[User]
 Arena Tournament, Round 38:  Greenscales  vs.  Chile V , final match
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Greenscales - Talic
 Chilepepper - Chile V
 All Combatants, please roll initiative.

[User]
 Checking in.

Observation on last match.  It's rude to spit.  Heh.

Initiative:  (1d20+2)[ 14 ]

[User]
 (1d20+2)[ 8 ]
What?!  I like candied habanero.

edit:purchases on sheet, another potion of invisibility and a vial of sleep smoke

Start in the same square, this time with a potion in one hand and the vial in the other.

[User] I have purchases from between rounds on sheet.  I'm going to add 2 bladders of  glow bug paste  torch bug paste.  (Complete Scoundrel)

[User]
 Originally Posted by Talic
 I have purchases from between rounds on sheet.  I'm going to add 2 bladders of glow bug paste.

For a second, I thought you had beaten me with obscure-fu.  Then I remembered bladders of some type of bug paste and I went to the bookshelf.  What you actually mean is "torch bug paste".

[User]
 Assuming you mean the complete scoundrel bladders in the living items section, yes.  Further, I'm going to sell a couple unneeded items (Potion of Babau Slime and Armor Spikes), and purchase a vial of Antitoxin.

If you have any further purchases, go ahead.  Otherwise, give me the go-ahead to begin turn 1.

[User] Oh, and one quick question.  Have potions of enlarge been ruled to be 50gp?  I believe I saw an active match where one was bought at that rate.  If so, I have a clerical error to correct.

[User]
 Originally Posted by Talic
 Oh, and one quick question.  Have potions of enlarge been ruled to be 50gp?  I believe I saw an active match where one was bought at that rate.  If so, I have a clerical error to correct.

I bought it at 50 GP. And by the brew potion cost description, it should be 50 GP, not 150 GP as the DMG table presents it.

[User]
 Originally Posted by bayar
 I bought it at 50 GP. And by the brew potion cost description, it should be 50 GP, not 150 GP as the DMG table presents it.

Yes, I wasn't going to go back and look at it, as the match had several high refs in it, and I thought that was enough, as nobody disputed it.  However, for my own records, I wanted to verify that it's official, and not just a lack of disputing.  After all, if that's the case, then I've got an extra 200gp.  (listed price in SRD table is 250, text for cost of potions is 50gp.  In most instances, text trumps table by primary source rule.)

[User] Text trumps tables, but specific trumps general.  Rules for creating potions are general, but the table prices a Potion of Enlarge Person specifically.

[User] Fair enough.  Are you done with purchases?

[User] Yes 4567890

[User]
 So, you're in Y14, with a vial and an undetermined potion in seperate hands.

I'm in B14, with a vial in one hand, and a potion in the other.  I am not wearing my armor.  (left behind this match)

Standard: Drink vial.
Free: Drop vial.
Move: Southeast, breaking LOS as I leave C15, traveling southeast.
continued:
 Spoiler
Hide:  (1d20+2)[ 10 ]
Move Silently:  (1d20+2)[ 21 ]

Into D16, then E15, and E14, ending move. (25 feet total).  As I have a BAB of +1, I'll draw a guisarme as part of movement, and hold it 1 handed.

I should have LOS, DC to hear/see me on this move should be the above roll +10 (entitled to a reactive spot when I reach a distance of 100 feet).

Done.

Stats:
 Spoiler
Location: E14, hiding
HP: 15/15
AC: 12 (+2 dex)
Saves: Fort: +6 (+11 poison), Ref +2, Will -2
In Hand: Potion of invisibility, Guisarme.
Effects:  Antitoxin 1/600 (+5 Alch bonus on poison saves)

[User]
 South eh?  I'll go south too.

 Spoiler
Run to Y25.
Reactive Spot and Listen respectively
 (1d20+6)[ 24 ]  (1d20-2)[ 5 ]

stats
 Spoiler

HP: 16/16
AC: 18 T14 F14
In hand: Pot of Invis, sleep-smoke
Condition:
Breath: DB- none | DFA- none
Position: Y25

Done.

[User]
 @Refs:
 Spoiler
Reactive spot and listen for Chile's turn , if needed.
Spot:  (1d20+4)[ 22 ]
Listen:  (1d20+4)[ 15 ]

Shouldn't impact match, have a procedural issue that I wanted to note.

EDIT:  A severe tropical storm is passing through my area over the next couple days.  While this shouldn't impact my match, I am posting this as a notice, in the event of a power outage during/following the storm.  (south texas).

[User] That's cool, I'll wait for ya.

[User] Note:  Still need LOS.  Will repost request.

[User]
 Ref Terran

@Greenscales

 Spoiler
You see him in Y25...

(Took me forever to figure out that there's actually only 1 pane between you 2.)

@Chile V

 Spoiler
No LoS

[User]
 My Turn:

 Spoiler
Double move to M20. Hide:  (1d20+2)[ 20 ]
Move Silent:  (1d20+2)[ 19 ]

1 pane between us.  His reactive spot and listen should have a -7 penalty for 70 ft distance.

