[User]
 Arena Tournament, LA1 Exhibition:  Ruth  vs.  The Big Bad Duckling
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Ruth  - candycorn
 The Big Bad Duckling  - TIPOT

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

[User]
 Initiative:  (1d20+3)[ 18 ]

Still deciding purchases.

[User]
 Not that there's much point but:
Initiative  (1d20-5)[ 9 ]

Start when you feel like it i guess

[User]
 I'll buy a scroll of Cat's Grace (Level 1, CL 1) crafted by a Trapsmith.
I'll also buy a scroll with Invisibility x2 on it (Level 1, CL 1), crafted by a Teflammar Shadowlord.
I'll also buy a Scroll of Dimension Door (Level 2, CL 2) crafted by a Chameleon who is emulating Arcane spells, and choosing Dimension door from the Trapsmith class list.

Total cost: 175gp.

Sources for crafters:
Trapsmith - Dungeonscape
Teflammar Shadowlord - Unapproachable East
Chameleon - Races of Destiny

Any reactive purchases?

[User]
 Assuming no reactives...  Start in N4, with a scroll in hand.

Round 1 (only if opponent has no reactives):
Cast a spell:
 Spoiler
Invisibility
CL Check:  (1d20+1)[ 14 ]  vs DC 8

EDIT:

I vanish.

Remainder of turn:

 Spoiler
Move to P9

Done.

Stats:
 Spoiler
Location: P9
HP: 13/13
AC: 15 (FF 12, Touch 13)
Spells: 4/4/0
Effects: Invisibility 1/10
In hand: Scroll, Dimension Door

[User]
 i want to make a reactionary sorry, 😳
i buy 2 smokesticks 40gp

edit: also i buy 2 tindertwigs 2gp (i need something to light the smokesticks i think)

[User]
 In that case, I have 1 more purchase.

Scroll: Gust of wind x1 (Level 2, CL 2), Crafted by a chameleon. (100 gp)

[User] Okay then, start when ready 🙂

[User] Original turn unchanged.  Go for it.

[User]
 Start in N23, with a smokestick in hand, a tindertwig in the other and a tindertwig in my mouth

move to Q20, light smokestick with tindertwig, creating a cube of smoke P19, P20, Q19, Q20

los only

 Spoiler
drop the used tindertwig and smokestick
draw:spear

stats

 Spoiler
hp15/15
ac 14 ff13 touch11

[User]
 My second turn:

Things that can see invisible:
 Spoiler

Move: Draw scroll: Invisibility x2 (Held in same hand as DD)
Move: from P9 to U11.

Done.

Stats:
 Spoiler
Location: U11
HP: 13/13
AC: 15 (FF 12, Touch 13)
Spells: 4/4/0
Effects: Invisibility 2/10
In hand: Scroll(Dimension Door), Scroll (Invisibility x2)

[User]
 los only

 Spoiler
move to the crosssection of P19, P20, Q19, Q20
 if possible, (if not Q20)

ready action:throw spear if I see ruth

stats

 Spoiler
hp15/15
ac 14 ff13 touch11

[User]
 My Turn:

Those that see invisible:
 Spoiler
Double move from U11 to V18 (by way of Y14).

Reactive Spot, if necessary (LOS to P19, Q19, Q20):  (1d20-1)[ 11 ]

[User]
 Done.

Stats:
 Spoiler
Location: V18
HP: 13/13
AC: 15 (FF 12, Touch 13)
Spells: 4/4/0
Effects: Invisibility 2/10
In hand: Scroll(Dimension Door), Scroll (Invisibility x2)

[User]
 Refs:
 Spoiler
Listen for TBBD:  (1d20-1)[ 18 ]

Duckling:
 Spoiler
You hear movement to the northeast, heading south.  And no, you can't occupy a grid intersection.

Ruth:
 Spoiler
Duckling's in Q20, wielding spear, and readies an action.

[User] Note: It should be Tipot's turn.

[User]
 los only

 Spoiler
Ready action: Move if i hear chanting, or ruth ends her go (i think i can do this not sure though)

stats

 Spoiler
hp15/15
ac 14 ff13 touch11

end turn

[User]
 TBBD:
 Spoiler
End turn is a valid trigger, but it'll only trigger if you can see your opponent.  The other is fine.

Doesn't hold up play.

[User]
 Those that can see invisible/Refs:
 Spoiler
Provided no LOS change.

Move from V18 to R22.

Move Silent:  (1d20-2)[ 4 ]  (includes movement penalty).

Standard: Ready action.  Charm person if TBBD attempts to take any action or move.

Done.

Stats:
 Spoiler
Location: R22
HP: 13/13
AC: 15 (FF 12, Touch 13)
Spells: 4/4/0
Effects: Invisibility 3/10
In hand: Scroll(Dimension Door), Scroll (Invisibility x2)

[User]
 Refs:
 Spoiler
Listen for TBBD:  (1d20-1)[ 5 ]

Ruth:
 Spoiler
Duckling's in Q20, and readied an action.

TBBD:
 Spoiler
You hear movement to the southeast.

[User]
 LOS only

 Spoiler
Ready action: Move if i hear anything

stats

 Spoiler
hp15/15
ac 14 ff13 touch11

end turn

also @refs

 Spoiler
is it possible to purposely fail a listen check (if say you were charmed) so as not to have to obey them?

[User]
 TBBD:
 Spoiler
It wouldn't do you any good, anyway; precedent states you automatically hear speech in LoS, with no check required.

[User] I currently have LOS to you, Tipot.  Did you take any action at all this turn?

[User] Wait how do you have line of sight? I thought i was hidden by the smoke?

[User] You're on the edge of it, so you only have simple concealment.  It only grants total concealment if there's at least one square of smoke in between you and your observer.

[User]
 okay, well i readied an action
 Spoiler
to move if a hear anything

and ended my turn

[User]
 When you try to ready an action, you trigger my ready action.

Cast Charm person (before your action readies) - DC 19 Will save.

After that, I become visible in R22, and you finish readying your action.  From there, you may amend your turn.

[User]
 okay, i try my will save (i think i get a +5 bonus due to you being my enemy in this case)

will save  (1d20+4)[ 14 ]

[User]
 It's been ruled that unless I have made an overt threatening gesture, you do not, actually.  That question was raised in my first match, and Kyeudo ruled that hostile action is needed to get the +5 bonus.

Either way, it's a fail.

Free (Out-Of-Turn Speech): "Cmon, buddy, there's no need for violence or hiding.  Let's all put our weapons away, and we can discuss how to compete against each other without having to hurt our friends.  I've got a great idea!"

[User]
 Wait... Actually i've just reasiled that charn person shouldn't affect me, as goliath are monsterous humanoid (and not humanoid)

edit: am i right in thinking this?

[User]
 ....

Aw, poop.
You're right.

[User] Um, do you have any other way of winning?

[User] I have ideas.  It's your turn, after my ready action.

[User]
 Move to R21 (i used my standard on my ready action)
end turn

[User] it is ruth's turn right now...

[User] What do you have in hand?

[User] I have a spear(large) in my hands and a tindertwig in my mouth

[User]
 Ok, then...  I ready an action.
 Spoiler
 5 foot step and Cast Acid Splash if my opponent takes a standard or full round action, attempts to leave LOE, attempts to enter concealment, or ends turn.

Done.

[User]
 okay well i rage (whirling frenzy varient)

then i'll full attack

attack1  (1d20+7)[ 11 ]
damage  (2d6+12)[ 14 ]

attack2  (1d20+7)[ 9 ]
damage  (2d6+12)[ 18 ]

but i'm guessing this will trigger your ready action

[User]
 Yes, it does.  When you start your full attack action, I take a 5 foot step to S23 (out of range of that spear) and cast a spell.

Range touch attack:  (1d20+3)[ 10 ]  for  (1d3)[ 1 ]  Acid damage

If threat:  (1d20+3)[ 19 ]  for  (1d3)[ 2 ]  Acid damage

[User]
 well thats a miss so i 5ft step to where you just were and
end my turn

@refs

 Spoiler
would i be able to make a thrown attack with my spear if she 5ft steps again in response to my attack?

stats

 Spoiler
hp15/15
ac 16 ff13 touch13 (+3 armour, +2 dodge, +1 dex)
whirling frenzy 7/7

[User]
 Hm.

Ready Action:
 Spoiler
Attack (bite), then 5 foot step, if he attempts a standard or full round action, attempts to leave my threatened area, or ends turn.

Done.

[User]
 Originally Posted by TIPOT
 well thats a miss so i 5ft step to where you just were and
end my turn

@refs

 Spoiler
would i be able to make a thrown attack with my spear if she 5ft steps again in response to my attack?

stats

 Spoiler
hp15/15
ac 16 ff13 touch13 (+3 armour, +2 dodge, +1 dex)
whirling frenzy 7/7

Tipot

 Spoiler
Once your attack has been triggered, you can't change it.  So the only way to do a thrown weapon attack is if you start out with it.  The only attack option that can be changed midway through is a full attack; you can five foot in the middle of one (meaning after one attack but before the next), and continue the attack from the new spot.  Everything else is basically set in stone.  Hopefully that all makes sense.

Continue play

[User]
 Okay

5ft step to Q23

then full attack with thrown spears
attack1  (1d20+7)[ 24 ]  damage (2d6+8)[ 13 ]

quick draw another spear

attack2  (1d20+7)[ 13 ]  damage (2d6+8)[ 16 ]

then quick draw the glaive

but your ready action will probably trigger from this...

[User] Um, if your ready action didn't do anything to stop that, i think thats you dead...

[User]
 If it isn't over from the damage, it'd still be over from DQ.  So either way...

 The Big Bad Duckling gets the win!


[User]
 A figure enters the arena; black longcoat hiding his body, a hood hiding his face and gloves hiding his hands. Not suspicious at all, then.

 "...was I not told to meet someone here?"

[User]
 A tan-skinned man with white hair grins. His long white coat has a stone duel-disk attached to it.

 "You were told to meet someone. That someone was your doom."
 (1d20)[ 8 ]
 (1d40)[ 1 ]  (1d39)[ 3 ]  (1d38)[ 30 ]  (1d37)[ 31 ]  (1d36)[ 9 ]
 Hand

 Spoiler
Gravekeeper's Visionary
Gravekeeper's Visionary
Solidarity
Solidarity
Gravekeeper's Guard

 Grave

 Spoiler
woot

 RFG

 Spoiler
woot

 Deck - Gravekeeper's

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Breaker, the Magical Warrior
 Breaker, the Magical Warrior
 Arcane Barrier
 Arcane Barrier
 Necrovalley
 Necrovalley
 Necrovalley
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Magician's Circle
 Book of Moon
 Book of Moon
 Book of Moon
 Solidarity
 Gravekeeper's Stele
 Gravekeeper's Stele
 Dark Hole
 Mystical Space Typhoon
 Rite of Spirit
 Rite of Spirit

[User]
 "Ominous indeed. I am Zaman, an envoy of the Dark World; and who are you, may I inquire? Or shall I simply refer to you as Doom?"
 (1d20)[ 14 ]
 (1d40)[ 22 ]
 (1d39)[ 3 ]
 (1d38)[ 35 ]
 (1d37)[ 31 ]
 (1d36)[ 26 ]

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

 Life Points
8000

 Spoiler
 Hand  ~ 5

 Spoiler
-Jurrac Velo
-Fossil Dig
-Rivalry of Warlords
-Torrential Tribute
-Dark Hole

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-

 Removed From Play

 Spoiler
-

 Crawling Flames  ~ 40

 Spoiler
1. Jurrac Velo
2. Jurrac Velo
3. Jurrac Guiaba
4. Jurrac Guiaba
5. Jurrac Guiaba
6. Jurrac Brachis
7. Jurrac Brachis
8. Jurrac Brachis
9. Jurrac Garim
10. Jurrac Garim
11. Jurrac Aeolo
12. Jurrac Aeolo
13. Jurrac Aeolo
14. Jurrac Herra
15. Jurrac Herra
16. Jurrac Stauriko
17. Jurrac Stauriko
18. Jurrac Stauriko
19. Jurrac Tyrannus
20. Fossil Dig
21. Fossil Dig
22. Shrink
23. Shrink
24. Solidarity
25. Solidarity
26. Mystical Space Typhoon
27. Mystical Space Typhoon
28. Monster Reborn
29. Torrential Tribute
30. Bottomless Trap Hole
31. Urgent Tuning
32. Urgent Tuning
33. Rivalry of Warlords
34. Gozen Match
35. Gozen Match

 Spoiler
1. Jurrac Giganoto
2. Jurrac Giganoto
3. Jurrac Giganoto
4. Jurrac Meteor
5. Jurrac Meteor
6. Jurrac Velphito
7. Ally of Justice Catastor
8. Stardust Dragon
9. Stardust Dragon
10. Red Dragon Archfiend
11. Brionac, Dragon of the Ice Barrier
12. Goyo Guardian
13. Black Rose Dragon
14. Black Rose Dragon
15. Ancient Fairy Dragon

[User]
 (1d35)[ 24 ]
 "I'll begin my turn by setting two face-downs, then activating Fossil Dig to search through my deck to locate one of my monsters; I'll choose my Jurrac Guaiba. Now, I'll summon my Jurrac Velo to the field and end my turn."

