[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]
 Wasting no time, Crusader bars the doors at J2 and K2, draws his sword, and bursts through door I2.

((Since I'm pretty sure we both know what's coming *Unless it changed!*, initiative:  (1d20)[ 15 ] ))

[User]
 Oh, yeah. Surprise round for you, init for the four kobolds.

Init:
 (1d20+1)[ 18 ]
 (1d20+1)[ 10 ]
 (1d20+1)[ 19 ]
 (1d20+1)[ 5 ]

[User]
 All right. Silly me forgot to see what my Granted Maneuvers are, so here we go!

 Spoiler

1 Crusader's Strike
2 Charging Minotaur
3 Stone Bones
4 Dousing the Flames
5 Leading the Attack

 (1d5)[ 2 ]
 (1d5)[ 2 ]

Actions to be decided based on results.

[User]
 {See OOC for other Granted Maneuver: has Charging Minotaur, Douse the Flames}

Crusader initiates his Martial Spirit stance (just in case!) as a swift action and moves near the nearest Kobold, so as to attack next turn.

If, however, he is already by a Kobold, he attacks.

 (1d20+7)[ 10 ]  Attack
 (2d6+6)[ 10 ]  Damage
 (1d20+7)[ 24 ]  Crit Confirm

The maneuver he will get next turn (rolled several times in case I get a 2 or a 4):
 (1d5)[ 3 ]
 (1d5)[ 2 ]
 (1d5)[ 4 ]
 (1d5)[ 3 ]

HP: 13, AC: 15

[User]
 He can five ft adjust to one, not that it matters, as a 10 misses.

The slinger in the back goes before you, as does a spearman. Slinger first.

Sling:  (1d20+3)[ 23 ]  -Remember, +4AC to you for being in melee on this attack.
Dmg:  (1d3-1)[ 2 ]

Spear:  (1d20+1)[ 13 ]
Dmg:  (1d6-1)[ 1 ]

[User]
 Completely overlooked the possible crit. Here goes.

Sling Crit confirm:  (1d20+3)[ 4 ]
Addtl Crit Dmg:  (1d3-1)[ 1 ]

[User]
 Crusader strikes at the nearest Kobold with his sword again, initiating Stone Bones. If he hits, he gains DR2/Admantine. His Martial Spirit stance grants him +2 HP if he hits.

 (1d20+7)[ 25 ]  - Attack
 (2d6+6)[ 11 ]  - Damage
 (1d20+7)[ 25 ]  - Crit Confirm

AC 15, HP 11 (13 if attack hits), DR2/Admantine if attack hits.

Next granted maneuver:
1 Crusader's Strike
2 Leading the Charge
 (1d2)[ 1 ]

Still granted:
Charging Minotaur
Douse the Flames

[User]
 Hits and drops the spearman. The other two spearmen and the slinger attack, oblivious to your newly gained DR.

Sling: (1d20+3)[ 19 ]
Dmg: (1d3-1)[ 2 ]

Spears: (1d20+1)[ 19 ]
 (1d20+1)[ 12 ]
Dmg: (1d6-1)[ 5 ]
 (1d6-1)[ 3 ]

[User]
 HP 13 (Delayed damage pool: 4) AC 15
Furious Counterstike: +1
Still in Martial Spirit stance (+2 HP if attack hits. Or -2 to delayed damage pool in this case)
Granted Maneuvers: Charging Minotaur, Douse the Flames, Crusader's Stike

Crusader attacks the nearest Kobold with a mighty shout, initiating Crusader's Stike.
 (1d20+8)[ 14 ]  Attack Roll
 (2d6+7)[ 11 ]  Damage
 (1d20+8)[ 12 ]  Crit Confirm

As long as the Kobold is Chaotic, Neutral (on the Chaos/Law axis), Good, or Evil, Crusader heals:  (1d6+1)[ 3 ]  if the attack hits (or again, -that much to delayed damage pool).

Crusader is granted Leading the Charge as his final maneuver. Next turn, they all reset and he gains them anew.

[User]
 Your attack misses, and unfortunately, the kobolds are lawful evil.

They like their previous attempts, so they do the same.

Spears:
 (1d20+1)[ 12 ]
 (1d20+1)[ 12 ]

Spear Dmg:
 (1d6-1)[ 0 ]
 (1d6-1)[ 0 ]

Sling: (1d20+3)[ 16 ] (you have +4AC against this due to melee)

Spear Dmg:
 (1d3-1)[ 1 ]


[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 fairly spacious, rectangular 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, two torches are already lit and resting in brackets, one by each of the doors.

Map:
 Spoiler
{table]|A_|B_|C_|D_
1|||||
2|||||
3|||||
4||B|||
5|||||
6|||||
7|||||
[/table]

There is a door at A-1, north side, and another at D-4.

DM notes:
 Spoiler
5, 20, 5

[User]
 I will pull out my 10ft pole and start checking for pressure panels in the floor as well as any type of trip wire that might be between myself and the door at A-1.

I will slowly make my way toward that door.

Rolls (if needed)

 Spoiler

  Search  - (1d20+4)[ 8 ]
  Spot  - (1d20+4)[ 8 ]
  Listen  - (1d20+4)[ 20 ]

[User] You find nothing between yourself and the door.

[User]
 I will use the 10ft Pole to poke the door, checking it for traps as well.

If needed:
  Search  - (1d20+4)[ 23 ]

[User]
 And if nothing happens, after poking, prodding, and otherwise searching the door,Bob will open it 🙂

If something of significance happens, I'll readdress what Boo will do 😉

[User] At the touch of your pole, a web of concealed copper wires flares to life, a current of crackling blue energy running the length of each wire. Having nowhere better to go, the energy dissipates harmlessly into the air, leaving behind a very scorched door.

[User]
 Bob Moves forward and opens the door, peering ahead.

(Note I have 60ft Darkvision if it matters)
Rolls (if needed)

 Spoiler

  Spot  - (1d20+4)[ 8 ]
  Listen  - (1d20+4)[ 10 ]

[User] Opening the door reveals a hallway running to the east and west. To the east, it runs for fifteen feet before turning north. To the west, it runs for twenty-five feet before turning south.

[User]
 Surveying his choices...Bob thinks...

Eventually, he starts down the west hallway, checking the floor for pressure panels and tripwires with his 10ft pole.
 ...I never much liked going north...always feels like going uphill...

Rolls (if needed)

 Spoiler
  Search  - (1d20+4)[ 9 ]
  Spot  - (1d20+4)[ 14 ]
  Listen  - (1d20+4)[ 10 ]

[User]
 You find a tripwire five feet to the west of the door you just left. You can step over it easily now that you've found it.

At the bend, the hall continues south for ten feet before turning west again.

[User]
 Bob shakes his head...
 ..Silly winding passages..  he thinks.

Bob heads south, continuing to check for tripwires and pressure panels with his pole.

Rolls (if needed)

 Spoiler

  Search  - (1d20+4)[ 6 ]

[User]
 You continue south for ten feet, then west for ten feet, then north for thirty feet, then east for thirty feet, then south for ten feet, then east for ten feet, then north for ten feet before your next decision.

The hall continues to the east for thirty feet before turning north, or else splits south after ten feet. There is a door on the east face of the bend.

You found another tripwire somewhere in that mess, by the way.

[User]
 😦

That was quite a mess!

I'll use the pole to check the door for traps.  If there are no traps, I'll draw a bolt and hold it in my hand.  Then open the door.

Search (if needed)
 (1d20+4)[ 9 ]

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

There is a door at A-1, west side, which you are just outside of.

There is a kobold in the lower right corner of the room, wearing studded leather armor and holding a pair of kamas, with a buckler strapped to one arm and a shortsword hanging at its belt.

Roll initiative.  (1d20+6)[ 17 ]

[User]
 Here's hoping for a high roll.

 Spoiler
  Initiative  - (1d20+4)[ 14 ]

(edit)
Crap

[User]
 The kobold moves into the doorway, shadows twisting about its form as it walks so that its form is partially hidden from your vision. (20% concealment)

A tiny fire elemental appears behind you, existing only long enough to distract you before disappearing.

The kobold takes a swing at you with one of its kamas.

 (1d20+8)[ 28 ]  vs flatfooted, including flanking bonus, for  (1d4+6)[ 10 ]  +  (1d6)[ 6 ]

If it hits, make a will save.

[User]
 Wow. I'm a PC killing machine. 😦

Crit confirm:  (1d20+8)[ 27 ]  for  (1d4+6)[ 8 ]

[User]
 Curses!

Looks like I'll be making another character 😩


[User]
 It's a cold night, but the tavern is almost stifling; the heat of the many bodies drinking, talking, and gambling fills up the large room readily enough. There are no free tables, and people share seats - or push others off them.

At the bar, a bearded, graying human wipes off the glasses patrons hand to him with a sopping cloth, occasionally yelling at the boy of fifteen or so who is serving the drinks.

[User] Zar sits in a corner, nibbling his fingernails and the random insects he pulls from his hair absent mindedly  as he watches the goings on with wide eyes through matted, tangled hair.

[User]
 Anonymous looks supiciously at Zar, and walks up to the mysterious man sitting by himself in a corner and staring into his cup and say:
 Say kind sir, i just noticed that you were sitting in the corner by yourself staring into your cup. Would you be in need of an adventurer?
The corner Zar is not in, before we get that one.

[User] The man looks up from his mug, glaring at you.  "An  adventurer?  What sort of man's an adventurer these days? Hmph."  He sits back in his chair, and takes a long swig. Seeing you still standing there, he sets the mug down with a thump and grins - somewhat nastily.  "Tell you what. There's a little something I need, eastwards a ways - about, oh, ten, fifteen miles. Something that grows down in the valleys thataway. A plant, sorta purple colored, looks like a cactus. Bring me about - about two pounds' worth. I'll pay you well."  He pulls a grimy gold piece out of his pocket, polishing it off between his fingers.  "This, and more when you get back."

[User] Zar's eyes flicker between the gold piece and the two men.


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

 XP Award:  0 XP
 GP Award:  0 GP

 Ms. Isle  - Koury
 Hephaestus  - Eurus

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

I chose glass arena because, well, I could just copy and paste from my other match 🙂

[User]
 Crafted:
Scroll of Chill Touch (6.25 gp; 1 xp)
Scroll of Entangle (6.25 gp; 1 xp)
Scroll of Blockade (6.25 gp; 1 xp)
Scroll of Blood Wind (6.25 gp; 1 xp)
Scroll of Scorching Ray (37.5 gp; 4 xp)

Just to confirm, didn't the Rules Compendium say that activating a scroll is the same action as casting the spell would normally be? I don't have that book with me at the moment, unfortunately.

  Initiative  - (1d20+2)[ 13 ]

[User]
 Yeah, pretty much.

  Initiative  - (1d20-4)[ 15 ]

I start in Y13, shield equipped.

EDIT: I'm always surprised when I win initiative. Double move to U6

[User]
 I start in B-13, holding a scroll of Entangle. I begin using the Skill Enhancement (Use Magic Device) infusion on myself. Casting time is one round.

Stats:

 Spoiler
HP: 6/6
AC: 14, touch 12, flat-footed 12
Current effects: None

[User]
 Move to O6
Ready Action:

 Spoiler
Condition: LoE established (I believe I have LoE on the west side entrance)
Action: Cast Magic Missle

Stats:
 Spoiler

HP: 7/7
AC: 16
Position: O6
Spells: Lvl 0 - 5/5; Lvl 1 - 4/4

End Turn

[User]
 I finish casting Skill Enhancement, giving myself a +3 bonus on Use Magic Device checks for ten minutes.

Swift action: Attempt to activate scroll of Blockade in F-13. Use Magic Device DC 21.

  UMD  - (1d20+16)[ 35 ]

Stats:

 Spoiler
HP: 6/6
AC: 14, touch 12, flat-footed 12
Current effects: Skill Enhancement (UMD) +3, 100 rounds

Turn not done, I just need to see the results of that roll.

[User]
 My bad, forgot it has no range. So I move to E-12 before using the scroll. The block lasts 3 rounds. 😁

Standard action: Readying.

 Spoiler
If my opponent starts to cast a spell while having line of effect to me, I will move.

[User]
 Do you have LoE (or need it) to cast that on F13 from E12 (aka, does that wall get in your way?)

Regardless, my turn:

Ms. Isle - Round 3

Move to N12
Cast Spell: Acid Splash at glass panel between N13/M13
  Attack  - (1d20+2)[ 15 ]  vs whatever the walls AC is.
  Damage  - (1d3+3)[ 4 ]

That should remove that pane.

Side note, where is the spell description for Acid Splash at? Its listed as a Warmage spell on pg 90 CAr, but isn't in the spell descriptions there, or in SpC.

End Turn

[User] Acid Splash is in the PHB. As for the wall getting in my way, I didn't think it would? I thought that if you have a clear line from a corner of your square to part of the square you're targeting, you're considered to have line of effect.