Done.

Stats:
 Spoiler
Location: M20, hiding
HP: 15/15
AC: 12 (+2 dex)
Saves: Fort: +6 (+11 poison), Ref +2, Will -2
In Hand: Potion of invisibility, Guisarme.
Effects: Antitoxin 2/600 (+5 Alch bonus on poison saves)

[User]
 Spoiler
Active Spot  (1d20+6)[ 17 ]
Ready an Action to Breath (DB) on LoE
Reactive Spot / Listen for his turn
 (1d20+6)[ 11 ]  (1d20-2)[ 18 ]

Stats
 Spoiler

HP: 16/16
AC: 18 T14 F14
In hand: Pot of Invis, sleep-smoke
Condition: none
Breath: DB- none | DFA- none
Position: Y25

Done pending LoS.

[User] I noticed a sheet discrepancy.  You're listed as a Barbarian(Wolf totem) but you still have the fast movement ability listed.  That should be replaced by "additional +2 attack when flanking".

[User]
 Wrong totemic barbarian.   The one I'm using is from Complete Champion, if memory serves,  and provides the Improved Trip feat at level 2, rather than Uncanny Dodge.

 I believe the one you're looking at is the unearthed arcana variant.

EDIT:  Memory serves someone else, it seems.

[User]
 Maybe you've got that flipped.  I'm looking at the CC.

edit: okay, you're the totem from UA, I see now

[User]
 Sorry, I do.  UA has the Totem Barbarian variant used.

 Here's a link.

EDIT:  For pending LOS Check, Post 19 and 20 has the last turn.  Previous LOS is in post 18.

[User]
 Ref AlterForm
 Chile
 Spoiler
No LoS

 Talic
 Spoiler
You see him in Y25. He readied an action on his turn.

Play continues to Greenscales.

[User]
 Thanks for the check, Alter.

My turn:

 Spoiler
Ok, I've played this enough to know when someone's keeping an open firing line.  That's a readied action to breathe.   Since he's not needing to move, he's likely using that for a freebie look around.  No matter, at this range, with my hide, he won't see me.

Maintain hide (20), distance 70', -7 penalty on his spot check to see me.
Ready an action:  Move if he readies an action.

Done.
No need for LOS, I performed no movement on my turn.

Stats:

 Spoiler
Location: M20, hiding (hide check = 20, distance 70')
HP: 15/15
AC: 12 (+2 dex)
Saves: Fort: +6 (+11 poison), Ref +2, Will -2
In Hand: Potion of invisibility, Guisarme.
Effects: Antitoxin 3/600 (+5 Alch bonus on poison saves)

[User]
 Spoiler
Active spot  (1d20+6)[ 7 ]
Ready an Action to Breath (DB) on LoE
Reactive Spot / Listen
 (1d20+6)[ 13 ] [roll]1d20-2)[/roll]  edit:the listen is broken, but since it's so low, I'll let a ref roll if it's needed

stats
 Spoiler

HP: 16/16
AC: 18 T14 F14
In hand: Pot of Invis, sleep-smoke
Condition: none
Breath: DB- none | DFA- none
Position: Y25

Done, pending LoS.

[User]
 Initiate Ref

No Los OR Loe Chilie, this guys just to damned god at hiding for you to spot him right now, and the glass just so happens to be blocking your lin e of fire.

[User] Please Spoiler LOS checks, and list them for both players.

[User]
 owwy, First  time here.
 Greenscales

 Spoiler

You see him, in the same square he was in last turn.

 Chiliepepper

 Spoiler

No LoS,

[User]
 My Actions:

 Spoiler
By text, opponent readied an action which triggered mine.  Move to P16 , hiding:  (1d20+2)[ 11 ]   Moving silent:  (1d20+2)[ 13 ]

Ready action places my initiative just above his.  Will take my turn momentarily.

Turn not done.

[User]
 My actions, continued:

 Spoiler
Ok, readied action has me at a hide of 11, move silent of 13, at a range of 65 (-6 spot and listen penalty).  That gives him a 50% shot of seeing me, which I don't like.  So, here's my turn:

Move: to I20.  If my opponent has LOS, he should lose it as I leave J20, travelling West.   Hide:   (1d20-3)[ 16 ] ,  Move Silent:   (1d20-3)[ 16 ]  (distance of 65 feet at shortest point, opponent entitled to another reactive spot/listen roll at -6 penalty for distance).  Rolls at -3 as I am moving at over 1/2 movement for this move action, and thus incur a -5 penalty.

Move: to J19, re-establishing LOS (opponent gets a 3rd reactive spot/listen, distance 90 feet, -9 penalty), then onward to N19.   Hide:   (1d20+2)[ 10 ] .   Move Silent:   (1d20+2)[ 14 ] .

Done.
Will need LOS.

