[User]
 This will go up to 16 competetors, each round the arena will be different.
Make your character level 9.
There are however, a few rules:
-You may have only ONE thrall/animal companion ect., it may not reach or exceed your CR.
-Any spells that cause death (eg. phantasmal killer) if its save is failed has a -5 on the DC
-There is a magic aura around the arena, so anyone using greater invisibility, overland flight, fly or wind walk must make a DC 20 will save or take 2d6 ability damage in whatever they cast spells with and lose the spell.
-All energy damge spells above 2nd level are treated as 2d6 damage lower but
the target also gets frozen(cold), lit on fire(fire), stunned(sonic), paralyzed(electricity), or knocked prone(acid for one round per Spell Level if they fail the save.
-the winner gains 50'000gp and 5'000XP


[User]
 Righto, 200x200x200 cube, walls made of undispellable force.

My updated spell list:

 Spoiler
=====Spells=====

==0th Level==
0/4 -- Message

==1st Level==
0/4(1) -- Summon Undead I
0/2 -- Magic Missile
0/2 -- Expeditious Retreat

==2nd Level==
0/2(1) -- Summon Undead II
0/2 -- Scorching Ray
0/2 -- Command Undead
0/1 -- Gust of Wind
0/1 -- Protection From Arrows

==3rd Level==
0/0(1) -- Summon Undead III
0/3 -- Lightning Bolt
0/1 -- Fly
0/2 -- Dispel Magic
0/1 -- Ray of Exhaustion

==4th Level==
0/1 -- Animate Dead
0/0(1) -- Summon Undead VI
0/1 -- Bestow Curse
0/1 -- Dimensional Anchor
0/2 -- Dimension Door
0/1 -- Wall of Fire

==5th Level==
0/0(1) -- Summon Undead V
0/1 -- Wall of Force
0/2 -- Cone of Cold
0/1 -- Passwall
0/1 -- Wall of Stone

==6th Level==
0/2 -- Dispel Magic, Greater
0/1 -- Chain Lightning
0/1 -- Freezing Sphere
0/1 -- Disintegrate
0/1 -- True Seeing
0/0(1) -- Empowered Enervation

==7th Level==
0/0(1) -- Avasculate
0/1 -- Delayed Blast Fireball
0/1 -- Prismatic Spray
0/1 -- Spell Turning
0/1 -- Forcecage
0/1 -- Energy Immunity

==8th Level==
0/1 -- Prismatic Wall
0/1 -- Empowered Chain Lightning
0/0(1) -- Create Greater Undead
0/1 -- Shout, Greater
0/1 -- Quickened DImension Door

==9th Level==
0/0(1) -- Astral Projection
0/1 -- Time Stop
0/2 -- Meteor Swarm

==Epic Level==
0/1 -- Cry of the Forsaken
0/1 -- The Lich's Trickery

We start on opposite ends, so 200ft apart. Roll initiative!

[User]
 (d20+7)[ 14 ]

Let's see what happens ...

[User]
 init  - (1d20+8)[ 1 ](9)

As for your immunity question, undead immunities, polymorphing and dessication (sp?) damage.

[User]
 Aaaaaaaaaand... natural 1. 😛

You go first.

[User]
 Righto! (Seems I didn't really need to change my spells then, other than to remove things like Wail of the Banshee.)

  It seems we are similar, Ashtoreth, yet oh so very different. And for that, you will perish.
 A pair of glistening black wings unfurl from the Lich's back, and begin to beat heavily. They carry him some distance directly upwards, before he begins uttering an incantation. A couple of seconds later, and four flaming sphere speed forwards, directly towards you.

Move: Fly 60' directly upwards.
Standard: Meteor Swarm, targeting all 4 at you.

 (d20+24)[ 27 ]  SR 1
 (d20+24)[ 31 ]  SR 2
 (d20+24)[ 41 ]  SR 3
 (d20+24)[ 43 ]  SR 4

 (d20+12)[ 24 ]  Ranged touch 1
 (d20+12)[ 13 ]  Ranged touch 2
 (d20+12)[ 32 ]  Ranged touch 3
 (d20+12)[ 28 ]  Ranged touch 4

 (2d6)[ 9 ]  Blugeoning 1
 (2d6)[ 2 ]  Blugeoning 2
 (2d6)[ 6 ]  Blugeoning 3
 (2d6)[ 7 ]  Blugeoning 4

 (6d6)[ 18 ]  Fire 1
 (6d6)[ 22 ]  Fire 2
 (6d6)[ 24 ]  Fire 3
 (6d6)[ 21 ]  Fire 4

If the touch hits, no save, otherwise Reflex DC 33.

 The Lich then raises his arms, an intricately detailed gold rod held in his left hand, and mutters another incantation.

Quickened Spell Turning (Rod) -  (d4+6)[ 10 ]

Your turn.

(Incidently, pre-buffing? Normally I cast Energy Immunity (Fire) and Protection from Arrows at the start of the day, can I have those already cast?)

[User]
 The pale sorceress glides through the swarm of meteors like a ghost, barely even singed by the flames.

 Alike? You and I? I think not, rotten corpse. You care nothing about existence-even your own. You could have remained as you once were, preserved yourself but all you cared about was your own power, no? Well then, let's see how this attitude has served you.
And with that, the white witch of the west calls forth a torrent of divine fire to smite the lich.

OOC:
[rollv=reflex]4d20[/reflex] I only fail on a 1 or 2 (none hit and I have evasion)
Maximised Flamestrike.
45 divine and 45 fire damage, reflex DC 26 for half.
As for the buffs, you can have them.

[User]
 Crap, didn't work...
  reflex  - (4d20)[ 10 ][ 8 ][ 14 ][ 8 ](40)

[User]
 OOC: OK, immune to the fire side of things, also damn you for not using a targeted spell! 😛 (Hey, I can hope, right?)

 (d20+18)[ 21 ]  (I really need to get me a ring of evasion =/)

  This  is  preserving myself! None can defeat me now, not even that damn Court! It is clear you do not comprehend the nature of mortality, or immortality, and never shall!
 The Lich's wings beat as he flies directly towards you, still in the air. A bony finger is pointed forwards, as he mutters ancient words, and a bolt of crackling energy leaps forwards.

Empowered Chain Lightning.

 (d20+24)[ 44 ]  Spell Resistance

 (20d6)[ 64 ]  * 1.5

Reflex DC 30 for none (Damn you evasion!)

Your turn.

[User]
 Oh? I suppose "that damn Court" imprisoned you before or after you became a lich? Undeath can give focus and time to hone your skills but it is not power by itself-you have to cherish life in order to grow. And growing powerful is a kind of growth as well.

Dodging the bolt of lightning as best she could, Ashtoreth glided up to the undead archmage, eating up the distance between them.

OOC:
Yeah, getting closer. 80 ft away now.
  refl  - (1d20)[ 4 ](4)  I fail on a 1.

[User]
 Cherish life!? Are you insane!? It was life that brought me close to death, and eternal damnation!
 The dark figure moves yet closer to you, raising a bony hand to point towards you. A gesture is made, and words spoken, as a globe of ice flies forwards.  ((60ft towards you, still 60ft up aswell)

Freezing sphere, targeting the square you're on.

 (15d6)[ 51 ]

Reflex DC 30 to negate. (I really need to get more that doesn't use reflex.)

 The lich then raises the rod towards you, and presses down a button, releasing a spray of multicolored magic.

Prismatic Spray,  (1d8)[ 8 ]

Save DC is 31 for whatever the effect is.

Your turn.

[User]
 Ooooh, 2 effects!

 (2d8)[ 7 ][ 2 ](9)

OK, 40 points of acid, reflex half (negates) and sent to another plane, will negates.

[User]
 reflex  - (2d20)[ 9 ][ 17 ](26)
  will  - (1d20)[ 3 ](3)

Only failing on a 1. High-level magic saves totally suck.

[User]
 As a being existing between life and death, I'm physically incapable of being insane. You, however, are still capable of self-delusion. Here, let me help. Perhaps not being a wizard could help you see life a bit differently?

And with that, Ashtoreth glides up to Valgoth and tries to touch him, hand sizzling with the power of the Shadow.

OOC:
  touch  - (1d20+17)[ 10 ](27)
Will save DC 29 (I think) or suffer the effects of Bestow Greater Curse. Specifically, your intelligence permanently becomes 1. And no, it's not ability damage or drain so it works normally.

[User]
 ((Touch attack doesn't hit))

(You do realise I can't do anything to do, with your ridiculously high saves?)

  You'll have to try harder than that, foul woman!
 Flying a little backwards, Valgoth draws his head back, and releases a howl that shakes you to your very core, nearly throwing you backwards as a shockwave equal to that of a collapsing building blasts outwards.

OOC:
5' step backwards.
Cry of the Forsaken, healed for  (20d6)[ 73 ]  and damaged for  (20d6)[ 74 ]  sonic damage. Reflex DC 34 to negate.

[User]
 OOC:

It's not that my saves are sky-high. It's just that any magic that has a normal save is near-useless in epic. Nearly any serious epic threat will only fail on a 1. Even when unbuffed. You really need no-save damage spells. Suggestions:

Scorching Ray; 12d6 damage for lvl 2 spell. doesn't get better.
Orbs; you know them.
Chain missiles; 10d4+10 damage, no save, no immune, no attack roll. For a 3rd level spell.
Firebrand; 1 blast/level. Damage doesn't stack but if you aim everything at a single target, he takes the highest damage-and will statistically fail his reflex save at least once. 5th level spell.
Wall of Fire; no save, just burn. double damage to undead.
Mordenkainen's Sword; low damage but it's force. And no save.
Black Blade of Disaster; the queen of all damage spells. disintegrate 1/round, ignores magical protections.

[User] Oh, forgot to do this. I'm also healed for  (20d6)[ 64 ]  and damaged for  (20d6)[ 60 ] .


[User]
 As the fog clears, you are standing on perfectly smooth stone. As you look behind you, you see curved edge of a circular platform, perfectly level above a pitch black abyss.

As you look forward you notice another man, 150ft away at the other edge of the circle. He wears red robes with a green cloak, but no other details are noticable at this distance.

He is your target, the one you must defeat to win your freedom from this most unusual coliseum.

(Initiative please.)

[User]
 Krall's Initiative:  (1d20+5)[ 6 ]  - A 1, really 🫤

Bound to:
Dantalion
Halphax
Orthos
Amun-her Khepeshef
Tkhaluuljin

[User]
 Spoiler
Well...
 (1d20+14)[ 24 ]

I'll just go ahead. Basically, I have no idea what you can do, so...

150 ft., you said....

Swift Action: Angel's Edge Stance
Move Action: Moving 60 feet forward
Standard Action: Activate 50% concealment (as displacement)

[User]
 (Haven't read your sheet and I can't find my ToB, so I have no idea what you can do either.)

Seeing his foe become less distinct Krall throws himself forward arcing into the air in a bizarre series of loops and seemingly impossible changes in direction. Throwing his right hand forward a purple eye appears over his plam briefly as your mind is assaulted by waves of Chaos.

 Spoiler
Fly 75ft forward and 40ft up.
Use Mind Blast. Will DC33 or Stunned for 12 rounds.

For reference only

 Spoiler
Mind Blast: Usable in 5 rounds

[User]
 Spoiler

Will save:
 (1d20+25)[ 31 ]
[/roll]

Well, crap. Guess I'm gone.

[User]
 Spoiler

Wait, actually, the ring of Freedom of Movement could help here... I'm not sure. It states that it helps agains teverything that impedes movement, including paralysis, but does not mention stunning.

[User]
 I theory yes, and if you don't want to continue I'll just summon a Sphere of Anihilation and vaporise you.

If not however I'll roll a load of damage from my staff and see if you live.

 Spoiler
Damage Round 1:  (1d6+8)[ 13 ]

[User]
 Spoiler
Damage Round 2:  (4d6+32)[ 49 ]
Damage Round 3:  (4d6+32)[ 38 ]
Damage Round 4:  (4d6+32)[ 50 ]
Damage Round 5:  (4d6+32)[ 45 ]
Damage Round 6:  (4d6+32)[ 55 ]
Damage Round 7:  (4d6+32)[ 53 ]
Damage Round 8:  (4d6+32)[ 48 ]
Damage Round 9:  (4d6+32)[ 47 ]
Damage Round 10:  (4d6+32)[ 43 ]
Damage Round 11:  (4d6+32)[ 50 ]
Damage Round 12:  (4d6+32)[ 40 ]

[User]
 Spoiler

That's survivable. So, could you just do the next twelve rounds?
Also, how the hell can you summon a sphere of annihilation?

[User] I'm dead. I've 213 HP.