[User] Go for it, I was just asking, not saying you couldn't 🙂

[User]
 Hmm. I'll take a 5-foot step to E-13 and ready an action.

Readied:

 Spoiler
Same as last time. If my opponent starts to cast a spell while having line of effect to me, I will move.

The blockade has 2 turns left before it vanishes.

[User]
 Sorry about the delay, I keep getting caught up in my books looking at stuff, jumping to a different book, etc.

 Ms. Isle - Round 4

5 Ft. to O13
Ready Action:

 Spoiler
Condition: LoE established
Action: Magic Missle

This assumes blockade blocks my LoE. If not, action triggers.

End turn.

[User]
 I've been assuming it does; that's why I put it there in the first place.

 Hephaestus, round 4

Hephaestus drops his scroll of Entangle as a free action and pulls out a scroll of Scorching Ray as a move action.

Standard action: Readying

 Spoiler
If my opponent starts to cast a spell while having line of effect to me, I will attempt to disrupt with the scroll of Scorching Ray.

There's one round left of Blockade's duration. That means that at the start of the next round (the end of this current round), it vanishes, giving us line of effect to each other.

[User]
 Ms. Isle - Round 5

So, blockade disappears?

OK.

Cast Spell (DC 16 Spellcraft to open spoiler):
 Spoiler
Magic Missle

  A hand shaped mass of force streaks toward you and slaps you in the face.
  Damage  - (1d4+4)[ 6 ]

I'm wary of your readied action. I'll finish my turn after seeing if its been triggered or not.

[User]
 Spellcraft  - (1d20+6)[ 14 ]

My readied action is indeed triggered. "If my opponent starts to cast a spell while having line of effect to me, I will attempt to disrupt with the scroll of Scorching Ray." So regardless of whether my spellcraft roll succeeds or fails, here's my attempt at a counter-attack.

  Use Magic Device DC 23  - (1d20+16)[ 29 ]

If successful:   Touch attack  - (1d20+2)[ 19 ]

If the ray hits:   Damage  - (4d6)[ 11 ]

[User]
 That ray hurts ☹
  Concentration  - (1d20+6)[ 21 ]  vs DC 21 (10+damage taken)

Regardless of outcome, 5 ft step north.

Current HP: -4/7 (Rageclaws active)

End Turn

EDIT: Heck yes! I love hitting DCs exactly.

[User]
 Didn't hurt enough, apparently. 😛 And I take six damage.

Move action: Pick up dropped scroll of Entangle.
Non-action: Five foot step north, to E-12.
Standard action: Repair Light Damage infusion on myself.

  Repair  - (1d8+2)[ 9 ]

[User] EDIT: Waaait. The concentration DC is 10 + Damage taken + the level of the spell you're trying to cast. Right?

[User]
 Pg 70 PHB. 10+Damage Taken.

But you did make me question it enough that I actually had to go look 😁

EDIT: I thought you only had 6 hp. If so, you're disabled and can't take a move and a standard in one round. If you take a standard you also take 1 hp damage upon completion of that action.

[User]
 Yeah, and underneath that:

1 If you are trying to cast, concentrate on, or direct a spell when the distraction occurs, add the level of the spell to the indicated DC. 😛

EDIT: Sorry, change the order of those actions, then. First the Repair, so I can take further actions in that round,  then  I'll pick up the scroll and 5-foot step. Warforged don't take damage from using a standard action while disabled.

[User]
 😦 ☹ You're right, I missed that.

OK, you've taken no damage as my slappity spell misfired. You're actions, I assume, will change based on that.

 *mumbles to self* Stupid one point miss.

[User]
 Sorry 'bout that. 😳

Aaanyway. Revised actions:

Move action: Pick up scroll of Entangle.
Standard action: Attempt to use scroll of Entangle, centering the effect on the intersection of N-7 and O-6.

And a 5-foot step to F-13.

  Use Magic Device DC 21  - (1d20+16)[ 28 ]
If successful, make a DC 11 reflex save to avoid being entangled.

[User]
 Reflex  - (1d20+2)[ 20 ]  vs DC 11

Does that spell effect affect the area on the other side of the glass? Or is it blocked by it (partially). Basically, does the spell effect look like a giant PacMan trying to eat me?

[User] It's a spread, not a burst, so it goes around corners. 😁

[User]
 Double move to I13, which should be JUST outside the area.

N7: 5 ft; M7: 10 ft; L8: 15 ft; K9: 25 ft; J10: 30 ft; I11: 40 ft.

End turn.

[User]
 Hmm. Okay, I'll move up and attempt to grapple you. Ms. Isle isn't armed, so no attack of opportunity for you. 😛
  Touch Attack  - (1d20+2)[ 12 ]
  Grapple Check  - (1d20+2)[ 16 ]

[User] A swing and a miss. Okay, I'm in H-13.

[User]
 With a little luck, this is game.

5 ft step back (should be literally on the edge of entangle now)
Cast spell
Spellcraft: DC 16
 Spoiler
Magic Missile. What else would Ms. Isle cast?

  Damage  - (1d4+4)[ 8 ]

50% chance to end it right here. *crosses fingers*

EDIT: That, I believe, drops you to -2. Let me know if there is something I'm missing, otherwise, I think you're down.

[User] Yeah, that's game. And a good one it was. I should have packed another scroll of Scorching Ray. 😛

[User]
 Muh-hahahahahahaha!

And I'm glad you didn't bring another one (or roll better on the one you did bring. 11 on 4d6 is low.).

If only I could get one of these wins in an actual match 😛

You made my exhibition record positive again though. 2-1 now (Damn you Sallera *shakes fist*).


[User]
 A towering figure in a dark robe enters the room where you have been milling around sizing up the competition. His face is completely obscured by his hood. He raises both hands to get your attention and speaks in a deep voice.
Sam, Camael. You have been chosen to fight. Prepare yourselves!
With that he brings his hands down and the two of you find yourself transported to the  arena

OOC:
You've got time for one swift action and one standard action before you get transported in case you need to adopt a stance or activate an item.

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

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

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

Actions before start:

 Spoiler
Swift Action: Activate Hearing the Air Stance
Standard Action:  Activate Skin of Celestial Embrace

[User]
 [roll]1d20+4[roll]

Standard Action:
 Spoiler
ready action: if he fires a ranged item at me, turn ethereal and five foot step to the left

[User]
 Oops.

  initiative  - (1d20+4)[ 11 ]

[User]
 Would you rather start in T20 or A1?

And for reference, here's an updated  Bubba

[User] I'll go A1. And here's my  Snea .

[User]
 Actions:

 Spoiler
Standard Action: Activate Holy Aura.
Swift Action: Use two Charges on Scout's Headband to Activate See Invisibility for 10 Mintues.
Move Action: Move to R19.
If Snea is seen, he is declared for my Dodge bonus.

You're Up.

((If you can see R19, then LoS is established as I have See Invisibility Up.))

[User]
 Snea, round I

Nope, can't see there. So we say what square we're in, just in case they can see us? Now in I9, although I don't think you have LOS.

 Spoiler
Double Move Action;A1 to I9., drawing sugliin, and readying sheild.

Battle State:
 Spoiler
HP: 156/156.
F/R/W: +14/+15/+6.
Buffs: None.
Ki Pool; 5.
Position; I9.
Readied Action: No.
AC: 33 (touch 17, flat footed 29).
+5 to hit with Sugliin.

Done.

Edit: Bugger. This is going to be your game. I'm going to have a  lot  on trouble hitting that AC 50...not that I'm surrendering, you'll still need to fight for it.

[User]
 Bubba - Round 2

Actions:

 Spoiler
Free Action: Activate Boots of Speed.
Standard Action: Use Nature's Blessing to boost my wis score.
Move Action:  Fly 60ft Straight up. then fly to Q8 w/ the rest of my move.
Swift Action:  Activate Travel Devotion.

I'm in Q8, flying up at the ceiling.

LoS should be established now.

End my Turn.

Stats:

 Spoiler
HP: 130
AC: 56

[User] How high are you flying?


[User]
 OOC: Fanboy, please write a short introduction with your backstory and post your character sheet here.

Also, say where you want to start the game.

[User]
 Melcant walked up into the bustling trade district of [insert DM's city name here] a bright outlook, and a urge to go out into the world, and get the medicine his mother so desperately needed for her Flith Fever.

backstory:

 Spoiler

Melcant son of none born 12th E.C (12th Ebberon Centinial.)
Died: -----
Melcant son of none was born to a small slum family subsisting off of scraps, and working for whopever would let him to support his ailing mother. His conception while no one ever knew who the real father was; was the prospect of a roadside rape that many argued should have been proscuted further, and the baby abandoned to the gutter. His mother refused however, and went into work at a textile mill at the riverside in order to support the two fo them for the first ferw years of his life. Things were tight, and the food wasn't always there, but life was good between the mother, and son. Melcant son of none eventually grew to be a teenage boy, and shortly moved to working for the local metalsmith a dawrf by the name of Tarn Ironhammer a good hearted old dwarf with iron mandates, and even harder work ethics. it was there he learned the arts of the forge, and payed through his works for the many things his mother desired, and even managed to get them a all saints day tree, and some gifts to go with it in his last year of his teens. The day he turned 18, and his apprentice ship finished a odd old man came to the door of their shop admiring the intricate markings that were the trademark of Melcant son of none. The old man came up to the clerks desk with the broad sword asking to see the man that made it. when it was young Melcant that came out he looked rather surprised, but after the short explaination given by Melcant he understood. He told Melcant that he was a prodigy, and that he could take him away from all of this. Melcant stood there honestly shocked by this message... he could get away from this slum and move up through the world... but what of his mother? She was ill right now with the Flith fever that was running rampant through this hell hole, and he had just purchased some Dwarven anti virus from a local vendor to help her.. So, he inquired if his mother would be able to come with him, and the old sage merely nodded understanding the bright fire, and respect that burned through the boy. So, they packed their things, and set off for a near by merchants distrct where the old man dwelled. There he showed them to the guest houses, and began Melcants tutalage in the arts of the arcane, and how to blend them with the crafting art in which he was such a prodigy in. Many years later his tutalage was finished, and the old man imparted upon him his beginer's tome filed with the various spells that he had learned. He kissed his mother one last time, and hugged the Old sage who had become unto a father for him, and he set out promising to return wealth, and medicine to his home one day.

[User] As you walk through the city, you notice many of your old friends. "Hey! Melcant!" you hear a cry. Turning, you see one of your childhood friends, Temen. "I heard you were leaving town! Can I come with you?"

[User]
 Melcant turns to see Temenm and is honestly surpirsed that he would want to come.
 "well, if you want to I guess you can ,but things are dangerous, and you may get hurt. If you have any way to defend yourself I'd suggest bringing it."

[User] Right, old chap! Now, listen here. This could be important.  He leans in close, his mouth centimeters from your ear.  Where can we talk? I've got something to tell you. It's about your mother's illness.

[User]
 Melcant is simply too shocked to speak, and will say a hoarse whisper before taking him to a sercret location.
 "tell me everything."

[User]
 Temen seems to understand Melcant's shock.  Alright, let us depart.  They leave towards Melcant's secret hiding place.

OOC: Please describe it, since it's YOUR secret hiding.

[User] Hey, Fanboy, you still playing?


[User]
 Post content shamelessly ripped from theterran :)
A towering figure in a dark robe enters the room where you have been milling around sizing up the competition. His face is completely obscured by his hood. He raises both hands to get your attention and speaks in a deep voice.
Andalla, Jeteblei. You have been chosen to fight. Prepare yourselves!
With that he brings his hands down and the two of you find yourself transported to the Arena http://excessivefreetime.org/arena/arena1.html

OOC:
You've got time for one swift action and one standard action before you get transported in case you need to adopt a stance or activate an item.

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

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

((For simplicities sake, you start in A1 and I'll Start in AN40...that work?))

Surprise round: Standard: Activates Ring of Growth, becomes Huge.
Swift action: None.

[User]
 My Initiative:
[roll0]

EDIT: Why won't it roll?

[User]
 I act on initiative count of  (1d20+13)[ 26 ]

Oh and for your roll do this without spaces [roll] 1d20+13 [/roll]

[User] You've got me beat, I don't need to roll. Best result I'm capable of getting is 22.

[User]
 I'm invisible because of my constant ability.

I take a move action to AC30 at height of 20 feet
Then I take a standard action to sneak attack with my bow
attack roll  (1d20+27)[ 28 ]  damage roll  (1d4+3)[ 6 ]
Sneak attack damage  (10d6)[ 32 ]
Oh and thundering adamantine arrows.
Dungharrows! Critical Miss!!!

[User]
 1) How did you move 200 feet in one move action?
2) How did you sneak attack from 75 feet away?

Each square is 5 feet, I believe.