Stats:
 Spoiler
Location: N19, hiding (current distance, 70 feet)
HP: 15/15
AC: 12 (+2 dex)
Saves: Fort: +6 (+11 poison), Ref +2, Will -2
In Hand: Potion of invisibility, Guisarme.
Effects: Antitoxin 4/600 (+5 Alch bonus on poison saves)

[User]
 Ref Stuff

 Spoiler

For Talic's move in Post #31
  Reactive Spot Chile  - (1d20+0)[ 9 ]
  Reactive Spot Chile  - (1d20-8)[ 9 ]

For Talic's first move in Post #32
  Reactive Spot Chile  - (1d20+0)[ 3 ]
  Reactive Spot Chile  - (1d20-8)[ -3 ]

For Talic's second move in Post #32
  Reactive Spot Chile  - (1d20-3)[ 17 ]
  Reactive Spot Chile  - (1d20-11)[ 1 ]

 Chile

 Spoiler
 You gain LoS. Your opponent appears at J19, then moves to N19. It is then your turn.

 Talic

 Spoiler
 He's still at Y25.

Play continues with Chile V.

 More Ref Stuff

 Spoiler
Talic doesn't know his opponent gained LoS, does he? 90% sure he doesn't, but just making sure I'm not missing something.

[User]
 Spoiler
Well, I'm sure he's been watching me for a while, hiding.  Let's see what he does.   Maintain readied action.   I don't need a LoS check, but if I don't ask for one, he'll metagame that I've seen him.  So give me spoilered LoS check like normal refs.

stats
 Spoiler

HP: 16/16
AC: 18 T14 F14
In hand: Pot of Invis, sleep-smoke
Condition: none
Breath: DB- none | DFA- none
Position: Y25

Done, pending LoS.

[User]
 Chile

 Spoiler
 Opponent is at N19

 Talic

 Spoiler
 Opponent is at Y25, with a readied action

[User]
 My thoughts:
 Spoiler
Agh!  I liked this so much better when the odds of him not seeing me were 100%.  As is, I've been thinking about this match, and have a better idea for how to do this.  He's gonna see me, but that can't be helped.

My actions:

Move: From N18 to U18.  Not hiding.
Attack: Glass at U17/V17, using Unarmed strike (kick).

Attack:  (1d20+7)[ 9 ]  vs AC5
If Hit:  (1d3+6)[ 9 ]  vs Hardness 1, HP 3.

Edit:  Whether or not you saw me before, you do now, as I move from N18 to U18, and, with a devastating kick (unarmed strike), shatter the glass between U17 and V17.

Done.  No LOS required, as we see each other, through the glass, and with concealment.

Stats:
 Spoiler
Location: U18
HP: 15/15
AC: 12 (+2 dex)
Saves: Fort: +6 (+11 poison), Ref +2, Will -2
In Hand: Potion of invisibility, Guisarme.
Effects: Antitoxin 4/600 (+5 Alch bonus on poison saves)

[User]
 Move to X19, throw sleepsmoke, pray for a miracle.

U/V 17/18  (1d20-2)[ 11 ]
  (1d8)[ 1 ]  miss direction

Done

[User]
 Fort Save vs Poison:   (1d20+11)[ 15 ]

85% chance.  Crossing fingers, and offering the RNG its choice of my firstborn child, 25% of my personal WBL, or free puppies for life.

Edit:  Yay!  My Antitoxin made the difference!

Turn forthcoming.

[User]
 My turn:

Free actions:  Rage, Drop Guisarme in U17.
Move action:  Move from U18 to X18. (U18>U17>X17>X18)

Standard Action:  Touch attack to initiate grapple.

Touch attack roll:  (1d20+9)[ 29 ]  vs AC 12
Opposed Grapple, if Hit:  (1d20+13)[ 33 ]
If Successful, Damage (lethal):  (1d3+8)[ 11 ]
If all is successful, I move into X19 with you, and we are grappling.

Done,  pending opposed rolls .

Stats:
 Spoiler
Location: X19, grappling Chile V
HP: 17/17
AC: 10 (+2 dex, -2 Rage)
Saves: Fort: +8 (+13 poison), Ref +2, Will -2
In Hand: Potion of invisibility.
Effects: Antitoxin 5/600 (+5 Alch bonus on poison saves), Sleep-smoke 1/10, Rage 1/9

Edit:  Wow, and emphatically.  That's grappled, no choice in the matter.  11 damage to you.

[User] You've got to be kidding me!  Three max rolls in a row?!

[User]
 I think the RNG likes free puppies.

EDIT:  If it assuages anything, the odds for that exact roll set were 1 in 1200.

Rolls I needed to auto-win the grapple were something like 56% odds.

[User]
 Well, I believe I've lost this match.  But, I might as well do what I can instead of giving up.  It's only a 30%ish chance, but I'm going to try to...

Attempt to pin you.  (1d20)[ 12 ]

edit:  Not enough, your next round will kill me surely.  Good game.  At least we're both level 2.