{table=head]1|2|3|4|5
-|-|V|-|-
-|-|F|F|-[/table]
Jurrac  V elo -  1700 /1000

 Life Points
8000

 Spoiler
 Hand  ~ 3

 Spoiler
-Jurrac Guaiba
-Dark Hole
-Solidarity

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-Fossil Dig

 Removed From Play

 Spoiler
-

 Crawling Flames  ~ 33

 Spoiler
1. Jurrac Velo
2. Jurrac Velo
3. Jurrac Guiaba
4. Jurrac Guiaba
5. Jurrac Brachis
6. Jurrac Brachis
7. Jurrac Brachis
8. Jurrac Garim
9. Jurrac Garim
10. Jurrac Aeolo
11. Jurrac Aeolo
12. Jurrac Aeolo
13. Jurrac Herra
14. Jurrac Herra
15. Jurrac Stauriko
16. Jurrac Stauriko
17. Jurrac Stauriko
18. Jurrac Tyrannus
19. Fossil Dig
20. Fossil Dig
21. Shrink
22. Shrink
23. Solidarity
24. Mystical Space Typhoon
25. Mystical Space Typhoon
26. Monster Reborn
27. Torrential Tribute
28. Bottomless Trap Hole
29. Urgent Tuning
30. Urgent Tuning
31. Rivalry of Warlords
32. Gozen Match
33. Gozen Match

 Spoiler
1. Jurrac Giganoto
2. Jurrac Giganoto
3. Jurrac Giganoto
4. Jurrac Meteor
5. Jurrac Meteor
6. Jurrac Velphito
7. Ally of Justice Catastor
8. Stardust Dragon
9. Stardust Dragon
10. Red Dragon Archfiend
11. Brionac, Dragon of the Ice Barrier
12. Goyo Guardian
13. Black Rose Dragon
14. Black Rose Dragon
15. Ancient Fairy Dragon

[User]
 (1d35)[ 14 ]
 "I keep the name that my ancestors before me have kept, Gravekeeper. I send my Commandant to the grave to bring my homeland, Necrovalley, to my hand. I'll activate Necrovalley and set a monster facedown, ending my turn."

LP: 8000
Field: Necrovalley
{table=head]1|2|3|4|5
-|-|F|-|-
-|-|-|-|-[/table]

 Hand (4)

 Spoiler
Gravekeeper's Visionary
Gravekeeper's Visionary
Solidarity
Solidarity
F: Gravekeeper's Guard

 Grave

 Spoiler
Commandant

 RFG

 Spoiler
woot

 Deck - Gravekeeper's

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Breaker, the Magical Warrior
 Breaker, the Magical Warrior
 Arcane Barrier
 Arcane Barrier
 Necrovalley
 Necrovalley
 Necrovalley
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Magician's Circle
 Book of Moon
 Book of Moon
 Book of Moon
 Solidarity
 Gravekeeper's Stele
 Gravekeeper's Stele
 Dark Hole
 Mystical Space Typhoon
 Rite of Spirit
 Rite of Spirit

[User]
 (1d33)[ 27 ]
 "I shall set another card face-down; now, I'll activate my Dark Hole spell to empty the field. With that, I shall summon my Jurrac Guaiba to the field and power it up with my Solidarity spell. My monster shall attack you directly; but as I conquered no monster on this turn, his effect does not activate. Your turn, my dear Gravekeeper."

{table=head]1|2|3|4|5
-|-|G|-|-
-|F|F|F|S[/table]
Jurrac  G uiaba -  1700 /400
 S olidarity

 Life Points
8000

 Spoiler
 Hand  ~ 0

 Spoiler
-

 Facedown

 Spoiler
(S/T2) - Torrential Tribute
(S/T3) - Mirror Force
(S/T4) - Rivalry of Warlords

 Graveyard

 Spoiler
-Fossil Dig
-Jurrac Velo
-Dark Hole

 Removed From Play

 Spoiler
-

 Crawling Flames  ~ 33

 Spoiler
1. Jurrac Velo
2. Jurrac Velo
3. Jurrac Guiaba
4. Jurrac Guiaba
5. Jurrac Brachis
6. Jurrac Brachis
7. Jurrac Brachis
8. Jurrac Garim
9. Jurrac Garim
10. Jurrac Aeolo
11. Jurrac Aeolo
12. Jurrac Aeolo
13. Jurrac Herra
14. Jurrac Herra
15. Jurrac Stauriko
16. Jurrac Stauriko
17. Jurrac Stauriko
18. Jurrac Tyrannus
19. Fossil Dig
20. Fossil Dig
21. Shrink
22. Shrink
23. Solidarity
24. Mystical Space Typhoon
25. Mystical Space Typhoon
26. Monster Reborn
27. Bottomless Trap Hole
28. Urgent Tuning
29. Urgent Tuning
30. Rivalry of Warlords
31. Gozen Match
32. Gozen Match

 Spoiler
1. Jurrac Giganoto
2. Jurrac Giganoto
3. Jurrac Giganoto
4. Jurrac Meteor
5. Jurrac Meteor
6. Jurrac Velphito
7. Ally of Justice Catastor
8. Stardust Dragon
9. Stardust Dragon
10. Red Dragon Archfiend
11. Brionac, Dragon of the Ice Barrier
12. Goyo Guardian
13. Black Rose Dragon
14. Black Rose Dragon
15. Ancient Fairy Dragon

[User]
 "Book of Moon blocks one of the."

[roll]1d32[/roll]

LP: 3000
Field: Necrovalley
{table=head]1|2|3|4|5
-|-|-|-|-
-|-|F|-|-[/table]

 Hand (4)

 Spoiler
Gravekeeper's Visionary
Gravekeeper's Visionary
Solidarity
Solidarity

 Grave

 Spoiler
Commandant
Gravekeeper's Guard

 RFG

 Spoiler
woot

 Deck - Gravekeeper's

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Breaker, the Magical Warrior
 Breaker, the Magical Warrior
 Arcane Barrier
 Arcane Barrier
 Necrovalley
 Necrovalley
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Magician's Circle
 Book of Moon
 Book of Moon
 Solidarity
 Gravekeeper's Stele
 Gravekeeper's Stele
 Dark Hole
 Mystical Space Typhoon
 Rite of Spirit
 Rite of Spirit

[User]
 (1d32)[ 19 ]
 "I'll activate my Fossil Dig spell to add a Jurrac Velo from my deck to my hand; now, I'll summon that same Jurrac Velo to the field. Now, I'll have my two monsters attack you directly and then end my turn."

(Total damage: 2500+2500=5000LP)

{table=head]1|2|3|4|5
-|-|G|V|-
-|F|F|F|S[/table]
Jurrac  G uiaba - 1700+800 ( 2500 )/400
Jurrac  V elo - 1700+800 ( 2500 )/1000
 S olidarity

 Life Points
8000

 Spoiler
 Hand  ~ 0

 Spoiler
-

 Facedown

 Spoiler
(S/T2) - Torrential Tribute
(S/T3) - Mirror Force
(S/T4) - Rivalry of Warlords

 Graveyard

 Spoiler
-Fossil Dig
-Jurrac Velo
-Dark Hole
-Fossil Dig

 Removed From Play

 Spoiler
-

 Crawling Flames  ~ 33

 Spoiler
1. Jurrac Velo
2. Jurrac Guiaba
3. Jurrac Guiaba
4. Jurrac Brachis
5. Jurrac Brachis
6. Jurrac Brachis
7. Jurrac Garim
8. Jurrac Garim
9. Jurrac Aeolo
10. Jurrac Aeolo
11. Jurrac Aeolo
12. Jurrac Herra
13. Jurrac Herra
14. Jurrac Stauriko
15. Jurrac Stauriko
16. Jurrac Stauriko
17. Jurrac Tyrannus
18. Fossil Dig
19. Shrink
20. Shrink
21. Solidarity
22. Mystical Space Typhoon
23. Mystical Space Typhoon
24. Monster Reborn
25. Bottomless Trap Hole
26. Urgent Tuning
27. Urgent Tuning
28. Rivalry of Warlords
29. Gozen Match
30. Gozen Match

 Spoiler
1. Jurrac Giganoto
2. Jurrac Giganoto
3. Jurrac Giganoto
4. Jurrac Meteor
5. Jurrac Meteor
6. Jurrac Velphito
7. Ally of Justice Catastor
8. Stardust Dragon
9. Stardust Dragon
10. Red Dragon Archfiend
11. Brionac, Dragon of the Ice Barrier
12. Goyo Guardian
13. Black Rose Dragon
14. Black Rose Dragon
15. Ancient Fairy Dragon

[User]
 "Book of moon flips velo."
 (1d32)[ 11 ]
 "I summon Gravekeeper's Descendant and activate two copies of Solidarity. Your facedowns worry me, so I will not attack."

LP: 3000
Field: Necrovalley
{table=head]1|2|3|4|5
-|-|D|-|-
-|-|S|S|-[/table]
 Descendant:  3600 ATK
 Solidarity
 Solidarity
 Hand (2)

 Spoiler
Gravekeeper's Visionary
Gravekeeper's Visionary

 Grave

 Spoiler
Commandant
Gravekeeper's Guard

 RFG

 Spoiler
woot

 Deck - Gravekeeper's

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Commandant
 Gravekeeper's Commandant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Breaker, the Magical Warrior
 Breaker, the Magical Warrior
 Arcane Barrier
 Arcane Barrier
 Necrovalley
 Necrovalley
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Magician's Circle
 Book of Moon
 Book of Moon
 Solidarity
 Gravekeeper's Stele
 Gravekeeper's Stele
 Dark Hole
 Mystical Space Typhoon
 Rite of Spirit
 Rite of Spirit

[User]
 "A ferocious foe. Let us see what I can do against it."
 (1d30)[ 25 ]
 "I move my Guaiba to defence position; now, I'll set a card and flip summon my Jurrac Velo; it will attack your monster. I lose one-thousand-one-hundred life points, but Velo's ability allows me to special summon a Jurrac Brachis from my deck to the field. I'll now end my turn."

{table=head]1|2|3|4|5
-|-|G|B|-
F|F|F|F|S[/table]
Jurrac  G uiaba - 1700+800 (2500)/ 400
Jurrac  B rachis- 1000+800 (1800)/ 1000
 S olidarity

 Life Points
6900

 Spoiler
 Hand  ~ 0

 Spoiler
-

 Facedown

 Spoiler
(S/T1) - Bottomless Trap Hole
(S/T2) - Torrential Tribute
(S/T3) - Mirror Force
(S/T4) - Rivalry of Warlords

 Graveyard

 Spoiler
-Fossil Dig
-Jurrac Velo
-Dark Hole
-Fossil Dig
-Jurrac Velo

 Removed From Play

 Spoiler
-

 Crawling Flames  ~ 28

 Spoiler
1. Jurrac Velo
2. Jurrac Guiaba
3. Jurrac Guiaba
4. Jurrac Brachis
5. Jurrac Brachis
6. Jurrac Garim
7. Jurrac Garim
8. Jurrac Aeolo
9. Jurrac Aeolo
10. Jurrac Aeolo
11. Jurrac Herra
12. Jurrac Herra
13. Jurrac Stauriko
14. Jurrac Stauriko
15. Jurrac Stauriko
16. Jurrac Tyrannus
17. Fossil Dig
18. Shrink
19. Shrink
20. Solidarity
21. Mystical Space Typhoon
22. Mystical Space Typhoon
23. Monster Reborn
24. Urgent Tuning
25. Urgent Tuning
26. Rivalry of Warlords
27. Gozen Match
28. Gozen Match

 Spoiler
1. Jurrac Giganoto
2. Jurrac Giganoto
3. Jurrac Giganoto
4. Jurrac Meteor
5. Jurrac Meteor
6. Jurrac Velphito
7. Ally of Justice Catastor
8. Stardust Dragon
9. Stardust Dragon
10. Red Dragon Archfiend
11. Brionac, Dragon of the Ice Barrier
12. Goyo Guardian
13. Black Rose Dragon
14. Black Rose Dragon
15. Ancient Fairy Dragon

[User]
 (1d30)[ 12 ]
 "I tribute descendant to summon the Gravekeeper's High Priest. He'll attack your Guaiba."

LP: 3000
Field: Necrovalley
{table=head]1|2|3|4|5
-|-|V|-|-
-|-|S|S|-[/table]
 Visionary:  4700 ATK
 Solidarity
 Solidarity
 Hand (2)

 Spoiler
Gravekeeper's Visionary
Gravekeeper's Commandant

 Grave

 Spoiler
Commandant
Guard
Descendant

 RFG

 Spoiler
woot

 Deck - Gravekeeper's

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Visionary
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Commandant
 Gravekeeper's Assailant
 Gravekeeper's Assailant
 Breaker, the Magical Warrior
 Breaker, the Magical Warrior
 Arcane Barrier
 Arcane Barrier
 Necrovalley
 Necrovalley
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Magician's Circle
 Book of Moon
 Book of Moon
 Solidarity
 Gravekeeper's Stele
 Gravekeeper's Stele
 Dark Hole
 Mystical Space Typhoon
 Rite of Spirit
 Rite of Spirit

[User] "I reveal my trap - Bottomless Trap Hole! It removes your Visionary from play; I'm guessing you'll be using it's effect, eh?"

[User] "I discard Commandant. He now has 4900 attack."

[User] "Very well; when you attack, I reveal my trap card, Mirror Force! But you'll use it's effect again, I'm presuming."

[User] "But of course. I did not need the second high priest anyway. 5100 attack now."

[User]
 (1d28)[ 12 ]
 "I'm afraid I'll pass."