[User]
 I'll assume you won't survive that.

If you want to continue then feel free to post. I am interested in actually battling, so for this I'll allow the ring to work like that, although in general I don't think it does because Stun is a mental thing rather than physical.

[User] Thought so, yes. But to be honest, my first attack has the potential to kill as well, so your victory is only fair.

[User]
 Well then in that case well fought.

It's a shame, but nearly all of my Binder powers are an all-or-nothing Save, very few half effects. And I definitely didn't expect a quarterstaff to kill you.

Mind if I finish my fluff?
--------------------------------

As Krall's rain of blows ceases, he wished more than anything he felt some kind of remorse. But all he felt was gladness, that it wasn't him lying there.

As he straightened up the fog began to roll in again. Offering his apologies he claimed the man's blade as a reward and pushed his body into the darkness below. He then closed his eyes and let the fog carry him back to reality (or at least what he had left of reality).


[User]
 It is a windswept plain of grass at noon.  Only an errant cloud, drifting lazily across the sun, breaks the perfect tranquility of the scene.

A lich stands at one end of the field, his unholy staff in hand.

A four forms, three great and one small, stand at the other.  One is large and winged, two are massive and motionless, and the third is small and barely worthy of notice next to such imposing figures.

 Spoiler
We'll assume that anyone who flees more than a few hundred feet has admitted defeat.  A gentlemen's agreement not to run, then.

My companions are class features, and they never leave my side.  To anticipate the question, no, they are not from Leadership or any variant class feature resembling Leadership (not a Thrallherd).

Any spells that have a duration of 24 hours or longer can be in effect.

No time-altering spells or items allowed (no Belts of Battle or Time Stop or Celerity).  They're stupidly cheesy, and they decide a fight based entirely on who gets initiative.

Let the battle begin.

[User]
 Awww, there goes my 3 spells-in-one-round trick. 😛
 (d20+7)[ 8 ]

Spells in effect (24 hour):

 Spoiler

Energy Immunity (Fire)
Protection from Arrows)

[User]
 Initiative:  (1d20+6)[ 23 ]

 Spoiler
Whatever happens, let's have a good fight here. 🙂

Don't read, for record only!

 Spoiler
I said don't read!
 Spoiler
Spells in effect: Moment of Prescience

[User]
 The enigmatic conjurer raises his hands and casts a flurry of spells, all of which seem to be protective by nature.  His body is instantly surrounded by a swarm of spheres that orbit randomly about his limbs and torso.

The three figures surrounding him make no movement across the field, as though waiting for something.

 Spoiler
I'll need a knowledge (planes) check in order to identify the critters.  I will assume you make the spellcraft check to identify spells.

Just cast:
Casting Effulgent Epuration (standard)
Ray Deflection, Quickened (swift)
Spellcaster's Bane (swift)

Conjurer has the epic feat Multispell, giving him an extra Quickened spell per round.

[User]
 Spoiler
How far apart are we btw?

Knowledge The Planes -  (d20+38)[ 46 ]

  You, conjurer, think you can defeat ME? I am Valgoth Ydrasil, Lord of the Necromantic Arts, Harbinger of Death, Destroyer of Cities! You have no chance!
 And with that, the Lich is raised some distance into the air, his dark wings beating heavily about his back. A bony finger is pointed forth, as his staff begins to glow brightly, and you feel the very moisture of your body evaporating.

Then, using the rod held in his right hand, Valgoth presses a button down on it, and a shimmering multicolored energy engulfs his person.

 Spoiler

Horrid Wilting, targeting all four of you. Might aswell just tell each other spells, we're going to figure it out anyway.  (20d6)[ 55 ]  Fort DC 32 for half.

(Rod) Quickened Spell Turning -  (d4+6)[ 9 ]

[User]
 You recognize the two hulking, motionless horrors as Hellfire Engines.  As such, you are not surprised to find that they are immune to your spell.

The third monster you now see to be a Paeliryon, one of the more debauched fiends of Baator.

 Spoiler
In no particular order:

  Fort  - (1d20+24)[ 31 ]
  Fort  - (1d20+20)[ 38 ]

[User]
 The unnamed conjurer claps his hands and orders two of the fiends into battle by pronouncing their True Names.

Axi'manithazimungus, Goganikranjimugi!  Kill that wizard!

He then casts a spell that you know to be Lower Resistance (only he's Quickened it).

The winged fiend lifts its clawed hand and points one long talon at the lich.  A series of balls of fire streak out from that hand.

The third Fiend lumbers forward, having begun to move the instant you cast a spell.

 Spoiler
Let's assume we're the standard 200 ft distant.

One of the fiends was operating under the command Defend Me, which is one of the examples given in the class feature description.

The two Hellfire Engines move towards you rather slowly (a rate of 40 ft).

The Paeliryon uses Meteor Swarm as a spell-like ability, Empowered.

  Ranged Touch 1  - (1d20+31)[ 44 ]
  Ranged Touch 2  - (1d20+31)[ 32 ]
  Ranged Touch 3  - (1d20+31)[ 47 ]
  Ranged Touch 4  - (1d20+31)[ 43 ]
  Bludgeoning 1  - (3d6)[ 13 ]
  Fire 1  - (9d6)[ 27 ]
  Bludgeoning 1  - (3d6)[ 17 ]
  Fire 1  - (9d6)[ 41 ]
  Bludgeoning 1  - (3d6)[ 12 ]
  Fire 1  - (9d6)[ 28 ]
  Bludgeoning 1  - (3d6)[ 10 ]
  Fire 1  - (9d6)[ 28 ]

[User]
 Sorry, I forgot to describe the effects of Lower Spell Resistance.

Fort save vs DC 28 (but you have to make it with a -24 penalty)
or have you SR lowered by 15.

[User]
 Spoiler
Couple of things, first ... doesn't empower simply multiply the end result by 1.5, rather than increasing the dice by 1.5? Second, I'm immune to the fire damage, but all of the touch attacks hit, so I take the bludgeoning damage.

[User] Does the lower spell resistance thing affect objects? If not, I'm immune to it (It's a fort save, so ...)

[User]
 Spoiler

 Originally Posted by Niezck
 Couple of things, first ... doesn't empower simply multiply the end result by 1.5, rather than increasing the dice by 1.5? Second, I'm immune to the fire damage, but all of the touch attacks hit, so I take the bludgeoning damage.

It's a common PbP way of speeding things up.  If the dice being rolled are evenly divisible by two, it's mathematically identical to just multiple the number of dice by 1.5.  If you object, I can always reroll.  But like I said, the end result is the same for both methods.

[User]
 Spoiler

 Originally Posted by Niezck
 Does the lower spell resistance thing affect objects? If not, I'm immune to it (It's a fort save, so ...)

Given the nature of the spell I think you wouldn't be immune, but by RAW yes, I suppose you are.

[User]
 Spoiler
It's fine, but could you roll Spell Resistance for the Meteor Swarm please?  It's targeted, after all, and here's my fort save for the Lower SR spell (Would that need to roll SR first? 😦)  (d20-11)[ -2 ]   - Spell Turning reflects it back on you I suppose. What level is it?

  It seems you like Meteor Swarms, well let's see how you cope now!

Four flaming sphere hurtle towards you, leaving a blazing path behind them, as the Lich flies further into the air. Then, pressing a button on the rod once more, he utters an incantation, and a bolt of crackling electricity flies towards you.

 Spoiler

Targeting all four at you, the conjurer.

 (d20+24)[ 33 ]  - Spell Resistance 1
 (d20+24)[ 29 ]  - Spell Resistance 2
 (d20+24)[ 26 ]  - Spell Resistance 3
 (d20+24)[ 41 ]  - Spell Resistance 4

 (d20+12)[ 14 ]  - Touch Attack 1
 (d20+12)[ 24 ]  - Touch Attack 2
 (d20+12)[ 17 ]  - Touch Attack 3
 (d20+12)[ 20 ]  - Touch Attack 4

 (2d6)[ 6 ]  - Bludgeoning 1
 (2d6)[ 10 ]  - Bludgeoning 2
 (2d6)[ 6 ]  - Bludgeoning 3
 (2d6)[ 7 ]  - Bludgeoning 4

 (6d6)[ 18 ]  - Fire 1
 (6d6)[ 20 ]  - Fire 2
 (6d6)[ 23 ]  - Fire 3
 (6d6)[ 23 ]  - Fire 4

Reflex DC 33 for half, unless the touch attack hit.

Then, Quickened Empowered Chain Lightning.

 (d20+24)[ 33 ]  Spell Resistance 1
 (d20+24)[ 40 ]  Spell Resistance 2 (Paeliryon)
 (d20+24)[ 44 ]  Spell Resistance 3 (Nearest Engine)
 (d20+24)[ 39 ]  Spell Resistance 4 (Other Engine)

 (30d6)[ 113 ]  Damage 1
Half for the Paeliryon and the Engines.

Reflex DC 30 to half.

[User]
 Spoiler
You're right.  Lower Spell Resistance is turned (it's level 4).  It has, however, no effect on me.  Meteor Swarm cannot be turned because it is not a targeted spell (it's either a ranged touch or area, neither of which can be turned).

None of the meteors hit the Conjurer directly.

  Conjurer Reflex  - (1d20+31)[ 35 ]  against Meteor Swarm
  Conjurer Reflex  - (1d20+31)[ 40 ]  against Chain Lightning

  Hellfire Engine 1  - (1d20+13)[ 25 ]  against Chain Lightning
  Hellfire Engine 2  - (1d20+13)[ 19 ]  against Chain Lightning
  Paeliryon  - (1d20+14)[ 16 ]  against Chain Lightning

The fiends all take full damage (less their resistances), while the Conjurer is completely untouched by the spells.

[User]
 Spoiler

Right, so 97 damage to you, 56 to each of the other folk? Or do you have evasion? Also, 5 spell levels left to be turned. (And could you roll SR for the Meteor Swarms please?)

EDIT: Ninja'd. Damn everybody's evasion! I really need to get me some ..

[User]
 The unfathomable dealer in demonflesh raises his arms and summons the mighty hand of Bigby, his old friend, to his aid.

The two Hellfire Engines move closer.

The Paeliryon shrieks at the indignity of the electrical attack and throws another volley of flaming spheres.

 Spoiler
Cast Bigby's Crushing Hand.  The hand immediately makes an attack to initiate a grapple  (1d20+50)[ 64 ] , followed by a grapple check  (1d20+44)[ 56 ] , dealing  (2d6+12)[ 21 ]  bludgeoning damage if it succeeds on the grapple check.

The Hellfire Engines are now 120 ft away from you.

  Meteor 1 Attack  - (1d20+31)[ 42 ]
  Meteor 2 Attack  - (1d20+31)[ 34 ]
  Meteor 3 Attack  - (1d20+31)[ 32 ]
  Meteor 4 Attack  - (1d20+31)[ 49 ]
  Meteor 1 Bludgeoning  - (3d6)[ 11 ]
  Meteor 2 Bludgeoning  - (3d6)[ 6 ]
  Meteor 3 Bludgeoning  - (3d6)[ 15 ]
  Meteor 4 Bludgeoning  - (3d6)[ 11 ]

[User]
 Spoiler
CL checks for the Meteor Swarms thus far:

 (1d20+18)[ 31 ]
 (1d20+18)[ 35 ]
 (1d20+18)[ 38 ]
 (1d20+18)[ 32 ]
 (1d20+18)[ 34 ]
 (1d20+18)[ 30 ]
 (1d20+18)[ 29 ]
 (1d20+18)[ 33 ]

[User]
 Spoiler
(Incidently, don't I get an AoO to hit the hand before grappling, and if I deal damage it fails?) Everything hits, and here's my grapple check -  (d20+12)[ 23 ]

Taken 116 damage so far, so this could be problematic.

A burst of crackling electricity surrounds Valgoth, and engulfs the hand aswell.

 Spoiler

Activating my Ring of Crackling Defence, to deal 5d6 electricity damage to the hand.  (5d6)[ 18 ]  No save as it's grappling me.

Then, he attempts to hit the hand currently crushing him.

 Spoiler
 (d20+12)[ 14 ]  to hit.  (1d3)[ 3 ]

Your turn.

[User]
 Spoiler

 Originally Posted by Niezck
 (Incidently, don't I get an AoO to hit the hand before grappling, and if I deal damage it fails?) Everything hits, and here's my grapple check - [roll0]

Activating my Ring of Crackling Defence, to deal 5d6 electricity damage to the hand. [roll1] No save as it's grappling me.

Then, he attempts to hit the hand currently crushing him.

[roll2] to hit. [roll3]

No attack of opportunity.  The hand never provokes.  It's in the text for Interposing Hand (which Crushing Hand is like in all ways except as stated).