[User] ouch crappers sorry ignore last one. I counted each square as one feet. Ok. I double move action to Q18. That's feasible I believe and takes up my round

[User]
 I take off and double move to U21. I then take a swift action to
 Spoiler
activate my Dragon Mask, giving me See Invisibility for the next 5 minutes

[User] Okay I got LOS. I move 30 feet upwards leaving 10 feet between me and the ceiling with a move action And use a standard action to use an SLA to cast horrid wilting on you  (15d6)[ 56 ]  One fort save for half please😉 DC is 21 Wait is your character a construct?

[User]
 Hehe. Fort saves I can do. Really well.
 (1d20+26)[ 34 ]

Regardless, after that, I charge you, swiping with my tentacle. My Dragon Mask is currently providing See Invisibilty, so I know exactly where you are. Using it as a primary, so:
Attack  (1d20+43)[ 62 ] +2 for charge
Damage  (3d6+32)[ 38 ] +2 for charge

I have Improved Grab, so I get to make a free grapple attempt, assuming I hit with that attack
Grapple  (1d20+62)[ 74 ]
I'm assuming you're not gonna beat that.

At this point, assuming everything's worked out so far, I'm going to rage as a free action. This, incidentally, turns me into a bear. I'm not sure whether I get to keep my wings or not, but be that as it may I fold them and deliberately stall. As your light loud is 16 pounds, and I'm Huge, I doubt you can support my weight, so we plummet.

*goes to look up falling damage*
Unfortunately we're only 50 feet up, so that's
 (5d6)[ 8 ]  damage for you, and
 (5d6)[ 21 ]  damage for me.

And no, I'm not a construct. Once you wend your way through the templates, I end up humanoid.

Also, my strength at the moment is 92. You really didn't want to let me grapple you.

Oh, and my Torc of the Vampire lets me heal half the damage I did to you with the melee attack, so I regain 20 HP. Just be glad I forgot to Power Attack.

[User]
 You did not specify shutting my character up so I go ethereal (standard action) and move 30 feet in straight line I end up in K18

Okay looks like I'm screwed in this fight. Well that doesn't stop me from trying

[User]
 Indeed, I didn't specify shutting you up, because I can't do that until I got you pinned.
Hum. My Ghost Shroud makes all my attacks Ghost Touch, but that doesn't help if you're ethereal, does it? Well, anyway, See Invisibility still lets me see you, and I'm not sure if the Rod of Negation will work while you're ethereal (do you know?) so what I'm going to do this turn is take a deep breath and blast you with  (6d8)[ 34 ]  Force damage, Reflex DC 38 for half.

*breath weapon recharging... breath weapon online again in  (1d4)[ 3 ]  rounds*

[User]
 My best save. But it might not be enough against that
 (1d20+25)[ 37 ]

Doggone it!! Failed by one

Well, Jeteblei is not down for the count yet so I dismiss etherealness and do a full attack with rapid shot action and using speed quality. Dismissing is a free action as far as I know.  [roll]1d20+25[/roll]  [roll]1d20+25[/roll]  [roll]1d20+25[/roll]  [roll]1d20+25[/roll] Damage [roll]1d4+3[/roll]  [roll]1d4+3[/roll] [roll]1d4+3[/roll] [roll]1d4+3[/roll] Sneak atatck damage [roll]10d6[/roll] [roll]10d6[/roll] [roll]10d6[/roll] [roll]10d6[/roll]

[User]
 Roll will you!

  (1d20+25)[ 26 ]   (1d20+25)[ 34 ]   (1d20+25)[ 45 ]   (1d20+25)[ 43 ]  Damage  (1d4+3)[ 6 ]   (1d4+3)[ 7 ]   (1d4+3)[ 7 ]   (1d4+3)[ 5 ]  Sneak attack damage  (10d6)[ 37 ]   (10d6)[ 39 ]   (10d6)[ 28 ]   (10d6)[ 36 ]

One critical miss and the rest are hits. I do 122 damage still with thundering adamantine arrows. Unless you got some kind of DR that is.

[User] Actually, I'm afraid that manifesting is a standard action unless you have the Quicken Manifestation feat from LM. Sorry bout that.

[User]
 Originally Posted by Heliomance
 Actually, I'm afraid that manifesting is a standard action unless you have the Quicken Manifestation feat from LM. Sorry bout that.

Did I manifest something?

[User] Manifesting=appearing on the Material Plane, as opposed to being purely ethereal. Nothing to do  with psionics in this case.

[User] I dismiss my etherealness and move to A19 keeping the same altitude.

[User]
 Unfortunately for you, I have a 60-foot fly speed, so that's well within my charge range. So.

Attack (claw):  (1d20+54)[ 58 ]
Damage:  (3d6+42)[ 51 ]
Grapple:  (1d20+74)[ 75 ]

And I heal 25 damage.

Breath weapon online in 2 rounds.

Heh. Forgot to Power Attack again. Ho hum.

EDIT: Hang on, thought you were a ghost. Having read the entry on the Cloak of Etherealness, it's highly ambiguous as to what it takes to dismiss. In the interests of having a fun fight and not just steamrollering you, I'll let you dismiss it as a free action. However, your shots can bite my 20% miss chance :D

[User]
 Kay, three shots. 1 misses:
 (1d5)[ 2 ]
 (1d5)[ 1 ]
 (1d5)[ 4 ]

Second one missed, meaning I take 12 damage. Huh. You were kinda relying on that Sneak Attack, weren't you.

Currently at 388/404 HP.

I don't think you rolled the Thundering damage though.

[User]
 Originally Posted by Heliomance
 Kay, three shots. 1 misses:
[roll0]
[roll1]
[roll2]

Second one missed, meaning I take 12 damage. Huh. You were kinda relying on that Sneak Attack, weren't you.

Currently at 388/404 HP.

I don't think you rolled the Thundering damage though.

With that charge I am currently at -29 hp and intend to use my actions decomposing😁 Oh and thundering damage only applies on Crits and i got none so that's that.

E: Oh one crit. Then I roll for it [roll]2d8[/roll]

[User]
 Thundering damage
 (2d8)[ 9 ]

And yes I was relying on my sneak attack. Your character was able to nullify my pixie powers which I also relied on which meant I was denied most of my damage.


[User]
 Arena Tournament, Round 47:  Torr  vs.  No
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Torr - AlterForm
 No - Bayar
 All Gladiators, please roll initiative

[User]
 Goody...this map is just soooo much fun. 😩
 Torr  Pre-Round Setup

  Initiative  - (1d20+4)[ 21 ]

[User]
 You didnt buy anything ? Well, I will buy/craft some stuff as soon as I get home.

And Initiative, because I can !  (1d20+2)[ 21 ]

Edit: Looks like U go first 😁

[User] Nothing bought yet...but I'm going to wait for you to do your purchases/crafts in case I have a reactive purchase.

[User]
 Lesse...1 scroll of Protection from arrows, 1 scroll of Seeking ray, 1 scroll of invisibility.

 For now. Will modify this as I see fit, and still thinking about extra spells.
Oh, and a level 2 spell create cost for me is 56 GP, 2 SP, 5 CP. So I still have about 131 GP, 2 Sp and 5 cp to spend 😁

[User]
 Torr  Round 1

 Spoiler
Begin in M2, Longbow in hands.
Move: Move 30 ft due south, to M8
Swift: Expend Swift Leap maneuver. Moving directly south with granted movement.   Jump  - (1d20+7)[ 23 ]

Turn not over; resolving a roll.

[User]
 Torr  Round 1, continued.

I'm going to need your starting position. 😏

[User]
 Spoilered position of myself for good faith:

 Spoiler
I landed in M12

[User]
 I never said i was done shopping...

Did you run in front of me like that guy with the horse did ?

I start in N26. With scroll in hand. And wearing that Hide armor I wanted to buy.

[User]
 Torr  Round 1, part troix

Yeah, I did. I have to end this quick or your wily magics will make mincemeat of me.

I land in M12.

I then fire a single MW Arrow at you. Unfortunately I didn't jump quite far enough to negate your cover against me.

  attack  - (1d20+7)[ 13 ]
  damage  - (1d8+1)[ 7 ]
😡 Dice hate Torr. 1. Freaking. Short.

Statblock

 Spoiler
Position: M12
HP: 13/13
AC: 16 (T 13 / FF 13)
In Hand: Longbow
MW Arrows: 15/16
Other Arrows: Full
Maneuvers:
[] Moment of Perfect Mind
[] Wolf Fang Strike
[x] Sudden Leap

END TURN

[User]
 No - Round 1
 So, you want this to be quick ? Ok.

Cast a spell from my scroll.

 (1d20+17)[ 27 ]  DC 23

Attack:  (1d20+2)[ 16 ]
Damage:  (4d6)[ 13 ]

Stats coming soon.

Edit: think you are at 0 HP.

I will continue my turn, moving to K24.

End turn.

Stats:

 Spoiler
HP: 6/6
AC: 15, T:12, FF:13

[User]
 Seeking Ray, I'm guessing? If so:

A: What's the source on that? It doesn't seem to be in the SpC/CA/CM
B: This was quick at least. I think Torr needs Travel Devotion. As much as I hate that feat. 🫤

[User]
 Originally Posted by AlterForm
 Seeking Ray, I'm guessing? If so:

A: What's the source on that? It doesn't seem to be in the SpC/CA/CM
B: This was quick at least. I think Torr needs Travel Devotion. As much as I hate that feat. 🫤

Player's handbook 2.

[User]
 fanboy ref
Yep. Bayar's right. Unless you have a unmentioned form of DR that stops magic damage, or fire resistance you are at 0 HP.
Sorry, but its true.

[User]
 Originally Posted by FF fanboy
  fanboy ref
Yep. Bayar's right. Unless you have a unmentioned form of DR that stops magic damage, or fire resistance you are at 0 HP.
Sorry, but its true.

It is electrical 😁

[User]
 Originally Posted by bayar
 It is electrical 😁

 Fanboy Ref
hmm, had always not that spell was fire. Must have had it mixed with searing spell.
Anyway yeah... unless somehow you have eletricty resistance your at 0 hp.

[User]
 13 - 13 = 0

Thank you, FF_Fanboy. 🫤

Posting a question to the Waiting Room.

[User]
 Fanboy ref
Anyway, the only reason I posted here is because I'm trying to get mtaches over quicker, and having things pre confirmed by a ref just speed things up, and we might be able to abyuse this streak of activness Kyudeo is going through.

[User]
 Originally Posted by FF fanboy
  Fanboy Ref
hmm, had always not that spell was fire. Must have had it mixed with searing spell.
Anyway yeah... unless somehow you have eletricty resistance your at 0 hp.

Scorching ray from PHB.

[User]
 Alright, this ends now. One way or the other.

 Torr  Round 2

5-ft step to N13, giving me LoS to K24.

Now I'll attempt to put a Dragonsbreath arrow in your arse. Even if the damage isn't enough to outright kill you, maybe I can take you down with the afterfire.
  attack  - (1d20+6)[ 11 ]
  damage  - (1d6+1)[ 4 ]  +1 fire

I then drop to -1 HP.

Woot, fast match. I lose. Dice still hate Torr.

[User]
 GM Kyeudo
 No is the Winner!


[User]
 DM

Returning from your 'hunting trip' with Lord Simone you have made each others aquintance's and already settled into a familiar camaradarie bantering sort of way. Well that was untill the sky cracked. Sky's shouldn't crack open but this one did. Right above Greyhawk, a huge bolt of blood red lightening split the sky in two and the sky turned black.

This was over three hours ago, since then an unabating storm has been beating down over the fair city, and you have reached its fringes.

Rushing past you are hundreds of citizen's most of them bloodied to a certain extent, none of them stopping or even registering you or Lord Simone.

Lord Simone however is not amused, he draws his huge great-sword which starts glowing an immesnely bright yellow-gold colour, coming to a huge white tip.

Drawing up to the Southern Gate of Greyhawk, it would appear that there are small red orange blue and green creatures running everywhere. These however the Town Guard have well inhand. The paving slabs are cracked and even the moss which lives everywhere has been destroyed and removed.

Then suddenly you hear a great wrenching and the pavement starts to move beneath you. Shuffling back 100 feet quickly you see 90% of the pavement vanish into an abyss. Instead of your regular blood red and dark orange flames leaping out, instead there is a mixture of blue and green, and from the pit crawls a hideous creature. It stands about 14 feet tall and has the body the size of an incredibly large plow-horse.

 "Well boys bottoms up, lets make ol' Cuthbert proud."

With that he holds his weapon high and charges across the street directly at the creature in an attempt to smite it.

 Spoiler

 http://img84.imageshack.us/my.php?im...ttlemapdv9.png
Can't make the stupid image appear, any help 😩?

Place yourselves and give us an initiative role. Also willing to do some roleplay to the city if its wanted with Lord Simone.