{table=head]1|2|3|4|5
-|-|G|B|-
-|F|-|F|S[/table]
Jurrac  B rachis- 1000+800 (1800)/ 1000
 S olidarity

 Life Points
4300

 Spoiler
 Hand  ~ 1

 Spoiler
-Jurrac Herra

 Facedown

 Spoiler
(S/T2) - Torrential Tribute
(S/T4) - Rivalry of Warlords

 Graveyard

 Spoiler
-Fossil Dig
-Jurrac Velo
-Dark Hole
-Fossil Dig
-Jurrac Velo
-Jurrac Guaiba
-Mirror Force
-Bottomless Trap Hole

 Removed From Play

 Spoiler
-

 Crawling Flames  ~ 28

 Spoiler
1. Jurrac Velo
2. Jurrac Guiaba
3. Jurrac Guiaba
4. Jurrac Brachis
5. Jurrac Brachis
6. Jurrac Garim
7. Jurrac Garim
8. Jurrac Aeolo
9. Jurrac Aeolo
10. Jurrac Aeolo
11. Jurrac Herra
12. Jurrac Stauriko
13. Jurrac Stauriko
14. Jurrac Stauriko
15. Jurrac Tyrannus
16. Fossil Dig
17. Shrink
18. Shrink
19. Solidarity
20. Mystical Space Typhoon
21. Mystical Space Typhoon
22. Monster Reborn
23. Urgent Tuning
24. Urgent Tuning
25. Rivalry of Warlords
26. Gozen Match
27. Gozen Match

 Spoiler
1. Jurrac Giganoto
2. Jurrac Giganoto
3. Jurrac Giganoto
4. Jurrac Meteor
5. Jurrac Meteor
6. Jurrac Velphito
7. Ally of Justice Catastor
8. Stardust Dragon
9. Stardust Dragon
10. Red Dragon Archfiend
11. Brionac, Dragon of the Ice Barrier
12. Goyo Guardian
13. Black Rose Dragon
14. Black Rose Dragon
15. Ancient Fairy Dragon

[User]
 (1d29)[ 11 ]
 "Visionary will attack your next monster."

LP: 3000
Field: Necrovalley
{table=head]1|2|3|4|5
-|-|V|-|-
-|-|S|S|-[/table]
 Visionary:  4700 ATK
 Solidarity
 Solidarity
 Hand (1)

 Spoiler
Assailant

 Grave

 Spoiler
Commandant
Guard
Descendant

 RFG

 Spoiler
woot

 Deck - Gravekeeper's

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Commandant
 Gravekeeper's Assailant
 Breaker, the Magical Warrior
 Breaker, the Magical Warrior
 Arcane Barrier
 Arcane Barrier
 Necrovalley
 Necrovalley
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Magician's Circle
 Book of Moon
 Book of Moon
 Solidarity
 Gravekeeper's Stele
 Gravekeeper's Stele
 Dark Hole
 Mystical Space Typhoon
 Rite of Spirit
 Rite of Spirit

[User]
 "As my Jurrac Brachis was in defence position, it's destruction allows me to summon my Jurrac Herra from my hand. And as a monster has been summoned, I may activate my Torrential Tribute, destroying both of our monsters. And allow me to presume; you've got another Gravekeeper in hand to stop me?"

{table=head]1|2|3|4|5
-|-|-|-|-
-|-|-|F|S[/table]
 S olidarity

 Life Points
4300

 Spoiler
 Hand  ~ 0

 Spoiler
-

 Facedown

 Spoiler
(S/T4) - Rivalry of Warlords

 Graveyard

 Spoiler
-Fossil Dig
-Jurrac Velo
-Dark Hole
-Fossil Dig
-Jurrac Velo
-Jurrac Guaiba
-Mirror Force
-Bottomless Trap Hole

 Removed From Play

 Spoiler
-

 Crawling Flames  ~ 28

 Spoiler
1. Jurrac Velo
2. Jurrac Guiaba
3. Jurrac Guiaba
4. Jurrac Brachis
5. Jurrac Brachis
6. Jurrac Garim
7. Jurrac Garim
8. Jurrac Aeolo
9. Jurrac Aeolo
10. Jurrac Aeolo
11. Jurrac Herra
12. Jurrac Stauriko
13. Jurrac Stauriko
14. Jurrac Stauriko
15. Jurrac Tyrannus
16. Fossil Dig
17. Shrink
18. Shrink
19. Solidarity
20. Mystical Space Typhoon
21. Mystical Space Typhoon
22. Monster Reborn
23. Urgent Tuning
24. Urgent Tuning
25. Rivalry of Warlords
26. Gozen Match
27. Gozen Match

 Spoiler
1. Jurrac Giganoto
2. Jurrac Giganoto
3. Jurrac Giganoto
4. Jurrac Meteor
5. Jurrac Meteor
6. Jurrac Velphito
7. Ally of Justice Catastor
8. Stardust Dragon
9. Stardust Dragon
10. Red Dragon Archfiend
11. Brionac, Dragon of the Ice Barrier
12. Goyo Guardian
13. Black Rose Dragon
14. Black Rose Dragon
15. Ancient Fairy Dragon

[User] "I discard my assailant. Tsk tsk tsk, you really have to stop doing that."

[User]
 "You can't go on forever."
 (1d27)[ 22 ]
 "I activate Monster Reborn, allowing me to resurrect my Jurrac Velo in attack position. With that, I'll end my turn."

{table=head]1|2|3|4|5
-|-|V|-|-
-|-|-|F|S[/table]
Jurrac  V elo - 1700+800 ( 2500 )/1000
 S olidarity

 Life Points
4300

 Spoiler
 Hand  ~ 0

 Spoiler
-

 Facedown

 Spoiler
(S/T4) - Rivalry of Warlords

 Graveyard

 Spoiler
-Fossil Dig
-Jurrac Velo
-Dark Hole
-Fossil Dig
-Jurrac Guaiba
-Mirror Force
-Bottomless Trap Hole
-Jurrac Brachis
-Jurrac Herra
-Monster Reborn

 Removed From Play

 Spoiler
-

 Crawling Flames  ~ 28

 Spoiler
1. Jurrac Velo
2. Jurrac Guiaba
3. Jurrac Guiaba
4. Jurrac Brachis
5. Jurrac Brachis
6. Jurrac Garim
7. Jurrac Garim
8. Jurrac Aeolo
9. Jurrac Aeolo
10. Jurrac Aeolo
11. Jurrac Herra
12. Jurrac Stauriko
13. Jurrac Stauriko
14. Jurrac Stauriko
15. Jurrac Tyrannus
16. Fossil Dig
17. Shrink
18. Shrink
19. Solidarity
20. Mystical Space Typhoon
21. Mystical Space Typhoon
22. Urgent Tuning
23. Urgent Tuning
24. Rivalry of Warlords
25. Gozen Match
26. Gozen Match

 Spoiler
1. Jurrac Giganoto
2. Jurrac Giganoto
3. Jurrac Giganoto
4. Jurrac Meteor
5. Jurrac Meteor
6. Jurrac Velphito
7. Ally of Justice Catastor
8. Stardust Dragon
9. Stardust Dragon
10. Red Dragon Archfiend
11. Brionac, Dragon of the Ice Barrier
12. Goyo Guardian
13. Black Rose Dragon
14. Black Rose Dragon
15. Ancient Fairy Dragon

[User]
 (1d29)[ 14 ]
 "I attack and destroy your Velo. I also play Arcane Barrier."

LP: 3000
Field: Necrovalley
{table=head]1|2|3|4|5
-|-|V|-|-
-|-|S|S|-[/table]
 Visionary:  5300 ATK
 Solidarity
 Solidarity
 Arcane Barrier (0/4)
 Hand (0)

 Spoiler
0

 Grave

 Spoiler
Commandant
Guard
Descendant
Commandant
Visionary
Assailant

 RFG

 Spoiler
woot

 Deck - Gravekeeper's

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Commandant
 Gravekeeper's Assailant
 Breaker, the Magical Warrior
 Breaker, the Magical Warrior
 Arcane Barrier
 Necrovalley
 Necrovalley
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Magician's Circle
 Book of Moon
 Book of Moon
 Solidarity
 Gravekeeper's Stele
 Gravekeeper's Stele
 Dark Hole
 Mystical Space Typhoon
 Rite of Spirit
 Rite of Spirit

[User]
 "The effect of my Jurrac Velo allows me to search my deck for a Jurrac Garim and summon it to the field. Now, I draw."
 (1d25)[ 19 ]
 "I'll activate Mystical Space Typhoon, blowing away one of your Solidarity spells. Your turn, once more."

{table=head]1|2|3|4|5
-|-|G|-|-
-|-|-|F|S[/table]
Jurrac  G arim - 1200+800 (2000)/ 0
 S olidarity

 Life Points
1500

 Spoiler
 Hand  ~ 0

 Spoiler
-

 Facedown

 Spoiler
(S/T4) - Rivalry of Warlords

 Graveyard

 Spoiler
-Fossil Dig
-Jurrac Velo
-Dark Hole
-Fossil Dig
-Jurrac Guaiba
-Mirror Force
-Bottomless Trap Hole
-Jurrac Brachis
-Jurrac Herra
-Monster Reborn
-MST

 Removed From Play

 Spoiler
-

 Crawling Flames  ~ 28

 Spoiler
1. Jurrac Velo
2. Jurrac Guiaba
3. Jurrac Guiaba
4. Jurrac Brachis
5. Jurrac Brachis
6. Jurrac Garim
7. Jurrac Aeolo
8. Jurrac Aeolo
9. Jurrac Aeolo
10. Jurrac Herra
11. Jurrac Stauriko
12. Jurrac Stauriko
13. Jurrac Stauriko
14. Jurrac Tyrannus
15. Fossil Dig
16. Shrink
17. Shrink
18. Solidarity
19. Mystical Space Typhoon
20. Urgent Tuning
21. Urgent Tuning
22. Rivalry of Warlords
23. Gozen Match
24. Gozen Match

 Spoiler
1. Jurrac Giganoto
2. Jurrac Giganoto
3. Jurrac Giganoto
4. Jurrac Meteor
5. Jurrac Meteor
6. Jurrac Velphito
7. Ally of Justice Catastor
8. Stardust Dragon
9. Stardust Dragon
10. Red Dragon Archfiend
11. Brionac, Dragon of the Ice Barrier
12. Goyo Guardian
13. Black Rose Dragon
14. Black Rose Dragon
15. Ancient Fairy Dragon

[User]
 (1d28)[ 24 ]

LP: 3000
Field: Necrovalley
{table=head]1|2|3|4|5
-|-|V|-|-
-|-|S|-|-[/table]
 Visionary:  4500 ATK
 Solidarity
 Arcane Barrier (0/4)
 Hand (0)

 Spoiler
0

 Grave

 Spoiler
Commandant
Guard
Descendant
Commandant
Visionary
Assailant

 RFG

 Spoiler
woot

 Deck - Gravekeeper's

 Spoiler

 Gravekeeper's Visionary
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Spy
 Gravekeeper's Guard
 Gravekeeper's Guard
 Gravekeeper's Descendant
 Gravekeeper's Descendant
 Gravekeeper's Commandant
 Gravekeeper's Assailant
 Breaker, the Magical Warrior
 Breaker, the Magical Warrior
 Arcane Barrier
 Necrovalley
 Necrovalley
 Allure of Darkness
 Magician's Circle
 Magician's Circle
 Magician's Circle
 Book of Moon
 Book of Moon
 Solidarity
 Gravekeeper's Stele
 Gravekeeper's Stele
 Dark Hole
 Mystical Space Typhoon
 Rite of Spirit
 Rite of Spirit


[User] Any preference on arena features (I can grab a map if you like), lighting or weather conditions, buff rounds, or anything of the sort?

[User]
 Obviously I'd like somewhere to hide if possible, but up to you.  Also how about
 (1d4+1)[ 5 ]  Buff rounds?

Will have to be tomorrow, bedtime.

[User]
 Is this acceptable?

 Spoiler

[User]
 Perfect. Do you agree on the 5 buff rounds?

Also Initiative.
 (1d20+9)[ 23 ]

[User]
 Sure, if you really want to give them to me. I do cast from four spellcasting lists, after all. 😛

I lose initiative automatically barring actions I don't feel like taking during the buff rounds.

Confirm five rounds?

[User]
 Confirmed.

My five rounds will be spent thus:

1. Cast Spider Climb.
2. Cast Mirror Image for  (1d4+3)[ 4 ]  clones.
3. Activate Ring of Blink.
4. Cast Haste.
5. Use Think First, Strike Second class ability.

Effects on

 Spoiler

Spider Climb - 995 rounds left.
Mirror Image - 96 rounds left
Blink - Indefinite
Haste - 9 rounds left
Think First, Strike Second - 9 rounds left

[User]
 My buff rounds, spoilered for length. You may open any of these that don't warn you not to. Unless otherwise noted, all buffs are shared with my companion familiar.

Round 1:
 Spoiler
Activate Bead of Karma.

Manifest Temporal Acceleration.

Observers only:
 Spoiler
19 PP, three rounds.

Round 1:
 Spoiler
Cast Owl's Insight, +9 Wisdom.

Cast Quickened Haste.

Round 2:
 Spoiler
Cast Superior Resistance.

Cast Quickened Antidragon Aura.

Round 3:
 Spoiler
Cast Freedom of Movement.

Cast Quickened Anticipate Teleportation.

Round 2:
 Spoiler
Cast Spell Resistance (SR 29)

Manifest Temporal Acceleration.

Observers only:
 Spoiler
19 PP, 3 rounds.

Round 1:
 Spoiler
Cast Energy Immunity (Acid)

Cast Quickened Shimmering Scales.