It takes full damage from the electricity, but the hand(?) attack misses.  It is down to 202 HP.

[User]
 Writhing in the grip of Bigby's most triumphant creation, the lich is unable to flee as the unstoppable dreadnoughts approach!

The winged demon springs into the air and flies at incredible speed across the battlefield, moving halfway towards the lich.  Even as it soars through the air, it's devilish master holds his clenched fists high and invokes a blistering series of spells.  From one hand, a swarm of unerring silver darts spring, while the other simply begins to emit an ominous white light.

High above the spot where the lich is grappling with the disembodied hand, a mountain of ice coalesces out of the clouds.  It hangs motionless for only a moment, and then smashes to the ground with crushing impact.

 Spoiler
In order, grapple check  (1d20+44)[ 55 ] ,   Damage  - (2d6+12)[ 20 ] .

The Hellfire Engines are now 80 ft away.

The Paeliryon flies at 100 ft (poor), so it's halfway to you.

The Conjurer cast two Quickened Magic Missiles.

 (5d4+5)[ 16 ]  force damage and
 (5d4+5)[ 21 ]  force damage

 (1d20+24)[ 31 ]  CL check against SR
 (1d20+24)[ 39 ]  CL check against SR

And then also casts my personal favorite spell,   Iceberg   (from Frostburn).  You take  (20d6)[ 67 ]  bludgeoning damage and are buried in snow.    CL Check  - (1d20+24)[ 35 ] .

Bigby's Clenched Fist also takes  (20d6)[ 74 ]  damage as well.

[User]
 Spoiler
The second magic missile kills me outright. Good fight, I suppose 😛

I really do fail against other spellcasters. Or other melee characters for that matter ... Actually, come to think of it, Valgoth just fails 😛

[User]
 Originally Posted by Niezck
 The second magic missile kills me outright. Good fight, I suppose 😛

I really do fail against other spellcasters. Or other melee characters for that matter ... Actually, come to think of it, Valgoth just fails 😛

Not so!  Not so at all!  Valgoth is an awesome character, he just needs instruction in the ancient and honorable methods of wizard dueling. 😛

I fell in love with wizard's duels in 2nd Edition, so I have a good deal of practice (although I'm by no means a PvP guru, I mostly ever dueled NPCs).  If you'd like, the Mysterious Conjurer could offer Valgoth some humble advice on tactics and spell selection.  🙂

~Gabriel


[User]
 How did you get here? No idea. What is your purpose here? Now that you do know. Your not sure how, but the knowledge that the man on the other side of this colossal green cube must die is swimming in around your mind. And so die he shall.

(200ft apart, cube as you requested. Have at you)

[User] Initiative:  (1d20+5)[ 22 ]

[User]
 (d20+7)[ 19 ]

24 hour buffs pre-cast?

[User]
 (However many you want, roll a dice of that amount and you can have the results pre-cast. Sound fair?)

Throwing himself into the air in a series of swooping arcs, Krall desides that attacking right away would be childish, so instead creates a glamour for the skeleton to come up against.

(Fly 50ft up and use Displacement (50% miss chance))

[User]
 (( (d3)[ 2 ] ))

  Your doom is nigh, for none can defeat me! I am Valgoth Ydrasil, Lord of Death, Destroyer of Cities, Harbinger of Doom!

The Lich's dark wings begin beating about his back, and raise him aloft. Then, with a bony finger pointed towards you, he utters an incantation, and a bolt of crackling electricity fires forwards. Following this, he presses down a button on the rod held in his left hand, and you begin to feel the very moisture of your being evaporate.

 Spoiler

Empowered Chain Lightning

 (d20+24)[ 38 ]  Spell Resistance
 (30d6)[ 97 ]  Damage

Reflex DC 30 for half (no doubt negate as you probably have evasion)

--

Horrid Wilting, converted from Create Greater Undead via my staff

 (20d6)[ 70 ]

Fort DC 32 for half.

[User]
 Spoiler
Oh, spell resistance for Wilting -  (d20+24)[ 43 ]

Also, I've got to go now, but I'll check back in the morning.

[User]
 Reflex:  (1d20+14)[ 15 ]
Fortitude:  (1d20+27)[ 44 ]
And for the record I have no Spell Resistance (couldn't find a good item that gave it ☹)

[User] So 132 damage total? (Wow, I did something! 😁)

[User]
 Shrugging off the eldritch force, Krall grumbled to himself. "That actually hurt. Bloody skeleton cheat, using magic. I may have to get serious here."

Krall hurls himself forward in an unusual yet graceful arc and when he comes within 100ft of the creature he throws his demented mind into the creatures head, attempting to daze it.

(Two Will Saves; the first to resist Mind Reading, and the second to resist being dazed. Both DC34)
---------------------------

Suddenly, the world froze around you both. Neither can move, you can just stare at our opponent, their gaze meeting yours equally hard.

Why did this happen? When will it end? Tune in next time to find out!!!

[User] ((I'm immune to anything mind-affecting, so ...))

[User]
 Well bugger....

Your move tomorrow then.

[User]
 ((Bugger it, I have 6 minutes till sleep anyway ...))

The Lich flies directly towards you, closing the distance in record time. Then, with unnatural speed, tilts his head back and releases a scream that chills your very soul. The sheer force of the shout causes you to topple backwards, and leave you unsure of what is where and where is what. As you are hit, you feel such misery and sorrow that you almost feel the need to burst into tears, as though grief itself were manifesting inside of you.

The Lich eyes you up, before deciding that it's best not to take chances, and once more raises the golden rod and presses a button. He mutters a similar incantation to before, and once more you feel the moisture from your body evaporating.

 Spoiler

Double-move to right next to you (~110ft). Then, using 2 charges from the belt of battle, give myself another standard action. I then cast Cry of the Forsaken.

 (20d6)[ 76 ]  Negative energy damage
 (20d6)[ 76 ]  Sonic damage
You're flung 100ft directly backwards and knocked prone (reflex DC 34 negates), you're also deafened for  (1d4)[ 4 ]  rounds (fort DC 34 negates).

Then, quickened horrid wilting (converting a prismatic wall).

 (20d6)[ 59 ]  Fort DC 32 for half.

[User]
 (Immune to negative energy, Reflex:  (1d20+12)[ 32 ] ) - Natural 20 😁

Rolling in midair the man looks literally dead, he has taken more damage than any mortal should be able to take, and yet there he is, still standing (so to speak).

Launching himself towards the skeleton he has had enough with games. As he soars past he releases a magnificent blast of pure energy, the true antithesis to his foes existance.

"I bear the soul of Amun-her Khepeshef, the Firstborn Guardian of the Ancients. Your undead power is NOTHING to me!!"

(Delay Death means I stay alive at -10HP and lower. Flyby attack with Burst of Life heals me 250HP and does the same to you as positive energy damage, we'll assume Reflex DC33 for half damage.)

[User] ((This could be a problem ...  (d20+18)[ 21 ]  Incidently, is the delay death thing 24 hours or ... ?))

[User]
 Sorry, I didn't want to use it, but it was the logical thing to do at -267HP 😏

And it can be used for 21 rounds/day, active instantly and only when needed.

[User]
 ((Bugger, well played then 😉
As you can see, I really did want to win that one 😛))

[User] Thank you very much, you too. Against people who don't have anti-undead nukes, you shall be a terrifying prospect 😁


[User]
 You are standing in a room. This room is 200ft by 200ft by 200ft. At the moment ther is nothing in here but yourself an a very strange looking man across from you at the other side.

(Roll Initiative and feel free to add any terrain or obstacles you think might help you. My guy sucks anywhere + I can fly so I'm ok as is, but by all means add a forest if you like.)

[User]
 Initiative:  (1d20+5)[ 16 ]

Bound to:
Dantalion
Orphos
Halphax
Amun-her Khepeshef
Tkhaluuljin


[User]
 A lazy breeze blows in from the sea as the sun makes it's way towards the distant horizon at the cost of the Eldeen reaches, carrying with it the smell of salt and dead fish.
Two creatures stand upon a cliff, though one would perhaps not notice, for one is hidden, and the other is... whatever he is today.

[User]
 Initiative:
 (1d20+14)[ 32 ]

[User]
 Sorry I haven't posted; was looking something up.

Cancel your hidden and my spell?🙂

Initiative:

 (1d20+4)[ 15 ]

[User]
 Works for me. I mean, I win initiative, I can hide now anyway.

Now, then... do we start the customary 200 feet apart?

Anyway:
Move Action: Hide
 (1d20+52)[ 72 ]
I'm critically hidden.

Swift Action: Stance of Death

Standard Action: Activate 50% Concealment

[User] yes, 200 ft.

[User] I morph into a roc, and use a full round action to fly so I'm right over you and 60 feet up.

[User]
 Originally Posted by Babale
 I morph into a roc, and use a full round action to fly so I'm right over you and 60 feet up.

((AUDIENCE: How do you know where he is? Is he not hidden?))

[User]
 Well, screw you too.😛
I still didn't buy a fly item.
Now, the important question... can you see me somehow when I'm hidden?

[User]
 He is now, but I saw him last round before he hid... right?

If not, I fly up 60 feet over the level of the cliff so I'm 30 feet away from it.

[User]
 Nah, it's okay, he didn't move.
Now, the following maneuver is slightly cheesy...

Move Action: Jump Check, straight up (I'm considered having a running start)
 (1d20+38)[ 42 ]

At the top of the jump, Shadow Blink for 50 foot teleport as a swift action.

After teleporting, as a Standard Action: Five Shadow yadda yadda Strike to the heart.

I'm hidden, so you are flat-footed. It's a shadow strike maneuver, so it's also touch.

Attack Roll:
 (1d20+33)[ 41 ]

Damage:
 (1d6+23)[ 25 ]

Ice damage:
 (1d6)[ 6 ]

Sonic Damage:
 (1d4)[ 2 ]

Vampiric Damage:
 (1d6)[ 1 ]

Sneak Attack:
 (6d6)[ 16 ]

Bonus Damage:
 (15d6)[ 53 ]

Strenght Damage:
 (2d6)[ 4 ]

Dex damage:
 (2d6)[ 10 ]

And finally:
You must make a fortitude save, DC 27. Success halves the ability damages above and prevents the following  constitution  damage:
 (2d6)[ 6 ]

[User] I ran into the 503 error about a dozen times while trying to post this.

[User]
 My fort save:

 (1d20+30)[ 50 ]

On my turn, you're still on my back, right?

[User] No idea. I think I should actually be just below you. Do I start to fall this turn, or next turn?

[User]
 Next turn, as you won innitiative; I haven't acted in these 6 seconds.

Also, I rolled a natural 20! Do I completely ignore all effects?😉

Anyways, since you're right bellow me, I attack with one of my tallons and attempt to use Snatch.

 (1d20+21)[ 32 ]  (I assume as you're falling, you're caught flatfooted?)

I then start a grapple attempt:
 (1d20+37)[ 55 ]

If I catch you, I'll fly over the ocean and dive as low as I can with my speed, then let you go. You'll be travelling as if you fell much farther, as I was diving.

If I don't grab you, I fly over the ocean as high as my speed will let me.

[User] If your dex bonus is denied as you fall, I hit and snatched you.

[User]
 Right. I don't think I can even win this grapple...
And I don't have any abilities that let me keep my dex while falling, as far as I know. So, I fall.

[User]
 So, you're falling into the ocean. I let you go at, say, 20 feet, but it's treated as faster, since I was diving. Make a roll for damage?

Let's say as if you fell 70 feet?

[User]
 That's pretty harsh... but okay.
I hope I can survive it.
Tumble:
 (1d20+55)[ 67 ]

Note to self: include feather fall in ring.

[User] Yep, you're alive. Nice roll. In any case, your turn. And I'm about 20 feet above the water. You're how deep down?

[User]
 No idea. 10, 20 feet?

Funny story: my swim skill is +0.

 (1d20+0)[ 2 ]

[User] So... You can't act?

[User]
 I forgot:
Ring of Freedom of Movement. So, no problem. I move to the surface and activate "Step of the Dancing Moth" stance, which let's me walk 5 feet above the surface.

By the way, I would have had concealment against your snatch and forgot to say anything. 😩

Now, second move action: move towards the cliff.

[User] Err, can't see the second roll.

[User] See above. Freedom of Movement.

[User]
 For the move action, the roc flies over you and drops till it's only 5 feet above.

As a free action, I morph into a dire shark.

I fall 5 feet and attack.

 (1d20+18)[ 26 ]

If I hit, I'll use Improved Grapple to grapple you:

 (1d20+27)[ 41 ]

[User]
 One of us needs to make a story out of this.

