost, Color Spray, Color Spray,  Mage Armor , Invisibility

[User]
 High Ref 02youeng

Cayenne:

 Spoiler
No LoS

Numa Numa:

 Spoiler
No LoS

[User]
 Spoiler
Move to M-9, and ready an action to shoot to him if LoS is stablished

End Turn
Stats

 Spoiler
Current position:M-9
HP:9/9 AC:18 (T:14 FF:14)
[roll=Hide]d20+8

 Spoiler
  Move Silently  - (d20+8)[ 19 ]
  Listen  - (d20+9)[ 26 ]
  Spot  - (d20+9)[ 10 ]

[User]
 Cayenne:
 Spoiler
No LoS, although you hear speaking to the southwest.

Numa Numa:
 Spoiler
No LoS.

[User]
 Numa Numa, round 3

 Spoiler
Attempting to cast Invisibility. CL check DC 8

 (1d20+1)[ 6 ]

Damn, there goes that idea...

Move half-speed to V-4, and Abrupt Jaunt to V-6.

Move Silently: [roll]1d20+7[/roll]

Reactive listen: [roll]1d20+4[/roll]

Done.

Stats:
 Spoiler
HP: 3/3
AC: 21 full, 13 touch, 19 ff
Currently in: V-6

Abrupt Jaunt uses left: 3/4
Silence SLA uses left: 5/5
Ghost Sound SLA uses left: 1/1
Mage Hand SLA uses left: 1/1
Message SLA uses left: 1/1

Buffs/rounds: Mage Armor 3/600, Shield 2/10

Spells prepared: Sonic Snap, Sonic Snap, Ray of Frost, Color Spray, Color Spray,  Mage Armor, Invisibility

[User]
 @refs
 Spoiler
Move Silently:  (1d20+7)[ 21 ]

Reactive listen:  (1d20+4)[ 12 ]

Nothing important. Continue.

[User]
 Spoiler
Which way is west again? Nah, just joking. Move to Q-6 and ready an action to shoot if LoS is stablished.

End Turn
Stats

 Spoiler
Current position:Q-9
HP:9/9 AC:18 (T:14 FF:14)
  Move Silently  - (d20+8)[ 15 ]
  Hide  - (d20+8)[ 17 ]
  Listen  - (d20+9)[ 22 ]
  Spot  - (d20+9)[ 12 ]

[User]
 Ref question:
 Spoiler
If I'm standing at the edge of one of the "clouds", can I see out through the entire clear area, or is my sight blocked beyond 5 feet? Similarly, can my opponent see me if he's more than 5 feet away in such a situation?

[User]
 GM Kyeudo

@Schism

 Spoiler

You can see anyone so long as no more than 5 feet of fog is between you and them. You have concealment, but if you are not hiding such LoS is mutual.

[User]
 @Refs
 Spoiler
So if I was to move to, say, U-6, I could see both North and East (albeit with concealment)? Just making sure I understand the Obscuring Mist correctly.

D&D makes my head hurt sometimes. 😩

[User]
 Ref Rank 1

@ Schism:

 Spoiler

North and  West , yes you are correct. Remember what Kyeudo said, if you're not hiding, opponents can see you too.

Good Gaming!
-Jason

[User]
 @Refs
 Spoiler
Yeah, I meant west. Don't mind my stupidity, I'm on cold meds.😉

Alright then. Now that that's taken care of...

 Numa Numa, round 4

 Spoiler
Move T-7 as a partial move action. Need LoS before I decide where else to go.

Hide:  (1d20+12)[ 31 ]

Not done, need LoS.

Edit: Apparently I can't read maps. Fixed location. 😩

[User]
 @Refs
 Spoiler
Spot check for guy that isn't Schism [roll]1d20+9[/roll]

[User]
 @Refs
 Spoiler
I really should get more sleep.  Spot check again.   (1d20+9)[ 15 ]  DC 32.  Wait.  He could never make it.

@Schism's guy
 Spoiler
you see you opponent in Q6

@Guy of guy who isn't Schism
 Spoiler
No LoS

[User]
 @Refs:

 Spoiler
Spot for Cayenne is redundant, since maximum roll he can get is 29, trying to beat a DC of 31. However, Move silently for Numa Numa and Listen for Cayenne will be needed:
  Move Silently NN  - (1d20+7)[ 12 ]
  Listen C  - (1d20+9)[ 17 ]

@Cayenne:

 Spoiler
You hear a movement to the south.

@Numa Numa:

 Spoiler
You see Cayenne standing in Q6.

[User]
 Numa Numa, round 4, continued

 Spoiler
3...2...1... Color Spray!

Blinding, seizure inducing lights! Will save DC 15, please.

Not done. Waiting on results of Will save.

[User]
 Will Save
[Spoiler]  Will  - (d20+3)[ 8 ] [Spoiler]
@madthinker

 Spoiler
Actually, it's a girl

[User]
 In that case...

Unconscious duration:  (2d4)[ 8 ]  rounds.

Aaaand... for his final action in the round, Numa Numa Abrupt Jaunts to R-6.

[User] Ah, I guess there's no need to cover that, I'll go and have my seizure right now if you don't mind.😩

[User]
 Init Ref Strangie

We might as well call this match. Everybody knows what happens to victims of Color Spray. 😛

*evil laughing of Hodge the Duskblade in the background*

Also, ouch, maximum duration on unconsciousness. 😦

[User]
 Coup-de-Grace! Times eight!