[User]
 Resist roll:  (1d20+13)[ 24 ]

Opposed grapple check to damage you:  (1d20+13)[ 28 ]
Damage, if success:  (1d3+8)[ 9 ]

Stats:
 Spoiler
Location: X19, grappling Chile V
HP: 17/17
AC: 10 (+2 dex, -2 Rage)
Saves: Fort: +8 (+13 poison), Ref +2, Will -2
In Hand: Potion of invisibility.
Effects: Antitoxin 6/600 (+5 Alch bonus on poison saves), Sleep-smoke 2/10, Rage 2/9

Edit: I do believe that's match.  Good show.  I didn't think you'd beat me that first time, but you're wily with the readied actions.

[User] Yeah, I wasn't counting on winning either.  When I avoided the grapple last match, I was amazed.  I almost just forfeited this match to you in the beginning since we both level if you win.  I decided to play it out, see what happened.  I enjoy matches against you, you're very analytical.  Congrats!

[User]
 Yeah, but you play the shell game better.  I was counting on winning those grapples, as my actual odds of it with a +13 mod is 94.75%.

With the +11 last match, it was 91%.

But who knows?  The RNG is a curious thing.

And congrats to you as well, on a well deserved level 2.

[User]
 High Ref Morbius
 Greenscales is delcared the winner for the match and round


[User]
 Feats:
1) Power Attack
3) Wingover
6) Improved Natural Attack (claw)
9) Hover
12) Multiattack
15) Blind Fight
18) Improved Sunder
21) Great Constitution
24) Permanent Emanation: Repulsion
27) Great Constitution
30) Fast Healing
33) Fast Healing
36) Fast Healing
39) Fast Healing

Stats: Str (39), Dex (10), Con (29), Int (22), Wis (23), Cha (22)
BAB/Grapple: +39/+65

Spec Attacks:  Breath Weapon (Su):  120 ft line of lightning, 24d8 damage, Reflex DC 37 for half. Delay 1d4 rounds.
 Frightful Presence (Ex):  360', When Dragon attacks, Charges, or Flies overhead.  Will Save, DC 35 or  Shaken  (-2 attack rolls, saving throws, skill checks, and ability checks)

SLA:  Create/Destroy Water:  3/day (Will DC 35 for magic liquids.liquids in creature's possession)
 Ventriloquism:  3/day
 Hallucinatory Terrain:  1/day
 Veil:  1/day,
 Mirage Arcana:  1/day

Skills: Bluff +48, Hide +30, Spellcraft +48, Move Silently +21, Spot +48, Listen +48, Search +48, Concentration +51, Knowledge (History) +48, Knowledge (Arcana) +48, Sense Motive +48, Use Magic Device +48

Saving Throws: Fort +30, Reflex +21, Will +27
Movement: 40, Burrow 20, Fly 200 (clumsy)
Init: 0
AC: 44 (-4 Size, +28 Natural)

Spell Resistance: 31
Damage Reduction: 20/magic
Fast Healing 12
HD: 39d12 + 351 (604 hp)

Attacks: +49
Bite +49 (4d6+14)
2 Claws +47 (4d6+7)
2 Wings +47 (2d8+7)
Tail Slap +47 (2d8+21)

Senses: Blindsense (60 feet)
4x vision in shadows, 2x vision normal.
Darkvision (120 feet)

Spells: 6/6/6/6/6/6/6/6/4
Spells Known: 9/5/5/4/4/4/3/3/2

Spell List:
 Spoiler

0: Resistance, Open/Close, Light, Message, Detect Magic, Cure Minor Wounds, Guidance, Virtue, Mending

1:  Protection from Law, Protection from Chaos, Entropic Shield, True Strike, Expeditious Retreat

2:  Resist Energy, Fog Cloud, See Invisibility, Bear's Endurance, Silence

3:  Arcane Sight, Blink, Clairaudience/Clairvoyance, Wind Wall

4:  Death Ward, Freedom of Movement, Dimension Door, Invisibility (Greater)

5:  Mage's Private Sanctum, Wall of Force, Mark of Justice, Righteous Might

6:  Repulsion, True Seeing, Antimagic Field

7:  Waves of Exhaustion, Ethereal Jaunt, Dictum

8:  Mind Blank, Cloak of Chaos

Hoard For Disciple.

 Spoiler

3,000 platinum
20,000 gold pieces

48 Gems
24 Art Pieces

Medium Items:

Armor:  Full Plate +2 - Slick, Improved
Weapon: Scimitar +2
Ring: Spell Storing, Minor
Ring: Wizardry 1
Wand: Contagion

Major Items:

Armor: Heavy Steel Shield +3
Weapon: Greataxe +3 - Spell Storing, Mighty Cleaving
Weapon: (7-9) Dwarven Waraxe +4
Weapon: Bastard Sword +3
Ring: Elemental Command (Fire)
Ring: Shooting Stars
Ring: Protection +5
Ring: Wizardry 2
Ring: Elemental Command (Fire)
Ring: Telekinesis
Potion: Greater Magic Fang +3
Potion: Greater Magic Fang +2
Potion: Cure Serious Wounds
Scrolls Type: Arcane, 4 spells
 Magic Jar
 Mordenkainen's Private Sanctuary
 Baleful Polymorph
 Shadow Walk
Scrolls Type: Arcane, 6 Spells
 Seeming
 Hold Monster
 Feeblemind
 Teleport
 Cat's Grace, Mass
 Prying eyes
Wands: Neutralize Poison
Staff: Passage
Staff: Defense
Staff: Divination
Staff: Necromancy
Staff: Healing
Rod: Metamagic, Quicken, Lesser
Wondrous Item: Daern's Instant Fortress
Wondrous Item: Amulet of the Planes
Wondrous Item: Orb of Storms
Wondrous Item: Amulet of Mighty Fists +3
Wondrous Item: Manual of Quickness in action +3
Wondrous Item: Carpet of Flying 5x10'
Wondrous Item: Amulet of Proof against Detection and Location
Wondrous Item: Helm of Brilliance
Wondrous Item: Helm of Teleportation

Treasure Tables for this hoard are below.

[User]
 Treasure Listing:

Triple Standard.

pp. 53, DMG
Coin Roll 1:  (1d100)[ 17 ]  Nothing
Coin Roll 2:  (1d100)[ 83 ]  4d10x100 pp
Coin Roll 3:  (1d100)[ 50 ]  4d8x1000 gp

Goods Roll 1:  (1d100)[ 69 ]  7d6 Art
Goods Roll 2:  (1d100)[ 37 ]  4d10 gems
Goods Roll 3:  (1d100)[ 31 ]  4d10 gems

Items Roll 1:  (1d100)[ 89 ]  1d3 major
Items Roll 2:  (1d100)[ 64 ]  1d4 medium
Items Roll 3:  (1d100)[ 29 ]  1d4 medium

+27 Major magic Items.

Rolls on DMG Table 7-1.
Item 1:  (1d100)[ 18 ]
Item 2:  (1d100)[ 70 ]
Item 3:  (1d100)[ 31 ]
Item 4:  (1d100)[ 20 ]
Item 5:  (1d100)[ 34 ]
Item 6:  (1d100)[ 71 ]
Item 7:  (1d100)[ 100 ]
Item 8:  (1d100)[ 81 ]
Item 9:  (1d100)[ 24 ]
Item 10:  (1d100)[ 30 ]
Item 11:  (1d100)[ 51 ]
Item 12:  (1d100)[ 91 ]
Item 13:  (1d100)[ 75 ]
Item 14:  (1d100)[ 42 ]
Item 15:  (1d100)[ 28 ]
Item 16:  (1d100)[ 59 ]
Item 17:  (1d100)[ 73 ]
Item 18:  (1d100)[ 77 ]
Item 19:  (1d100)[ 88 ]
Item 20:  (1d100)[ 5 ]
Item 21:  (1d100)[ 12 ]
Item 22:  (1d100)[ 97 ]
Item 23:  (1d100)[ 22 ]
Item 24:  (1d100)[ 95 ]
Item 25:  (1d100)[ 46 ]
Item 26:  (1d100)[ 91 ]
Item 27:  (1d100)[ 31 ]

27 Extra major items =
1 Roll on Armor and Shields (7-2)
3 Rolls on Weapon (7-9)
5 rolls on Ring (7-18)
2 rolls on Potions (7-17)
2 Rolls on Scrolls (7-20)
1 Roll on Wands (7-26)
5 Rolls on Staff (7-25)
1 Roll on Rod (7-19)
7 Rolls on Wondrous Item (7-27,28,29)

[User]
 Coins:
 (4d10)[ 30 ]  x 100 pp = 3000 pp
 (4d8)[ 20 ]  x 1000 gp = 20,000 gp

Goods:
 (7d6)[ 24 ]  Art Objects
 (8d10)[ 48 ]  Gems

Magic Items:
 (2d4)[ 5 ]  Medium Items
 (1d3)[ 3 ]  Major Items

[User]
 5 Medium Magic Items:

1: (1d100)[ 40 ]
2: (1d100)[ 9 ]
3: (1d100)[ 78 ]
4: (1d100)[ 33 ]
5: (1d100)[ 20 ]

3 Major magic items:

1: (1d100)[ 23 ]
2: (1d100)[ 100 ]
3: (1d100)[ 33 ]

Total Items:

Medium Items: (5)
2 rolls on rings
1 roll on Armor and Shields
1 roll on Weapons
1 roll on Wands

Major Items: (30)
1 Roll on Armor and Shields
3 Rolls on Weapons
6 Rolls on Rings
3 Rolls on Potions
2 Rolls on Scrolls
1 Roll on Wands
5 Rolls on Staffs
1 Roll on Rods
8 Rolls on Wondrous Items

[User]
 Medium Items:

Armor: (7-2)  (1d100)[ 98 ]
Type: (7-3 or 7-4)  (1d100)[ 64 ]

Weapon: (7-9)  (1d100)[ 25 ]
Type: (7-10)  (1d100)[ 61 ]
Weapon: (7-11, 12, or 13)  (1d100)[ 62 ]