Also, you miss. And I would have had concealment.
Now, you are directly next to me now?

[User]
 Also, I forgot to roll for damage on my earlier claw attack.

Dmage:

 (2d6+12)[ 20 ]

[User]
 Originally Posted by Eldan
 One of us needs to make a story out of this.

Also, you miss. And I would have had concealment.
Now, you are directly next to me now?

No, just under; say, 5 feet underwater, 10 feet under you.

[User]
 Right.

1. Move Action: Move in Reach.

2. Swift Action: Change Stance to Angel's Edge. (Gives me improved critical, and my crits deal sneak attack damage. Also, my first hit every turn is a death attack.)

3. Sudden Death Strike

Attack Roll:
 (1d20+33)[ 34 ]

Damage Roll:
 (1d6+15)[ 20 ]

2 Fortitude saves. First one: DC 28 or instant death.
Second one: DC 31 or death at the end of your next turn. If successful, you take  (15d8)[ 70 ]  damage, also at the end of your turn.

[User]
 Woohoo. Critical miss.

Also, if you hit me, I use the ultimate parry counter. And I have concealment.

[User]
 I dive under to 10 feet under, then summon  (1d3)[ 2 ]  giant crocodiles.

OK, 2. They are on either side of you. They both attack:

Left croc:

[roll]1d20+13[/roll]

Right croc:

[roll]1d20+13[/roll]

[User]
 Tch. Can't fight alone, then.

If I were you, I'd dive deeper: freedom of movement let's me act normally underwater, remember.

[User]
 Left croc:

 (1d20+13)[ 15 ]

Right croc:

 (1d20+13)[ 32 ]

[User]
 Psh, neither hits.

And I meant that I dive 50 feet.

[User] Makes more sense, I guess. Now, how far away from the cliff would you say we are? I mean, I already moved about 60 feet towards it.

[User] So, I was near the edge when I grabbed you... I'd say we were 80 feet at lease. So you have 20 feet to go.

[User]
 Forget it.
I move 60 feet down and attack you.

Swift Action: activate weapon's shadow strike property. You are denied your dexterity bonus to AC.

Envervating Shadow Strike:

Touch Attack:
 (1d20+33)[ 40 ]

Damage:
 (1d20+23)[ 33 ]

Sneak Attack:
 (6d6)[ 16 ]

Ice:
 (1d6)[ 2 ]

Sonic:
 (1d4)[ 4 ]

Vampiric (I also heal by that much):
 (1d6)[ 4 ]

Also: Fort save DC 27 or you gain  (1d4)[ 4 ]  negative levels, and a fort save DC 28 or you die instantly.

[User]
 Base damage should be:
 (1d6+23)[ 29 ]

[User]
 First, 2 AoO from the crocs:

Croc 1:

 (1d20+13)[ 22 ]

Croc 2:

 (1d20+13)[ 17 ]

If either hits, they'll grapple you, stopping your attack

[User]
 Saves:

Vs negative levels:
 (1d20+28)[ 37 ]

Vs death:
 (1d20+28)[ 44 ]

[User]
 You will roll a 1 eventually! 😏

Don't forget concealment. Also, this is beginning to worry me, since I'm out of strikes now.

[User]
 Both saves made.

Both crocs charge you:

 (1d20+15)[ 34 ]
 (1d20+15)[ 22 ]

I wildshape into Young Adult Black Dragon.

I then swim away at top speed (60 ft away)

I cast Baleful Polymorph with a fort. DC of 30.

[User] Actually, scratch the YABD, make that a dragon turtle

[User] Which means I only swim 30 ft.

[User]
 Always on the Fort saves.

 (1d20+14)[ 25 ]

[User]
 And I guess this means it's once again over.

Okay. Three things to add to my list: flight, feather fall, and improved fort saves.

[User]
 It ain't over; you're just a monkey.

Make a swim check?

[User]
 Oh. Monkey. Lost my equipment, then?

 (1d20)[ 15 ]

[User]
 In all seriousness, I want to see how this goes.

But really, good game. If your fort save was higher, I'd have rolled a natural 1 eventually.

[User]
 Finally you make your swim check! Although you're now without air...

Make a dex check to grab your ring?😉

[User]
 Hmm.
Isn't it like normal polymorph, where your equipment merges and just disappears?

[User] No, baleful makes your things fall off.

[User]
 Right.
I can't use strikes or stances while unarmed, I lost all my equipment, and my stats have gone to hell.

Let's say your crocodiles eat me.

[User]
 No! They just got summoned, they aren't hungry!

I morph into a Sea Drake, charge you, use improved grapple, swallow whole, and NOW it's over.

Anyways, GG, and we both learned a LOT. You learned that you need to raise your fort., and that relying on one method of killing isn't enough; I learned that I need to grapple high dex enemies.

(Notice my only sucessful attack was catching you when you had no dex, and then grappling you was what changed the tide of battle.)

[User]
 Actually, I still have 50% concealment, and had back then when you snatched me...

 (1d100)[ 86 ]  50+ means it hits.

Anyway, I'll just drown instead of being eaten, then.

[User]
 It DID hit. Anyways, read my advice on the other game.

And truth be told, I can't believe I won.

[User]
 Actually,  I  expected to horribly lose by turn 2 from what I heard about druids and shapeshifters on the net.

I fully expected you to turn into a colossal giant or something and hammer me through the next tree.

[User]
 Would have done that, but I like giant animals better.

So I was 3 turns late. Who cares?

[User]
 Freedom of Movement meant that grapple automatically failed.

This should have gone very differently.

~Gabriel

[User]
 And so we all learn our lessons: Remember those super-expansive items you bought!

Truth be told, I forgot too.

And it wouldn't have gone SO different-there are many high-dex forms I can take who could still win.

[User]
 Originally Posted by Babale
 And it wouldn't have gone SO different-there are many high-dex forms I can take who could still win.

Eldan's character does a fairly tremendous amount of damage.  If you hadn't grappled him, you'd probably have been dead in two rounds.

But then again, Baleful Polymorph would have worked just fine.

Had to call something that never happened.

~Gabriel

[User] IF I fail my fort save, which hasn't happened once. My fort is WAY too high for insta-death kills.

[User] It is. But then, I also have those strikes that merely deal tremendous amounts of damage, as those two I used did. And sneak attack+two weapons=even more damage.


[User]
 The arena is a 200ft by 200ft square, with walls raised 200ft up on every side. There is no roof.

Players start on opposite sides, in the centre of their respective walls.

Roll initiative!

[User]
 (d20+5)[ 19 ]

Also, as before, am I alright to have my 24 hour spells pre-cast? If not, perhaps some prep rounds?

[User]
 Init :  (D20+12)[ 26 ]

Oh fine, you get your pregame buffs.

[User] Cool, I'll stick in a status post after my turn. You're up. 🙂

[User]
 200' arena as normal?

Either way, I'm assuming outside of my 60' movement. (Cast Fly free action! Also, cast Protection from Evil, free action.)

Moves 60' toward you! (I hope you don't mind the lack of fluff for these few rounds, there's nothing to really describe unless your a biophiliac and want to hear about the details of her running. 😛 )

[User]
 Nice OOTS reference there. (I think)

Yeah, 200'.

Also, how as free actions?

Anyway ...

Fly 60ft directly upwards, and let's have some fun ...

Energy Drain

SR -  (d20+24)[ 42 ]
Touch Attack -  (d20+12)[ 21 ]
Negative Levels -  (2d4)[ 5 ]

Quickened Twin Enervation (Rod)

SR 1 -  (d20+24)[ 26 ]
SR 2 -  (d20+24)[ 38 ]
Touch Attack 1 -  (d20+12)[ 16 ]
Touch Attack 2 -  (d20+12)[ 24 ]
Negative Levels 1 -  (d4)[ 2 ]
Negative Levels 2 -  (d4)[ 2 ]

(OK, so with Touch AC 25, that was probably a bad idea, but screw it, far more interesting than just throwing chain lightnings or meteor swarms at you.)

Right, so it was a bad idea. All misses.

[User]
 (Sorry about the wait there.)

(My armour grants the ability to cast those as free actions. Neat, huh?)

Weaving around the dark bolts of energy, she kicks off from the floor sailing unnaturally through the air with a glowing scimitar in either hand, spread out like wings.

(Another 60' up and forward!)

[User]
 Right, so we're 80ft apart now?

Ugh, still don't wanna try my chain lightnings and whatnot again, so here goes something else ...

Quickened (Rod) Wail of the Banshee. DC 33 or die.

Then Dimension Door, appearing 120ft behind you, where you started, and at the limit of the wall (ie, 140ft up, 200ft across)

Your turn.

[User]
 ...Fort or Reflex?

...and gah.

[User] Fort, naturally. 😛

[User]
 So dead. 😛
 (d20+18)[ 33 ]

And just in case I survive ; fly back the way I came. 60'. 😩

[User] You lucky, lucky, lucky person.

[User]
 Your go. 😁

Crazy. 15 on the spot.

[User]
 Quickened (Rod) Fell Animate Circle of Death, targeted on you.

DC 32 or die and be raised as a zombie under my control

Drop the rod, and convert a Create Greater Undead into a Circle of Death, via my Runestaff. A further DC 32 or die, but not be raised as a zombie under my control.

[User]
 Assuming Fort Saves...

 (d20+18)[ 28 ]
 (d20+18)[ 34 ]

And in case of survival, close the last 60'.

...D'aww... Now you have to say that was supposed to be Reflex and I survive.

[User]
 I get a zombie! Yaaay!

(Hmm, death spells seem to work ... eventually. Time to make a mental note.)

[User] ...I should have just held the Absorbtion rod from the start. :\

[User]
 Originally Posted by ImmortalAer
 ...I should have just held the Absorbtion rod from the start. :\

Probably would have been a good idea 😛

And yes, I know, I broke my own rules, I just flung a ton of death spells at you ... You were getting so close ... And I'd already used my massive damage spells a number of times today ...

Sorry D:


[User]
 Welcome, to featureless THUNDER PLANE!

On one side of the arena is the mighty Shape shifter Babale, master of many forms, and master of transmorgification. On the opposite side is Alan Ashford, master of the elements, god of the skies, and the black conjurer.

(Go intiative go!)

[User]
 (1d20+4)[ 12 ]

Good luck!

Bad roll! Bad roll!

[User]
 Nerve skitter during the intiative round.

 (1d20+10)[ 19 ]

EDIT: I win intiative, so actions sans rolls

Since you no doubt have spell craft maxed I wont bother spoilering spells.

First round: Elemental body on myself, and then cast a quickened teleport (via meta magic effect.) to close the distance sans 15 feet, and wait there floating.

[User] Eh? I can do stuff during the initiative round?

[User]
 Originally Posted by Babale
 Eh? I can do stuff during the initiative round?

If the spell specifies it (Nerve skitter mentions it specificly.)

[User] OK. So what is the effect?

[User]
 Originally Posted by Babale
 OK. So what is the effect?

+4 on initiative checks. >.>

[User]
 Ah. OK, you win initiative.

1 thing: I get my daily spells, right?

[User]
 Originally Posted by Babale
 Ah. OK, you win initiative.

1 thing: I get my daily spells, right?

If they last 24 hours or more is the general rule in most cases.

[User]
 Never mind then, It's only 11 hours. Ingame, I'll cast it whenever it runs out; but I don't need it anyways.

Your move.

[User]
 Alan Ashford stands from his position of prayer to the forces of law, looking at the green cloaked man opposite him with a fury in his sea green eyes, he holds his arm up, a shimmering lance of force extending to the massive length of 20 feet, hefting it with ease he chants, his form wreathed in arcane lightning, and wind currents buffeting around his form as he ascended, vanishing in the blink of a eye, before re appearing MUCH closer to you, a angry red standing out where his eyes should be against his crackling blue lightning form, and as he moved closer he SCREAMED in rage at the green cloaked man, the perfect lance of force extending to its full, terrible, length as the winds themselves seemed to warp around his form.

Spells cast: Elemental Body, Greater Dimension Door.

Position: 61 feet away from you.

[User] Give me 1 sec to figure out something

[User]
 Ok.

With a roar, the green-cloaked man shifts into a gigantic red dragon. Only those familiar with dragons would realize that in fact, it is only a young adult.(Free action)

The monster takes to the air, flies up to thirty feet and in a circle around the man on the ground so he is only 30 feet away, and breathes a cone of fire.
(standard and move actions)

Fire damage:  (10d10)[ 49 ]  DC 24 reflex.