 (32d6)[ 103 ]

[User] Yeah, I know, also well played Schism, now I just have to remember to stay at least at 50' from any wizard.

[User] It would have been easier if my Invisibility hadn't fizzled. 😛

[User]
 High Ref Mav:

Numa Numa gets the win and the loot


[User]
 11:44 P.M. December 20, 2012
New York, New York

You step out of the precinct, to investigate a call on a domestic dispute. You hop into your police car, narrowly avoiding the incoming traffic. The drive is event less, save for a large group of people gathered on the steps of a cathedral, holding crosses and candles and saying prayers. You arrive at the house, which is narrowly squeezed between two apartment buildings.

[User] A man of medium height steps out of the police car. His hair and stubble are dark brown, though a few greys are beginning to appear. He wears the black uniform of a police officer, and the badge on his chest reads  John Ramirez . A pistol, handcuffs, and various other police tools hang from the belt that jingles slightly as he walks. John knocks on the door, doing whatever policemen do when they knock on doors.

[User] A scream comes from behind the door, then two gunshots, then silence.

[User] John hurriedly unclips his holster, retrieving his pistol. He holds it in his right hand as he quickly attempts to open the door with his left.  "This is the police!"  he shouts.

[User] The door swings open, and reveals a staircase leading up on the left, and a hall that leads into a kitchen, with a door underneath the stairs. There is blood splattered on the wall and on the door under the stairs.

[User] John, hand on gun, continues forward into the kitchen.

[User] The kitchen has only a small table with a single chair in the far corner of the room. The light flickers, casting eerie shadows over the room. A window over the sink shows the brick wall of the neighboring building.

[User] John quickly turns around and opens the door under the stairs, gun pointed forward.

[User] An elevator, like one in a mine, opens it's door in anticipation for your entry.

[User] John reaches for the radio at his shoulder, calling in for the backup he should have requested much earlier. He stows his pistol and retrieves his flashlight, holding it in an overhead fashion. John slowly steps into the elevator.

[User] The elevator begins a very rapid descent down into darkness. After what seems to be ages of dropping down, it stops at what seems to be a cold war era blast door.

[User] John stows his flashlight and retrieves his pistol as he walks forward to the blast door. He searches for a key pad or similar device.

[User] In the center of the door is a number pad. It is arranged in the classic 0-9 format. Taped next to it is a white envelope, unopened.

[User] John steps forward, and removes the envelope from the door. He opens it.

[User] On the plain white paper are the numbers 9,1,1; written in large black letters.

[User] John, now incredibly curious, drops the envelope and presses the following keys on the pad: 9, 1, 1, in that order.

[User] You hear a loud beep come from the door, and then the door begins to slowly slide open, revealing two corpses, in pools of blood. The rest of the room appears to be a stereotypical 1950's fallouts shelter, with a table off to one side and bunk beds on the other.

[User] John quickly reaches for his radio and requests immediate backup. He slowly walks forward, gun in his right hand.

[User] The door quickly slams shut behind you. On the table is a clock, and you see the minute hand move, to 12:01. A thunderous boom makes you lose your hearing, and you are forced onto the ground by the tremendous power of the blast. The walls begin to shake and the furniture begins to vibrate, and after what seemed to be a lifetime, it stops.

[User] The policeman falls to the floor, writhing in agony after the blast knocked him down. As the horror ends, he stands up. John looks around the room, hoping to find some clue as to the nature of the blast. He bends down to pick up his gun before stepping toward the corpses.

[User] Everywhere around the room are cans of food and bottles of water. A small generator is running in the corner, keeping the lights around the room on. Other than that, and the bed and table, the room is bare. There are two corpses, one male and the other female. There is a bullet hole in both of their foreheads, and the man is holding a gun. The light in the room is flickering, and the generator seems to be going slower and slower.

[User] John moves ever closer to the corpses, kneeling down as he gets closer. He examines the bullet wounds.

[User] The bullet holes are bullet sized holes probably from a gun. They are holish and bullety.

[User] John stands up and returns to the door, punching the code in on the keypad.

[User] The door slides open.

[User] John enters the elevator and heads back up to the building.

[User] The elevator reaches the top and the house that was one there is now just rubble and ashes. In fact, the whole block is destroyed, and only a few buildings stands as far as your eye can see.

[User] John looks around in horror, hoping that it is all just a terrible dream. When he finally comes to grips with what has happened, he begins to wander through what is left of the town. He searches for any surviving people and places.

[User] "You there, oh thank God I thought I was the only one left. Are you in the alliance?" a man calls out after he hears you calling for survivors.

[User] John's hand slowly drifts toward his belt as he answers the man's call.  "What's happened? And what is the Alliance?"  he shouts.

[User] "The Alliance of Survivors is a group that was sure, and correct, that the world would end on December 21st, 2012. Well, the world would end for most people. But we don't have time, whether you want to be or not, you're in. But for now, we need to find food, and a place to stay, to avoid the effects of humans reverting to their primal instincts."

[User] "Reverting...?"  John sighs.  "****."  He walks toward the man and says,  "Alright, let's find some shelter."

[User] "Have any ideas of where we can go? All the other members of the local group are... well... dead. I only survived because the roof of the part of the subway I was in didn't collapse."

[User] "No, actually, I don't"  John looks around at what is now a bleak and desolate cityscape.  "I'm sort of new around here."

[User]
 "Then lets find some food, and start heading to the subway. There should be some..."