[User]
 Ligant
 "This was not how I expected to spend the day."  Ligant says dryly to his companions, even as his shaking hands betray how fearful he truly feels.  Clenching his clawed hands into a grip, Ligant masters his fear and prepares for battle.  It is obvious to those that knew him that the grimaces running across his face were not from his own fear, but for the fear of the lives for all of his friends and companions who had lived in the city.  The usually talkative Ligant had fallen silent the moment the dire straits the city had been in had been made clear, and this was the first thing he had said since.

 Spoiler

  Initiative  - (1d20+3)[ 21 ]

Positioned at B20

[User]
 Kargil, Dwarf Warblade
 "Well now, this could prove to be interesting."   He draws his long, thin blade -- a present from his training master -- and prepares to follow Lord Simone into battle.

 Spoiler

  Init  - (1d20+2)[ 21 ]

[User]
 Noakavu Surefist

Cracking his knuckles as he strode forward lazily, Surefist muttered something about fixing the road being a task that would take a while and why must something always delay heading to the tavern

 Spoiler
  initiative  - (1d20)[ 16 ]
And lets go with standing at H19

And: [img]http://img84.imageshack.us/img84/3107/battlemapdv9.png[/img] is how you get the image

[User]
 Xayl, Soulknife

Xayl prepares to focus himself to form a mind blade. His second skin grows up over his face, and he van feel it granting him more skill as it does. Standing next to Simone Xayl grins underneath his skin.  "Well, one more dead body won't hurt the count."

 Spoiler

Rolling for intiative  (1d20+5)[ 10 ]
Standing at E19 next to Simone.


[User]
 Arena Tournament, Round 26:  Todd  vs.  Xirif Huntinghawk
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Todd - Mavian
 Xirif Huntinghawk - Neftern
 All Combatants, please roll initiative.

[User]
 Initiative -  (1d20+1)[ 19 ]

Lets get it on.

[User] Whoah, I had no idea that Round 26 was up...lemme go find my character sheet first.

[User]
 Okay, here's for Initiative...
 (1d20+6)[ 14 ]

[User]
 Todd - Round 1

Swift Action:
Activate Strength Domain

Move Action:
B14 -> 16

Standard Action:

Ready an Action: See Stats

End of Turn

Stats for Refs:

 Spoiler

HP: 19
AC: 15
Speed: 20
Postion: D16
 Readied Action : Ready an Action to move if LoS is established
Manuevers:
Sapphire Nightmare Blade
Charging Minotaur Strike
Moment of Perfect Clarity
Stance: None
Strength Domain: 1/10
Breath Weapon: Good to Go

[User]
 Double move to Q14.
Using a Swift Action to activate Stance of Clarity.

Stats:
 Spoiler
HP: 10/10
AC: 21 (20+Stance = 21)

Maneuvers:
Burning Blade, Distracting Ember, Sapphire Nightmare Blade, Shadow Blade Technique

I apparently have not selected a discipline weapon... do you mind if I go ahead and write in Stone Dragon now?

[User]
 Todd - Round 2

Move Action:
D16 - H15
Standard Action:
Ready an Action - See Stats

End of Turn:

 Spoiler

HP: 19
AC: 15
Speed: 20
Postion: D16
Readied Action: Ready an Action to use my Breath weapon if he moves adjacent to me.
Manuevers:
Sapphire Nightmare Blade: X
Charging Minotaur Strike: X
Moment of Perfect Clarity: X
Stance: None
Strength Domain: 2/10
Breath Weapon: Good to Go

[User]
 I'll move to N15.

For Refs:
 Spoiler
Ready an Action to attack my opponent when possible.  Not sure what the official wording on that should be without attacking around the corner, but whenever I can get a clear hit on him.

Stats:
 Spoiler
HP: 10/10
AC: 21 (20+Stance = 21)

Maneuvers:
Burning Blade, Distracting Ember, Sapphire Nightmare Blade, Shadow Blade Technique

[User]
 Todd - Round 2

Move Action:
H15 -> K14

Standard Action:

Ready an Action: See Stats

End of Turn

Stats for Refs:

 Spoiler

HP: 19
AC: 15
Speed: 20
Postion: D16
 Readied Action:  Ready an action to use my breath weapon if he enters a square adjacent to Todd.
Manuevers:
Sapphire Nightmare Blade
Charging Minotaur Strike
Moment of Perfect Clarity
Stance: None
Strength Domain: 3/10
Breath Weapon: Good to Go

[User]
 Erm.  Wrong Character for a second.  I thought I was a shooty type.

For Refs:
 Spoiler
Maintain Readied Action

Stats:
 Spoiler
HP: 10/10
AC: 21 (20+Stance = 21)

Maneuvers:
Burning Blade, Distracting Ember, Sapphire Nightmare Blade, Shadow Blade Technique

Mavian's Turn.

[User]
 Todd - Round 3

Move Action:
K14 -> K17

Standard Action:

Ready an Action: See Stats

End of Turn

Stats for Refs:

 Spoiler

HP: 19
AC: 15
Speed: 20
Postion: K17
 Readied Action : Ready an action to use my breath weapon if he enters a square adjacent to Todd.
Manuevers:
Sapphire Nightmare Blade
Charging Minotaur Strike
Moment of Perfect Clarity
Stance: None
Strength Domain: 4/10
Breath Weapon: Good to Go

[User]
 Okay... I will continue to hold position...

For Refs:
 Spoiler
Since it just occurred to me that I am a Martial Adept, I should be readying Maneuvers... so, I'll ready Sapphire Nightmare Blade to attack my opponent when he enters any square within range of a five foot step.

Stats:
 Spoiler
HP: 10/10
AC: 21 (20+Stance = 21)

Maneuvers:
Burning Blade, Distracting Ember, Sapphire Nightmare Blade, Shadow Blade Technique

Mavian's Turn.

[User]
 Todd - Round 5

Move Action:
K17 -> N20

Standard Action:

Ready an Action: See Stats

End of Turn

Stats for Refs:

 Spoiler

HP: 19
AC: 15
Speed: 20
Postion: K17
Readied Action: Ready an action to use my breath weapon if he enters a square adjacent to Todd.
Manuevers:
Sapphire Nightmare Blade
Charging Minotaur Strike
Moment of Perfect Clarity
Stance: None
Strength Domain: 4/10
Breath Weapon: Good to Go

[User]
 I guess I will take a Five Foot Step to N14, use a Move Action to draw my Shortbow and use a standard action to shoot my opponent.

 (1d20+6)[ 24 ]  to Hit for  (1d4)[ 1 ]  Damage

[User]
 Todd - Round 6

Full Round Action:
Charging Minotaur Strike:
Charge from N20 -> N15

Bull Rush:  (1d20+5)[ 20 ]  +2 from charging

If it beats your Strength check(modified for size), you take  (2d6+3)[ 9 ]  points of bludgeoning damage

*Edit: Looking at your sheet, I'm pretty sure you can't beat that.

End of Turn

Stats for Refs:

 Spoiler

HP: 18/19
AC: 15
Speed: 20
Postion: N15
Manuevers:
Sapphire Nightmare Blade
 Charging Minotaur Strike
Moment of Perfect Clarity
Stance: None
Strength Domain: 6/10
Breath Weapon: Good to Go

[User]
 Ref Morbius

Neftren don't you take a penalty of -6 for not being proficient with a short bow? Seriously, buy a javelin man

[User]
 Ah, yeah I realized that :D.   But I had bought ti when I first made the sheet, so whatever... /shrug.

 (1d20)[ 20 ]

Whatever my strength check should be, but I can't think properly right now so, I"ll write in the rest in a sec.  Never mind.  Unnecessary.  I rolled a Nat 20...

[User]
 A natural 20 on a skill check does not mean automatic success.

 Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success, and a natural roll of 1 is not an automatic failure.

[User]
 Graah Fine  :D

20 + 2 = 22

What do you mean by Modified for Size?

[User]
 Ref Morbius

A small creature take a -4 penalty on a bullrush str check so your result was in fact 18

[User] Wait, then why did I even bother rolling...? /whatever.

[User]
 Like I said in the post I did it, I was pretty sure you couldn't beat it.  Unless you had counter charge or something similar readied.

It's still your turn though.

[User]
 I don't think I can actually win this...

Hmm... okay.  I guess my only option is to attack you.

Swift Action: Use Distracting Ember to place a Fire Elemental next to you at O15
Move Action: Draw my Greatsword
Standard Action: Attack you with my Greatsword using the Shadow Blade Technique maneuver.

 (2d20)[ 12 ][ 11 ](23)  so 16 and 15, which both hit.  So I get to deal an extra 1d6 Cold damage.

[User]
 (1d6)[ 6 ]  Cold Damage
 (1d10+3)[ 4 ]  Weapon Damage

All I gotta do is roll max damage on both and I kill you.  Not gonna happen but whatever.

... bah.  Good game.

[User]
 Yeah, its pretty much over.  Just to make sure though

Breath Weapon:  (1d8)[ 7 ]  points of acid damage: DC 18 Reflex for half

I do believe thats game.

[User]
 GM Kyeudo
 Todd is the Winner!


[User]
 Arena Tournament, Round 26:  Rezig "Bunny' Rene  vs.  Monster in the Shadows
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Rezig "Bunny' Rene - faithfreebible
 Monster in the Shadows - Morbius
 All Combatants, please roll initiative.

[User]
 Rezig

initiative:
  (1d20+3)[ 20 ]  i hate to be all questioning things already, but how high are the rock pillars?

EDIT: removed the spoilers, didnt change anything else

[User] The pillars are 15 ft tall.

[User]
 ok if you are not going to buy anything we are good to go

  initiative  - (1d20+3)[ 18 ]

EDIT: You spoilered your result... who goes 1st?

[User]
 Rezig

 Spoiler

Start at Y-10
move action 1: move to W-7
Standard Action: Ready C Longbow to fire at first sight of opponent even if out of first range increment.
if within 110 feet:  (1d20+5)[ 13 ]
if farther than 110 feet  (1d20+3)[ 12 ]
damage if hit: [roll]1d8[[/roll]]
hide:  (1d20+3)[ 10 ]
move silently:  (1d20+4)[ 23 ]
spot:  (1d20)[ 2 ]
listen:  (1d20)[ 9 ]

The one damage roll, i put in too many brackets. i doubt it hit, but if it did, i can re-reroll that when we come to it.

[User]
 Mits 2nd to act - round 1

I assume it's my turn

 Spoiler

Monster starts at B10 without his shadders and with his greatsword in hands.

He uses a swift action to activate child of shadow stance and double moves to P5 (80ft movement)

We need a LoS check then it's your turn

Monster’s Stats (for refs)

 Spoiler

 Location:
 HP:  11/11
 Speed:  40 ft.
 AC:  16, Touch 12, Flat-footed 14
 Saves:  Fortitude +4, Reflex +4, Will +1
 Attacks:  +8 MW greatsword (2D6+9), +2 10xjavelins (1d6+6)
 Held:
 Effects:  concelament
Reactive rolls:
  listen  - (1d20-3)[ -1 ]
  spot  - (1d20-3)[ 15 ]

[User]
 GM Kyeudo

LoS Established. Rezig is in W7 and fires a shot at Monster, but misses. Moster is now in P5.

Rezig is up.

[User] Please also roll for a 20% miss chance from concelament when you attack MitS

[User]
 Rezig

Standard action:
Fire one arrow at Monster
to hit:  (1d20+5)[ 12 ]
miss chance:  (1d100)[ 64 ]
damage:  (1d8+1)[ 8 ]

 Spoiler

move action:
move to U-10
move silently (immediately after losing LOS)  (1d20+4)[ 6 ]

[User]
 Rezig

i apologize for double posting, but i couldnt put this roll in if i edited the last post

 Spoiler

hide:  (1d20+3)[ 23 ]

[User]
 You missed. And I assume you would miss in the concelament on a 1-20 right?

 Mits 2nd to act - round 2

I forgot to list memoried manuevers

 Spoiler

Shadow blade technique, Distracting Ember, Burning blade, Counter Charge

Monster moves to V6 uses a swift action to activate Distracting Ember, then uses Shadow blade technique to attack Rezig.

  attack1  - (1d20+10)[ 18 ]  (added +2 for flanking)
  damage  - (2d6+9)[ 16 ]
  attack2  - (1d20+10)[ 17 ]  (added +2 for flanking)
  attack2  - (2d6+9)[ 19 ] (this was supposed to be damage :P

If both attacks hit:
  cold damage  - (1d6)[ 4 ]
Your turn.

Monster’s Stats (for refs)

 Spoiler

 Location:   V6
  HP:  11/11
 Speed:  40 ft.
 AC:  16, Touch 12, Flat-footed 14
 Saves:  Fortitude +4, Reflex +4, Will +1
 Attacks:  +8 MW greatsword (2D6+9), +2 10xjavelins (1d6+6)
 Held:
 Effects:  concelament
Reactive rolls:
  spot  - (1d20-3)[ 1 ]
  listen  - (1d20-3)[ 12 ]

EDIT: It was supposed to be only one damage roll, my bad I will take the lower one (16) and I think both attacks landed so that was an extra 4 cold damage for 20 damage... I think that's game😁

[User]
 just a question before it gets called.
don't you have to attack the space that i'm in?
thats why you need an LoS check every round i thought.

also, you're going to need a spot check, i think

edit: also, you get 2 attack rolls + flanking + cold damage at 1st level?