[User]
 The being makes no attempt to dodge, the fire playing harmlessly over his form, he even seems to cackle somehow, he then raises the massive lance, energy coursing through it, he screams out a cry of blood curdling rage, and leaps at the massive creature, striking out again, and again against the beast. (Fire Breath < Fire Immunity.)
(Activating Aura of Perfect Order. All attack results are automaticly 11, so that totals 38 to hit on all attacks, and power attacking/ leap attacking for 5)

First a easily made jump check
 (1d20+30)[ 43 ]  (+10 strength, +18 ranks, +2 masterwork tool of jumping (really springy boots.)
damage
 (3d6+30)[ 47 ]
 (3d6+30)[ 41 ]
 (3d6+30)[ 39 ]
 (3d6+30)[ 37 ]

[User] You're immune to fire...😦😦😦 darn.

[User]
 Originally Posted by Babale
 You're immune to fire...😦😦😦 darn.

Most things are Babale, Pit Fiends, Solars, Balors, The Tarraesque, all the demons at LEAST have resistance in the 20's... Fire's not a great damage type to roll with.

[User] That doesn't beat my AC of 59

[User]
 I Charge you

 (1d20+27)[ 30 ]

[User] Quickened Teleport says nay to thee, and sends me HIIIGH into the sky (with its range, I'd say I'm a few turns out of reach.) about a 1/3rd mile as such. Still in the stratosphere, and thus having oxygen, but having enough time to contemplate anything I want to do.

[User] I thought there was a 200 foot ceiling?

[User]
 Originally Posted by Babale
 I thought there was a 200 foot ceiling?

If so I teleport to the ceiling (your turn), and aim a lay down a Wish to duplicate Wing Bind (SPC), make a DC 31 Reflex save or lose your flight abilities, and fall to the ground.

[User]
 Reflex save:

 (1d20+19)[ 21 ]

OK, my wings are bound. However, as a free action, I morph into Greater Air Elemental; no wings, so I can still fly. I then charge you for:

[roll]1d20[/roll]+25

[User]
 Re-roll for charge:

 (1d20+25)[ 30 ]

[User]
 Miss? Really?

Ok, you're 200 feet up and against the ceiling, and I'm pushing up against you from bellow.

[User]
 Originally Posted by Babale
 Reflex save:

 (1d20)[ 8 ]

OK, my wings are bound. However, as a free action, I morph into Greater Air Elemental; no wings, so I can still fly. I then charge you for:

 (1d20)[ 8 ] +25

:cough:
Acutally

 Originally Posted by Wing Bind
 "A web of force surrounds the target, esnaring it, and immediately dragging it to the ground, this spell functions like Earth Bind, except that the creature imediately falls to the ground, taking falling damage."

and it lasts 21 rounds, so you have your time there on the ground, ensnared. 😉

[User] *cough* Bump, and re do your move. *cough*

[User]
 I fall to the ground from 20 feet, taking  (2d10)[ 15 ]  damage.

I Wildshape into Hive Mother Beholder, with an anti-magic cone of 240 feet, which I choose to get with the Assume Supernatural Ability feat. I aim for you. You fall from the ceiling, 200 feet straight down.

Roll 20d10 for fall damage.

I then attack you with my ranged touch eye attack:

TO HIT
 (1d20+15)[ 27 ]

DAMAGE
 (2d6+10)[ 20 ]

As a free action, the eye also sends a Disintegrate spell your way.

[User]
 You don't get THAT many free actions (only ONE in fact.) , and since you've burned all yours up, I cast a feather fall as a immediate action once I'm out of your cone radius on the way down. (looking is a immediate action, so your once again out of those since you already looked. )
Also, you were farther up then 20 ft buddy, your were 30ft up by your last statement.
Also, a quickened, widened Prismatic Wall is my response to your bloody crazy eye
Rolling for meta magic effect to quicken this DC 75.
[roll]1d20+68[roll]
(+30 competence bonus from ring, +24 ranks, +12 int, +2 synergy)

Make seven saves, 3 reflex, 2 fort, 2 will.

[User]
 Wrong. You can have any number of free actions per turn within reasonable limits. 2 is reasonable.

So, take damage from 1 eye attack. I'll let you ignore disintegrate, though.

[User]
 Actually, according to SRD there ARE limits..

Anyways, your eye attack is stopped by primsmatic wall, as it was cast on your turn.

Also since my roll was broken
 (1d20+68)[ 79 ]

Concentration to cast while falling (DC 20 novelty roll)
 (1d20+28)[ 40 ]

[User]
 Now for my turn, pulling out the anti caster material now, MR.Assume Super Natural ability.

As I fly around behind you (out of your eye cone now), and hit you in the back with a anti magic ray, and quickened true strike on it as well.
Aura of perfect order makes that a 54 to hit against touch AC, all your magic items go down,all your SU's shut off, and you shift back into your natural form. Enjoy this for the next minuet.

[User] Err... Dude, I am hopeless against casters of equal level. I declare you as having won. Rematch after I fix a few things?

[User] Indeed, I have a few things to fix as well. >.> Namely adding the death knight template.


[User]
 The arena.

A seventy-five foot disc of magically reinforced adamantium with 7' tall walls that line the perimeter, and curve up into a vaulted cieling. With tiny arrow-slit windows every eighth of a compass, those slashes of light are the brightest spots, the only other light provided being the softly glowing orb that hangs from the center of the roof. The normally bare clay floor has been matted with tatch and wheat in order to give texture and padding to the surface. Edging the inner side of the wall is a shallow depression, riddled with little iron-ringed slits for drainage.

Two combatants face each other down, only one will leave through the victory gate, the other left for the gruesome 'janitors' that bring the ring back to pristine condition after each bout.

Roll for initiative!

[User]
 (1d20+4)[ 20 ]

Good luck, have fun!

[User]
 Originally Posted by Babale
 Good luck, have fun!

Here's hoping I stand a chance!

 (D20+10)[ 21 ]

[User]
 Move forward 15', fire Longbow.

First turn by one!

 Spoiler

Hit :  (D20+30)[ 46 ]
Dmg :  (1D8+5)[ 6 ]
Confirm* :  (D20+30)[ 39 ]
*(In case of criticals, I'm always going to roll this one.)

[User]
 An arrow flies and hits Shifter lightly. Enraged, he wildshapes into a Triceratops and charges.

TO HIT:

 (1d20+29)[ 30 ]

DAMAGE:

 (2d8+23)[ 35 ]
Plus powerful charge:
 (4d8+27)[ 38 ]

[User]
 Is that it for your turn? In that case...

The enraged beast charges again, this time trampling over the little woman. With a loud bellow, he stomps on her, then passes her by 20 feet, then stops and turns around.

Choose to AoO at -4 or attempt a DC 35 reflex save to half damage.

 (4d8+27)[ 49 ]

[User]
 Originally Posted by Babale
 An arrow flies and hits Shifter lightly. Enraged, he wildshapes into a Triceratops and charges.

TO HIT:

 (D20+37)[ 39 ]

DAMAGE:

 (1D6+12)[ 18 ]
Plus powerful charge:
 (1D6)[ 5 ]

😦 Critical Miss...

Drifting lightly out of the maddened beast's path, she drops the bow and draws both Scimitars' (included in 'move' action) and twirls into her first form of dance with both blades flashing it a tight whirl.

(Dance of a Thousand Cuts, doubles the number of attacks, 5' step after each second swing, counts as having Great Cleave.)

 Spoiler

Hit :  (D20+37)[ 39 ]
Dmg :  (1D6+12)[ 18 ]  +  (1D6)[ 5 ]  (Fire)
Confirm :  (D20+37)[ 57 ]

Hit :  (D20+37)[ 56 ]
Dmg :  (1D6+12)[ 14 ]  +  (1D6)[ 1 ]   (Fire)
Confirm :  (D20+37)[ 42 ]

Hit :  (D20+27)[ 35 ]
Dmg :  (1D6+12)[ 16 ]  +  (1D6)[ 4 ]   (Fire)
Confirm :  (D20+27)[ 47 ]

Hit :  (D20+27)[ 34 ]
Dmg :  (1D6+12)[ 13 ]  +  (1D6)[ 2 ]   (Fire)
Confirm :  (D20+27)[ 39 ]

Hit :  (D20+18)[ 27 ]
Dmg :  (1D6+12)[ 13 ]  +  (1D6)[ 3 ]   (Fire)
Confirm :  (D20+18)[ 27 ]

Hit :  (D20+18)[ 20 ]
Dmg :  (1D6+12)[ 17 ]  +  (1D6)[ 3 ]   (Fire)
Confirm :  (D20+18)[ 31 ]

****

Hit :  (D20+37)[ 56 ]
Dmg : [roll]1D6+11[/roll] +  (1D6)[ 4 ]   (Ice)
Confirm :  (D20+37)[ 38 ]

Hit :  (D20+37)[ 54 ]
Dmg : [roll]1D6+11[/roll] + (1D6)[ 1 ]   (Ice)
Confirm :  (D20+37)[ 55 ]

Hit :  (D20+22)[ 31 ]
Dmg : [roll]1D6+11[/roll] +  (1D6)[ 5 ]   (Ice)
Confirm :  (D20+22)[ 26 ]

Hit :  (D20+22)[ 30 ]
Dmg : [roll]1D6+11[/roll] +  (1D6)[ 4 ]  (Ice)
Confirm :  (D20+22)[ 31 ]

Hit :  (D20+8)[ 10 ]
Dmg : [roll]1D6+11[/roll] +  (1D6)[ 5 ]  (Ice)
Confirm :  (D20+8)[ 20 ]

Hit :  (D20+8)[ 25 ]
Dmg : [roll]1D6+11[/roll] +  (1D6)[ 4 ]  (Ice)
Confirm :  (D20+8)[ 18 ]

Each step is a '5, in a circle around you, as I cannot step immediately back into the same square. 12 attacks, at 1 move/2 attack = 30' of movement.

EDIT : Ugh. You went again while I was editting... FOR THE LOVE OF GOD, I can't roll on this thing.

[User]
 OK, 3 of those hit me for a total of...

only 15 got counted reroll 2 ice ones.

[User] Don't use capital D's

[User]
 I'm trying this one more time, then calling it a night and stalking off in frustration.

 Originally Posted by Babale
 An arrow flies and hits Shifter lightly. Enraged, he wildshapes into a Triceratops and charges.

😦 Critical Miss...

Drifting lightly out of the maddened beast's path, she drops the bow and draws both Scimitars' (included in 'move' action) and twirls into her first form of dance with both blades flashing it a tight whirl.

(Dance of a Thousand Cuts, doubles the number of attacks, 5' step after each second swing, counts as having Great Cleave.)

 Spoiler

Hit :  (D20+37)[ 54 ]
Dmg : [roll]D20+12[/roll +  (D6)[ 3 ]  (Fire)
Confirm :  (D20+37)[ 43 ]

Hit :  (D20+37)[ 52 ]
Dmg : [roll]D20+12[/roll +  (D6)[ 6 ]  (Fire)
Confirm :  (D20+37)[ 47 ]

Hit :  (D20+27)[ 38 ]
Dmg : [rol]D20+12[/roll] +  (D6)[ 1 ]   (Fire)
Confirm :  (D20+27)[ 46 ]

Hit :  (D20+27)[ 31 ]
Dmg : [rol]D20+12[/roll] +  (D6)[ 1 ]   (Fire)
Confirm :  (D20+27)[ 40 ]

Hit :  (D20+18)[ 38 ]
Dmg :  (D20+12)[ 20 ]  +  (D6)[ 3 ]   (Fire)
Confirm :  (D20+18)[ 36 ]

Hit :  (D20+18)[ 35 ]
Dmg :  (D20+12)[ 15 ]  +  (D6)[ 6 ]   (Fire)
Confirm :  (D20+18)[ 35 ]

****

Hit :  (D20+37)[ 53 ]
Dmg :  (1D6+11)[ 12 ]  +  (D6)[ 6 ]   (Ice)
Confirm :  (D20+37)[ 45 ]

Hit :  (D20+37)[ 41 ]
Dmg :  (1D6+11)[ 16 ]  +  (D6)[ 4 ]   (Ice)
Confirm :  (D20+37)[ 45 ]

Hit :  (D20+22)[ 39 ]
Dmg :  (1D6+11)[ 16 ]  +  (D6)[ 4 ]   (Ice)
Confirm :  (D20+22)[ 42 ]

Hit :  (D20+22)[ 35 ]
Dmg :  (1D6+11)[ 14 ]  +  (D6)[ 6 ]   (Ice)
Confirm :  (D20+22)[ 42 ]

Hit :  (D20+8)[ 23 ]
Dmg :  (1D6+11)[ 15 ]  +  (D6)[ 6 ]   (Ice)
Confirm :  (D20+8)[ 12 ]

Hit :  (D20+22)[ 31 ]
Dmg :  (1D6+11)[ 16 ]  +  (D6)[ 3 ]   (Ice)
Confirm :  (D20+22)[ 35 ]

Each step is a '5, in a circle around you, as I cannot step immediately back into the same square. 12 attacks, at 1 move/2 attack = 30' of movement.