You hear a voice yell from down the street "None should survive the apocalypse as foretold by the Good Book!" Shots are fired, and the man you were talking to falls to the ground.

"Run!" he screams.

[User] John holds his gun in his hand and bends down to check on the man.

[User]
 The man fires at you with his pistol.
 (3d10)[ 6 ][ 5 ][ 6 ](17)
And misses you by a foot.

[User]
 John returns the fire with his police sidearm, but not before leaping to the side.

 (4d10)[ 7 ][ 6 ][ 5 ][ 5 ](23)

[User]
 The man moves into close range and fires at you again.
 (4d10)[ 6 ][ 9 ][ 2 ][ 8 ](25)


[User]
 Here is some information of the world

 Landscape of the world
There is one main country in the world. It is called "Arhi", meaning the beginning. Its capital is the the Great City, which lies in the centre of the country. In the centre of the capital the Great Castle exists. There are the Emperors that rule the world. Around the main country there are various smaller countries, each under the rule of the Emperors.
There are seas in the world but all the known ones are inland.
So imagine a huge piece of land in which a lot of countries exist. The main one, Arhi and a lot significant smaller ones. Around the space where civilization exists there are mountains, some covered with ice and clouds, other with lava and smoke. Or chaotic deserts which only fools and the dead pass. In a few words terrain that no civilization can prosper. Not tottaly impassable, but only done by few brave fools.

 Heaven and Hell
Up in the Sky there is Heaven, known as the land of clouds. It is a place of harmony and peace. Angels mostly inhabit it. It is a place which defenders of good lie in order to keep the balance from the forces of evil. Which lie in Hell.
Hell is an underground place located somewhere in the world. Demons and devils live there. It is believed to be a place of high heat and lava. Demons and devils often interfere with intelligent creatures misguiding them and tricking them. Even just enslaving or killing them.

 Gods
All gods in WoC exist. Gods are a mystery in the world. There exact essence or origin is not known. Some say they are just a race, naturally superior from the rest. Other say they are just powerful individuals that have optained great knowledge of Magic. The sure thing is that they exist and they are powerful, but not omnipotent or omniscient. The live in the world, beyond civilization where land is almost impassable for other creatures. The often reveal their wills to the world. They lend their power, their divine magic, to their worthy followers most often clerics.
Their origin, the "how somebody can become a god" and their purpose in the world is a great mystery. Many have tried to solve it. Usually powerful creatures or great wizards. But their findings and their knowledge is not commonly known. The knowledge about gods is called "The Mystic Knowledge".
Gods otherwise rarely interfere with the world. They usually only contact high ranked clerics and individuals are generally free to worship them or not.

 Laws of the land
The Emperors rule the land. Their race is not known. They always lie in the Great Castle which is not accessable by anybody. The Emperors communicate through magical ways in which they reveal their will. The Great Castle holds a great military army and no one is fullish enough to rebel against it. The Emperors take well care that no other city or country optains so much power in order to oppose them. That is their First Law. Even when individuals optain mystic knowledge or great power they are questioned and handed by imperial forces.
Apart from that they are just and they don't interfere with the laws of each individual country. As long as they pay their taxes and report to the Emperors a country is free to flourish. Even wars are allowed, but the Emperors must allow it.

 Races
There are many races in the land. In the main country, Arhi, there are all kind of intelligent races. All live in harmony since ther are strict laws, especially within the Great City.
The other countries though are completely different. Usually there is one dominate race. Some races are even banned to cross some lands. Orcs and dwarves for example are known enemies. Racism and xenophobia exists in these countries. There are countries for most known intelligent races. Though most creatures just live in the wilderness.
Some intelligent races, like Dragons, don't have a country at all. The have cities though which are well known for their glory.

 Magic
Magic is a science known by few. Wizards are the scientists and try to figure out how it works. Magic is commonly mistaken with Ether. Ether is the essence, the material, which is shaped in many ways. Ether exists all around the world. All magic is the same. It involves using ether to interfer or shape reality. Divine magic is lended to individuals by Gods, which are known to hold great knowledge of magic.
Magic is also used by the city mayors and offcials. They used it to teleport to other places for example. Or to protect castles and the city walls.
The Great Castle holds magic beyond imagination though. The history of the world says that the Great Castle was not built, but found. It helped create the first civilization. The Emperors and their wizards, the Redhoods, hold the magic of the Great Castle.

 Shopping Therapy
Regular non-magical items are sold at 20% of their initial price and a shop won't generally buy everything, just what it needs. Magic items are sold on 30-70% their normal price.
There are three kind of shops/merchants
 Big shops
These shops offer a big variety of things and are willingly to buy items. They buy magic items on 30%-50%. They make sure the gold you give them is correct and real. Also, you can not get a discount when buying items.
 Small shops
These shops don't have a big variety, usually they specialize on somethings or you order specific items from them. They buy magic items usually on 40%-60% depending on their money available. They make sure the gold you give them is correct and real.
 Merchants or other individuals
Merchants only have a few items. They rarely buy magic items. If they do though they might buy them from 50%-70%

 Diplomacy and shopping
-You may make a diplomacy check to get better prices for selling items.
DC 25: You sell magic items on a +10% of their minimum prices the merchant/shop would buy them
DC 30: You sell magic items on a +20% their minimum prices the merchant/shop would buy them
DC 25: You sell magic items on a
(sorry about mispelling and such. English in not my mother language I am afraid)
Failure: No retry for the item.
-You try to convince the seller to give you a discount (Trained Only)
Oppossed Check: You make an opposed Diplomacy check. The difference is the percentage of the discount you get.
Failure: No retry for the item.