[User]
 GM Kyeudo

We have a small missunderstanding here.

Rezig moved out of LoS on his turn. It is customary to say which direction you move out of LoS in and that you did leave LoS, to avoid confusion and unnessacery reffing. In this case, Rezig went south behind the rock wall.

Monster, you only get damage with Shadow Blade Technique once, regardless if both attack rolls would hit his AC. You get the bonus cold damage if both hit instead.

Since Rezig didn't mention that he had moved, Monster's actions were invalid and so he can redo his turn. He will have to reroll any attacks he makes and hasn't expended any manuvers.

Continue on.

[User]
 yes, yes, only one damage roll, it was my bad and I even mentioned it in the edit below my move.

And yes FFB I can roll for attack twice and take the best roll at 1st level, and the flanking stuff and the cold damage, but the cold damage is only if both the attacks hits, if one hits its a normal hit no cold damage, if both miss it's a miss. And I can't do that ALL the time, these manuevers must be recharged before they can be used again (my class recharges one manuever by spending a full round action doing nothing :P)

 Mits 2nd to act - round 2 redone

monster moves to U7 (30 feet move used)

I need a LoS check before I can continue.

Monster’s Stats (for refs)

 Spoiler

 Location:   V6
  HP:  11/11
 Speed:  40 ft.
 AC:  16, Touch 12, Flat-footed 14
 Saves:  Fortitude +4, Reflex +4, Will +1
 Attacks:  +8 MW greatsword (2D6+9), +2 10xjavelins (1d6+6)
 Held:
 Effects:  concelament
Reactive rolls:
  spot  - (1d20-3)[ 12 ]
  listen  - (1d20-3)[ 16 ]

[User]
 High Ref Bronz

LoS re-established with MitS in U7 and Rezig in U10.

[User]
 GM Kyeudo

LoS re-established, due to lack of cover. Rezig is in U10.

EDIT: Ninja'd!

[User] I apologize for that, i suppose i should have realized, but this is my first arena battle and i'll make sure to do that from now on.

[User]
 GM Kyeudo

Not a problem. Its not listed in the official rules, it's just one of our conventions.

[User]
 Mits 2nd to act - round 2 continued

monster moves to U9, and.. well you know the drill already.

Uses swift action to cast distracting ember(I always forget to add this: a small fire elemental appears on the square behind Rezig , thus the flanking bonus). Then standard action to use shadow blade technique.

  attack1  - (1d20+10)[ 24 ]
  attack2  - (1d20+10)[ 23 ]
  damage  - (2d6+9)[ 15 ]

If both hits
  cold  - (1d6)[ 5 ]

Your turn.. (if you are still alive)

Monster’s Stats (for refs)

 Spoiler

 Location:   U9
  HP:  11/11
 Speed:  40 ft.
 AC:  16, Touch 12, Flat-footed 14
 Saves:  Fortitude +4, Reflex +4, Will +1
 Attacks:  +8 MW greatsword (2D6+9), +2 10xjavelins (1d6+6)
 Held:
 Effects:  concelament
Reactive rolls:

[User]
 GM Kyeudo

Bunny is slaughtered with a loud splorch and the crowd goes wild!

 MitS is the Winner!

Better luck in your next match, Rezig.

[User] good match!


[User] Post your races here.

[User]
 Solons

16 Packs, One strange pack (4 members).

 Brains  : 4 - Not terribly intelligent individually, Solons are at least smart enough to cooperate
 Strength  : 4 - Pack hunters, not individually dangerous
 Toughness  : 7 - Solons, given food, will recover from nearly any injury.
 Agility  : 5 - Agile enough..
 Grasping Appendages  : 2 - Solons have rudimentary fingers on their forlegs which they use to drag corpses.
 Language  : 2 - Solons vocal communication is extremely rudimentary
 Rudimentary Hivemind  : 6 - Solon packs act as an individual of many parts at short distances, at long distances they use their vocals.
 Bacterial Reproduction  : 6 - Solons themselves are actually extremely colonies of extremely specialized bacteria.  As such, any surplus of food becomes new solons.

Solons have no memories of their earlier ancestors.  This is their  history .

One day the first one started moving.  It ate, budded, it was two.  Now it is many.  And the many are not all the same.  It can be (6, number concepts still unknown), but more than that is too noisy, it becomes many again (cannot have a group of more than 6 at this point).

 Appearance  : With roughly the body plan of a dog, Solons are pale grey, moist, and covered in black rigid patches.  Their 'heads' are covered in round black beads, and they have small cilia growing in a frond on their necks and backs.  Their front and back limbs are covered from about halfway down with the stiff material, though the front limbs have segmented 'fingers' arranged just above the base of the limb.

Their diet is anything easily digestable.  Bugs, berries, fecal matter, animals, dead animals...

 The land  :
A big, swampy valley filled with unmoving muggy air, their environment is (by our standards)overwhelmingly hot, and terribly humid.  Fire is an impossibility, and decay is everywhere.   At one end of the valley is a river, which must run close to a volcanic vent, as it is warm already.  Frequently, dead fish will be found floating in the river (the river is fed by an offshoot of a much larger river, everything here is evolved to the high sulphur content in the water).

Food grows everywhere in the fertile soil.  The squelchy, muddy, nearly impassible soil.

Ease of travel : 1
Food and Water : 10
Natural Resources : 3
Safety : 6

[User]
 The Skali

Your average Skali is somewhere between four and five feet long from the end of their face to the tip of their tails, and has rough, dark, leathery skin that stretches over most of their body.  Their most defining features are their long, ski-like feet (almost as long as their bodies) and the large flaps of skin located on top of their necks that they can raise and lower at will to act as a sail.  In addition, they have two small limbs tucked behind their massive sails that they can use for more subtle manipulations of objects.

 Brains : 10 (While not the sharpest tools in the shed, they know how to use certain things to their advantage)
 Strength : 4 (Skali aren't strong; they depend on speed and ambush tactics to hunt for food)
 Toughness : 6 (Skali have a decent hide, however, their thin legs require great care)
 Agility : 8 (Skali are aerodynamic and can make good use of their legs and sail to move faster)
 Grasping Appendages : 4 (Skali use their large hind-feet for gripping and tearing)

 Language : 6 (They have a very simple method of expressing very simple things, involving use of their sails and their natural camouflage)
 Natural Camouflage : 7 (By controlling their bloodflow, Skali can slightly change their skin's colour)
 Sails : 6 (The focal point of most Skali's lives are their sails: they're used in mating rituals, hunting, scaring off predators, and to a lesser degree in their camouflage abilities and communication)
 Housing : 1

 The Jungles of the Skali

The Jungle that the Skali call home is dense when it comes to life.  Plants and animals are everywhere, with many streams and rivers running through the trees to provide proper nourishment.  On the down-side, plants and animals are everywhere, predators are common and many of the plants prove to be effective in slowing down movement.

 Ease of Travel : 4
 Food and Water : 7
 Natural Resources : 7
 Safety : 2

Upgrades:

 Spoiler
 Turn 1 :

  Toughness  +1
  Language  +3
  Natural Camouflage  +2
  Pack Mentality  +4

 Turn 2 :

  Strength  +1
  Toughness  +1
  Brains  +5
  Language  +1
  Housing  +1

[User]
 Quil'Iarth'Na
  Abilities  :

 Brains : 5 (The Quil'Iarth'Na, like most rodents, are quite intelligent, due to their meat-rich diet.)
 (Inventor Caste members have a Brains of 9.)
 Strength : 4 (The Quil'Iarth'Na rely more on pack hunting techniques than on sheer strength to catch their prey.)
 (Warrior Caste members have a Strength of 6.)
 Toughness : 4 (The Quil'Iarth'Na rely more on agility and their spines than on sheer toughness to keep them safe.)
 (Warrior Caste members have a Toughness of 6.)
 Agility : 5 (The Quil'Iarth'Na are small and fast, and often use their speed to escape predators.)
 (Scout Caste members have an Agility of 9.)
 Grasping Appendages : 3 (The Quil'Iarth'Na have four small, but nimble fingers on each of their paws, with small claws to easily rip apart a carcass.)
 Natural Weapon (Spines) : 7 (The Quil'Iarth'Na can flick their tail to release a small volley of hard spines at any prospective prey.)
 Natural Armour (Spines) : 7 (The Quil'Iarth'Na are covered with a dense mat of long spines, much like an echidna, which serve as an effective deterrant to predators)

  Technology  :

 Language : 3 (The Quil'Iarth'Na are a generally social people, with a simple language consiting of small growls and whistles.)
 Tactics: Pack Hunting : 5 (The Quil'Iarth'Na have developed an efficient group hunting technique to make up for their personal weakness.)
 (Warrior Caste members have a Tactics: Pack Hunting of 8.)
 Nest Building : 3 (The Quil'Iarth'Na sleep in groups, and so they have become adept at digging small holes in the ground to keep them safe.)
 Tactics: Camouflage (Stealth) : 5 (The Quil'Iarth'Na roll around in fallen leaves, which stick to their spines, to gain a degree of camouflage.)
 (Scout Caste members have a Tactics:Camouflage (Stealth) of 8.)
 Tactics: Crippling Strikes : 5 (After Quil'Zar'Ha discovered the technique of aiming for the joints, suddenly all Quil'Iarth'Na are picking it up.)
 (Warrior Caste members have a Tactics: Crippling Strikes of 8.)
 (Scout Caste only tech.)  Tactics: Sneak (Stealth) : 3 (After Quil'Zar'Ha created the Caste system, the Scout Caste learnt how to sneak up on prey more silently)
 (Inventor Caste only tech.)  Tools: Stone Cutters : 3 (After Quil'Zar'Ha created the Caste system, the Inventor Caste learnt how to break rocks to form sharp knives.)
 (Inventor Caste only tech.)  Skinning : 3 (After Quil'Zar'Ha created the Caste system, the Inventor Caste learnt how to skin wild beasts so as to wear their fur.)

  Inventor Caste   (Current Leaders):
Notables:  Quil'Zar'Ha , Clan Leader.

 Scout Caste :
Notables:  Quil'Zar'Taj , Scoutmaster.

 Warrior Caste :
Notables: None so far.

  The Quil'Har Forest
 As you enter the forest, the trees seem to loom over you, casting their magnificent shadows over you. Skittering noises come from the undergrowth, and ominous shadows sneak behind every bush. Before you know it, a volley of spines arcs from the undergrowth and into your back, like stabbing needles of white-hot metal. In a few seconds, you're Quil'Iarth'Na food.
 Ease of Travel : 2 (Quil'Iarth'Na lands are as inhospitable as the Quil'Iarth'Na themselves. But they are well adapted to suit their environment.)

 Food and Water : 7 (The Quil'Har Forest is rich and abundant in animal and plant life, perfect for the population growth of a small rodent population.)

 Natural Resources : 7 (The Quil'Har Forest abounds in useful woods, stones, metals, and useful plants. These advantages, althogh as of yet undiscovered by the Quil'Iarth'Na, will be very useful to them.)

 Safety : 4 (The lush environment attracts predators. However, the Quil'Iarth'Na hold to the policy of "The bigger they are, the harder they fall".)

**************************************************  ***

Update status: Updated as of turn three.

Stacking: All tactics tech half-stack.
All techs with the stealth tag stack.


[User]
 Arena Tournament, Round 22:  Grez  vs.  Heleroen
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Grez - Theterran
 Heleroen - Neftren
 All combatants, please roll initiative.

[User]
 Totally didn't see this...

Here's Initiative...I'll buy some stuff before we begin (if I have any money...I'll have to look)

  Initiative  - (1d20+7)[ 17 ]

[User]
 Yeah I apparently was eliminated in Round 26 for not seeing my match...  whatever.

 (1d20+5)[ 23 ]

[User] Okay, I'll double move to J14.

[User] You might want to redo your movement since you start from the bottom and not the top. 😁

[User] Ahaha... lets make that Q14 eh?

[User]
 Grez - Round 1

Starting in B14 with a spear in hand, Grez moves to I15.

There he casts a spell.

 Spoiler
Cast True Strike.
Swift Action: Activate Travel Devotion

End my Turn.

Stats:

 Spoiler
Location: I15
HP: 8/8
AC: 18  Touch: 13  FF: 15
In Hand: Spear
Travel Devotion (1/10)
Spears (3/3)
Javelins (4/4)
Scrolls Used:
Spells:

 Spoiler
Level 0 - Guidance, Virtue, Resistance
Level 1 - Shield of Faith, Entropic Shield, True Strike(D)-x

[User]
 Move to R13.