Round2:
 Spoiler
Draconic Polymorph into Pit Fiends. I gain the Balor's Supernatural Vorpal Sword via Metamorphic Transfer.

Cast Quickened Invisibility.

Round 3:
 Spoiler
Cast Barkskin.

Cast Quickened Nightshield.

Round 3:
 Spoiler
Me and my companion familiar are nowhere to be seen.

If you can see invisible creatures:
 Spoiler
We're right where we started, and we now appear to be Pit Fiends. One of us is carrying the iconic flaming sword, while the other appears to be unarmed.

Cast Repulsion.

Cast Quickened Blindsight.

Round 4:
 Spoiler
Cast Polymorph Any Object, turning the tree in I-10 into a Young Gold Dragon.

Round 5:
 Spoiler
Cast Wall of Stone, 15-ft high, blocking off J/K-8 through J/K-20.

Manifest Temporal Acceleration.

Observers only:
 Spoiler
19 PP, three rounds.

Round 1:
 Spoiler
Manifest Delayed Bend Reality, Overchanneled to 22 PP, replicating Energy Bolt (Electric). Activation condition: Opponent comes within range.

Round 2:
 Spoiler
Cast Venomfire.

Round 3:
 Spoiler
Cast Mind Blank.

[User] Move to F2 and Dispel Magic on the Gold Dragon  (1d20+10)[ 17 ]

[User]
 The dragon stubbornly remains.

Just for ease play, can you see invisible creatures currently?

Edit: Open only if you can see invisible creatures, also for observers:
 Spoiler
So uh, I somehow confused polymorphing into a Pit Fiend with polymorphing into a Balor. 😛

Currently a Pit Fiend, without the Balor's flaming sword.

[User]
 Move to R3 and cast See Invisibility. So, Yes.

Effects

 Spoiler

See Invisibility 1000 rounds left
Spider Climb - 994 rounds left.
Mirror Image - 95 rounds left
Blink - Indefinite
Haste - 8 rounds left
Think First, Strike Second - 8 rounds left

[User]
 Oh, I didn't actually take my turn yet. I was just asking. 🙂

So, my first turn will go unseen, except for the gold dragon, which sits on the ground and looks pretty.

Turn 1:
 Spoiler
Cast Fly. Fly to Q/R-10/11. AC flies to Q/R-12/13.

As soon as you cast See Invisibility, you see a pair of Pit Fiends flying at +20 elevation in Q/R-10/11 and Q/R-12/13. Anything further for your turn, or can I take my second one as well?

[User] no, take your second.

[User]
 I cast Polymorph Any Object on the post at R/S-7/8, turning it into a Horned Devil.

I then manifest Temporal Acceleration.

Observers only:
 Spoiler
19 PP, three rounds.

Round 1:
 Spoiler
Cast PaO on post at H/I-13/14, turning it into a Horned Devil.

Round 2:
 Spoiler
Cast PaO on tree at L-17, turning it into a Horned Devil.

Round 3:
 Spoiler
Manifest Time Hop, 7 PP.

Both Pit Fiends disappear in a flash of silver light. There are now three Horned Devils on the map in the following locations: R/S-7/8, H/I-13/14, K/L-16/17. Trees or posts in those areas are now missing, apparently polymorphed into the creatures. The gold dragon continues to sit and look pretty.

Your turn.

[User]
 Full attack cold iron arrows at the horned devil at H13.  If this horned devil has spells or Spell like abilities, all arrows are at +2 to hit and +2d6 damage.

 Spoiler

To hit:  (1d20+22)[ 24 ]
Crit:  (1d20+22)[ 27 ]
Damage:  (1d8+7)[ 13 ]
Magebane:  (2d6)[ 7 ]
Miss Chance 1-20 misses.  (1d100)[ 20 ]
 (1d20+22)[ 39 ]
 (1d20+22)[ 31 ]
 (1d8+7)[ 9 ]
 (2d6)[ 11 ]
 (1d100)[ 83 ]
 (1d20+17)[ 30 ]
 (1d20+17)[ 28 ]
 (1d8+7)[ 12 ]
 (2d6)[ 6 ]
 (1d100)[ 14 ]
 (1d20+12)[ 13 ]
 (1d20+12)[ 18 ]
 (1d8+7)[ 13 ]
 (2d6)[ 7 ]
 (1d100)[ 68 ]

I hate this bow.

[User]
 One arrow hits, dealing minor damage. The horned devil does not have spells or spell-like abilities.

Labeling devils for ease of reference.

Devil 1: R/S-7/8

Devil 2: H/I-13/14

Devil 3: K/L-16/17

---

Devil 1 flies to Q/R-4/5 and claws at you:  (1d20+24)[ 42 ]  for  (2d6+10)[ 19 ]

Devil 2 flies to O/P-6/7.

Devil 3 flies to L/M-7/8.

Gold dragon begins sunbathing.

Your turn.

[User]
 Oh, right, you're blinking.

Miss chance:  (1d100)[ 75 ]  1-50 misses.

[User]
 Drop the bow and switch to rapier.

"Is that the best you have to offer?"

Using Taunt ability, Devil must make DC 12 Will save or become enraged and take -2 AC.

Also using In The Gap class ability, negating any Armor bonus to AC your devil has, and since I am blinking, he loses Dex bonuses too.

Attack
To hit  (1d20+27)[ 43 ]
Crit  (1d20+27)[ 36 ]
Miss Chance 1-20 miss  (1d100)[ 21 ]
Damage  (1d6+9)[ 11 ]
Sneak Attack  (6d6)[ 22 ]
Dueling  (2d6)[ 9 ]

I crit on 15-20, so this is a threat.

[User]
 Also possible crit damage  (1d6+9)[ 14 ]

EDIT: Sorry, also forgot my clones are in effect.  You need to roll a 1 on a 1d5 to actually hit me. :/

Effects in Place:

See Invisibility 998 rounds left
Spider Climb - 992 rounds left.
Mirror Image - 91 rounds left
Blink - Indefinite
Haste - 6 rounds left
Think First, Strike Second - 6 rounds left

[User]
 Crit confirms, minor damage.

Observers only:
 Spoiler
Attempt to reenter time stream early:  (1d20+12)[ 23 ]

[User]
 Ah.

 (1d5)[ 4 ]  1 hits, 2-5 misses.

[User]
 T-t-t-triple post!

With another flash of silver light, the pit fiends reappear, still in their same locations.

Devil 2 flies to P/Q-4/5 and claws at you:  (1d4)[ 4 ]  1 hits, 2-4 miss.  (1d20+24)[ 32 ]  for  (2d6+10)[ 17 ]

Blink miss chance:  (1d100)[ 53 ]  1-50 miss.

Devil 3 flies to L/M-1/2.

Devil 1 full attacks. If Devil 2's attack struck true, all attacks are made on that target. If not, mirror image miss chances apply.

Claw 1:  (1d20+24)[ 27 ]  for  (2d6+10)[ 14 ]
Mirror image:  (1d4)[ 4 ]  or  (1d3)[ 2 ]  depending on outcome of devil 1's attack. Blink miss chance:  (1d100)[ 95 ]

Claw 2:  (1d20+24)[ 28 ]  for  (2d6+10)[ 15 ]
Mirror image:  (1d4)[ 4 ]  or  (1d3)[ 2 ]  or  (1d2)[ 1 ]  depending on outcome of previous attacks. Blink miss chance:  (1d100)[ 92 ]

Bite:  (1d20+22)[ 35 ]  for  (2d8+5)[ 19 ]
Mirror image:  (1d4)[ 3 ]  or  (1d3)[ 3 ]  or  (1d2)[ 1 ]  depending on outcome of previous attacks. Blink miss chance:  (1d100)[ 11 ]

Tail:  (1d20+22)[ 24 ]  for  (2d6+5)[ 11 ]
Mirror image:  (1d4)[ 3 ]  or  (1d3)[ 3 ]  or  (1d2)[ 1 ]  depending on outcome of previous attacks. Blink miss chance:  (1d100)[ 94 ]

Your turn. Be aware that the Pit Fiends are under the effects of Repulsion and Antilife Shell, in addition to a slew of other effects.

Edit: Repulsion AoE is large enough to catch you currently. Two Will saves or be unable to approach the pit fiends. Will save 1 allows you to approach the northern pit fiend, while Will save 2 allows you to approach the southern.

[User]
 I just realized I shouldn't have been able to hit the first devil, as I was out of range, but I am in range of the first.

5' step to Q2 and full attack the Devil next to me.
"Come on, your MOTHER could hit me harder than that!" Will DC 12 or become enraged.

Full Attack

 Spoiler
Miss Chance  (1d100)[ 27 ]
To Hit:  (1d20+27)[ 33 ]
Crit:  (1d20+27)[ 44 ]
Damage:  (1d6+9)[ 10 ]
Crit Damage:  (1d6+9)[ 15 ]
Dueling:  (2d6)[ 8 ]

Miss Chance  (1d100)[ 18 ]
 To Hit:  (1d20+27)[ 42 ]
Crit:  (1d20+27)[ 35 ]
Damage:  (1d6+9)[ 10 ]
Crit Damage:  (1d6+9)[ 11 ]
Dueling:  (2d6)[ 7 ]

Miss Chance  (1d100)[ 87 ]
To Hit:  (1d20+22)[ 41 ]
Crit:  (1d20+22)[ 29 ]
Damage:  (1d6+9)[ 10 ]
Crit Damage:  (1d6+9)[ 15 ]
Dueling:  (2d6)[ 8 ]

Miss Chance  (1d100)[ 32 ]
To Hit:  (1d20+17)[ 35 ]  Threat
Crit:  (1d20+17)[ 24 ]
Damage:  (1d6+9)[ 14 ]
Crit Damage:  (1d6+9)[ 13 ]
Dueling:  (2d6)[ 5 ]

Sneak Attack (Hits on whichever first connects. All attacks are denied Dex bonuses.)

See Invisibility 997 rounds left
Spider Climb - 991 rounds left.
Mirror Image - All destroyed.
Blink - Indefinite
Haste - 5 rounds left
Think First, Strike Second - 5 rounds left

[User]
 Moderate damage across three attacks, reduced somewhat from what you would expect the attacks to do.

Will saves (forgot the earlier one):  (1d20+15)[ 24 ]   (1d20+15)[ 30 ]

Edit: Could I get your will saves vs the Repulsion effects before I take my turn? DC 28 for both.

[User]
 Forgot the Will saves.

 (1d20+14)[ 24 ]
 (1d20+14)[ 34 ]

[User]
 The northern pit fiend points a finger toward you and utters a quick incantation. At once, you feel your mind begin to slip away.

Will save vs Feeblemind, DC 26.

Turn not complete, just waiting on the save.

[User] Will  (1d20+10)[ 16 ]  You probably got me, since I can only save on a 20. So, good game.

[User] Yeah. Though to be fair, it was kinda unfair on my part to have five buff rounds, since I could cast Temporal Acceleration in each of them for another three. I'm not sure there was any way to recover from me being able to buff myself so much without risk.

[User] Well, I'm not exactly the fairest either, you didn't hit me once.  I have a 40 AC, flat 50% miss, Mirror Image, and if you DO hit, I could make my own attack roll to attempt to negate one of yours.  If I added Displacement, then that would be another 50% chance to miss, making it 75%.


[User]
 He sat by the forge since- despite the oppressive heat- that was easier on his lame body than moving away from it when he had no need to (also, from the way Apollo had been driving that morning, he suspected he would have some Chariot repairs to complete later that day). Nodding off slightly, he kept one eye open against visitors, not wanting a repeat of the incident years before when some mortal- Prometheus his name was- had stolen the fire from his forge.