[User]
 Shard   , Warforged Fighter
 Init  +3  HP  56/56  Bloodied  28  Healing Surge  14 (0 used /12)
 AC  21  Fort  20  Reflex  14  Will  15  Speed  5
 Str  20 (+7)   Con  17 (+5)   Dex  13 (+3)   Int  10 (+2)   Wis  12 (+3)   Cha  8 (+1)

 Cleave (at-will)
Martial, Weapon
Standard - Melee Weapon
Target: One Creature
Atk: Str vs AC
Hit: 1[W] + Str mod dmg, and an enemy adjacent to you takes damage equal to your Str mod.

 Reaping Strike (at-will)
Martial, Weapon
Standard - Melee Weapon
Target: One Creature
Atk: Str vs AC
Hit: 1[W] + Str mod dmg
Miss: Deal half Str mod dmg, Str mod with two-handed weapons.,

 Villain's Menace (daily)
Martial, Weapon
Standard - Melee Weapon
Target: One Creature
Atk: Str vs AC
Hit: 2[W] + Str mod dmg, and you gain a +2 power bonus to atk rolls and a +4 bonus to dmg rolls against the target until the end of the encounter.
Miss: Gain a +1 power bonus to atk rolls and a +2 bonus to dmg rolls against the target until the end of the encounter.

 Boundless Endurance (daily, utility)
Healing, Martial, Stance
Minor Action - Personal
Effect: Gain regen 2 + con mod when bloodied

 Crack the Shell (daily)
Martial, Reliable, Weapon
Standard - Melee Weapon
Target: One creature
Attack: Str vs AC
Hit: 2W + Str mod, and the target takes ongoing 5 dmg and a -2 penalty to AC (save ends both)

 Ironskin Belt (daily)
Minor Action
Gain resist 5 to all weapon damage until the end of your next turn[/OOC],

 Warforged Resolve (encounter)
Healing
Minor Action - Personal
Effect: You gain a number of temp hp equal to 3 + one-half your level. You may make an immediate saving throw against one effect that inflicts ongoing dmg and can be ended with a save. In addition, if you are bloodied, you regain hp equal to 3 + half your level.

 Steel Serpent Strike (encounter)
Martial, Weapon
Standard - Melee Weapon
Target: One Creature
Atk: Str vs AC
Hit: 2[W] + Str mod dmg, and the target is slowed and cannot shift until end of your next turn.

 Sweeping Blow (encounter)
Martial, Weapon
Standard - Close burst 1
Target: Each enemy in burst you can see
Attack: Str vs AC
Hit: 1W + Str mod
Weapon: If wielding an axe, 1/2 Str mod bonus to attack roll[/OOC]

 Notes  Resist 5 Fire and Necrotic (Black Iron Armor)

[User]
 Okay, here's the Revised Version, with level appropriate gear:

 Spoiler

====== Created Using Wizards of the Coast D&DI Character Builder ======
Grithmak, level 5
Hobgoblin, Warlord
Commanding Presence: Inspiring Presence

FINAL ABILITY SCORES
Str 14, Con 17, Dex 10, Int 11, Wis 10, Cha 19.

Starting Ability Scores
Str 14, Con 14, Dex 10, Int 11, Wis 10, Cha 16.

AC: 22 Fort: 16 Reflex: 13 Will: 17
HP: 49 Surges: 10 Surge Value: 12

TRAINED SKILLS
Diplomacy, Endurance, Athletics, Intimidate.

FEATS
1: Armor Proficiency (Scale)
2: Improved Initiative
4: Inspired Recovery

POWERS
1, At-Will: Furious Smash
1, At-Will: Viper's Strike
1, Encounter: Guarding Attack
1, Daily: Bastion of Defense
2, Utility: Crescendo of Violence
3, Encounter: Warlord's Strike
5, Daily: Stand the Fallen

ITEMS
Adventurer's Kit, Imposter's Scale Armor +2, Lightning Battleaxe +1, Mountain Shield Light Shield (heroic tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======

 Appearance, Mannerisms, Background, Etc.

 Spoiler

 Personality
He's a brash, feisty and charismatic warlord that ran a small goblin tribe before a (Insert race here) Slaver Party stole them all away. He is resourceful when it comes to diplomacy and intimidation, having been able to divert entire armies by schmoozing with their generals, or absorbing smaller goblin bands into his tribe by intimidation. While he isn't a scholar, he is a rather learned Hobgoblin.

 Mannerisms and Appearance
Grithmak is covered with a ruddy-brown skin, and has darker brownish-red hair. His armor is quite polished, his shield and axe as well. His shield carries the symbol of Kord on it, while his axe, which he calls Head Slasher, is covered in a crust of blood from many previous battles. His armor and weapons are steel, and were taken from a glorious battle with thieves and brigands who were taking his people's Boars. He got his lightning-shaped scar, which goes from the top of his right cheek to its bottom, from the ensuing battle. The tribe's shaman called it a sign of Kord's strength and that Grithmak was blessed from it. His eyes are a deep yellow and allow for low-light vision.