For Refs:
 Spoiler
Ready an action to attack my opponent when I gain LoE

Stats:
 Spoiler
HP: 14/14
AC: 19

[User]
 Grez - Round 2

Free Action: Shift
Move Action: Move to P12.
Standard Action: Throw spear.

  Attack  - (1d20+25)[ 33 ]  (+4 Dex, +1PbS, +20 True Strike)
  Damage  - (1d8+5)[ 11 ]  (+4 Str, +1PbS)

Swift Action: Move to M12.

End my Turn.

Stats:

 Spoiler
Location: M12
HP: 8/8
AC: 19 Touch: 14 FF: 15
In Hand:
Travel Devotion (2/10)
Shift (1/5)
Spears (2/3)
Javelins (4/4)
Scrolls Used:
Spells:

 Spoiler

Level 0 - Guidance, Virtue, Resistance
Level 1 - Shield of Faith, Entropic Shield, True Strike(D)-x

[User]
 Ho hum.  I believe you triggered my readied action as soon as you entered LoE.

 (1d20+7)[ 9 ]  (5 Dex + PBS 1 + Size Mod 1)
 (1d6+1)[ 7 ]  (Small Longbow + PBS)

May I inquire as to how you can move twice in a round with once being a swift action?

[User]
 Aaand I believe I actually have to move...

Will move to T13, draw a glass bottle and drink it.

Edit: By the way, if you're throwing a spear, I don't believe you get to add your Strength to Damage.

 Spoiler
Drinking a CLW Potion.   (1d8+1)[ 7 ]

Stats:
 Spoiler
HP: 10/14
AC: 19

[User]
 @Neftren

 Spoiler
 Movement as a swift Action: Travel Devotion Feat
Thrown Weapon:

 Originally Posted by SRD
 The wielder applies his or her Strength modifier to damage dealt by thrown weapons

 Grez - Round 3

Move Action: Draw a Scroll.
Standard Action: Cast the spell from the Scroll.
@refs

 Spoiler
Casting True Strike

Swift Action: Move to M15.

End my Turn.

Stats:

 Spoiler
Location: M15
HP: 8/8
AC: 19 Touch: 14 FF: 15
In Hand:
Travel Devotion (3/10)
Shift (2/5)
Spears (2/3)
Javelins (4/4)
Scrolls Used: True Strike
Spells:

 Spoiler

Level 0 - Guidance, Virtue, Resistance
Level 1 - Shield of Faith, Entropic Shield, True Strike(D)-x

[User]
 Will move to T10.

For Refs:
 Spoiler
Will ready an attack action to shoot theterran if theterran moves into LoE from any square I can reach within a five foot step.  I hope that's coherent...

Stats:
 Spoiler
HP: 10/14
AC: 19

I think I may have to obtain a pair of Eternal Wands of True Strike from now on... or maybe just scrolls.  But I'd need ranks in UMD for that... right?

[User]
 Grez - Round 4

Move Action: Draw a Spear
Swift Action: Move to U13.
Standard Action: Throw Spear.

  Attack  - (1d20+25)[ 41 ]  (+4 Dex, +1PbS, +20 True Strike)
  Damage  - (1d8+5)[ 8 ]  (+4 Str, +1Pbs)

End my Turn.

Stats:

 Spoiler
Location: U13
HP: 8/8
AC: 19 Touch: 14 FF: 15
In Hand:
Travel Devotion (4/10)
Shift (3/5)
Spears (1/3)
Javelins (4/4)
Scrolls Used: True Strike
Spells:

 Spoiler

Level 0 - Guidance, Virtue, Resistance
Level 1 - Shield of Faith, Entropic Shield, True Strike(D)-x

[User]
 You triggered my readied action... so I'll resolve that first...

 (1d20+7)[ 16 ]
 (1d6+1)[ 2 ]

[User]
 That was pitiful... so I'll retreat to U8 and shoot you again!

 (1d20+7)[ 8 ]
 (2d6+1)[ 8 ]

That was even worse...

[User]
 Grez - Round 5

Move Action: Draw a Javelin
Standard Action: Throw Javelin

  Attack  - (1d20+5)[ 7 ]
  Damage  - (1d6+5)[ 8 ]

Swift Action: Move to Z17.

End my Turn

Stats:

 Spoiler
Location: Z17
HP: 8/8
AC: 19 Touch: 14 FF: 15
In Hand:
Travel Devotion (5/10)
Shift (4/5)
Spears (1/3)
Javelins (3/4)
Scrolls Used: True Strike
Spells:

 Spoiler

Level 0 - Guidance, Virtue, Resistance
Level 1 - Shield of Faith, Entropic Shield, True Strike(D)-x

[User] How exactly are you moving... 9 squares?   Unless there's some rule I don't know about Diagonal Movement...

[User] While I'm shifted, my movement is 60ft (12squares)

[User]
 Bah.  Talk about powergaming by diving through splatbooks...

For Refs:
 Spoiler
Will ready an attack action to shoot theterran if theterran moves into LoE from any square I can reach within a five foot step. I hope that's coherent...

Your turn.

[User]
 GM Kyeudo

 Originally Posted by Neftren
 Bah.  Talk about powergaming by diving through splatbooks...

For Refs:
 Spoiler
Will ready an attack action to shoot theterran if theterran moves into LoE from any square I can reach within a five foot step. I hope that's coherent...

Your turn.

He hasn't even gotten into the realm of crazy speed. The CO boards have the current record for most distance moved in a single turn as being something along the order of 200 miles. Besides, Powergaming is what we do here.

As for your action:

 Spoiler

Coherent enough for me.

[User]
 Well it's pretty crazy at Level One...

I think I've gotten a method of moving a ton of miles with the right gear + levels in several classes.

[User] Did you move out of U8?

[User] Not to my knowledge... and why is the site running so slowly...

[User]
 Grez - Round 6

Move Action: Draw a Javelin
Swift Action: Move to Y9
Standard Action: Throw Javelin

  Attack  - (1d20+5)[ 23 ]
  Damage  - (1d6+5)[ 6 ]

End my Turn.

Stats:

 Spoiler
Location: Y9
HP: 8/8
AC: 19 Touch: 14 FF: 15
In Hand:
Travel Devotion (5/10)
Shift (4/5)
Spears (1/3)
Javelins (2/4)
Scrolls Used: True Strike
Spells:

 Spoiler

Level 0 - Guidance, Virtue, Resistance
Level 1 - Shield of Faith, Entropic Shield, True Strike(D)-x

[User]
 Heleroen keels over dead.  Good game!

Edit:  Actually lets do my readied action first... :D

[User]
 (1d20+7)[ 17 ]  to Hit
 (1d6+1)[ 5 ]  Damage.

All I need is a critical hit to win.  Well, no nat 20 for me today, otherwise I would have won if I had rolled better but whatever.

[User] Nice Match!

[User]
 Ref Morbius
 Grez is declared the winner and recieves 300 XP and gold


[User]
 Map:

 Spoiler
Copy this to here:  http://pages.infinit.net/pdclarke/mmee/index.html
*BEGIN 0 0 rs 0
*s 7 an l rs 0 *s 9 am j8 rs 0 *s e gf 1z rs 0 *s e 2p 66 rs 0 *s
@e 3l e5 rs 0 *s e e5 ea rs 0 *s e h0 9m rs 0 *s h 4r 2q rs 0 *s
@b gt 6z rs 0 *s b 45 a9 rs 0 *s b c0 7j rs 0
*END q6rkjo

Let's play.

My initiative:
 (1d20+2)[ 18 ]

[User]
 Trying that again:
 (1d20+2)[ 19 ]

EDIT: Holy crap, was just reading up on Darktentacles. If you like, one of us could re-roll the monster.

[User] Do it for the both of us for fairness?

[User]
 Sure. From the same monster manual:

Mine:  (1d16)[ 6 ]

Yours:  (1d16)[ 5 ]

[User]
 I see that vile 5
 (1d2)[ 1 ]
Even bump the number up  (1d4)[ 2 ]
Odd bump the number down  (1d4)[ 4 ]

Sound good?
If not... disregard

EDIT: In retrospect I probably should've placed the first number as a 1d10 or 11 for the complete spectrum...

[User]
 I was just going to re-roll both completely, before the database backup came on.

If the darktentacles comes again, re-roll, ok?

Mine:  (1d16)[ 6 ]

Yours:  (1d16)[ 6 ]

[User]
 Sigh... This is getting ridiculous.

Mine: (1d16)[ 9 ]
Legendary Wolf

Yours: (1d16)[ 15 ]
Shrapnyl

Sorry about the mess, I need to find a better way to do this.

Now we can play. 😎

[User]
 It would've been alright save for the fact of double sixes.

Luck of the roll/better strategy for said creature?

EDIT:No worries.

Alright 9/15 no backing out?

EDIT:EDIT: Where's that creature from, and what page?

[User]
 Fricking weird. I tried to post an answer, and it tells me I have no permission.

Anyway, for some strange reason the shrapnel is apparently only listed in the CR index of MM II. Want to re-roll, or take 14 or 16? I'm good either way.

[User]
 Nope, found it. Just had to do a minor google search. Its a Raggamofyn. Suitably weird for such an odd named creature. Page 174 for reference.

Initiative:  (1d20)[ 6 ]
Large Construct FTW?

[User]
 Initiative:
 (1d20+9)[ 24 ]

So it's my start.

I move to the behind of the rock nearby. See map:

 Spoiler
*BEGIN 0 0 rs 0
*s 7 an l rs 0 *s 9 am j8 rs 0 *s e gf 1z rs 0 *s e 2p 66 rs 0 *s
@e 3l e5 rs 0 *s e e5 ea rs 0 *s e h0 9m rs 0 *s h 4r 2q rs 0 *s
@b gt 6z rs 0 *s b 45 a9 rs 0 *s b c0 7j rs 0 *s 7 eh dj rs 0 *s
@f am l rs 0
*END -snjv6a

Copy that in the link of the first post and click load map, cycle grid.

[User]
 Shrapnyl
 HP:  66/66  AC:  24

Rising from the field of discarded materials a massive conglomerate of all sorts of metal. Slowly it inches forward along its clumsy make-shift legs.

 Spoiler
Drop this text at  http://www.irony.com/java/mmee
*BEGIN 0 0 rs 0
*s 7 an l rs 0 *s 9 b5 hi rs 0 *s e gf 1z rs 0 *s e 2p 66 rs 0 *s
@e 3l e5 rs 0 *s e e5 ea rs 0 *s e h0 9m rs 0 *s h 4r 2q rs 0 *s
@b gt 6z rs 0 *s b 45 a9 rs 0 *s b c0 7j rs 0 *s 7 eh dj rs 0 *s
@f am l rs 0
*END 3uhpne

[User]
 The legendary wolf swiftly moves next to him, attempting to bite.
 (1d20+19)[ 28 ]
 (2d6+10)[ 17 ]

Strength check to trip:
 (1d20+7)[ 8 ]

Stats:
HP: 133 AC: 24

EDIT: I don't think we need map anymore.

[User]
 Shrapnyl
HP: 49/66 AC:24 Touch:9

The swirling mass of various metals lunges forward collapsing part of itself unto the wolf with a combined effort to both damage and ensnare it within the chaos which is the large raggamoffyn.

 (1d20+12)[ 14 ]  Slam
 (1d8+4)[ 10 ]  Slam damage
If hit:
 (1d20+17)[ 19 ]  Improved Grab
If successful, and able
 (1d20+17)[ 35 ]  Wrap

 Spoiler
In retrospect I prolly should've placed that in the first place

[User]
 The greath wolf easily shrugs away his attack, answering with another lunge at the swirling mass of weaponry.
 (1d20+19)[ 28 ]
 (2d6+10)[ 20 ]

Strength check to trip:
 (1d20+7)[ 17 ]

Stats:
HP: 133 AC: 24

EDIT: By the way, doesn't Shrapnyl have Hardness? It's a construct, after all.

[User]
 HP: 29/66
AC:24 Touch:9

Strength check:
 (1d20+4)[ 13 ]

Trip fail:
Fleeing the scene, the swirling mass floated up slowly, clumsily 10 feet up off the ground to strike with some of its more vicious gatherings.

 (1d20+12)[ 24 ]  Gore
 (1d8+4)[ 8 ]  And damage

Trip success:
Gathering its chaotic self together, the thing rose from the ground once more only to further rise up and out of reach. (Go to trip fail result for continuity).

 Spoiler
Nope, just a 10 foot reach and a 10ft fly speed.

[User] I think I owe you an AoO, by the way. Legendary Wolf is Medium, and Shrapnyl is Large, and the wolf had to enter his threatened area - and I couldn't charge, either.

[User]
 (1d20+12)[ 29 ]
 (1d8+4)[ 8 ]

We'll go with a gore on this one. The attack is the same either way.

[User]
 I believe I get an attack of opportunity as well, when the Shrapnyl rises from prone.