 Equipped for greater things

 Spoiler
Deck:
 Spoiler
1- Evocator Chevalier
2- Evocator Chevalier
3- Evocator Chevalier
4- Phoenix Gearfried
5- Phoenix Gearfried
6- Gemini Soldier
7- Gemini Soldier
8- Gemini Soldier
9- Junk Synchron
10- Junk Synchron
11- Junk Synchron
12- Featherizer
13- Featherizer
14- Featherizer
15- Blazewing Butterfly
16- Blazewing Butterfly
17- Energy Bravery
18- Energy Bravery
19- Tuned Magician
20- Tuned Magician
21- Supervise
22- Supervise
23- Supervise
24- Gemini Spark
25- Gemini Spark
26- Gemini Spark
27- Reinforcement of the Army
28- Big Bang Shot
29- Big Bang Shot
30- Release Restraint Wave
31- Release Restraint Wave
32- Herculean Power
33- Herculean Power
34- Double Summon
35- Double Summon
36- Monster Reborn
37- Dark Hole
38- Birthright
39- Birthright
40- Mirror Force

Extra Deck:

 Spoiler
1- Scrap Dragon
2- Black Brutdrago
3- Black Brutdrago
4- Junk Warrior
5- Junk Warrior
6- Junk Archer
7- Junk Archer
8- Ally of Justice- Catastor
9- Mist Wurm
10- Black rose Dragon
11- Stardust Dragon
12- Colossal fighter
13- Black Winged Dragon
14- Goyo Guardian
15- Brionac, Dragon of the Ice-Barrier

[User]
 At the doorway of the forge, a dark ellipse appeared; it expanded to human proportions, and then a human walked through it, a duel disc across one arm.  "Greetings. I am Adonai, Grand Duke of Dark World. Are you, good sir, affiliated with the one known as Aphrodite? If so, can you tell me where her current location is; she has paid me an insult. One I wish to return to her, or one of her fellow deities if I cannot reach her."
 (1d20)[ 15 ]
 (1d40)[ 11 ]
 (1d39)[ 21 ]
 (1d38)[ 21 ]
 (1d37)[ 28 ]
 (1d36)[ 18 ]

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

 Life Points
8000

 Spoiler
 Hand  ~ 5

 Spoiler
-

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-

 Removed From Play

 Spoiler
-

 Undead Duchy  ~ 40

 Spoiler
1. Earthbound Immortal Chacu Challhua
2. Earthbound Immortal Chacu Challhua
3. Earthbound Immortal Chacu Challhua
4. Plaguespreader Zombie
5. Mezuki
6. Dark Resonator
7. Dark Resonator
8. Pyramid Turtle
9. Pyramid Turtle
10. Il Blud
11. Zombie Master
12. Zombie Master
13. Zombie Master
14. Spirit Reaper
15. Paladin of the Cursed Dragon
16. Snipe Hunter
17. Shutendoji
18. Golbin Zombie
19. Goblin Zombie
20. Goblin Zombie
21. Dandylion
22. Zombie World
23. Zombie World
24. Zombie World
25. Allure of Darkness
26. Book of Life
27. Book of Life
28. Book of Moon
29. Book of Moon
30. Book of Moon
31. Mystical Space Typhoon
32. Mystical Space Typhoon
33. Smashing Ground
34. Fissure
35. Monster Reborn
36. Foolish Burial
37. Dark Hole
38. Royal Decree
39. Royal Decree
40. Royal Decree

 Spoiler
1. Doomkaiser Dragon
2. Doomkaiser Dragon
3. Revived King Ha Des
4. Revived King Ha Des
5. Archfiend Zombie-Skull
6. Ally of Justice Field Marshal
7. Ally of Justice Catastor
8. Brionac, Dragon of the Ice Barrier
9. Stardust Dragon
10. Red Dragon Archfiend
11. Ancient Fairy Dragon
12. Black Rose Dragon
13. Black Rose Dragon
14. Goyo Guardian
15. Mist Wurm

[User]
 "I am indeed aware of Aphrodite, though I do not keep track of her comings and goings. Regardless, it falls to me to face you in her stead. Prepare to be hammered against my anvil."
 Equipped for greater things

 Spoiler
Graveyard:
 Spoiler
-

Removed from play:
 Spoiler
-

Face-down:
 Spoiler
-

Hand:
 Spoiler
-

Deck:
 Spoiler
1- Evocator Chevalier
2- Evocator Chevalier
3- Evocator Chevalier
4- Phoenix Gearfried
5- Phoenix Gearfried
6- Gemini Soldier
7- Gemini Soldier
8- Gemini Soldier
9- Junk Synchron
10- Junk Synchron
11- Junk Synchron
12- Featherizer
13- Featherizer
14- Featherizer
15- Blazewing Butterfly
16- Blazewing Butterfly
17- Energy Bravery
18- Energy Bravery
19- Tuned Magician
20- Tuned Magician
21- Supervise
22- Supervise
23- Supervise
24- Gemini Spark
25- Gemini Spark
26- Gemini Spark
27- Reinforcement of the Army
28- Big Bang Shot
29- Big Bang Shot
30- Release Restraint Wave
31- Release Restraint Wave
32- Herculean Power
33- Herculean Power
34- Double Summon
35- Double Summon
36- Monster Reborn
37- Dark Hole
38- Birthright
39- Birthright
40- Mirror Force

Extra Deck:

 Spoiler
1- Scrap Dragon
2- Black Brutdrago
3- Black Brutdrago
4- Junk Warrior
5- Junk Warrior
6- Junk Archer
7- Junk Archer
8- Ally of Justice- Catastor
9- Mist Wurm
10- Black rose Dragon
11- Stardust Dragon
12- Colossal fighter
13- Black Winged Dragon
14- Goyo Guardian
15- Brionac, Dragon of the Ice-Barrier

Life points: 8000

 Initiative:  (1d20)[ 10 ]
 Opening draws  (5d40)[ 38 ][ 21 ][ 35 ][ 35 ][ 26 ](155)
 Re-rolls if needed:  (3d40)[ 38 ][ 32 ][ 15 ](85)

[User]
 "So, you are an associate... a superior or on equal footing, then? You aren't an inferior, as otherwise you would be keeping a greater eye on her, whether to usurp her position or to be loyal... hm. I shall begin."
 (1d35)[ 9 ]
 "All things start small. I set a face-down and end my turn."

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

 Life Points
8000

 Spoiler
 Hand  ~ 5

 Spoiler
-Zombie Master
-Dandylion
-Zombie World
-Book of Moon
-Goblin Zombie

 Facedown

 Spoiler
(M3) - Pyramid Turtle

 Graveyard

 Spoiler
-

 Removed From Play

 Spoiler
-

 Undead Duchy  ~ 40

 Spoiler
1. Earthbound Immortal Chacu Challhua
2. Earthbound Immortal Chacu Challhua
3. Earthbound Immortal Chacu Challhua
4. Plaguespreader Zombie
5. Mezuki
6. Dark Resonator
7. Dark Resonator
8. Pyramid Turtle
9. Il Blud
10. Zombie Master
11. Zombie Master
12. Spirit Reaper
13. Paladin of the Cursed Dragon
14. Snipe Hunter
15. Shutendoji
16. Golbin Zombie
17. Goblin Zombie
18. Zombie World
19. Zombie World
20. Allure of Darkness
21. Book of Life
22. Book of Life
23. Book of Moon
24. Book of Moon
25. Mystical Space Typhoon
26. Mystical Space Typhoon
27. Smashing Ground
28. Fissure
29. Monster Reborn
30. Foolish Burial
31. Dark Hole
32. Royal Decree
33. Royal Decree
34. Royal Decree

 Spoiler
1. Doomkaiser Dragon
2. Doomkaiser Dragon
3. Revived King Ha Des
4. Revived King Ha Des
5. Archfiend Zombie-Skull
6. Ally of Justice Field Marshal
7. Ally of Justice Catastor
8. Brionac, Dragon of the Ice Barrier
9. Stardust Dragon
10. Red Dragon Archfiend
11. Ancient Fairy Dragon
12. Black Rose Dragon
13. Black Rose Dragon
14. Goyo Guardian
15. Mist Wurm

[User]
 "Consider me to be in a different branch of the power structure, I simply have no need to compete with her, nor should she have a need to compete with me (besides, she can't do anything with metal that's worth a thing)."
 Draw:  (1d35)[ 11 ]
 Equipped for greater things

 Spoiler
Graveyard:
 Spoiler
-

Removed from play:
 Spoiler
-

Face-down:
 Spoiler
Junk Synchron (M3), Supervise (S/T4)

Hand:
 Spoiler
Gemini Spark
Herculean Power
Double Summon
Birthright

Deck:
 Spoiler
1- Evocator Chevalier
2- Evocator Chevalier
3- Evocator Chevalier
4- Phoenix Gearfried
5- Phoenix Gearfried
6- Gemini Soldier
7- Gemini Soldier
8- Gemini Soldier
9- Junk Synchron
10- Junk Synchron
 11- Junk Synchron
12- Featherizer
13- Featherizer
14- Featherizer
15- Blazewing Butterfly
16- Blazewing Butterfly
17- Energy Bravery
18- Energy Bravery
19- Tuned Magician
20- Tuned Magician
21- Supervise
22- Supervise
23- Gemini Spark
24- Gemini Spark
25- Reinforcement of the Army
26- Big Bang Shot
27- Big Bang Shot
28- Release Restraint Wave
29- Release Restraint Wave
30- Herculean Power
31- Double Summon
32- Monster Reborn
33- Dark Hole
34- Birthright
35- Mirror Force

Extra Deck:

 Spoiler
1- Scrap Dragon
2- Black Brutdrago
3- Black Brutdrago
4- Junk Warrior
5- Junk Warrior
6- Junk Archer
7- Junk Archer
8- Ally of Justice- Catastor
9- Mist Wurm
10- Black rose Dragon
11- Stardust Dragon
12- Colossal fighter
13- Black Winged Dragon
14- Goyo Guardian
15- Brionac, Dragon of the Ice-Barrier

Life points: 8000

 "I'll set one monster and one card on my rear line. End turn."

{table=head]1|2|3|4|5
||f||
|||f|[/table]
f= face-down

[User]
 (1d34)[ 33 ]
 "So, it fails to myself to create interest? I'll set two cards face-down and activate my Zombie World field spell."  As he placed the spell into the duel disc, the forge's air began to pollute, as the rats that squeaked underfoot found themselves among the legions of the undead.  "Now, I'll summon my Zombie Master to the field; it shall strike at your face-down. Reveal it to me; depending on what it is, I may change the outcome of my turn."
 Field  - Zombie World
{table=head]1|2|3|4|5
-|-|F|-|-
-|-|F|F|-[/table]

 Life Points
8000

 Spoiler
 Hand  ~ 5

 Spoiler
-Zombie Master
-Dandylion
-Zombie World
-Goblin Zombie

 Facedown

 Spoiler
(M3) - Pyramid Turtle

 Graveyard

 Spoiler
-

 Removed From Play

 Spoiler
-

 Undead Duchy  ~ 40

 Spoiler
1. Earthbound Immortal Chacu Challhua
2. Earthbound Immortal Chacu Challhua
3. Earthbound Immortal Chacu Challhua
4. Plaguespreader Zombie
5. Mezuki
6. Dark Resonator
7. Dark Resonator
8. Pyramid Turtle
9. Il Blud
10. Zombie Master
11. Zombie Master
12. Spirit Reaper
13. Paladin of the Cursed Dragon
14. Snipe Hunter
15. Shutendoji
16. Golbin Zombie
17. Goblin Zombie
18. Zombie World
19. Zombie World
20. Allure of Darkness
21. Book of Life
22. Book of Life
23. Book of Moon
24. Book of Moon
25. Mystical Space Typhoon
26. Mystical Space Typhoon
27. Smashing Ground
28. Fissure
29. Monster Reborn
30. Foolish Burial
31. Dark Hole
32. Royal Decree
33. Royal Decree

 Spoiler
1. Doomkaiser Dragon
2. Doomkaiser Dragon
3. Revived King Ha Des
4. Revived King Ha Des
5. Archfiend Zombie-Skull
6. Ally of Justice Field Marshal
7. Ally of Justice Catastor
8. Brionac, Dragon of the Ice Barrier
9. Stardust Dragon
10. Red Dragon Archfiend
11. Ancient Fairy Dragon
12. Black Rose Dragon
13. Black Rose Dragon
14. Goyo Guardian
15. Mist Wurm

[User] "My face-down is but Junk Synchron, nothing you need to concern yourself with."

[User]
 "Oh, I wouldn't say that. In my second Main Phase, I activate Zombie Master's ability, allowing me to discard the Dandylion in order to resurrect your Junk Synchron; this gives me two Fluff Tokens. Now, I flip summon my Pyramid Turtle, and tune my Turtle and one of the Fluff Tokens to your Junk Synchron to Synchro Summon Stardust Dragon! With that, I'll end my turn."
 Field  - Zombie World
{table=head]1|2|3|4|5
-|T|S|Z|-
-|-|F|F|-[/table]
Fluff  T oken - 0/ 0
 S tardust Dragon -  2500 /2000
 Z ombie Master -  1800 /1000

 Life Points
8000

 Spoiler
 Hand  ~ 1

 Spoiler
-Goblin Zombie

 Facedown

 Spoiler
-

 Graveyard

 Spoiler
-Dandylion
-Pyramid Turtle

 Removed From Play

 Spoiler
-

 Undead Duchy  ~ 33

 Spoiler
1. Earthbound Immortal Chacu Challhua
2. Earthbound Immortal Chacu Challhua
3. Earthbound Immortal Chacu Challhua
4. Plaguespreader Zombie
5. Mezuki
6. Dark Resonator
7. Dark Resonator
8. Pyramid Turtle
9. Il Blud
10. Zombie Master
11. Zombie Master
12. Spirit Reaper
13. Paladin of the Cursed Dragon
14. Snipe Hunter
15. Shutendoji
16. Golbin Zombie
17. Goblin Zombie
18. Zombie World
19. Zombie World
20. Allure of Darkness
21. Book of Life
22. Book of Life
23. Book of Moon
24. Book of Moon
25. Mystical Space Typhoon
26. Mystical Space Typhoon
27. Smashing Ground
28. Fissure
29. Monster Reborn
30. Foolish Burial
31. Dark Hole
32. Royal Decree
33. Royal Decree

 Spoiler
1. Doomkaiser Dragon
2. Doomkaiser Dragon
3. Revived King Ha Des
4. Revived King Ha Des
5. Archfiend Zombie-Skull
6. Ally of Justice Field Marshal
7. Ally of Justice Catastor
8. Brionac, Dragon of the Ice Barrier
9. Red Dragon Archfiend
10. Ancient Fairy Dragon
11. Black Rose Dragon
12. Black Rose Dragon
13. Goyo Guardian
14. Mist Wurm

[User]
 "So you turn the spawn of Hades to your whim, I should have expected as much."
 Draw:  (1d34)[ 28 ]
 Equipped for greater things

 Spoiler
Graveyard:
 Spoiler
Junk Synchron

Removed from play:
 Spoiler
-

Face-down:
 Spoiler
Birthright (S/T2), Supervise (S/T4)

Hand:
 Spoiler
Gemini Spark
Herculean Power
Double Summon
Release Restraint Wave

Deck:
 Spoiler
1- Evocator Chevalier
2- Evocator Chevalier
3- Evocator Chevalier
4- Phoenix Gearfried
5- Phoenix Gearfried
6- Gemini Soldier
7- Gemini Soldier
8- Gemini Soldier
9- Junk Synchron
10- Junk Synchron
11- Featherizer
12- Featherizer
13- Featherizer
14- Blazewing Butterfly
15- Blazewing Butterfly
16- Energy Bravery
17- Energy Bravery
18- Tuned Magician
19- Tuned Magician
20- Supervise
21- Supervise
22- Gemini Spark
23- Gemini Spark
24- Reinforcement of the Army
25- Big Bang Shot
26- Big Bang Shot
27- Release Restraint Wave
 28- Release Restraint Wave
29- Herculean Power
30- Double Summon
31- Monster Reborn
32- Dark Hole
33- Birthright
34- Mirror Force

Extra Deck:

 Spoiler
1- Scrap Dragon
2- Black Brutdrago
3- Black Brutdrago
4- Junk Warrior
5- Junk Warrior
6- Junk Archer
7- Junk Archer
8- Ally of Justice- Catastor
9- Mist Wurm
10- Black rose Dragon
11- Stardust Dragon
12- Colossal fighter
13- Black Winged Dragon
14- Goyo Guardian
15- Brionac, Dragon of the Ice-Barrier

Life points: 8000

 "I'll set another card towards the back of my forge, and end my turn."