 Background
Grithmak was once a leader of a tribe of Goblins, called the Stormfist Tribe. He was leader, with his sister as a head warlock. While she had a dream of uniting the Goblins into their own nation, his dreams were more simple: rule his tribe and hope nothing big happened. His tribe lived in a mountainous area, which was also a den of thieves and slavers. He and his tribe often did battle with bands of Slavers who saw opportunity in taking some of Grithmak’s kin for markets unknown. Even his most prized possessions, his battle boars, were not left alone. They were stolen by a rival tribe of Orcs many times over many months. Grithmak decided enough was enough and went to battle with the Orcs. During his fight with the Chieftain of the Orcs, Grithmak was cut on his face. After the battle, which was indeed a victory, Grithmak’s shaman was astonished. The scar was in the shape of a bolt of lightning, a sign of Kord’s power. He was, the Shaman said, to be a great leader. But only a month after the battle, his entire tribe of Goblins, were stolen in the night by a band of slavers with a wizard in their midst. When he woke up, he was stunned to see that nobody was left, save his sister and him. They set off to find a new tribe, and along the way met other people on a quest…

[User]
 Update with new powers and equipment, hope you don't mind I converted my gear to gold and bought a few more lower level items, artifacts of the Stormfist Tribe.

 Spoiler
====== Created Using Wizards of the Coast D&D Character Builder ======
Goreliet, level 5
Hobgoblin, Warlock
Build: Scourge Warlock
Eldritch Blast: Eldritch Blast Charisma
Eldritch Pact: Vestige Pact
Background: Trained from Birth for a Specific Prophecy (Trained from Birth for a Specific Prophecy Benefit)

FINAL ABILITY SCORES
Str 8, Con 20, Dex 10, Int 14, Wis 10, Cha 17.

STARTING ABILITY SCORES
Str 8, Con 17, Dex 10, Int 14, Wis 10, Cha 14.

AC: 16 Fort: 18 Reflex: 16 Will: 17
HP: 52 Surges: 11 Surge Value: 13

TRAINED SKILLS
History +11, Insight +7, Arcana +9, Religion +9

UNTRAINED SKILLS
Acrobatics +2, Bluff +5, Diplomacy +5, Dungeoneering +2, Endurance +7, Heal +2, Intimidate +5, Nature +2, Perception +4, Stealth +2, Streetwise +5, Thievery +2, Athletics +3

FEATS
Level 1: Vestige Adept
Level 2: Reaper's Touch
Level 4: White Lotus Evasion

POWERS
Warlock at-will:Eldritch Blast - Constitution
Warlock at-will:Eyes of the Vestige
Warlock encounter 1: Clarion Call
Warlock daily 1: Vestige of Mount Vaelis
Warlock utility 2: Fiendish Resilience
Warlock encounter 3: Vestige's Calamity
Warlock daily 5: Vestige of Xandor

ITEMS
Leather Armor, Cannith Goggles (heroic tier), Hedge Wizard's Gloves (heroic tier), Bracers of Mental Might (heroic tier), Rod of Cursed Honor +1, Rod of Dark Reward +1, Amulet of Protection +1, Backpack (empty), Cloth Armor (Basic Clothing), Fine Clothing, Drum 80gp
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Personality, Mannerism & Appearance and Background

 Spoiler

 Personality
From the day she was born Goreliet was told she was a destined soul, that she was special and that her contributions would bring about the great prophesised hobgoblin nation, she has been humbled by her own importance, rather than become arrogant or self-centred because of it, she is somewhat aloof and often quite contemplative, a side-effect of being in constant contact with her ancestors via vestiges. She often talks to them, asking for guidance, others might see this as talking to herself or the gods. She loves her brother Grithmak dearly, and though he does not have her great vision for a Goblinoid nation, she knows he will play a vital role in it's genesis.

 Mannerisms and Appearance
Goreliet has had a much more sheltered and priveleged lifestyle than her borhter and so she is somewhat more genteel looking, she has soft olive-brown skin, covered in thin baby like hair, her head is crown by thick auburn dreadlocks. Her armor is a soft leather breastplate worn over thick blue everyday robes, she also has a set of cermonial dress robes, reserved for special occasions. She has lightning-shaped birthmarks on both thighs, though few get to see them, and her face and arms are heavily tatooed, with shamanic vestige symbol. Her eyes, like her brothers, are a deep golden yellow.

 Background
The fall of the Stormfist Tribe was prophesised, as was the survival of the Hobgoblin siblings, it also said they would walk amongst the human lands to forge their own country from war and diplomacy, that they would earn the right to their own lands through feats of arms and glorious deeds...

[User]
 Cilander Sephersen

A young Half-elf bard focussed on healing and skilled in diplomacy.

Background and all stuff is written there. If some one could have a look to dubble check the sheet i would be gratefull I often make mistakes, thanx:)

EDIT: Please put the game info also in the OOC tread. And are we now set to go with this party?

[User]
 Quick Stats:

 Grithmak : 38/49  9/10hs
22ac 16f 13r 17w
 Goreliet : 11/52 10/11hs
16ac 18f 16r 17w
 Shard : 38/56 (9)  10/12hs
21ac 19f 13r 14w
 Cilander : 48/48 (9)  10/10hs
21ac 16f 16r 19w

Wealth:
 Grithmak :  840gp
 Goreliet :  80gp
 Shard :  64gp
 Cilander :  Nature Components (20gp), Arcane Components (380gp)

[User]
 Zliss, level 5
Hobgoblin, Barbarian
Build: Rageblood Barbarian
Feral Might: Rageblood Vigor
Background: Birth - Omen (+2 to History)

FINAL ABILITY SCORES
Str 19, Con 17, Dex 10, Int 10, Wis 8, Cha 13.