Ring (7-18):  (1d100)[ 74 ]

Ring:  (1d100)[ 83 ]

Wand:  (1d100)[ 70 ]

Major items:

Armor: (7-2)  (1d100)[ 7 ]
Type: (7-3 or 7-4)  (1d100)[ 49 ]

Weapon: (7-9)  (1d100)[ 97 ]
Type: (7-10)  (1d100)[ 22 ]
Weapon: (7-11, 12, or 13)  (1d100)[ 8 ]

Weapon: (7-9)  (1d100)[ 28 ]
Type: (7-10)  (1d100)[ 39 ]
Weapon: (7-11, 12, or 13)  (1d100)[ 91 ]

Weapon: (7-9)  (1d100)[ 4 ]
Type: (7-10)  (1d100)[ 69 ]
Weapon: (7-11, 12, or 13)  (1d100)[ 82 ]

Ring:  (1d100)[ 98 ]

Ring:  (1d100)[ 74 ]

Ring:  (1d100)[ 69 ]

Ring:  (1d100)[ 54 ]

Ring:  (1d100)[ 98 ]

Ring:  (1d100)[ 80 ]

Potion: (7-17)  (1d100)[ 84 ]

Potion:  (1d100)[ 73 ]

Potion:  (1d100)[ 22 ]

Scrolls Type:  (1d100)[ 47 ]
No. of Spells:  (1d6)[ 4 ]
Spell 1:  (1d100)[ 32 ]
Spell 2:  (1d100)[ 45 ]
Spell 3:  (1d100)[ 17 ]
Spell 4:  (1d100)[ 56 ]
Spell 5:  (1d100)[ 5 ]
Spell 6:  (1d100)[ 78 ]

Scrolls Type:  (1d100)[ 30 ]
No. of Spells:  (1d6)[ 6 ]
Spell 1:  (1d100)[ 48 ]
Spell 2:  (1d100)[ 36 ]
Spell 3:  (1d100)[ 36 ]
Spell 4:  (1d100)[ 44 ]
Spell 5:  (1d100)[ 58 ]
Spell 6:  (1d100)[ 44 ]

Wands:  (1d100)[ 72 ]

Staff:  (1d100)[ 96 ]

Staff:  (1d100)[ 35 ]

Staff:  (1d100)[ 75 ]

Staff:  (1d100)[ 65 ]

Staff:  (1d100)[ 17 ]

Rod:   (1d100)[ 73 ]

Wondrous Item:   (1d100)[ 39 ]

Wondrous Item:   (1d100)[ 85 ]

Wondrous Item:   (1d100)[ 26 ]

Wondrous Item:   (1d100)[ 36 ]

Wondrous Item:   (1d100)[ 65 ]

Wondrous Item:   (1d100)[ 10 ]

Wondrous Item:   (1d100)[ 9 ]

Wondrous Item:   (1d100)[ 87 ]

Wondrous Item:   (1d100)[ 56 ]

[User]
 Medium Items:

Armor: Spec Ability, Roll again  (1d100)[ 89 ]  - Another Spec Ability and Roll again.
Spec Ability:  (1d100)[ 20 ]  - Slick, Improved
 Full Plate

Weapon: Scimitar +2

Ring: Spell Storing, Minor

Ring:  Wizardry 1

Wand:  Contagion

Major Items:

Armor: Heavy Steel Shield +3

Weapon: Spec Ability, Roll Again  (1d100)[ 80 ]  - Another Spec Ability and Roll Again
Spec Ability:  (1d100)[ 23 ]  - Spell Storing
 Greataxe

Weapon: (7-9) Dwarven Waraxe +4

Weapon: Bastard Sword +3

Ring: Elemental Command (Fire)

Ring: Shooting Stars

Ring: Protection +5

Ring: Wizardry 2

Ring: Elemental Command (Fire)

Ring: Telekinesis

Potion: Greater Magic Fang +3

Potion: Greater Magic Fang +2

Potion: Cure Serious Wounds

Scrolls Type: Arcane, 4 spells
Spell 1:  5th Level  (1d100)[ 41 ]  - Magic Jar
Spell 2:  5th Level  (1d100)[ 51 ]  - Mordenkainen's Private Sanctuary
Spell 3:  5th Level  (1d100)[ 4 ]  - Baleful Polymorph
Spell 4:  6th Level  (1d100)[ 78 ]  - Shadow Walk

Scrolls Type: Arcane, 6 Spells
Spell 1:  5th level  (1d100)[ 71 ]  - Seeming
Spell 2:  5th level  (1d100)[ 37 ]  - Hold Monster
Spell 3:  5th level  (1d100)[ 35 ]  - Feeblemind
Spell 4:  5th level  (1d100)[ 86 ]  - Teleport
Spell 5:  6th level  (1d100)[ 20 ]  - Cat's Grace, Mass
Spell 6:  5th level  (1d100)[ 67 ]  - Prying eyes