{table=head]1|2|3|4|5
||||
|f||f|[/table]
f= face-down

(OOC: Trust me, if I'd had a better play than Junk Synchron last turn, I would have made it... Unfortunately, whenever it really matters, the die roller murders every deck I play.)

[User]
 (1d33)[ 9 ]
 "The only way I am associated with Hades is in a rather amusing impression; nothing more. I open my turn by activating my Royal Decree trap. I'll go on by summoning my Goblin Zombie to the field; now, I activate Zombie Master once more, discarding an Il Blud to resurrect Junk Synchron once more. Now, let's do this again;  I tune my Goblin Zombie and a Fluff Token to your Junk Synchro to Synchro Summon the Red Dragon Archfiend. With that play complete, I'll have my zombified Dragons and their Master attack you directly, leaving you on the brink of defeat. With that, I'll end my turn."

(Total damage: 3000+2500+1800=7300LP)

 Field  - Zombie World
{table=head]1|2|3|4|5
-|R|S|Z|-
-|-|F|F|-[/table]
 R ed Dragon Archfiend -  3000 /2500
 S tardust Dragon -  2500 /2000
 Z ombie Master -  1800 /1000

 Life Points
8000

 Spoiler
 Hand  ~ 1

 Spoiler
-

 Facedown

 Spoiler
(S/T3) - Book of Moon
(S/T4) - Royal Decree

 Graveyard

 Spoiler
-Dandylion
-Pyramid Turtle
-Il Blud
-Goblin Zombie

 Removed From Play

 Spoiler
-

 Undead Duchy  ~ 33

 Spoiler
1. Earthbound Immortal Chacu Challhua
2. Earthbound Immortal Chacu Challhua
3. Earthbound Immortal Chacu Challhua
4. Plaguespreader Zombie
5. Mezuki
6. Dark Resonator
7. Dark Resonator
8. Pyramid Turtle
9. Zombie Master
10. Zombie Master
11. Spirit Reaper
12. Paladin of the Cursed Dragon
13. Snipe Hunter
14. Shutendoji
15. Golbin Zombie
16. Goblin Zombie
17. Zombie World
18. Zombie World
19. Allure of Darkness
20. Book of Life
21. Book of Life
22. Book of Moon
23. Book of Moon
24. Mystical Space Typhoon
25. Mystical Space Typhoon
26. Smashing Ground
27. Fissure
28. Monster Reborn
29. Foolish Burial
30. Dark Hole
31. Royal Decree
32. Royal Decree

 Spoiler
1. Doomkaiser Dragon
2. Doomkaiser Dragon
3. Revived King Ha Des
4. Revived King Ha Des
5. Archfiend Zombie-Skull
6. Ally of Justice Field Marshal
7. Ally of Justice Catastor
8. Brionac, Dragon of the Ice Barrier
9. Ancient Fairy Dragon
10. Black Rose Dragon
11. Black Rose Dragon
12. Goyo Guardian
13. Mist Wurm

[User]
 "I shall see whether I can actually find a weapon or a piece of metalwork that actually suits this situation."
 Draw:  (1d33)[ 1 ]
 Equipped for greater things

 Spoiler
Graveyard:
 Spoiler
Junk Synchron

Removed from play:
 Spoiler
-

Face-down:
 Spoiler
Birthright (S/T2)

Hand:
 Spoiler
Gemini Spark
Double Summon
Release Restraint Wave

Deck:
 Spoiler
 1- Evocator Chevalier
2- Evocator Chevalier
3- Evocator Chevalier
4- Phoenix Gearfried
5- Phoenix Gearfried
6- Gemini Soldier
7- Gemini Soldier
8- Gemini Soldier
9- Junk Synchron
10- Junk Synchron
11- Featherizer
12- Featherizer
13- Featherizer
14- Blazewing Butterfly
15- Blazewing Butterfly
16- Energy Bravery
17- Energy Bravery
18- Tuned Magician
19- Tuned Magician
20- Supervise
21- Supervise
22- Gemini Spark
23- Gemini Spark
24- Reinforcement of the Army
25- Big Bang Shot
26- Big Bang Shot
27- Release Restraint Wave
28- Herculean Power
29- Double Summon
30- Monster Reborn
31- Dark Hole
32- Birthright
33- Mirror Force

Extra Deck:

 Spoiler
1- Scrap Dragon
2- Black Brutdrago
3- Black Brutdrago
4- Junk Warrior
5- Junk Warrior
6- Junk Archer
7- Junk Archer
8- Ally of Justice- Catastor
9- Mist Wurm
10- Black rose Dragon
11- Stardust Dragon
12- Colossal fighter
13- Black Winged Dragon
14- Goyo Guardian
15- Brionac, Dragon of the Ice-Barrier

Life points: 700

 "I'll play the continuous spell Herculean Power, using its effect to special summon Evocator Chevalier to the field. Using my normal summon for this turn, I'll unleash its gemini form. Thereafter, I'll equip my face-down Supervise spell card to it. I'll now activate Gemini Spark, tributing my Evocator Chevalier to destroy your Red Dragon Archfiend and draw a card, do you tribute your Stardust Dragon to negate that?"

{table=head]1|2|3|4|5
||E||
|f|H|S|[/table]
f= face-down
H= Herculean Power
S= Supervise
E= Evocator Chevalier

[User]
 ((As a note, I forgot to mention that I searched out a Mezuki with Goblin Zombie's effect in my last post. It'd be in my hand, so you wouldn't have noticed, but... sorry!))

 "I shall; even if you shall annihilate my entire field, I will be thankful for the continued presence of my Stardust Dragon at turn's end."
 Field  - Zombie World
{table=head]1|2|3|4|5
-|R|-|Z|-
-|-|F|R|-[/table]
 R ed Dragon Archfiend -  3000 /2500
 Z ombie Master -  1800 /1000
 R oyal Decree

 Life Points
8000

 Spoiler
 Hand  ~ 1

 Spoiler
-Mezuki

 Facedown

 Spoiler
(S/T3) - Book of Moon

 Graveyard

 Spoiler
-Dandylion
-Pyramid Turtle
-Il Blud
-Goblin Zombie

 Removed From Play

 Spoiler
-

 Undead Duchy  ~ 33

 Spoiler
1. Earthbound Immortal Chacu Challhua
2. Earthbound Immortal Chacu Challhua
3. Earthbound Immortal Chacu Challhua
4. Plaguespreader Zombie
6. Dark Resonator
7. Dark Resonator
8. Pyramid Turtle
9. Zombie Master
10. Zombie Master
11. Spirit Reaper
12. Paladin of the Cursed Dragon
13. Snipe Hunter
14. Shutendoji
15. Golbin Zombie
16. Goblin Zombie
17. Zombie World
18. Zombie World
19. Allure of Darkness
20. Book of Life
21. Book of Life
22. Book of Moon
23. Book of Moon
24. Mystical Space Typhoon
25. Mystical Space Typhoon
26. Smashing Ground
27. Fissure
28. Monster Reborn
29. Foolish Burial
30. Dark Hole
31. Royal Decree
32. Royal Decree

 Spoiler
1. Doomkaiser Dragon
2. Doomkaiser Dragon
3. Revived King Ha Des
4. Revived King Ha Des
5. Archfiend Zombie-Skull
6. Ally of Justice Field Marshal
7. Ally of Justice Catastor
8. Brionac, Dragon of the Ice Barrier
9. Ancient Fairy Dragon
10. Black Rose Dragon
11. Black Rose Dragon
12. Goyo Guardian
13. Mist Wurm

[User]
 Equipped for greater things

 Spoiler
Graveyard:
 Spoiler
Junk Synchron
Supervise
Gemini Spark

Removed from play:
 Spoiler
-

Face-down:
 Spoiler
Birthright (S/T2)

Hand:
 Spoiler
Double Summon
Release Restraint Wave

Deck:
 Spoiler
1- Evocator Chevalier
2- Evocator Chevalier
3- Phoenix Gearfried
4- Phoenix Gearfried
5- Gemini Soldier
6- Gemini Soldier
7- Gemini Soldier
8- Junk Synchron
9- Junk Synchron
10- Featherizer
11- Featherizer
12- Featherizer
13- Blazewing Butterfly
14- Blazewing Butterfly
15- Energy Bravery
16- Energy Bravery
17- Tuned Magician
18- Tuned Magician
19- Supervise
20- Supervise
21- Gemini Spark
22- Gemini Spark
23- Reinforcement of the Army
24- Big Bang Shot
25- Big Bang Shot
26- Release Restraint Wave
27- Herculean Power
28- Double Summon
29- Monster Reborn
30- Dark Hole
31- Birthright
32- Mirror Force

Extra Deck:

 Spoiler
1- Scrap Dragon
2- Black Brutdrago
3- Black Brutdrago
4- Junk Warrior
5- Junk Warrior
6- Junk Archer
7- Junk Archer
8- Ally of Justice- Catastor
9- Mist Wurm
10- Black rose Dragon
11- Stardust Dragon
12- Colossal fighter
13- Black Winged Dragon
14- Goyo Guardian
15- Brionac, Dragon of the Ice-Barrier

Life points: 700

 "With the tributing of Evocator Chevalier, my equipped Supervise is sent to the graveyard- and from there its effect activates, reviving the Evocator Chevalier just sent there to my field. I also draw a card due to the effect of Gemini Spark."
 Draw:  (1d32)[ 27 ]

{table=head]1|2|3|4|5
||E||
|f|H|S|[/table]
f= face-down
H= Herculean Power
E= Evocator Chevalier

[User] Adonai pauses; he scratches his hood for a moment.  "Uh. I don't keep my Stardust around just to stop the destruction - it's effect would negate the activation of your Spark  itself ; while the tributing of your Chevalier was a cost, which would go through, the draw is not a cost and would not."

[User]
 (OOC: Sorry about that, I was a little distracted making that response- not that it would have changed anything with what I'd rolled just now.)

 Equipped for greater things

 Spoiler
Graveyard:
 Spoiler
Junk Synchron
Supervise
Gemini Spark

Removed from play:
 Spoiler
-

Face-down:
 Spoiler
Birthright (S/T2)

Hand:
 Spoiler
Double Summon
Release Restraint Wave

Deck:
 Spoiler
1- Evocator Chevalier
2- Evocator Chevalier
3- Phoenix Gearfried
4- Phoenix Gearfried
5- Gemini Soldier
6- Gemini Soldier
7- Gemini Soldier
8- Junk Synchron
9- Junk Synchron
10- Featherizer
11- Featherizer
12- Featherizer
13- Blazewing Butterfly
14- Blazewing Butterfly
15- Energy Bravery
16- Energy Bravery
17- Tuned Magician
18- Tuned Magician
19- Supervise
20- Supervise
21- Gemini Spark
22- Gemini Spark
23- Reinforcement of the Army
24- Big Bang Shot
25- Big Bang Shot
26- Release Restraint Wave
27- Herculean Power
28- Double Summon
29- Monster Reborn
30- Dark Hole
31- Birthright
32- Mirror Force

Extra Deck:

 Spoiler
1- Scrap Dragon
2- Black Brutdrago
3- Black Brutdrago
4- Junk Warrior
5- Junk Warrior
6- Junk Archer
7- Junk Archer
8- Ally of Justice- Catastor
9- Mist Wurm
10- Black rose Dragon
11- Stardust Dragon
12- Colossal fighter
13- Black Winged Dragon
14- Goyo Guardian
15- Brionac, Dragon of the Ice-Barrier

Life points: 700

 "I shall attack and destroy Zombie Master before surrendering."

{table=head]1|2|3|4|5
||E||
|f|H|S|[/table]
f= face-down
H= Herculean Power
E= Evocator Chevalier

[User] "A game well played, god; now then, is it not customary to offer the victor a prize before they depart? Regardless, I shall either decline the offer of a prize... or, perhaps, I may be inclined to return should I need anything forged in the near future. Do what you wish; I must be off. If you see your colleague, give her my regards. With an axe, if you could."  The dark ellipse appeared at the doorway once more; the figure stepped through it once more, as it rippled and faded from the god's smithy.


[User]
 Featureless infinite plain.