STARTING ABILITY SCORES
Str 18, Con 14, Dex 10, Int 10, Wis 8, Cha 11.

AC: 17 Fort: 19 Reflex: 14 Will: 14
HP: 56 Surges: 11 Surge Value: 14

TRAINED SKILLS
Athletics +12, Heal +6, Intimidate +8

UNTRAINED SKILLS
Acrobatics +1, Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +1, Endurance +4, History +6, Insight +1, Nature +1, Perception +1, Religion +2, Stealth +1, Streetwise +3, Thievery +1

FEATS
Level 1: Weapon Proficiency (Fullblade)
Level 2: Powerful Charge
Level 4: Weapon Expertise (Heavy Blade)

POWERS
Barbarian at-will 1: Devastating Strike
Barbarian at-will 1: Howling Strike
Barbarian encounter 1: Avalanche Strike
Barbarian daily 1: Bloodhunt Rage
Barbarian utility 2: Ominous Threat
Barbarian encounter 3: Blade Sweep
Barbarian daily 5: Vengeful Storm Rage

ITEMS
Adventurer's Kit, Sacrificial Fullblade +2, Shared Suffering Hide Armor +1, Lucky Charm +1, Bracers of Mighty Striking (heroic tier), Javelin (5), Potion of Healing (heroic tier) (3)

[User] Any chance you can give me a reason why you just copied my Grithmak's Name? Just askin' yo.

[User]
 Quick Stats:

 Grithmak : 38/49 9/10hs
22ac 16f 13r 17w
 Goreliet : 47/52 8/11hs
16ac 18f 16r 17w
 Shard : 56/56 9/12hs
21ac 19f 13r 14w
 Cilander : 48/48 10/10hs
21ac 16f 16r 19w

 Wealth
Grithmak: Warhammer, 860gp
Goreliet: 80gp
Shard: 64gp
Cilander: Sun Globe, Nature Components (20gp), Arcane Components (380gp)

 XP
Level 6: 200/2000


[User]
 Arena Tournament, Round 61:  Isolde  vs.  Morekal
 Map:
 Spoiler

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

 XP Award:  300 XP
 GP Award:  300 GP

 Isolde  - 02youeng
 Morekal  - Master_Rahl22

 All Gladiators, please declare final purchases (if any) and roll for initiative.

[User]
 Start: 614gp
Martial Script of Sudden Leap: -50gp
Potion of Invisibility: -300gp
Total: 264gp

Reserve the right to react to Isolde's purchases as well.

  Initiative  - (1d20+2)[ 11 ]

Good luck!

[User]
 Hehe, wanna drag this out with invisibility?

Purchases:

1 scroll of Lightning Bolt [375g]
1 scroll of Nerveskitter [25g]

I use the Nerveskitter scroll [immediate action] to boost my Init roll by 5 [I've seen it done before, can't remember where. Ask the refs if you want, I don't mind.]

  Initiative  - (1d20+9)[ 27 ]

Starting in Y10, holding two scrolls, one empty, one not

[User] I'm cool with the Nerveskitter thing.  Start in B-2.  Go ahead.

[User] B2? Mean B11 or 10?

[User] Uh, B-10 is what I meant.

[User]
 Isolde, round 1

Well...that's exactly 120ft between us. Just right for a Lightning Bolt

Actions:

Free action: drop the empty scroll
Standard action: cast Lightning Bolt from the other scroll [DC6 CL check]

  Caster Level Check  - (1d20+1)[ 15 ]

Posting rest of turn after I see the result...

[User]
 Damage  - (5d6)[ 19 ]  - DC 14 Reflex save

Move action: you see me leave LoS as I enter U7

 Spoiler
Finish turn in T7

Turn done

Stats:

 Spoiler
HP: 3/3
AC: 16 [12FF, 14 Touch]

Shadow Blade Technique: unused
Law Devotion: unused
Transmute: unused

Spells prepared:

 Spoiler
Level 0: Ray of Frost x5
Level 1: Mage Armour, Shield, Colour Spray, Magic Missile

Edit - added save DC

[User]
 Reflex save  - (1d20+3)[ 9 ]

Message length was too short, but I don't think there's much point in posting my turn if I'm just going to die turn 1...

Yep.  Shortest game ever.  First half of turn one.  GG

[User]
 Hi Ref Scorer
 Isolde again wins initiative and takes the loot for match and Round!

You're such an abusive bullie 02youeng 😛

[User] No point playing if I don't want to win, and no point having all that gold and not spend it. And yay, ding level 2.


[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||T|
3|||
4|||[/table]

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

DM notes:
 Spoiler
 Sheet.

[User]
 quick ooc: I am taking this opportunity to learn by doing with pbp. From your comment on the rope I take it that I can add now with no problem?

I invoke spiderwalk; I then proceed southward and attempt to open the door quietly, hopefully preventing any creatures on the other side from attacking me.

[User]
 Sure thing. If you want to make any further purchases, finish them before exploring.

--

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

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

[User]
 I climb 20 ft up the wall to my west; I then travel 20 ft south on the wall, allowing me to look down the east branch of the hall.
--
I hope buying less than 50 ft is allowed, my character is a bit of a weakling...

[User]
 Five feet to the south, you trigger a dart trap on the ceiling.  (1d4)[ 4 ]  darts shoot out toward you.