[User]
 Dmg :  (D20+12)[ 18 ]
Dmg :  (D20+12)[ 32 ]
Dmg :  (D20+12)[ 25 ]
Dmg :  (D20+12)[ 28 ]

For the four that didn't work.

[User]
 So a total of 55 damage, lets say.

I now trample you; see above.

[User]
 And the additional damage for the three criticals...

 (d10)[ 7 ]
 (d10)[ 1 ]
 (d10)[ 10 ]

[User]
 ...Reflex save.

 (d20+23)[ 32 ]

Okay. And now let's try to keep this freaking thing organized.

[User]
 You fail the save, taking 49 damage.

Your move.

[User]
 I just realized... there's noone with a lower health than me. :\ I defenitly deserve the worst design/fighter ever award.

Continues with the ordinary Dervish dance.

Prancing foward, she flips into the attack, twin swords flashing wildly.

 Spoiler

20' Forward, leaving 35' of 5' steps in a ring around you. 6 attacks, 30' of movement.

Hit:  (d20+37)[ 51 ]
Dmg  (D6+12)[ 14 ]  +  (d6)[ 1 ]  (Fire)
Confirm :  (d20+37)[ 44 ]

Hit:  (d20+27)[ 39 ]
Dmg  (D6+12)[ 16 ]  +  (d6)[ 4 ]  (Fire)
Confirm :  (d20+27)[ 33 ]

Hit:  (d20+18)[ 19 ]
Dmg  (D6+12)[ 16 ]  +  (d6)[ 2 ]  (Fire)
Confirm :  (d20+18)[ 26 ]

*****

Hit:  (d20+37)[ 44 ]
Dmg  (D6+11)[ 13 ]  +  (d6)[ 2 ]  (Ice)
Confirm :  (d20+37)[ 41 ]

Hit:  (d20+22)[ 38 ]
Dmg  (D6+11)[ 17 ]  +  (d6)[ 2 ]  (Ice)
Confirm :  (d20+22)[ 41 ]

Hit:  (d20+8)[ 10 ]
Dmg  (D6+11)[ 16 ]  +  (d6)[ 4 ]  (Ice)
Confirm :  (d20+8)[ 21 ]

😩

[User]
 You hit me on the first one, causing 15 damage.

With a yell, the triceratops morphs into a tyrannosaurus and attacks the woman at his feet.

Attack
 (1d20+27)[ 43 ]

Damage
 (3d6+20)[ 28 ]

Grapple attempt:
 (1d20+44)[ 54 ]

[User]
 I missed!

Well, since that was only a standart action, I run away at 40ft

[User]
 Free action cast  Fly  (Wow, armour. You actually did something useful.)

So, 40' forward flight, leaving 20' for four attacks.

 Spoiler

H  (d20+37)[ 49 ]
D  (d6+12)[ 14 ]  +  (d6)[ 6 ]  (Fire)
C  (d20+37)[ 38 ]

H  (d20+27)[ 43 ]
D  (d6+12)[ 14 ]  +  (d6)[ 3 ]  (Fire)
C  (d20+27)[ 31 ]

H  (d20+37)[ 40 ]
D  (d6+11)[ 17 ]  +  (d6)[ 4 ]  (Ice)
C  (d20+37)[ 41 ]

H  (d20+22)[ 25 ]
D  (d6+11)[ 15 ]  +  (d6)[ 2 ]  (Ice)
C  (d20+22)[ 40 ]

[User]
 Only the 1st one hit.

I morph into a Adult Blue Dragon and use my Breath Weapon on you.

Damage:

 (12d8)[ 46 ]

Reflex DC for half damage: 25

[User]
 Reflex  (d20+25)[ 35 ]  + Ring of Evasion. 😛

 Spoiler

Spinning into action, she leaps at the newly formed dragon, her blades flashing wildly.

H :  (d20+39)[ 49 ]
D :  (d6+14)[ 19 ]  +  (d6)[ 3 ]  (Fire)
C :  (d20+39)[ 43 ]

H :  (d20+30)[ 32 ]
D :  (d6+14)[ 16 ]  +  (d6)[ 6 ]  (Fire)
C :  (d20+30)[ 45 ]

H :  (d20+20)[ 30 ]
D :  (d6+14)[ 16 ]  +  (d6)[ 5 ]  (Fire)
C :  (d20+20)[ 29 ]

***

H :  (d20+39)[ 51 ]
D :  (d6+13)[ 16 ]  +  (d6)[ 5 ]  (Ice)
C :  (d20+39)[ 48 ]

H :  (d20+25)[ 29 ]
D :  (d6+13)[ 14 ]  +  (d6)[ 3 ]  (Ice)
C :  (d20+25)[ 41 ]

H :  (d20+10)[ 29 ]
D :  (d6+13)[ 18 ]  +  (d6)[ 6 ]  (Ice)
C :  (d20+10)[ 30 ]

Hope you don't mind that I've changed over to my new statline. >.>

[User]
 New... No fair!

In that case, no more "Animals Only" for me.

The first one of each sword hits.

[User]
 Originally Posted by Babale
 New... No fair!

In that case, no more "Animals Only" for me.

The first one of each sword hits.

Ruh oh.

*flip, flip, flip* Hmmm.

[User]
 I change into Hive Mother Beholder, concentrate the anti-magic field on you, and use:

1) Charm Person, DC 30 will

If spell fails,

2) Melle,  (1d20+27)[ 36 ]

Damage:  (2d6+17)[ 23 ]

[User]
 Originally Posted by Babale
 I change into Hive Mother Beholder, concentrate the anti-magic field on you, and use:

1) Charm Person, DC 30 will

If spell fails,

2) Melle,

Damage:

 (d20+17)[ 30 ]  : Will

Why AMF? 🤨

[User]
 Well, more slashing and pracing!

 Spoiler

H:  (d20+39)[ 47 ]
D:  (d6+14)[ 18 ]  +  (d6)[ 6 ]  (Fire)
C:  (d20+39)[ 48 ]

H:  (d20+25)[ 41 ]
D:  (d6+14)[ 15 ]  +  (d6)[ 1 ]  (Fire)
C:  (d20+25)[ 40 ]

H:  (d20+10)[ 29 ]
D:  (d6+14)[ 20 ]  +  (d6)[ 1 ]  (Fire)
C:  (d20+10)[ 13 ]

****

H:  (d20+39)[ 47 ]
D:  (d6+13)[ 19 ]  +  (d6)[ 2 ]  (Ice)
C:  (d20+39)[ 54 ]

H:  (d20+20)[ 32 ]
D:  (d6+13)[ 17 ]  +  (d6)[ 1 ]  (Ice)
C:  (d20+20)[ 34 ]

H:  (d20+10)[ 23 ]
D:  (d6+13)[ 18 ]  +  (d6)[ 3 ]  (Ice)
C:  (d20+10)[ 28 ]

[User]
 Originally Posted by ImmortalAer
 [roll0] : Will

Why AMF? 🤨

Because:
1) You stop flying and fall.
2) You fail the save, because you don't get your +5 magic bonus.

You are now under the effect of Charm Person. I suppose I win?

[User]
 So, me to you:
 Hey, best friend! Why are you waving those weapons at me? Put them away! I won't hurt you.


[User]
 In the depths of the Mournlands, one can find much in the ruins of once-great Cyre. Where else would one begin their search, but in Metrol, the heart of a fallen nation. Virtually untouched since the Day of Mourning, that gleaming metropolis contained a wealth of untold riches... and danger.

Few are brave or foolhardy enough to defy the odds, to challenge the creatures that lurk in that ruined city, once the jewel of all Khorvaire. Our tale follows the exploits of one such adventurer; the glorious  Drevin Irvanavich , a much-renowned mystic and legendary warrior. Of the few who scoured Metrol for wealth and knowledge, only Drevin was confident enough to traverse the depths of the old heart of Khorvairian culture, the still-glorious ruins of the Cyran palace.

The cataclysm had hit the palace in a unique manner; namely, it had left the physical structure of the building intact. The people inside, however, the cream of Cyran nobility, had been changed forever. The once-beautiful ladies of the court had been twisted into horrific visages, mockeries of their previous form. The strong, handsome noble men were now merely skeletal shadows of their former selves, emaciated but possessing an unearthly strength. The literal hordes of such hideous creatures was enough to keep most treasure-seekers away from the palace; few could stand up to them in combat, and they were far too numerous to evade.

To  Drevin Irvanavich , these adversaries required nary a second glance. Oh, how his glorious lance of thunder clove through those hideous hordes! How the mishappen residents of the palace moaned in mindless terror! How they flocked when they saw that glimmering deliverer, how they cried out in rare happiness when they found sweet relief! They were hardly a challenge for an accomplished mage of Drevin's stature, but nor did they possess the treasure that he sought.

Oh, that ever-fascinating Mirror of Impeccable Creation! How it plagued Drevin's thoughts! The Cyran royalty had acquired that artifact in aeons past, but nary a soul aside from Drevin knew of its true nature. To Cyre, it had merely been a small bauble - a mirror that portrayed a most beautiful, idealised version of oneself. Drevin, that wily scholar, had done his research; he knew that the mirror could be used to  generate  a perfect copy of oneself! Better yet, the copy would be in thrall to the original! Oh, how Drevin craved that power!

The Mirror had been in the possession of the King of Cyre's daughter, the ever-vain Elaine. Oh, Elaine was a beautiful girl in her prime, but was ever so insecure about it! She hoarded that mirror, always comparing herself to her ever-changing ideal, always trying to match that unattainable standard. When the Day of Mourning struck, she surely must have been in her quarters with that mirror; at least, that is what Drevin had deduced after scouring the rest of the palace. But how would that warping effect have impacted the flower of Cyran nobility?

Our tale begins just outside the door to the Princess' quarters...

[User] Drevin walks slowly into the room, casting a buff of elemental body onto himself, changing himself into a whispering storm elemental, the usually angry crackle of lightning, being dulled by force of will, as he was currently attempting to peek through the door, before entering, he casts Arcane sight, as to divine if the artifiact was really in there still, and if there was any powerful magic beings as well.


[User]
 Arena Tournament, Round 54:  Yoshi  vs.  Johnny the Janitor
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Yoshi  - Mavian
 Johnny The Janitor  - Conbar

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

[User]
 Well, this may end up being Yoshis last match, so let see how it goes.

No Purchases

Initiative:  (1d20+4)[ 11 ]

For Refs:

 Spoiler

Using Carmendine Monk to boost my speed to 40.

[User]
 Welp, Can only hope.

  Initiative  - (1d20+8)[ 26 ]

No purchases.

Starting in Blue Slot

Refs

 Spoiler
Y13

[User]
 Assuming no Objections, I will start.

  Johnny the Janitor    Round One

No LoS to start with, so all actions spoilored

 Spoiler
Starting with my shield tucked away and spear out

 Spoiler

Standard Action to cast Shield
  AFC, 1-5 Fails  - (1d100)[ 69 ]

Move Action to S13

End Turn

 Spoiler
   Johnny The Janitor
Male TN Human Sorcerer,  Level  1,  Init  +4,  HP  3/3,  Speed  30ft
 AC  19,  Touch  18,  Flat-footed  15,  Fort  -1,  Ref  +4,  Will  +1,  Base Attack Bonus  0
   Spear   -1 (1d8, x3)
   Padded ,    Light Steel Shield  (+1 Armor, +1 Shield, +4 Dex)
 Abilities  Str 8, Dex 18, Con 8, Int 8, Wis 8, Cha 18
 Condition  None

[User]
 Yoshi - Round 1

 Spoiler

Starting in A13

Double Move Action: A13 to J14

End of Turn:

Stats for Refs:

 Spoiler

Hp: 5
AC: 19
Speed: 40
Fort: +2 Ref: +3 Will: +1

[User] LoS Check?

[User] Yeah, it'd be smart.

[User]
 Ref AlterForm  - LoS

Conbar

 Spoiler
The stairs going upward have a double movement cost. The farthest up you could get with 30 ft of speed is V13. Revise your turn as you see fit.

Mavian

 Spoiler
Stand by; opponent needs to alter his turn. No effect on you yet.

[User]
 Revising my turn

 Spoiler
Move to V13

End turn.

[User]
 High Ref PsiDog

LoS Check:

@Yoshi

 Spoiler
 No LoS

@Johnny the Janitor

 Spoiler
 No LoS

Edit: Conbar / Johnny the Janitor is up.