 (1d20+19)[ 22 ]
 (2d6+10)[ 14 ]

After that, when the whirling weaponry has ascended from reach, the wolf snarls angrily.

Which means that it's your turn again, since I can't think of anything he can do... right now.

[User]
 HP: 29/66
AC:24 Touch:9

Now safely up in the air, the swirling mass lunges down from its levitated perch, again with the sharper objects its has gathered.

 (1d20+12)[ 32 ]  Gore
 (1d8+4)[ 9 ]  Damage

 Spoiler
If memory serves, its base, not FF... If it isn't, I'll fix next post.

Shall we call this game?

[User]
 (1d20+12)[ 20 ](32)  Critical confirm
 (1d8+4)[ 10 ]  Damage once more.

[User]
 Spoiler
I apologize if this is unnecessary but just incase...
 (1d20+12)[ 12 ](24)
 (1d8+4)[ 8 ]


[User]
 GM:

 DHyjinx 😛

Players:

 Kasrkin (Selphien Baker)
 GimliFett (?)
 HardboiledJJ (Colmdran)
 Altharis (Daeron Jarret)
 Oriong (?)
 Teej (Ziegfrid "Zieg" Brandt)

[hr]
You hear some sort of ringing noise in your head as you realize that you are being contacted by a group of magetown sages. As instructed when this new communication technology was released to the Awakened public, you take a small, perfectly round, golden sphere inscribed with mysterious runes from it's keeping place and toss it into a nearby secluded body of water.

As the sphere is completely submerged by the water, its runes begin to give off a bright yellow light until the entire sphere is engulfed by the light. The ball of light expands and consumes the water around it. Eventually, the spectacle of lights ends leaving you with an interface of sorts. A blinking icon goads you to press your finger to the water's surface. When your finger makes contact with the surface of the now gel-like water, the interface displays a list of options including an official summons to Magetown, mission data, and profiles of your new group members for this mission:
  "By order of the Magetown Grand Sage, you are to report to Magetown immediately. Once there, you and your group will be given further details on your mission."
As you finish viewing the data, the interface returns to its former spherical form and returns to your hand. After you put the sphere away, you set off directly for Magetown, in the heart of Firacardi.

It's been awhile since any of you had last visited Magetown. It's funny, out of all the magetowns, this is the only one to not have a real name. You know this must be important because you've been called to the  original  Magetown to carry out a mission. After a long walk through a forest off to the side of the road you had taken, you come across a stone structure. It stands roughly 10 feet tall and somewhat resembles a door frame. You now stand at the portal to the unseen village of Magetown.

Walking through the stone portal, the whole world changes around you to reveal an entire village that was not there before. You are greeted by an entourage of Magetown's famous Mage Knights and are told that you will be escorted directly to the center of town where the sages await you. The village is truly a wonder; everything seemed to run on some form of magic. Whether it was the magical items of the alchemists or a couple of apprentice mages doing their chores with newly learned spells, the whole place was literally bathed in magic.

When you arrive at the Tower of Sages, you are joined by a small group. You recognize them as members of your group from the profiles that you had received. There is no time to talk, though, as you are ushered through the corridors of the tower. Finally, you reach the Council of Sages where you are to be further informed of your mission. The Grand Sage stands to address you...

 "No doubt, you already know why you're here, so I'll skip the pleasantries and cut to the chase: Our world is dying, and we, as Awakened, are blamed for it. Indeed, it is ironic that we are the only ones looking for a way to stop this plague from destroying us all. One of our greatest scholars was delving a bit too deep in the library of this village when he stumbled across a couple of ancient scrolls supposedly predating the creation of this realm. It speaks of an ancient temple located deep beneath the city of Xanopis, capital of the Firacardi kingdom. Though we're not sure whether this could profit us in any way, we would like you to travel to Xanopis and investigate. Take some time to acquaint yourselves, and then decide your next course of action."

[User]
 Now that the Grand Sage had finished speaking, the girl turned from him to the other Awakened gathered there.

She was small (roughly 5' 5") and girlish, giving the impression of youthful, almost childish energy in her body language. "  I'm Selphie  ," she began, prefering the pet form of her name. "  I've never been to Xanopis, but I think we should head there as soon as we can.  " She was hoping that someone with more knowledge of the area could advise them on a proper course of action.

[User]
 Sneering cruelly, Zieg runs his fingers unconsciously along the blade of his axe. He looks directly at the Grand Sage while addressing the group.

 "Hmph, I had to take time out fer  this ?"  He snorts, gesturing with his free hand at the assembled group.  "There'd better be something more entertaining than empty ruins and searches through dusty libraries, or this lot will have some proving to do."

He studiously examines his fingernails, all the while never looking at the group.


[User]
 For some hours now, you have travelled through the depths of the catacombs beneath The Dark City, great caves so cavernous that you cannot see walls or roof. The darkness, and the silence, would be enough to send many a man mad but you, battle hardened warriors to a man, have steeled yourself against the abyss and jouneyed on, following a steady stream of foul smelling water down towards the great doors that sealed The Terror's legacy, The Black, within the catacombs themselves. Deep within are twisted tunnels and chambers holding horrors no man can comprehend. But his Holiness, The White Emperor, has asked you to journey to the centre of The Black and retrieve Whitefang, the sword used to slay The Terror, so that he may himself use it to bring peace to the land.

The doors stand cut into a great stone wall seemingly made of one slab of black rock. It is ice cold and wet to touch, creaking and moaning quitely to itself as the darkness about it smothers everything else. The great double doors have a tableau etched into them - four great heroes in gleaming golden armour fight against an amorphous, sinsiter shadow that clings to the walls of The White City. Set amongst this is a star diamond, which crosses the tiny gap where the two doors meet and provides a faint gleam of light against the encroaching darkness. Inscribed below, in common, is:

"Here, The White City's downfall rests forever, as a testament to our weakness in a time needing courage and strength. May this door never be opened, for within lies an evil no man should need reckon again. As a penance for our failure, we who did not fall remain here, in body or in spirit, to see to it that The Terror never rises again".

The ground about the door is muddy and uneven. Staying in one place for too long sees any adventurer slowly sink into the mire.

[User]
 Quarion Reisend, Eladrin Swordmage

Quarion shifts around in the mud, hoping to not stay in one spot too long and avoid getting his boots caught.
He turns to his other companions,  "I believe we have reached the last point where a quick return is possible. Shall we proceed?"

[User]
 Oredon

Pacing slowly back and forth, so as not to become enmired in the mud, Oredon replies, " Aye, good Eladrin.  I would be out of this muck and on about our appointed task.  Let us move forward with all due caution ."

[User]
 Bazrak, Dragonborn Fighter
Bazrak, visibly annoyed by the clinging mud, very nearly shouts his next words
 Are we gonna open the door? Or stand here blabbering about it?
Despite his bravado, he takes no overt steps towards the door. He'd run into some nasty traps at the arena, and saw no reason to risk death before he could take on a beast or two.

[User]
 Red Foreman

The warforged looks at the door.

 This door is shoddy work.  I've made better doors in my apprentice days. And why are all you whimpering about a little mud? Come on, let's go get this over with.

 Spoiler

Joy!

[User]
 Quarion Reisend, Eladrin Swordmage

Hearing the others express, what can at best be considered urgency, Quarion takes a moment to examine the doors before opening them and moving through.

 Spoiler

Only because I caught my weekly group with this. I'll be checking the door for traps, specifically magic ones.
  Perception  - (1d20+8)[ 14 ](22)
  Arcana  - (1d20+18)[ 13 ](31)
If nothing is detected Quarion will open the doors.

[User]
 Bazrak, Dragonborn Fighter
Stepping from place to place to avoid being trapped in the mud, he moves behind the Eladrin, and readies his axe, with as close to a grin as can be managed by a reptile spread across his face.
 Haha! I call dibs on anything that hops out at us!

 Spoiler
 Of course. Sorry,I hadn't even thought about that

[User]
 Quarion's Arcane knowledge tells him that Star Diamonds, though brittle, are easily enchanted as magical traps; the rest of the door seems mundane though.

You all hear, or are prompted to listen more closely by your friends reaction, a scuttling and clawing, muffled almost to silence by the thick stone of the dungeon's doors.

[User] Hearing the noises, Oredon readies his greatsword as Quarion opens the doors.

[User]
 Looks like we woke up whatever lived inside.
The elven figure in the back stands, irritatedly shifting his feet to avoid sinking while idly playing with the glowing, curved blade in his hand. Tossing it from hand to hand, matching the movements of his feet, he watches the door with a slight smile on his face, despite the fact that the terrain irked him.
 Too bad for the poor beastie. Now it has to die. But at least it gets to see us in all our glory- wet, dirty, and pissed off. Hopefully it has fur- I think I'll need to wipe off my boots when we go in there.

The wizard begins to idly juggle the blade, his eyes remaining forward, all attention on the door. Dressed in simple, slim robes, he looked like a mage but acted like a fool. If anyone called him either, he would only smile. Most of the time, it was his enemy who would be fooled, and then only until their untimely death. For now, the doppleganger simply remained in his elven disguise, smirking and waiting for something interesting to happen.

[User]
 Quarion Reisend, Eladrin Swordmage
 "Into the fray friends..."
Quarion draws his blade and pushes the door open.

[User] The door swings open easily, despite its obvious mass. As its does so, thw affixed star diamond falls to the floor, a dull plop falling dead in the vast surroundings as the diamond begins to sink. Within is dark; what little you can see within is a black marble tiled corridor, about 10 feet across, with a ceiling covered in cobwebs. Metal loops in the walls for torches or lamps stand empty. Within the darkness, perhaps 100ft in, you can make out the darkest of hunched shapes, apparently waiting for your arrival.

[User]
 Quarion Reisend, Eladrin Swordmage
Quarion points his sword at the wizard,  "Light it up, unless one of the Dragonborn would prefer it. I can see well enough down here."

[User]
 Bazrak, Dragonborn Fighter
Bazrak lets out a low, chilling laugh.
 No point throwing spells out yet. I'll take care of the dark.
He reaches into his sack, pulling out a sunrod, and lighting it, before throwing it underhanded into the corridor. He then readies his axe,while going through a few  small stretches.
 Well, Here's to us. Hope you lot don't die.
He then steps forward, to just inside the corridor.

 Spoiler
Sunrod-Bright light out to 20 feet, so no matter how far he throws it, it illuminates an 100 foot radius.

[User]
 It's not much of a waste. Something as savage and unrefined as a fire blast I can throw around day. It's the more... graceful magics that are difficult or tiring to cast.
Robin ignites a small, magical flare on the end of his sword.
 I'd rather not lead, if you don't mind. Bit delicate. But I'm an asset if I am protected.
He spins the blade, twirling it.
 Though I'm not too shabby in a scrap.

[User]
 Foreman
 Whatever.  Let's go kick some ass.

[User]
 Quarion Reisend, Eladrin Swordmage

Quarion motions to the others to follow as he leads the way into the center of the room.

 Spoiler

Quarion will move cautiously towards the center of the room and stop only when he notices anything of interest or presenting danger.
  Perception  - (1d20+8)[ 2 ](10)

[User]
 You all here more scuttling - but can't quite place where, and the room itself doesn't appear to hold anything living other than you.

There is certainly plenty of death though. At least three sets of bones lay strewn on the ground, the skeletons almost certainly of elf or eldarin origin. In the centre of the room, on a podium, lays a sarcophagus made of white marble, with carvings of three elven heroes adorning the side facing you. The lid lies on the floor, a large crack lengthways down in, almost sundering it in two. Besides the way you came in there is, apparently, no other entrances or exits.

[User]
 Oredon

Oredon, sword ready, moves towards the sarcophagus for a closer look.

 Spoiler
Oredon will stop if he notices anything amiss.  Don't know if this was explicity included in Quarion's check, but Oredon will glance  up  towards the ceiling as he heads to the sarcopagus (just to make sure nothing is getting ready to drop on us).

  Perception  - (1d20+8)[ 9 ]

[User]
 Quarion Reisend, Eladrin Swordmage

Quarion looks around the sarcophagus for clues.

 Spoiler

Anything Quarion would be able to read?
  Perception  - (1d20+8)[ 10 ](18)

[User]
 Robin walks further in, blade still drawn.
 Maybe we caught them after a meal. Elf is the chosen meal of many creepy crawly beasties.

[User]
 Foreman

Foreman walks into the room as well.
 Hmph.  They'd have to eat a lot of elves to make it worthwhile, you probably aren't even a decent snack.

 Spoiler

History check on the sarcophogus:
 (1d20+16)[ 29 ]

[User]
 Bazrak, Dragonborn Fighter
Bazrak shoulders his axe, and walks slowly towards the skeletons, stopping about 10 feet from them, examining them as best he can from a distance
 You're probably right. Not enough meat on their bones.
He snorts.