Rolls, as necessary:
 Spoiler
 (1d20+10)[ 18 ]  for  (1d4+1)[ 4 ]
 (1d20+10)[ 21 ]  for  (1d4+1)[ 4 ]
 (1d20+10)[ 14 ]  for  (1d4+1)[ 5 ]
 (1d20+10)[ 20 ]  for  (1d4+1)[ 3 ]

[User]
 Originally Posted by BobElliot
 I climb 20 ft up the wall to my west; I then travel 20 ft south on the wall, allowing me to look down the east branch of the hall.

... I was walking an the wall, if it changes anything...
well, 2/4 darts hit my ac, putting me at... dead.

Suggestions so I don't insta-gib next time?

[User] Higher AC, damage reduction, some form of infinite healing. Pick one and I'll go into more detail.

[User]
 Lets start with how I find traps. Do I need to actively search each time? If yes, will saying "I search for traps. I move 5 ft. I search again." put me as a victim of DM lightning of some sort?

To do another run, I need a fully new character, right?

Are all the ceilings/walls trapped to discourage this kind of attempt?

sigh... I like the sneaky/glass cannon type of guy, but I haven't done a meat head in a while. I'll try to have another character that might last 3 rounds this time, and get some hacking in...

Thank you for your time.

[User]
 Floor 1 does not penalize for being careful. You may Take 20 on every square if you like. Mind that things like torches, lanterns, and exhaustion are timed.

You can restart with the same character if you like.

I can't really comment on my trapping methods, for obvious reasons. 😉

[User] For simplicity's sake, may I revert my last turn of movement to a crawl to the ceiling, followed by a search? (You roll for that?)

[User] You may. I don't advise actually rolling in this case, though. Search DCs are fairly high, and unlikely to be routinely made without taking 20.

[User]
 20's take 2 minutes, right?
I take 2 minutes studying the area that I can see, searching for deadly devices that wish to shorten my adventuring lifestyle.
Sorry, couldn't help myself back there. I take a 20 on a search check. while on the ceiling.

[User]
 Take 20 takes as long as it would take to do something 20 times, which is 2 minutes for a search check, yeah.

Take 20 on a search check applies to one square. Which way are you searching?

[User]
 I'm not sure I'll be able to get through this hallway within a week...

I search south, where my previous demise happened.
---
I'm done for the night. When I'm on, posts will likely come this fast. If not, it will take 6-24 hours each post.

I'd still like to thank you for your time. It is an immense pleasure to play, even if it involves dieing. Again.

[User]
 You find the same dart trap in the same place. 😛

It triggers on adjacent squares, so you speculate that you could bypass it by crawling low enough on the wall, or walking on the floor.

[User] Alright, I crawl to the floor. I then walk 20 ft southward, to the junction.

[User] At the split, the hall goes east for ten feet before turning north. There is a door on the east side of this bend.


[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] Glendrake closses up the east and south doors and heads north drawing his sword before opening the doorway.

[User]
 You open a door 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). Time for init!

Init:
 (1d20+1)[ 9 ]
 (1d20+1)[ 15 ]
 (1d20+1)[ 4 ]
 (1d20+1)[ 2 ]

[User]
 initiative
 (d20+2)[ 5 ]

[User]
 The nearest one charges you, and attempts to stab you with his spear.

Attack:  (1d20+3)[ 11 ]
Dmg:  (1d6-1)[ 2 ]

[User]
 Just realized you were third in init order.

Furthest one pulls out a sling, and readies an action. Back to you.

[User]
 Dodging the first attack Glendrake brings down his sword upon kobold infront of him.
 (d20+6)[ 24 ]
for
 (2d6+6)[ 16 ]

[User] Glendrake waits in the doorway

[User]
 The one you struck drops like a rock, and another steps up(5ft adjust) to take his position immediately after the slinger blasts his held action trying to peg you..

Sling:
Atk: (1d20+3)[ 6 ]
Dmg: (1d3-1)[ 0 ]

Spear:
Atk: (1d20+1)[ 14 ]
Dmg: (1d6-1)[ 5 ]

[User]
 The sling shot goes wide and the spear is narrowly dodged as Glendrake brings down the sword on his second hapless victim

 (d20+6)[ 13 ]
for
 (2d6+6)[ 12 ]

[User]
 That'll miss.
Slinger readies an action.
Kobold in front attacks:
 (1d20+1)[ 10 ]
 (1d6-1)[ 5 ]

Your move
(if you didn't know, I'm now helping DM this)

[User]
 Glendrake brings the sword too bear once again

 (d20+6)[ 18 ]
for
 (2d6+6)[ 16 ]

[User]
 The spearman....spearkobold drops like a rag doll before your swing. Once the LOF is clear, the slinger takes his shot.

On their turn, the slinger again readies an action while the third and last spear-user charges into the fray.

Sling:
 (1d20+3)[ 22 ]
Dmg: (1d3-1)[ 0 ]

Spear:
 (1d20+3)[ 5 ] (due to charge)
Dmg: (1d6-1)[ 4 ]

Edit: Due to a minimum damage of 1, the sling chips off a solitary hp.

[User]
 Glendrake smiles as the rock bonsus off him, he will rid the world of that kobold soon enough

 (d20+6)[ 20 ]
for
 (2d6+6)[ 13 ]

[User]
 The last spearmen falls as swiftly as the first two, and the kobold fires his readied action off.

Sling:  (1d20+3)[ 18 ]
Dmg: (1d3-1)[ 1 ]

On his turn, he fires the sling again, then drops it, drawing his spear.