[User] Who's turn is it?

[User]
 Miiine

  Johnny The Janitor    Round 2

 Spoiler

Move Action to R 13

Ready an action to immediately draw a scroll if LoS is established

End Turn

 Spoiler
 Shield (9 Turns left) otherwise unchanged

[User]
 LoS

Johnny
You see your opponent in J-14

Yoshi
You see your opponent in R-13

[User]
 w3kings, always spoiler LoS checks, even when we both see each other.

What you see of Johnny: Johnny is wearing padding, has a spear in one hand and as he sees you draws a scroll.

[User]
 @Conbar

Actually, you don't really have to.  It depends on the ref in question, some do and some don't.

 Yoshi - Round 2
 Move Action:  J-14 to Q13
 Standard Action:  Throw a shuriken.  You aren't holding your spear in both hands, so I don't believe you get an AoO.

Attack Roll:  (1d20+6)[ 10 ]
Damage:  (1d6+1)[ 7 ]

End of Turn:

Stats for Refs:

 Spoiler

Hp: 5
AC: 19
Speed: 40
Fort: +2 Ref: +3 Will: +1
Shuriken Used: 1

[User]
 No hit

  Johnny the Janitor    Round 3
 Full Round Action
Read Scroll

Summon Celestial Giant Fire Beetle

End Turn
(I believe the Fire Beetle comes at the start of my next turn)

 Spoiler
Shield (8 rounds left), otherwise unchanged

[User]
 That it does, although casting causes an AoO,

Yoshi - Round 3 AoO

Stunning Fist:
Attack:  (1d20+1)[ 13 ]
Damage:  (1d4+2)[ 6 ]
If it hits, you need a DC 15 fort save or be stunned.

Yoshi - Round 3

Q-13 to B-14

Balance check to go down the stairs:

 (1d20+8)[ 24 ]

End of Turn:

Stats for refs:

 Spoiler

Hp:5
Ac:21
Loc: B14

[User]
 No hit again

I believe moving away from me causes AoO

  Attack  - (1d20-1)[ 4 ]
  Damage  - (1d8)[ 1 ]

Also, a normal spear is a one handed weapon I believe, so your saying that I dont get the other AoO is wrong I believe. (Could a Reff check?)

AoO for Shuriken throwing next to me

  Attack  - (1d20-1)[ 4 ]
  Damage  - (1d8)[ 8 ]

Also, according to my calculations, at a speed of 30ft you cannot make it all the way to B13, and you dont need a Balance check either, as you werent charging or running.

The furthest you can be I believe is F14

  Johnny the Janitor    Round 4

Move to L13

 Spoiler
 Ready Action to strike opponent should he come near me.

Summoned monster does nothing. Dissapears at end of turn.

End Turn

 Spoiler
Shield (7 turns left) otherwise unchanged

[User]
 Ah, but who said my speed was 30?  And after checking, your right, you would get both those AoO, unfortunately they both miss.

 Yoshi - Round 4

Move Action: Draw Alchemist Fire
Move Action: B13 north which should break LoS

For Refs:
 Spoiler

ending my turn in B6

End of turn:

Stats for Refs:

 Spoiler

Hp: 5
AC: 21
Speed: 40
Position: B6
Fort: +2 Ref: +3 Will: +1
Shuriken Used: 1

[User]
 A spear is two handed weapon. Johnny does not get an his AoOs with is spear until he holds it in two hands. His spear is useless when he holds it in one hand.

Another thing, using a scroll suffers from arcane spell failure. You need to roll it for using the scroll of summon monster 1.

[User]
 Your sheet says your speed is 30ft, although Ill take it that its actually 40 or the likes.

Im not sure about the spear bit, but sadly I recently lost most of my D & D books to a small house fire, so I am unable to check it.

I did indeed forget to roll AFC, but really it makes no difference.
 (1d100)[ 15 ] 1-5 fail

  Johnny the Janitor    Round 5

No LoS I take it?

 Spoiler
 Drop scroll (Free) and fully hold spear (Free (I think)). Move to J14 (Move Action)
Scramble Bridge (Move Action)

End Turn

 Spoiler
 Shield (6 rounds left) otherwise unchanged

[User]
 Most of the stuff in the 3 core books can be found here.   D20srd.org   As for the speed boost, it comes from one of my feats.

 Yoshi - Round 5

 Spoiler

 Double Move Action : B6 to H13

If your still up on the top you can see me again, if not well, we'll need a LoS check.

if you can see me,

 Spoiler

I end my move in H13 with a flask in my hand.

Stats for Refs:

 Spoiler

Hp: 5
AC: 21
Speed: 40
Position: H13
Fort: +2 Ref: +3 Will: +1
Shuriken Used: 1

[User]
 Johnny The Janitor

Move from K 14 to H15

Cast Cause Fear

 (1d100)[ 19 ]

You notice the bridge is scattered

End Turn

 Spoiler
Shield (5 turns)

[User]
 Will Save:  (1d20+1)[ 16 ]

We'll see how that turns out before I take my turn.  DC 15?

[User]
 If that saves I'm only shaken so a -2 to everything eh?

 Yoshi - Round 6

Do a little dance, make a little love, light someone on fire tonight...

Move Action: H13 to H11 to H13
Standard Action: Throw the alchemist fire

Touch Attack: [roll]1d20+4[roll]
Damage:  (1d6-2)[ -1 ]  Fire,  (1d6)[ 3 ]  Skirmish

End of Turn

Stats for Refs:

 Spoiler

Hp: 5
AC: 21
Speed: 40
Position: H13
Fort: +2 Ref: +3 Will: +1
Shuriken Used: 1
Out of Alchemist fire.

[User] Not sure actually, the SRD just says Partial Will Save  Here

[User]
 Yeah, if I didn't make the save I would be frightened and running like a little schoolgirl.  If I make the save, I'm still quaking in my boots, but I can attack.

Fixing butchered attack roll
 (1d20+4)[ 23 ]

[User] So why two attacks? Your fire attack actually heals me (kidding) but I don't know what this Skirmish attack is.

[User] Skirmish is kind of like sneak attack.  On any attack in which I move more the ten feet I get to add +1d6 damage.  It's a class feature of the Scout from Complete Adventurer, but I get it through a monk substitution.

[User]
 Welp, im down.

Good match (stupid 3 HP)

[User]
 Originally Posted by Conbar
 Not sure actually, the SRD just says Partial Will Save  Here

]If the subject succeeds on a Will save, it is shaken for 1 round.

[User] Yeah, we worked it.   Mind calling the match while your here?

[User]
 High Ref PsiDog

Yoshi is the winner. You may now claim the match prize.


[User] I cannot delete. Very sorry.


[User] GAH! ignore please.


[User]
 Arena Tournament, Round 27:  Clamber  vs.  MiTS
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Morbius - Monster in the Shadows
 Stimpus - Clamber
 All Combatants, please roll initiative.

[User]
 initiative  - (1d20+3)[ 14 ]

EDIT1: Readied manuevers

 Spoiler

Shadow blade technique
Distracting Ember
Charging minotaur
Burning blade

EDIT2: IF Clamber ever shows up I am going to buy a potion of spider climb

[User]
 GM Kyeudo
 MitS is the Winner!


[User]
 Arena Tournament, Round 29:  Skrag  vs.  Bob the destroyer
 Map:
 Spoiler

Extra notes: Houses are on average 20 feet high (just use that average figure all over the house), hay piles are up to 10 feet high against the walls. And, I don't care whether you're immune to  sanctuary  effects, you are not immune to the arena's  sanctuary  effect. Creatures summoned during the 1st round are also affected by the  sanctuary  effect.

 XP Award:  300 XP
 GP Award:  300 GP

 Talic - Skrag
 King korath - Bob the destoyer

[User]
 Checking in.  :)  Good luck to you.

No immediate purchases, but I reserve the right to buy a thing or three in response to anything you buy.

 Initiative:   (1d20+5)[ 6 ]

[User]
 init  (1d20+3)[ 12 ]
I have made my purchases.

[User]
 Start in D10, move to N10 then drink a potion. my axe is in my other hand.

 Spoiler
potion of bulls strength

you may go as soon as you like.
stats

 Spoiler
ac17
hp13
temp str 26

[User]
 Round 1, part 2

Very well.  I start in X11, heavy crossbow in hand.  My Dire Badger starts in W10.

My actions:
 Free:  Command in goblin, point Southeast.

 Spoiler
Guard Y14

 Move  south to... Well you lose LoS as I move S out of Y15 to Y16.

 Spoiler
Move back to Y15, hiding.
As he has no LoS, he cannot observe my READY ACTION:  Attack if he attempts to make an attack.
Hide:   (1d20+15)[ 26 ]
MS:   (1d20+15)[ 28 ]
Forgot to remove 5 point of bonus for movement.  Treat stealth rolls as if 5 points lower.

My badger moves to Y13.  No standard action.  (wish they could ready, covering my back will have to be good enough)

Done.

stats:

 Spoiler
Me:

 Spoiler
Location:Y15 (hide, MS)
HP: 8/8
AC: 18
In hand: Hvy crossbow
Readied action

"Invisible Badgera":

 Spoiler

Location: Y13
HP: 28
AC: 20

Reactive checks will be made if opponent breaks LoS.

[User]
 move to y 12 and attack the badger. not raging.
attack  (1d20+8)[ 10 ]
damage  (3d6+11)[ 23 ]

stats

 Spoiler
ac17
hp13
temp str 26

[User]
 This establishes LOS.  I'm in Y15.

As you missed, it's my go.
Free action, Whistle to badger, point Southeast.

 Spoiler
Command:  Guard Z17.

I move S, until you lose LOS, when I leave X18 into W19.

 Spoiler
Back to X18.
Hide:  (1d20+10)[ 12 ]
MS:   (1d20+10)[ 12 ]
READY an action: Attack if he attacks.

Chose not to take my ready action last round.

Badger
Full round action:  Withdraw to Z17.

Done.

Stats:

 Spoiler
Me:

 Spoiler

Location:X18 (hide, MS)
HP: 8/8
AC: 18
In hand: Hvy crossbow
Readied action

"Invisible Badgera":

 Spoiler

Location: Z17
HP: 28
AC: 20

[User]
 move to Z16, rage and attack the badger.
attack  (1d20+10)[ 18 ]
damage  (3d6+15)[ 26 ]  I forgot that str boost added 1.5x to the damage last time.

stats

 Spoiler
ac15
hp15
rage round 1/12
potion of bulls strength drunk

[User]
 Miss again, but that triggers my Ready action.

Versus Flat-Footed AC:
Attack:  (1d20+9)[ 19 ]
Damage:   (1d8+1)[ 5 ]  +  (1d6)[ 3 ]

If threat:  (1d20+9)[ 14 ]
If Crit:  (1d8+1)[ 6 ]

I'm in X18.

 Round 3, Part 2

Lose my action In round 3, due to ready action.  Ready action does change my initiative to acting first in Round 4.  Mount acts on my initiative.

 Round 4

Badger:  Full Attack:
Claw:  (1d20+4)[ 11 ]
Damage:  (1d4+2)[ 5 ]
If threat:  (1d20+4)[ 10 ]
If Crit:   (1d4+2)[ 4 ]

Claw:  (1d20+4)[ 7 ]
Damage:  (1d4+2)[ 4 ]
If threat:  (1d20+4)[ 17 ]
If Crit:   (1d4+2)[ 5 ]

Bite:  (1d20-1)[ 18 ]
Damage:  (1d6+1)[ 2 ]
If threat:  (1d20-1)[ 9 ]
If Crit:   (1d6+1)[ 4 ]

Badger Free action:  5 foot step to Y18.

My action:  Move, breaking LoS as I travel From X18 to W18.

 Spoiler
to W18.  Hide: (1d20+20)[ 36 ]
MS:  (1d20+10)[ 17 ]
Standard:  Begin Full round action:  Reload Crossbow.

Your turn.

EDIT:  My crossbow and Badger super Bite attack hit.  Total damage, 10.

Stats:
 Spoiler
Me:

 Spoiler

Location:X18 (hide, MS)
HP: 8/8
AC: 18
In hand: Hvy crossbow
Full round action to reload Begun

"Invisible Badgera":

 Spoiler
Location: Z17
HP: 28
AC: 20

EDIT EDIT:  You're representing a Strength of 30, by your current damage bonus.  Is this correct?

[User]
 yes, potion of bulls strength. five foot step to y17 and attack that badger again.
attack  (1d20+10)[ 26 ]
damage  (3d6+15)[ 29 ]

stats
 Spoiler
ac15
hp5
rage round 3
str 30

[User]
 Badger's down at -1 and bleeding out, slowly.  Drat, you're lucky, you only had an 18% chance of hitting 29 or higher.  28 would have kept the badger goin.