Oponents starting 30 ft appart,

1 buff round

  initiative  - (1d20+5)[ 9 ]

[User]
 A tanned, athletic kalashtar strides onto the sands of the arena, bouncing on the balls of his feet and throwing a jab or two.
 "It should be very interesting having a match with another Sarlonian martial artist. Don't disappoint me."
Initiative:  (1d20+2)[ 11 ]
He stomps the ground, growing to twelve feet tall and taking a low, steady stance.

 Spoiler
Manifest Expansion, activate Necklace of Tears. 12 temp HP.
Declare opponent Dodge target, activate Karmic Strike. AC 12.

(Obviously, my opponent should not examine my spoilers until the match is over.)

[User] ☹ sorry, but i've gotta go,  do you mind waiting till tomorrow?

[User] Fine by me.

[User]
 A young man, dressed in a simple outfit of black pants and long sleeved robes apears before you, if you pay attention you can hear a soft rattling when he moves.

 It is my honor to be able to fight you, prepare thyself. .

Reaching inside his backpack, the man takes a little red spike, with one movement he stabs himself with the glass spike, then he flicks his wrists and a pair of chains unfurls from his sleeves, finally he takes a stance and briefly his shadow flickers.

 Spoiler

Move action: Retrieve Tempo bloodspike from handy haversack.
Standard Action: Use tempo bloodspike on  myself. I take 1 point of damage, but I can take 1 move action as a free action once in the next hour.
Swift Action: Activate Child of shadows stance.
Free action draw both kusari-gama (free actio due lesser crystal of return)

 (1d20+5)[ 25 ]

 Spoiler
HP 55/56
AC 15 FF 12 Touch 15
Manoubers Readied
Counter Charge
Wolf fang strike
Burning Blade
Viper Leash
Cloak of Deception
Whirling Sythe

Active Stance: Child of Shadows

[User] (That was your buff round and you've won initiative: thus you are entitled to go first. Please do so.)

[User]
 Twirling his chains around himself, Gaoru takes the offensive headvances 20 fts taking dancing around the attacks (tumble check at half speed to avoid triggerin AoOs  DC=15 )  (1d20+12)[ 18 ] , and once he is in reach, he swiftly send both blades on his chains towards his opponent at the same time (using a manouber, Martial Lore to know which one DC 11).

Once he finishes movingm his shadows seems to move on its own, making difficulting to discenr where he is standing. (20% miss chance) (Martial Lore DC = 11)

two attacks

1st attack  (1d20+6)[ 7 ]
2nd attack  (1d20+6)[ 22 ]

Damage
1st  (1d6+3)[ 8 ]
2nd  (1d6+3)[ 7 ]
Crit Confirmation

1st attack  (1d20+6)[ 24 ]
2nd attack  (1d20+6)[ 11 ]

 Spoiler

Move action: Tumble 20 ft forward
Standard action: Initiate Wolf Fang Strike.
Swift action: none.

Stat-block

 Spoiler
HP 55/56
AC 15 FF 12 Touch 15
Manoubers Readied
Counter Charge
Wolf fang strike
Burning Blade
Viper Leash
Cloak of Deception
Whirling Sythe

Active Stance: Child of Shadows

[User]
 The first kama whistles harmlessly by Kalharath's head, missing by a good foot: the second comes in at thigh level, scoring a narrow line across his leg that doesn't seem to draw as much blood as it ought to. At the precise instant it hits, the young kalashtar launches back a real missile of a right straight, his enlarged frame compensating for the increased reach his opponent's unusual weapon grants him.
(Karmic Strike grants AoO.)

Then the massive youth steps in, plants his feet, and throws an arcing ridgehand strike with the whole of his body weight behind it.
(5-foot step toward Gaoru and Decisive Strike.)

 Spoiler
Opponent's turn: AoO.
5-foot step taken
Full-round action: Decisive Strike.
Swift action: None.

Statblock:

 Spoiler
HP 36/31
AC 12 (Karmic Strike still active)
11/12 pp

[User]
 (Messed up my rolling in the above post.)
First attack:
Attack:  (1d20+6)[ 24 ]
Damage:  (3d6+4)[ 11 ]
Miss chance (high misses, 81-100):  (1d100)[ 8 ]

Second attack:
Attack:  (1d20+5)[ 15 ]
Damage:  (6d6+8)[ 32 ]
Miss chance:  (1d100)[ 73 ]


[User]
 Arena Tournament, LA1 Exhibition:  The Big Bad Duckling  vs.  random name here
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 The Big Bad Duckling  - TIPOT
 random name here  - Sanity702

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

[User]
 Well no purchases save perhaps reactionary

 (1d20-5)[ -3 ]

edit: a good start... you might get to go first with your mighty +0 to initiative 😛

[User]
 As posted in central I have withdrawn from ALL games except my 2v2 match.

So victory goes to you

☹☹☹

apologies for the crappy way to win.

[User] yay for two auto(ish) wins? ☹

[User] TBBD snags a quick, if anticlimactic, win.


[User]
 The world of dreams, or as it is more commonly known by its inhabitants, simply 'here'. Its exact origins are unclear even to the most learned of scholars. By all accounts, it seems to have simply popped into being when the first of the eventual multitude touched the first of the artifacts.

As the histories of this place will attest, it was little more than a blank slate laid before the first of the arrivals. Whether the world itself existed at the time, or only the impression that one could  make  a world is never discussed in great detail, though many great minds of this new world have written books containing their theories on the subject. Regardless of the exact beginnings, one thing is made abundantly clear: the world was - and still is, to some degree - malleable, able to be shaped by the whims of its inhabitants. Some say that this is where the Taint came from; the corrupt imaginings of a depraved mind. Others believe it was the inevitable result of too many conflicting ideas, a confused mass of wishes and wants, perverted over time into the deadly form it now takes. Whatever the case, the Taint is as real as anything here, as are its twisted offspring, the Skarra. Woe betide any who venture unprotected into the Taint, lest their minds and souls become corrupted, and their bodies given a new, horrifying form.

Despite the conditions of the world, cities still pepper the landscapes, wished into being by those desperate to avoid the Taint. They are one and all surrounded by towering walls to keep at bay the hordes of Skarra that roam the landscape. Great crystalline monoliths reach toward the sky near the heart of each city, their very presence enough to keep the Taint at bay, if only in an area little larger than each city. The monoliths are very nearly alive, and some of those whose minds have been touched by them claim to feel a latent power within, an untapped resevoir of strength that can be drawn upon by those with the proper skills. Few posess both the strength of will and the necessary devotion to the monoliths, but those who do speak of extraordinary boons bestowed upon them, albeit temporarily.

One such city is Salira. Its white marble walls shelter a great many thousand people, most of whom live out lives similar to those they had before coming here. Others take up take up new mantles, joining the ranks of the guardsmen who watch vigilantly for wandering Skarra and repel any bold enough to approach, or else studying magic in the hopes that enough arcane power will allow them to succeed in escaping where so many others have failed. Still others devote themselves to maintaining the monoliths, a task requiring a great many participants. The constant effort of repeling the Taint clouds the crystals and drains their power, and the primary duty of their keepers is to refresh them with their own vitality.

This is the world in which you have found yourself living for the past year, and where you will continue living for the foreseeable future. Some succumb to hopeless despair; others rise up and champion causes they would never have dreamed of before. What will you do?

[User] Between the feet and wheels and boots, the hustle and bustle of a busy street from a foot above the ground, a black cat with hateful turquoise eyes dances to avoid the clumsy bigfolk, grinning to itself. Tatter knew that soon, she'd be rid of the annoying human woman, and she could go back to her nap.

[User]
 Sitting cross-legged under a small aperture, a bald, tattooed, athletic human man with tan skin sips at a small cup of tea.  Breaks from his duties were few and far between, not that he complained, but he certainly enjoyed any amount of time he could spend simply observing the phenomenon of life around him, even here in this strange place.

If it were not for the shirt of mail he wore and the tall spear with the oaken haft leaning against a wall nearby, one might mistake him for a simple beggar or monk.  Those that knew him called him Jat.  He was one of the many keepers of the crystal monoliths, a task viewed by some with ambivalence, others ignorance, and a precious few with appreciation.

After finishing his tea Jat stands and stretches.  He picks up his spear and leaves the shade of his chosen nook, to make the walk back to the crystalline monolith under his care.

[User]
 (ooc: is the annoying human woman Bree?)

A tired-looking human woman carrying a morningstar and a light crossbow slung over her shoulder, is on her hands and knees. There are dark shadows around her old eyes and her blonde hair is matted in dreadlocks. She peers through the legs of passersby. " Tatter, tatter, " she coaxes. " I be havin a bowl of whipped cream for ye. "

Her silver holy symbol of a sun above a humanoid traveler dangles down from her neck, touching the ground.

[User] A black cat comes streaking out of the crowd, malevolent eyes eager, but checks itself, and saunters over feigning indifference. It glares up at Bree for a moment...and just seems to shift into a little girl in black. There's no shimmer in the air, no twist, no stomach-bending hybrid halfway. It's like she was always there, and you just hadn't noticed before.   "You fool. Always treating me like some pet. I'm a person too, you know. But...I suppose I'll have to take it off your hands, since otherwise it would just go to waste..."   Coming from Tatter, that was like a tearful, sobbed thank you--there was only one insult, and it was mild.

[User] Eyes rolling, face delirious, Jaime sits on top of a building, arms and head hanging over the edge like a drug addled vagrant, as colors and flashes of light dance before him. His head lolls, as he goes over his day. He had struck once again that day, draining a young girl still asleep in her bed. She didn't even feel it, slipping away into death quickly enough, before she could awake and start. And she felt  so  good...

[User]
 Seeing that she has Tatter's attention, Bree finds an empty spot of ground next to a wall. Crouching down, she gives the bowl of whipped cream to Tatter, then watches the crowd warily.

Mumbling half to herself and half to Tatter, she mulls over what she knows about the taint and the crystals. " What be we knowin .. an what ta be done about it? "

(ooc: What does Bree know about the taint and the crystals?)

Knowledge: history/planes  (1d20+7)[ 20 ]
Knowledge: psionics  (1d20+3)[ 16 ]
Lore skill  (1d20+6)[ 12 ]

[User] Tatter accepts the bowl from Bree with an imperious nod, and began to lap it up with vigor...an unusual sight, since she hadn't bothered to return to cat form.   Ahhh...now I see why I keep her around...   She looks up, glaring at the passersby with her malevolent turquoise eyes.   "What are  you  looking at? Oh! Do I have something in my teeth? Go on. Get moving. Next person to stare loses an eye..."


[User]
 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C ||||| C | C ||
 11 |
 12 |||||||||||[/table]
How many buff rounds are we doing?

[User]
 I vote for 2 buff rounds, no others active.

  Initiative  - (1d20+10)[ 11 ]

[User]
 I'd prefer all day buffs as well (I only have 1.  If knowing it would help, it's Superior Resistance (+6 resistance bonus to all saves, 24 hour duration)).

Init:  (1d20+12)[ 24 ]

[User] If all day buffs is really a contention point, I can drop it, and go with 2 rounds only, however.

[User]
 Ok, we'll go with 2 rounds and all days.

Choose which half of the board you start on and your spot.

Buff rounds:

 Spoiler

Swift: Activate Blood in the Water stance.
Standard: Drink Potion of Conviction +5

Standard: Spend 3 charges of Scout's Headband to gain True Seeing for 1 minute
Swift: Activate Blurring armor.

[User]
 All day:  Superior Resistance.

2 rounds of Buffs:
 Spoiler
Activate Karma Bead
Cast  Master Air .  Gain a 90 foot fly speed +40 enhancement bonus = 130 fly speed, maneuverability good

I'll take South Half.  Location: J11.

For reference, How high would you like the arena ceiling to be?  Anything is ok with me, provided we have at least 20 feet, to make enough space for a variety of effects/creatures/etc.

[User] Location for me is I-2.  Let's say 60 feet tall.  Your turn!

[User]
 My action:

Movement:
 Spoiler
Fly straight up 60 feet.
Hide check, for end of round:  (1d20+21)[ 34 ]  - 10 = 24.

  Still in J11.

 Casting a spell (Listen DC 19 to clearly hear, then spellcraft DC 16 to identify by verbal component only)
 Spoiler
Obscuring Mist

Turn end.

At K10-J11 intersection, altitude +60 feet, a massive cloud of fog spreads out 20 feet in every direction.

[User]
 Listen  - (1d20+12)[ 14 ]

Not trained in Spellcraft, so I guess the Listen is just for fun. :)

My turn:

Observers only:

 Spoiler

Swift: Activate Hearing the Air stance.
Free: Activate Winged Boots.

Move: Fly to I-11, 5 feet up.
Move: Fly to I-11, 35 feet up.

I have blindsense out to 30 feet and True Seeing active.  I'm guessing that means I know where you are since you can't be more than 30 feet higher than me, and you're only 5 feet horizontally.

End of turn.

Edit: Well, so far I've gotten a 1 and a 2 on my rolls, I'm glad I'm getting the bad ones out of the way. 😉

[User]
 I'm at J11, altitude 60, by your blindsense.  True seeing doesn't penetrate  fog.  One of the few reasons I memorize fog cloud and obscuring mist.  Actual barriers are the thing that trump true seeing.

I'll move to A1, altitude +60.

Also:
 Spoiler
Ready an action:  Cast downdraft targeting my foe, if I see him.

[User] Oh, and yes, I'm done.