Sling:  (1d20+3)[ 20 ]
Dmg: (1d3-1)[ 0 ]

[User]
 Glendrake approaches the spear man glad to end him

 (d20+6)[ 18 ]
for
 (2d6+6)[ 14 ]

[User]
 And another one bites the dust. That being the last of them, you gain 300 xp.

Also, 30 platinum pieces, the kobold weaponry, and an hourglass.

[User]
 and 3 damage it seems

Glendrake approaches the door at b2, more careful now he listens at the door

(is it open or closed)

 (d20+2)[ 3 ]

[User] It's closed, and you hear nothing from the other side at all.

[User]
 Glendrake listens harder
 (d20+2)[ 10 ]

[User] You hear nothing.

[User] Glendrake readies his sword and opens the door

[User]
 You enter a 10ft by 10ft room, with a spear wielding Kobold(A2) guarding a chest(A1). Having heard the terribly tragic fate of his countrymen, he was expecting trouble, thus, neither of you surprise the other.

Init: (1d20+1)[ 15 ]

[User] Initiative  (d20-1)[ 11 ]

[User]
 It's stabbin time.

Spear:
 (1d20+1)[ 12 ]
Dmg:
 (1d6-1)[ 2 ]

[User]
 "Miserable kobods"

 (d20+6)[ 8 ]
for
 (2d6+6)[ 14 ]

[User]
 Once more with the stabbing.

Spear:
 (1d20+1)[ 19 ]
Dmg:
 (1d6-1)[ 3 ]

[User]
 Glendrake grunts as the spear hits home

 (d20+6)[ 24 ]
for
 (2d6+6)[ 16 ]

[User]
 He dies horribly, instantly, and messily. Gore splatters the room.

+75 xp.

7plat, 5gold found on the kobold's body. It's just you and the chest, now.

[User]
 Glendrake searches for traps on the chest and if he finds none opens the chest and looks to see what it will contain

cant remember if its search or spot for traps so here they both are

search (d20-1)[ 11 ]
spot (d20)[ 3 ]

[User] You find none(It's search btw), so you open the chest, and find a lovely potion of CLW, and 20 GP.

[User]
 is there any exit to this room? otherwise glendrake heads back down to the starting room and opens with east door, if there is an exit in this room that he hasnt been through he will use that instead. Also taking the potion and the gold and the chest, putting all the kobold spears in the chest.

btw whats the conversion of plat to gold is it 10 gold to a plat like all the other conversions??

[User]
 Nope, no doors out of here, Im afraid. It is 1 plat to 10gold, and you can convert currency freely once you hit civilization.

Back at the starting room, going east:

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

[User]
 Glendrake will walk to the door at J3 (i think) leave the chest at J4 and open the door

initiative if needed  (d20+2)[ 7 ]

[User]
 You see a 10ft by 10ft room, with an Orc(L3) Guarding a chest(L4).

He didn't hear you in advance, so you have surprise.

His init, assuming he survives the surprise round:  (1d20)[ 15 ]

[User]
 Charge at the orc (assuming i can if not just move and attack)

 (d20+8)[ 15 ]
for
 (2d6+6)[ 10 ]

-2ac if it lives

[User]
 That'll drop it.
+150 XP.
Now what?

[User]
 search the chest and the body for loot of course

 (d20-1)[ 9 ]

than attempt to disable if needed

 (d20-1)[ 5 ]

than loot the room, opening the chest and checking the orc corpse

[User]
 Chest is untrapped and open, fortunately. Inside, you find 90 gp.

On the body, you find 150 SP, and a moss agate worth 11 GP.

[User] take all the loot, pick up the chest, drop the chest in J6 and open the north door at J5

[User]
 At the end of a gloomy, 30ft hallway, lit only by a single candle hanging in a rusty bracket, in front of the third and last door(one door each going east, west and north), you see a badger, whom you've just awoken, and who is trundling torward you furiously.

Init:  (1d20+3)[ 7 ]

[User]
 init
 (1d20+2)[ 14 ]

charge the badger if i win the initiative

 (d20+8)[ 13 ]
for
 (2d6+6)[ 12 ]

[User]
 Thanks to the badger being denied his dex bonus, your attack connects, and ends the badger before he has a chance to so much as scratch you.

+75 XP.

[User] I'll move to the west door and open it.

[User]
 Within this dark room(door at G5), you see a room only ten foot deep, but twenty feet wide. No light sources whatsoever are in this room, but you manage to make out the shape of an ape standing within it(G3).

He's apparently heard you putting an end to the badger in the next room, so he's not surprised.

Init:  (1d20+2)[ 13 ]

[User]
 Init  (d20+2)[ 9 ]

RAGE !

[User]
 The ape charges you and attempts to bite out your precious vitals.

Bite:  (1d20+4)[ 15 ]
Dmg: (1d6+2)[ 6 ]

[User]
 Glendrake's tasty innards find a new home however he retaliates with his new-found strength.
[roll]d20+7 [/roll]  for [roll]2d6+7 [/roll]

[User]
 (d20+7)[ 22 ]  for  (2d6+7)[ 15 ]

sorry about the rolls

[User]
 Your blow connects, causing substantial damage, but the ape, angered, unleashes a flurry of attacks.

Full round attack:

Bite:
 (1d20+2)[ 3 ]
Dmg:  (1d6+2)[ 4 ]

Claw:
 (1d20+7)[ 23 ]
Dmg:  (1d6+5)[ 9 ]

Claw:
 (1d20+7)[ 16 ]
Dmg:  (1d6+5)[ 10 ]

[User] it is the end of the barbarian...glendrake dies