Now I have no shield... Drat.

Round 5:  Stabilization roll:
 (1d100)[ 8 ]
A result of 1-10 stabilizes.
EDIT:  Stable, unconscious at -1.  Now I really wish I had a healing potion or some heal skill, sigh.

My actions:

 Spoiler

Standard:  Finish Loading crossbow.
Move:  To V18, Rehide:
Hide:  (1d20+20)[ 33 ]
MS:  (1d20+10)[ 13 ]

Done.

Stats:

 Spoiler
Me:
 Spoiler
Location:V18 (hide, MS)
HP: 8/8
AC: 18
In hand: Hvy crossbow (loaded)

"Invisible Badgera":
 Spoiler

Location: Z17
HP: Stable at -1, Unconscious
AC: 20

[User]
 move to Y 20, not done tell me if I have or get LoS, please.
stats will be in the second post once I know if I have LoS.

[User] No LOS.  Please continue, sir.

[User]
 Spoiler
move to R 20

end turn
stats

 Spoiler
ac15
hp5
str 30
rage round 3/12

[User]
 ref chilepepper
skrag
 Spoiler
You see him until he breaks LoS heading west out of S20, his spoiler in the previous post is off limits to you

bob
 Spoiler
no los

[User]
 Round 6, part 1

My Actions:

 Spoiler
Move from V18 to U19.  If LOS, I will attack My opponent.

If my opponent has moved farther away than P20, or north into the 19 row, I won't have LOS, at which point, I'll wait for a round, to let him get a little farther away, and then take a gamble on my Ready Shot feat.  Thus, if no LOS, I'll end my turn.

@Refs:

 Spoiler
Sneak attack, if applicable:
 (1d20+9)[ 26 ]
If hit:  (1d8+1)[ 6 ]  +  (1d6)[ 1 ]
If threat:  (1d20+9)[ 13 ]
If Crit:  (1d8+1)[ 8 ]

Wait for LOS.

[User]
 ref chilepepper

@skrag, refs

 Spoiler
 Skrag, you see your opponent in R20.  Since you moved, you'd have to reroll your hide if you want to stay hidden before your shot.  However, according to my math, it doesn't matter.  I'll pull a high ref in to confirm the win.

@bob

 Spoiler
 Getting a high ref, hang on.

[User]
 @ Refs:

 Spoiler
 Hide:  (1d20+15)[ 21 ]
MS:  (1d20+5)[ 12 ]
 -5 penalty applied for movement, and hay modifiers included.

Even if attack isn't a sneak attack, and the +2 hide bonus isn't included, the 22 to hit and 6 weapon damage should still drop my opponent.

I'll take the no hide.  I forgot it, I'm not gonna try and add it in now.

Based on what I've gotten from refs, you'll gain LoS of me as I enter U19 (forgot to hide).  However, I did fire at you as part of the action.  Waiting on the high ref for it, as even without the +2 invisible bonus, attacking actual AC instead of flat footed, and even without the Sneak attack, it looks to be enough to drop you...  Unless you pulled a Houdini with that Con potion, but I don't see where you've had enough actions to do that.

[User]
 GM Kyeudo
 Skrag is the winner!


[User]
 Arena Tournament, Round 35:  Llince  vs.  Syran
 Map:
 Spoiler

Extra notes: Houses are on average 20 feet high (just use that average figure all over the house), hay piles are up to 10 feet high against the walls. And, I don't care whether you're immune to  sanctuary  effects, you are not immune to the arena's  sanctuary  effect. Creatures summoned during the 1st round are also affected by the  sanctuary  effect.

 XP Award:  300 XP
 GP Award:  300 GP

 FlyMolo - Llince
 Fishy - Syran
 All Combatants, please roll initiative.

[User]
 Syran, her dog, and her protective layer of blubber splutch into the arena.  Fido The Wonder Dog will start in D10, with Syran in D11.  No purchases, she starts with her net in one hand, and the other free.

Syran's Initiative:  (1d20+3)[ 23 ]
Fido's Initiative:  (1d20+2)[ 9 ]

May the owner of the best pet win!

statblocks:
 Spoiler
Syran:
 Spoiler
Position: D11
HP: 10/10
AC: 16, Touch: 13
Saves: +3/+4/+2
Horrible Death By Suffocation: 0/9,600

Fido:
 Spoiler
Position: D10
HP: 13/13
AC: 16, Touch: 12
Saves: +5/+5/+1

[User]
 Eep. My internet was cut off unexpectedly, but it'll be back in a few days(hopefully). Don't disqualify me in the meantime please?😦

I'm glad the round is up tho.

  "llinceinit"  - (1d20+3)[ 15 ]
I can't get at my books to check my crystal's initiative mod right now, but he's an emberling, Complete Psionic, Page 131? Thereabouts. If a ref with ComPsi wants to roll it for me, that'd be great.

[User]
 Ref Talic

Match on hold for up to 1 week at player request.  Refs, please do not call this match.

EDIT:  Familiars, Psycrystals, Animal Companions, and mounts all begin the match on your initiative.

[User]
 ... Oh, hey, we're on?  Nice.

 Syran - Round 1

Standard Action: Cast a spell.
Spellcraft Spoiler:
 Spoiler
Syran tries to fire off her Precocious Apprentice powered Heroism, opting to share it with her animal companion, obviously.
Caster Level Check (DC 8):  (1d20+1)[ 11 ]

Not quite done yet- What's Llince's starting square?

statblocks:
 Spoiler

Syran:
 Spoiler

Position: D11
HP: 10/10
AC: 16, Touch: 13
Saves: +5/+6/+4
Horrible Death By Suffocation: 1/9,600
Heroism: 1/100

Fido:
 Spoiler

Position: D10
HP: 13/13
AC: 16, Touch: 12
Saves: +7/+7/+3
Heroism: 1/100

[User]
 Llince, Round 1.
Bottom thereof.

Start in X11, emberling friend in W11. Start with heavy xbow in one hand, small, thumb sized rock in the other. Move around the building, you lose sight of me at about Y-Z 14.

 Spoiler
 End at Y-Z 16, automatically suceed on power stone activation, manifest Force Screen. +4 AC. 1min remaining. Shared on emberling. Drop it afterwards, and hold xbow in both hands.

Stats:

 Spoiler
 LLince HP 5/5, location Z16, AC 19.
Emberling Y16, HP 13/13, AC 20.

Oh, yeah. And I telepathically announce to my psicrystal that If I fall asleep, he's supposed to wake me up.

All done. Hide and seek, anyone? That's my turn, barring something crazy that you do.

[User]
 ... I actually wasn't done yet with Round 1.  But, hey.

 Syran- Round 1, Continued

Syran and Fido move to L11 and L10, respectively, which I presume doesn't effect LoS or your action, right?

 Syran- Round 2

Double-move to Y13 and Z13 respectively, because I hate Hide-and-seek.  Done.

Statblocks:
 Spoiler
Syran:
 Spoiler
Position: Y13
HP: 10/10
AC: 16, Touch: 13
Saves: +5/+6/+4
Horrible Death By Suffocation: 2/9,600
Heroism: 2/100

Fido:

 Spoiler
Position: Z13
HP: 13/13
AC: 16, Touch: 12
Saves: +7/+7/+3
Heroism: 2/100

[User]
 Round 2
Nope, my actions are the same.

I'm in Z16, My emberling's in Y16. He blasts you with a ray, I just stand there and your brain hurts. Psicraft checks to work out what they are, I believe. Technically, you hear a chiming noise, then your brain hurts. Then you get hit by fire.

 Spoiler
 Mind Thrust from me. Energy ray (fire) from emberling. Both target Syran, not Fido.

  "damage"  - (1d10)[ 10 ] Will DC 15 to negate this.
  "emberling ranged touch"  - (1d20+5)[ 12 ] AC 13
  "fire damage"  - (2d6+2)[ 7 ]

Then emberling quicksteps forward(getting all up in your biznez), and I follow close behind, staying within 5 feet. Emberling goes Y16-Y15-Z14, I go Z16-Z15. Force Screen is still shared.

[/spoiler]LLince HP 5/5, location Z15, AC 19.
Emberling Z14, HP 13/13, AC 20.
[/spoiler]

All done.

[User]
 Ray misses, Mind Thrust... will kill me outright if I don't make this save.  Fun.  :/

 (1d20+4)[ 23 ]

[User]
 I live!

 Syran- Round 3

Free action: Direct Fido to 'Attack' Llince.  My bonus is high enough that I don't have to roll.

Move action:  Syran sprints past both combatants to Y17, provoking an AoO from the Emberling.

Standard Action: Chuck the net at Llince.
Touch Attack:  (1d20+5)[ 8 ] , Entangles if it hits.

After that, Fido five-foot-steps to Y14, takes a bite out of Llince.
Attack:  (1d20+5)[ 7 ]
Damage:  (1d6+3)[ 4 ]
If that hits, Fido gets a free trip attempt.
Strength Check:  (1d20+2)[ 15 ]

Aaaand, done.

Statblocks:
 Spoiler
Syran:
 Spoiler
Position: Y17
HP: 10/10
AC: 16, Touch: 13
Saves: +5/+6/+4
Horrible Death By Suffocation: 3/9,600
Heroism: 3/100

Fido:

 Spoiler
Position: Y14
HP: 13/13
AC: 16, Touch: 12
Saves: +7/+7/+3
Heroism: 3/100

[User]
 Llince- Round 3

I'm not even going to count the craziness there. Natural 19 on your save, then a natural 1, 2, and 3 on your other rolls. 😁 But I'm not entangled, which is cool.

Okay, we were in Z14-15, 1 communal 5-foot-step later, I'm in Z16, little flaming dude is in Y15. Note you can't 5-foot step around corners. I drop the xbow as a free action, draw the shortspear(move). Then I manifest mind thrust again.  (1d10)[ 4 ]  Will DC 15 again.

  "Emberling AoO"  - (1d20+5)[ 11 ] AC 16. If it hits, make a DC 11 reflex save or catch on fire for the next  (1d4)[ 4 ]  rounds. Also, take  (2d4)[ 3 ]  damage.

Emberling manifests energy ray again.  (1d20+5)[ 15 ]  (2d6+2)[ 6 ]  Hopefully I'll have some luck.

[User]
 The dice, they are cruel sometimes.  Speaking of which-
Will save, DC15:  (1d20+4)[ 14 ]

Aaand, that 4 damage mind thrust and the 6 damage energy ray roast the fish.  Syran drops to 0hp and is staggered... which means I have to try something stupid.

 Syran- Round 4 Part I

Syran 5-foot-steps to Y18, and casts Daze, targeting Llince.  Not quite yet done: I'm going to ask you nicely to fail a DC13 will save, and then see what I can do.

Statblocks:
 Spoiler
Syran:
 Spoiler
Position: Y17
HP: 10/10
AC: 16, Touch: 13
Saves: +5/+6/+4
Horrible Death By Suffocation: 3/9,600
Heroism: 3.5/100

Fido:

 Spoiler
Position: Y14
HP: 13/13
AC: 16, Touch: 12
Saves: +7/+7/+3
Heroism: 3.5/100

[User]
 Ah, here goes!

 (1d20+7)[ 12 ] DC 13

Poot.

[User]
 Ref Talic

From SRD, Disabled:

 Originally Posted by SRD
  When your current hit points drop to exactly 0, you’re disabled.

You can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after the completing the act. Unless your activity increased your hit points, you are now at -1 hit points, and you’re dying.

Casting daze causes 1 point of damage after completing the act.

[User]
 That's fine, I was a goner anyway.  Is there enough time for Fido to five-foot-step to Z15 and take another bite at Llince?

Attack:  (1d20+5)[ 12 ]
Damage:  (1d6+3)[ 9 ]

And... Pretty sure that's a miss, either way.  Syran splats on the floor, and the Arena medical team haul her away in a bathtub.  Good game!

[User]
 You too. My first Arena win I ever had because I actually defeated my opponent.

Every time I saw horrible death by suffocation 2/2600 I always laughed.

What to buy, what to buy.

[User]
 Originally Posted by Fishy
 That's fine, I was a goner anyway.  Is there enough time for Fido to five-foot-step to Z15 and take another bite at Llince?

Attack: [roll0]
Damage: [roll1]

And... Pretty sure that's a miss, either way.  Syran splats on the floor, and the Arena medical team haul her away in a bathtub.  Good game!

  ref chilepepper
Just to answer your question... yes, there is enough time to have Fido attack, however, you can't direct Fido to attack while unconscious.

[User] So is this match officially called yet? Just wondering.

[User]
 GM Kyeudo
 Llince is the winner!