Wands: Neutralize Poison

Staff: Passage

Staff: Defense

Staff: Divination

Staff: Necromancy

Staff: Healing

Rod: Metamagic, Quicken, Lesser

Wondrous Item: Daern's Instant Fortress

Wondrous Item: Amulet of the Planes

Wondrous Item: Orb of Storms

Wondrous Item: Amulet of Mighty Fists +3

Wondrous Item: Manual of Quickness in action +3

Wondrous Item: Carpet of Flying 5x10'

Wondrous Item: Amulet of Proof against Detection and Location

Wondrous Item: Helm of Brilliance

Wondrous Item: Helm of Teleportation

[User]
 Armor, Spec Ability, Roll again:  (1d100)[ 29 ]
Spec Ability:  (1d100)[ 24 ]
Full Plate - Slick, Improved

Weapon Spec Ability, Roll again:  (1d100)[ 16 ]
Spec Ability:  (1d100)[ 53 ]
Greataxe - Spell Storing

[User]
 Armor:
Full Plate +2 - Slick, Improved

Weapon:
Greataxe +3 - Spell Storing, Mighty Cleaving

Chance to have a spell stored:  (1d100)[ 31 ]
51-100 has spell stored.

[User]
 Hoard For Disciple.

 Spoiler

3,000 platinum
20,000 gold pieces

48 Gems
24 Art Pieces

Medium Items:

Armor:  Full Plate +2 - Slick, Improved
Weapon: Scimitar +2
Ring: Spell Storing, Minor
Ring: Wizardry 1
Wand: Contagion

Major Items:

Armor: Heavy Steel Shield +3
Weapon: Greataxe +3 - Spell Storing, Mighty Cleaving
Weapon: (7-9) Dwarven Waraxe +4
Weapon: Bastard Sword +3
Ring: Elemental Command (Fire)
Ring: Shooting Stars
Ring: Protection +5
Ring: Wizardry 2
Ring: Elemental Command (Fire)
Ring: Telekinesis
Potion: Greater Magic Fang +3
Potion: Greater Magic Fang +2
Potion: Cure Serious Wounds
Scrolls Type: Arcane, 4 spells
 Magic Jar
 Mordenkainen's Private Sanctuary
 Baleful Polymorph
 Shadow Walk
Scrolls Type: Arcane, 6 Spells
 Seeming
 Hold Monster
 Feeblemind
 Teleport
 Cat's Grace, Mass
 Prying eyes
Wands: Neutralize Poison
Staff: Passage
Staff: Defense
Staff: Divination
Staff: Necromancy
Staff: Healing
Rod: Metamagic, Quicken, Lesser
Wondrous Item: Daern's Instant Fortress
Wondrous Item: Amulet of the Planes
Wondrous Item: Orb of Storms
Wondrous Item: Amulet of Mighty Fists +3
Wondrous Item: Manual of Quickness in action +3
Wondrous Item: Carpet of Flying 5x10'
Wondrous Item: Amulet of Proof against Detection and Location
Wondrous Item: Helm of Brilliance
Wondrous Item: Helm of Teleportation

[User]
 Feats:
1) Power Attack
3) Wingover
6) Improved Natural Attack (claw)
9) Hover
12) Multiattack
15) Blind Fight
18) Improved Sunder
21) Great Constitution
24) Permanent Emanation: Repulsion
27) Great Constitution
30) Fast Healing
33) Fast Healing
36) Fast Healing
39) Fast Healing

Stats: Str (39), Dex (10), Con (29), Int (22), Wis (23), Cha (22)
BAB/Grapple: +39/+65

Spec Attacks:  Breath Weapon (Su):  120 ft line of lightning, 24d8 damage, Reflex DC 37 for half. Delay 1d4 rounds.
 Frightful Presence (Ex):  360', When Dragon attacks, Charges, or Flies overhead.  Will Save, DC 35 or  Shaken  (-2 attack rolls, saving throws, skill checks, and ability checks)

SLA:  Create/Destroy Water:  3/day (Will DC 35 for magic liquids.liquids in creature's possession)
 Ventriloquism:  3/day
 Hallucinatory Terrain:  1/day
 Veil:  1/day,
 Mirage Arcana:  1/day

Skills: Bluff +48, Hide +30, Spellcraft +48, Move Silently +21, Spot +48, Listen +48, Search +48, Concentration +51, Knowledge (History) +48, Knowledge (Arcana) +48, Sense Motive +48, Use Magic Device +48

Saving Throws: Fort +30, Reflex +21, Will +27
Movement: 40, Burrow 20, Fly 200 (clumsy)
Init: 0
AC: 44 (-4 Size, +28 Natural)

Spell Resistance: 31
Damage Reduction: 20/magic
Fast Healing 12
HD: 39d12 + 351 (604 hp)

Attacks: +49
Bite +49 (4d6+14)
2 Claws +47 (4d6+7)
2 Wings +47 (2d8+7)
Tail Slap +47 (2d8+21)

Senses: Blindsense (60 feet)
4x vision in shadows, 2x vision normal.
Darkvision (120 feet)