 Spoiler
I'll go ahead and roll a perception on the skellys. It can't hurt.  (1D20+8)[ 10 ](18)  or heal, maybe to pull a cause of death, whichever you feel fits.  (1D20+7)[ 19 ](26)

[User]
 Robin
 True. Elves are a bit skimpy. Wonder what it would do if it was faced with a Dragonborn...
Saying this, he turns to Bazrak and smiles, his face growing scales and his eyes turning into glowering embers. He soon looks just like the fighter, with only a touch more ferocity in his expression and glowing eyes. He hisses at him in Draconic.

 Spoiler
  One of your race seems meaty enough. Perhaps he's still hungry, and we should call him back?

His face returning to normal, it changes further, until a pure white, blank figure stands before the group, with white hair and eyes.
 Did I mention I am a doppelganger? I often forget. I prefer an elven guise most of the time, but I'm actually quite flexible. Just thought I'd tell you so you know of my skills.
He laughs to himself as he changes back to his elven form, waiting for a reaction from his companions.

[User]
 Bazrak, Dragonborn Fighter
Bazrak laughs, loudly, and at length
 <Draconic> So, You can be whatever you want? And you chose  That  skimpy form? You should disguise yourself as a WARRIOR! Get some respect!  I think I fought someone like you once. He had great muscles, and a horrifying face, but fell over as soon as I hit him...Or maybe he was just a wimp, who knows?

[User]
 I prefer this form, not for its raw power, but for its grace and elegance. Being a musclebound brute isn't exactly the most effective fo forms, since it doesn't really make me stronger, just look stronger. In this form, people think they will be dealing with an archer, or even a quick warrior. Then the fire starts raining from the sky, and their minds betray them, and they quake in fear. So, while your well muscled bulk is useful for taking blows for me, this form is more than appropriate for what I help you with- killing, en mass, and laughing while I do it.
The elf smirks and continues to juggle his blade while he says this, knowing that he liked the Dragonborn. Brash, aggressive, and overall useful, he would be a worthwhile companion.

[User]
 Quarion Reisend, Eladrin Swordmage

Quarion listens to the conversation between the Eladrin/Doppelganger and the Dragonborn with a slight bit of amusement as a smile creeps along his face. However he remains focused on searching the room for clues as to what to do next.

[User] (Hey, you guys mind if I join in? I'm not bad at RPing, and should be able to post almost everyday.)

[User]
 Foreman
 The graceful ones usually are the wizards.  Looking like a muscle-bound meathead would be a better cover.  Then again, you all look like meatheads to me.

 Spoiler

This game is full.


[User]
 A towering figure in a dark robe enters the room where you have been milling around sizing up the competition. His face is completely obscured by his hood. He raises both hands to get your attention and speaks in a deep voice.
 Jeffrey, Jarrok.   He pauses for you to identify yourselves.
 You have been chosen to be the first. Prepare yourselves!
With that he brings his hands down and the two of you find yourself transported to the  arena

OOC:
You've got time for one swift action and one standard action before you get transported in case you need to adopt a stance or activate an item.

On the map, green is open terrain, yellow is difficult terrain, red/brown is the cliffs

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

Jeffrey

 Spoiler
You start at C4

Jarrok

 Spoiler
You start at AH36

[User]
 Jeffrey

A tall dark human heavily armored, armed and masked appears out of nowhere when the name "Jeffrey" is called.  He offers an unpleasant snort towards Jarrok.  A large wolf walks in from the side of the room and walks over to the man.  They both disappear and reappear in the arena.

 Spoiler

  Init  - (1d20+13)[ 21 ]
Standard action: Appear
Swift Action: Activate Dragon Mask (see invisible for 5 minutes)

Roll Will DC 21 to read spoiler.

 Spoiler

No Seriously, no read-y if no will save-y.

 Spoiler

The Man is an illusion.  The wolf is real.

 Spoiler
Yeah another one.  SLA to Permenant Image to create Scary looking fighter dude.

[User]
 Jarrok unfolds his wings to their full wingspan. His draconian face contorts into a mask of pure hate as he breathing increases heavily and he switches into his fighting stance.

 Spoiler

Action: Rage
Will:  (1d20+9)[ 29 ]
Initiative:  (1d20+6)[ 12 ]

[User]
 Jeffrey

The man, who is obviously an illusion, bounds at a breakneck speed, ignoring all terrain and bounding in the air up onto the cliffs ending up at O17 and looks around.

The wolf sticks to the easy terrain but follows along on the ground at full speed.

[spoiler]
Wolf moves 100' to Q16.  The man moves to O17.

 Spoiler

Ifin ya character has any sort of true seeing, see invisible or anything else like that...  Otherwise DM only.

 Spoiler

Jeffrey takes off and flies to W24

[User]
 Jarrok takes wing and flies fifty feet straight up, searching for his opponents. He then flies thirty feet to the north.

(Ends at (AB, 36))

[User]
 I forgot. Just in case,
Spot check:  (1d20+0)[ 15 ]
Listen Check:  (1d20+4)[ 12 ]

[User]
 Jeffrey

The man stands there glaring at the spot Jarrok used to be.  The wolf runs around ending at N28 (i lost count but I think that's how far he can go, I know it's somewhere around there.)

Jarrok feels like six little daggers just attacked him.

 Spoiler

  Attack1  - (1d20+31)[ 45 ]    Damage1  - (1d3+4)[ 5 ]    FireDamage  - (1d6)[ 4 ]    SneakDamage  - (4d6)[ 15 ]    Skirmish  - (6d6)[ 18 ]
  Attack2  - (1d20+31)[ 35 ]    Damage1  - (1d3+4)[ 5 ]    AcidDamage  - (1d6)[ 3 ]    SneakDamage  - (4d6)[ 7 ]    Skirmish  - (6d6)[ 32 ]
  Attack3  - (1d20+26)[ 40 ]    Damage1  - (1d3+4)[ 5 ]    FireDamage  - (1d6)[ 1 ]    SneakDamage  - (4d6)[ 15 ]    Skirmish  - (6d6)[ 29 ]
  Attack4  - (1d20+26)[ 42 ]    Damage1  - (1d3+4)[ 5 ]    AcidDamage  - (1d6)[ 3 ]    SneakDamage  - (4d6)[ 9 ]    Skirmish  - (6d6)[ 19 ]
  Attack5  - (1d20+21)[ 27 ]    Damage1  - (1d3+4)[ 7 ]    FireDamage  - (1d6)[ 4 ]    SneakDamage  - (4d6)[ 15 ]    Skirmish  - (6d6)[ 26 ]
  Attack6  - (1d20+21)[ 35 ]    Damage1  - (1d3+4)[ 7 ]    AcidDamage  - (1d6)[ 5 ]    SneakDamage  - (4d6)[ 13 ]    Skirmish  - (6d6)[ 18 ]
  CritConfirm  - (1d20)[ 13 ]  (add appropriate AB)   CritDamage  - (1d3+4)[ 6 ]
  CritConfirm  - (1d20)[ 16 ]  (add appropriate AB)   CritDamage  - (1d3+4)[ 7 ]

If he is typed Dragon, then add +4 to all hits for Favored Enemy.

DM/special magic only spoiler:

 Spoiler

Jeffrey activates Belt of battle for one move action: flies to AB36 and attacks.  Over 20' so full skirmish damage, invisible so sneak attack damage.
  MoveSilently  - (1d20+24)[ 36 ]  (-5 for moving at over half speed, +2 for equipment)

[User]
 Which direction is the attack coming from?

Oh, by the way, -104 HP for Jarrok.

[User] The square west of Jarrok.

[User]
 OOC: Ach. Just noticed, completely forgot. Jarrok is large size, so he occupies (AB, 36), (AC, 36), (AB, 35) and (AC, 35). Don't think it particulerly matters, but if it does, totally my fault. Sorry guys.

IC: Jarrok twists himself to the side, and blows out a fiery cone from his mouth.

 Spoiler

Damage: (6d6)[ 25 ]
Roll reflex to beat DC 23.

Okay, I'm not ending my turn yet, but I have two questions: First off, what kind of action is a breath weapon? I can't find the answer anywhere.

Secondly, I've always used half-damage as taking the rolled damage and cutting it in half, but I've seen others do it by re-rolling 3d6. Which way is correct?

[User]
 {According to the  SRD  breath weapon is a standard action.

Normally, folks divide the damage in two.  Though I thought that half-dragons (guess) were 6d8, not 6d6.  I'll reroll the damage for d8, in case your character is half-dragon.

  Refex  - (1d20+21)[ 40 ]
  Damage  - (6d8)[ 29 ]

Jeffrey has Evasion, so if the save worked, it's no damage.}

[User]
 OOC: Again, I'm gonna have to ask you a question. Sorry, but aerial combat is new to me. If a charge through a space, does it affect the whole space? Say, if I charged through the space I think you are currently occupying, and you are occupying that area, can I hit you, and what are the chances I'll do?

I normally wouldn't ask, but the rules on aerial combat aren't in the DMG or SRD, that I can find. Sorry for being a newbie.

[User]
 I would guess that if you tried to walk through or move through a square that is occupied, it would count as an overrun attempt?  Jeffrey would have the option to avoid you by default unless your character has improved overrun.

I would also expect that attempting to overrun invisible creature even with improved overrun would be subject to the normal miss chance of total cover (i.e., 50% chance of "missing" the overrun attempt).

I'd have a hard time determining what the effect of overruning a flying character.  Maybe forcing them towards the ground?  Reflex save vs. the overrun attempt or drop 10'?

Also, unless your character has perfect maneuverability, it can't charge through the square west because it was last heading north.  A character cannot turn while charging.

More info on  flying .

[User]
 Oh, if you meant, can a character charge an invisible opponent while flying, then yeah.  It's a charge attempt, the character can make an attack as normal for charging, but it would have the same miss-chance as a regular attack against an invisible opponent.

You can still only charge in a straight line and must move at least 10' before the attack, though.

[User]
 Okay, thanks.

IC: Jarrok, less bleeding, but more shocked by the attack of the invisible being, flies eighty feet straight north.

OOC: Couldn't really think of anything else to do.

[User]
 Jeffrey

The man still stands there dumb looking.  The wolf howls at the dragonesque creature.  The dragon feels another swish of several daggers from his south west flank.

 Spoiler

Assuming your character moved to L36:M37.   FYI, your character is denied AC bonus to Dex for invisibility.  Any hit is +4 damage vs. Dragons (or humans)
  Attack  - (1d20+31)[ 45 ]    Damage  - (1d3+4)[ 7 ]    FireDamage  - (1d6)[ 4 ]    Skirmish  - (6d6)[ 28 ]    Sneak  - (4d6)[ 14 ]
  Attack  - (1d20+31)[ 38 ]    Damage  - (1d3+4)[ 6 ]    AcidDamage  - (1d6)[ 2 ]    Skirmish  - (6d6)[ 22 ]    Sneak  - (4d6)[ 13 ]
  Attack  - (1d20+26)[ 39 ]    Damage  - (1d3+4)[ 5 ]    FireDamage  - (1d6)[ 1 ]    Skirmish  - (6d6)[ 16 ]    Sneak  - (4d6)[ 17 ]
  Attack  - (1d20+26)[ 45 ]    Damage  - (1d3+4)[ 5 ]    AcidDamage  - (1d6)[ 5 ]    Skirmish  - (6d6)[ 17 ]    Sneak  - (4d6)[ 19 ]
  Attack  - (1d20+21)[ 29 ]    Damage  - (1d3+4)[ 6 ]    FireDamage  - (1d6)[ 3 ]    Skirmish  - (6d6)[ 24 ]    Sneak  - (4d6)[ 13 ]
  Attack  - (1d20+21)[ 31 ]    Damage  - (1d3+4)[ 7 ]    AcidDamage  - (1d6)[ 5 ]    Skirmish  - (6d6)[ 21 ]    Sneak  - (4d6)[ 17 ]
  CritConfirm  - (1d20)[ 4 ]    CritDamage  - (1d3+4)[ 7 ]
  CritConfirm  - (1d20)[ 9 ]    CritDamage  - (1d3+4)[ 6 ]

 Spoiler

Jeffrey uses another charge of Belt of Battle to take an extra move action followed by full attack.  Jeffrey turns 90° and heads 75' north to M35.
Note: Was at AB 36, until Dragon expanded into that space, and then moved to AB 35, which is one square west of Jarrok, as I intended to be when I said move to AB36.  Blergh.

[User] Jarrok falls from the sky, bleeding profusely, and lands with a  thump  on the ground. He has fallen.

[User]
 Good-fight.

Your character needs something to see invisible.  I haven't met too many opponents that don't have a blink ring, cloak of displacement, or invisibility ring.

Or Blind-fight?

I can also recommend a Belt of Battle (from MIC).

[User]
 Well, I'm really counting on the flying and damage, along with his normally high AC, to do the work. But it was the +4 attack against dragons that really killed me.

What creature is Jeffrey anyway?

[User] I'll PM the sheet.