[User]
 Move: Fly to H-9, 60 feet up
Swift: Spend 1 charge from Belt of Battle for an extra move action
Move: Fly to B-1, 60 feet up
Standard: Initiate a maneuver, Martial Lore DC 16 to identify.
  Attack  - (1d20+19)[ 39 ]
  Damage  - (1d20+19)[ 31 ]  x2. Total of 62 damage.  Waiting on a ref question about what to do for the critical threat.

[User]
 Please Plot your path for the movement.  It matters.

Specifically, the path you take to get from H9 (+60) to B1 (+60).

[User]
 H-10 to H-9, then all the way up for my first move.

Then G-8, F-7, E-6, E-5, E-4, E-3, D-2, C-1, B-1

[User]
 At E3, LOS is established, which triggers the ready action I had (listed in the "Also" block of post 10.)

I cast downdraft.  Saving throw, please.  Reflex, DC  26  25.  Failure means you go down 60 feet, and take 6d6 damage from ground impact.  Success means you go down 50 feet, and take no damage.

If you have Spell Resistance:  (1d20+18)[ 35 ]  to penetrate.

[User]
 No SR.  I should've known not to use the belt yet, *sigh*.
  Reflex save  - (1d20+17)[ 31 ]

Will amend the rest of my turn based on the roll.

[User] End my turn in D-2, 15 feet up.  Your turn.

[User]
 Cast: Cometfall, on your location.  Saving throw for half, Reflex, DC 28.

Damage:  (15d6)[ 58 ]

Next:  Belt of battle activation, 2 charges.  Extra Standard Action.

Cast:  Enveloping Cocoon, targeting you.  Reflex DC 28, as well.  Success negates.  Failure traps you in a cocoon with hardness 10, and 180 hp.  It will last for 18 rounds.  You may attempt to cut your way out with any light weapon or natural weapon.  You may not cast spells with somatic components while trapped, nor may you move.  It is a force effect.

Move: to K10, elevation 60, in the cloud.

[User]
 Reflex vs Cometfall  - (1d20+17)[ 35 ]
  Reflex vs Cocoon  - (1d20+17)[ 32 ]

So I take 29 damage.  I'm assuming it's my turn now.

[User] Yup.  Gettin good rolls on the saves, at least.  :)

[User]
 Move: Fly to K-6 (+15)
Swift: 1 charge from Belt of Battle for an extra move action
Move: Fly to K-6 (+45)
Move: Fly to K-9 (+60)

Your turn.

[User]
 5 foot step to K11.

Cast Control Winds.  Caster level 18, I can increase the wind 6 steps.  That will take it from 0mph to tornado force winds.  They will fill the entire room from 20 feet high to 60 feet high, with a 5 foot square at my location.  Per SRD, tornado winds:

 Tornado (CR 10)

All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are Listen checks. Instead of being blown away (see Table: Wind Effects), characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply). While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction.

Fort save is DC 30.
If fail:  (1d10)[ 2 ]  rounds
Damage, if fail:  (6d6)[ 13 ]

EDIT:  Note, this is forming a cylinder, spinning around me.  There is a single 5 foot square at my location that is unaffected.

[User]
 Fort save  - (1d20+19)[ 38 ]

Rest of my turn to follow.

[User]
 Nice.  Your average save roll, so far, is 17.3.

EDIT: Note:  Right now, your blindsense likely does not function.  If it is based on hearing, at least, as listen checks are currently impossible.

[User]
 Yep, but I know where you went before the tornado started so I'll 5 ft step to K-10 and full attack.  The Obscuring Mist text says that a strong wind disperses the fog in a round, but I don't think the round is up yet so I'm fairly sure you have concealment right now.  I'll include the rolls for it and we can ignore it if we find out differently

Swift: Initiate Blood in the Water stance
Full round action: Full attack

  Attack  - (1d20+21)[ 26 ]    Concealment, 1-20 misses  - (1d100)[ 44 ]
  Damage  - (1d4+11)[ 15 ]
  Attack  - (1d20+18)[ 34 ]    Concealment, 1-20 misses  - (1d100)[ 12 ]
  Damage  - (1d4+11)[ 13 ]
  Attack  - (1d20+16)[ 18 ]    Concealment, 1-20 misses  - (1d100)[ 90 ]
  Damage  - (1d4+11)[ 14 ]
  Attack  - (1d20+13)[ 16 ]    Concealment, 1-20 misses  - (1d100)[ 31 ]
  Damage  - (1d4+11)[ 12 ]
  Attack  - (1d20+11)[ 17 ]    Concealment, 1-20 misses  - (1d100)[ 30 ]
  Damage  - (1d4+11)[ 13 ]
  Attack  - (1d20+8)[ 15 ]    Concealment, 1-20 misses  - (1d100)[ 74 ]
  Damage  - (1d4+11)[ 13 ]

Hey, there's those bad rolls.  So, I'm thinking the only ones that have a shot were the first two, and the second missed from concealment.  Let me know which of those hit and it's your turn.

[User]
 No hits.  Make another fortitude save.  Wind's still goin', you're still in it.

EDIT:  On a side note...  What race are you?

[User]
 Blarg.    Fort  - (1d20+19)[ 31 ]

Whew, safe.

I'm human, wearing a chain shirt and wielding 2 kukris.  I also just realized I forgot to use an ability I have, but I doubt it made much difference.  I'll just use it next round.  Go ahead.

[User] Move down 60 feet.  Take an AoO.

[User]
 As the the druid lets his guard down, the human before him begins to change, his skin sprouting orange and black striped fur, his hands turning into claws, and his face becoming vaguely feline.  He strikes out with the kukri in his hand.

  Attack  - (1d20+22)[ 28 ]    Damage  - (1d4+12)[ 16 ]

Since it's your turn, I'm guessing the obscuring mist is gone, so no concealment.

[User]
 Some clarifications:

Control Winds uses the normal spell DC, not the DC of the natural wind effect which it mimics.

Rahl:
 Spoiler
While activating your ability is a free action, it can not be done during an attack of opportunity. Also, activating Winged Boots is a standard action, not free.

[User]
 That's also a miss.  :)  Future wind saves will be at DC 27, if the save is per the spell, rather than per the SRD tornado entry.

Save Calculation, Moderators only:
 Spoiler
10+5(spell level)+12(wis modifier)

Wis is 34 currently (24 base + 4 enhancement + 6 insight)

This means current AC is 34, as well. (10+8(dex)+2(size)+14(wis))

Well, now I'm under the wind, so let's make the best of it.

Cast  Spiritjaws .  The ghostly maw of raptor streaks towards you and snaps at you.

Attack:  (1d20+21)[ 25 ]
If hit: [roll]2d6 Damage[/roll]
If Threat:  (1d20+21)[ 23 ]
If Crit:  (2d6)[ 12 ]

If Hit, Opposed Grapple:  (1d20+25)[ 35 ]

EDIT:  If you count as human, add +6 to all damage rolls.

[User] Broken damage roll:  (2d6)[ 6 ]

[User] Sorry, forgot to tell you that I'm currently under the effect of a Blur spell.  I'll roll concealment.    Miss on 1-20  - (1d100)[ 95 ]

[User]
 Ok, so I take 12 damage.

  Opposed Grapple  - (1d20+16)[ 32 ]

Whoops, forgot that I have Wall of Blades prepared.  See next post for roll.

[User]
 Wall of Blades: replace AC with attack roll  - (1d20+21)[ 34 ]

If that beats your spiritjaws attack roll, then no damage and no grapple.

Whew, ok.  My turn to follow soon.

[User] Okie dokie.  BTW, I am not human, in case it matters for your abilities.  I'm about 2 foot tall, and resemble the little gremlin/goblin things from  Labyrinth .

[User]
 Free: Now I change into the tiger thing like I said previously.

Move: Move to K-11, then down 45 feet, then to K-9, down to 0 elevation, then to L-11.    Tumble DC25  - (1d20+19)[ 20 ]

Standard: Initiate a maneuver, Martial Lore DC 17 to identify.
  Jump  - (1d20+29)[ 31 ]   If this is enough to jump over you, you are considered flat-footed for the attack and I don't provoke AoOs for leaving threatened squares.  I think I auto-succeed for you being 2 feet tall. 😁
  Attack  - (1d20+22)[ 35 ]
  Damage  - (1d4+12)[ 16 ]  and  (10d6)[ 39 ]  damage, and make a Fort save DC my Jump check above or be stunned for 1 round.

Ok, so I provoked an AoO there.  After my Jump, I'll be in J-11.  Your turn.

[User] Fort:  (1d20+18)[ 19 ]  vs stun. (DC 31)

[User]
 Fail on the save...  Epic fail at that.  1 round of stun.

Spiritjaws:

Attack:  (1d20+21)[ 35 ]
If hit:  (2d6+6)[ 10 ]
If threat:  (1d20+21)[ 39 ]
If crit:  (2d6+6)[ 14 ]

If hit, opposed grapple:  (1d20+25)[ 37 ]

[User]
 Huh, yeah forgot that spell was still around.  This could suck.

  Concealment for Spiritjaws, 1-20 misses  - (1d100)[ 73 ]

Wow, I can't beat the grapple check, so here's hoping it misses due to concealment.

Hmm, the spell description says that if you become unable to command the jaws, they vanish.  Since you are stunned, you can't take actions.  I take that to mean that you can't command them.  Do you agree with that or do we need to get a GM in here to clear it up?

[User] Damage for successfully starting a grapple:  (2d6+6)[ 12 ]

[User] See edit above.

[User] Would prefer a GM ruling on that, as the jaws attack automatically, without my input.  I would accept unconscious and dead doing it, but as I don't need to take actions to direct it, something that impedes only my ability to take actions shouldn't impact it.

[User] Ruling is here .

[User]
 So I take 22 damage and I'm grappled.  I still say the spell should end. 😁

I'll post my turn tonight.

[User]
 Well, I can see your point.

I still say you should stop rolling 17's to save, lol.

[User]
 Full attack: 3 attempts to escape the grapple.
 (1d20+16)[ 24 ]
 (1d20+16)[ 21 ]
 (1d20+16)[ 27 ]

Might not be done, depends on results of the grapple checks.

[User]
 Opposed Grapple Rolls:
 (1d20+25)[ 41 ]
 (1d20+25)[ 45 ]
 (1d20+25)[ 33 ]

[User] Ok, I'm done.  Go ahead and kill me with your stupid jaws that should've gone away. 😁

[User]
 My Turn:  Cast Spiritjaws again.

Old Spiritjaws: Directed to Pin until pinned and then damage.
Grapple to Pin:  (1d20+25)[ 32 ]
Grapple (Pin or damage):  (1d20+25)[ 31 ]
If damage:  (2d6+6)[ 9 ]

New Spiritjaws:
Attack:  (1d20+21)[ 29 ]
If Hit:  (2d6+6)[ 11 ]  damage
Opposed Grapple:  (1d20+25)[ 37 ]
If successful, he's in it as well, and  (2d6+6)[ 15 ]  additional damage.

Go ahead.

[User]
 (1d20+16)[ 17 ]
 (1d20+16)[ 17 ]

Miss chance for the new jaws:   1-20 is a miss  - (1d100)[ 19 ]

[User]
 Full attack again, trying to escape grapple 3 times:

 (1d20+16)[ 35 ]
 (1d20+16)[ 19 ]
 (1d20+16)[ 22 ]

[User]
 You have to break pin first:

Opposed Check:  (1d20+25)[ 42 ]

Opposed Check 2:  (1d20+25)[ 29 ]
Opposed Check 2:  (1d20+25)[ 43 ]  (only if pin is broken, must beat both to escape)

Opposed Check 3:  (1d20+25)[ 28 ]
Opposed Check 3:  (1d20+25)[ 27 ]  (only if pin is broken, must beat both to escape)

[User]
 Old Jaws:  (1d20+25)[ 40 ]
If success:  (2d6+6)[ 11 ]  damage

Attack 2:  (1d20+20)[ 32 ]
If success:  (2d6+6)[ 14 ]  damage

New Jaws:  (1d20+25)[ 40 ]
If success:  (2d6+6)[ 12 ]  damage

Attack 2:  (1d20+20)[ 28 ]
If success:  (2d6+6)[ 10 ]  damage

My action:  Cast Summon Swarm, on your square.

Swarm Damage:  (1d6)[ 3 ]
Wounding:  You lose 1 hp every round
Distraction: Fort Save DC 11, or be Nauseated for a round.

[User]
 Yeah that's the end.  I'm not going to beat those grapple checks.  GG, beating me with a spell that should've disappeared. 😁 It's not really a big deal, I just still think I'm right.  LOL Congrats.

Also, would you say this guy is Tier 3 or 4?  I got shut down this time by grappling, but if it was just about anything else doing the grappling, I'm wielding light weapons so I could've still done damage, just without maneuvers.  Definitely the saves were great. 😁

[User]
 Originally Posted by Master_Rahl22
 Yeah that's the end.  I'm not going to beat those grapple checks.  GG, beating me with a spell that should've disappeared. 😁 It's not really a big deal, I just still think I'm right.  LOL Congrats.

Also, would you say this guy is Tier 3 or 4?  I got shut down this time by grappling, but if it was just about anything else doing the grappling, I'm wielding light weapons so I could've still done damage, just without maneuvers.  Definitely the saves were great. 😁

A dedicated grappler will pin you to stop the attacks.  I'd recommend a source of FoM, which will protect you from all non-warmarked grapplers (unless they're AMF grapplers).

I'd put your guy likely as a solid tier 3.  One more solid attack, and I was a goner.  He also has a lockdown method, so he has a good shot of multiple rounds worth of attacks.