Spells: 6/6/6/6/6/6/6/6/4
Spells Known: 9/5/5/4/4/4/3/3/2

Spell List:
 Spoiler

0: Resistance, Open/Close, Light, Message, Detect Magic, Cure Minor Wounds, Guidance, Virtue, Mending

1:  Protection from Law, Protection from Chaos, Entropic Shield, True Strike, Expeditious Retreat

2:  Resist Energy, Fog Cloud, See Invisibility, Bear's Endurance, Silence

3:  Arcane Sight, Blink, Clairaudience/Clairvoyance, Wind Wall

4:  Death Ward, Freedom of Movement, Dimension Door, Invisibility (Greater)

5:  Mage's Private Sanctum, Wall of Force, Mark of Justice, Righteous Might

6:  Repulsion, True Seeing, Antimagic Field

7:  Waves of Exhaustion, Ethereal Jaunt, Dictum

8:  Mind Blank, Cloak of Chaos


[User]
 Avatar d20 Playtesting Combat 5 – Level 15 Party v. Monster(s)

 Arena Map

 Spoiler

A hush falls over the crowd as the wooden gates at the south end of the arena open with a creak and the combatants file out from the southern gate of the arena, taking their places and preparing for the round to start. A lean, well-muscled man steps up to the announcer's podium, his darkly tanned skin contrasting starkly with his loose white trousers, the only article of clothing he wears. The arrow tattoos of an air nomad have been altered and widened into the form of blue snakes striping his back, limbs, and bald head. The man opens his mouth wide, and his voice booms from the announcer’s box.

  Welcome, ladies and gentlemen of Ba Sing Se, to a new round of heart-stopping, nail-biting, earth-shattering action at the Grand Coliseum!"

The crows goes wild at this, excited by the exotic look of the day's competitors.

  Today in the arena we have some fresh meat, an eager young earthbender wanting to climb his way up the ranks. Ladies and gentleman, show some support for Ba Sing Se's own  MAROWAK !

The crowd reacts favorably to this, their patriotism leading to undulating applause for this young gladiator and his rather cumbersome warhammer.

  However, our countryman will be faced by an animal that may quite possibly the most dangerous and bizarre creature to grace our ring. Discovered near the deserts to the west of our great city, this avatar of speed and lightning must now fight for its freedom, and its life! Ladies and gentlemen, I give you Gruwaf, the wolf of the heavens!
  Now, let the battle BEGIN!
 Map with Positions

 Spoiler
In the works


[User]
 Avatar d20 Playtesting Combat 5 – Level 15 Party v. Monster(s)

 Arena Map

 Spoiler

A hush falls over the crowd as the wooden gates at the south end of the arena open with a creak and the combatants file out from the southern gate of the arena, taking their places and preparing for the round to start. A lean, well-muscled man steps up to the announcer's podium, his darkly tanned skin contrasting starkly with his loose white trousers, the only article of clothing he wears. The arrow tattoos of an air nomad have been altered and widened into the form of blue snakes striping his back, limbs, and bald head. The man opens his mouth wide, and his voice booms from the announcer’s box.

  Welcome, ladies and gentlemen of Ba Sing Se, to a new round of heart-stopping, nail-biting, earth-shattering action at the Grand Coliseum!"

The crows goes wild at this, excited by the exotic look of the day's competitors.

  Today in the arena we have some fresh meat, an eager young earthbender wanting to climb his way up the ranks. Ladies and gentleman, show some support for Ba Sing Se's own  MAROWAK !

The crowd reacts favorably to this, their patriotism leading to undulating applause for this young gladiator and his rather cumbersome warhammer.

  However, our countryman will be faced by an animal that may quite possibly the most dangerous and bizarre creature to grace our ring. Discovered near the deserts to the west of our great city, this avatar of speed and lightning must now fight for its freedom, and its life! Ladies and gentlemen, I give you Gruwaf, the wolf of the heavens!
  Now, let the battle BEGIN!
 Map with Positions

 Spoiler

Yellow = Gruwaf
Reddish = Marowak

[User]
 Spoiler

Initiative  (1d20+2)[ 9 ]

I know, I know, he's officially 'too short.'  Pretend like he's medium size, it's just flavor to go along with the opponent 😉

A man standing only three foot three and weighing ninety nine pounds walked into the arena.  His armor was covered by a small bit of brown leather clothing, the helm made out of a large skull.  His warhammer was shaped like a massive bone, and he growled his presence.

[User]
 Gruwaf growled menacingly at the arena's animal handlers as they attempted to prod him out of the ring. One particularly foolish man actually touched him with the metal rod, and received a vicious shock of electricity for his trouble.

The spark of sentience within Gruwaf detests this game, but also understands that he will never see his pups again if he does not go through with it. Lightning arcs from the beast's spines as he fills the air around him with an electric current.

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

[User]
 Seizing the opportunity to prepare his defenses, Gruwaf fully bristles his spines and begins vibrating violently, moving faster and faster until his image appears split between two locations. Each of the wolf-like images charges forward and jumps across the stream in perfect unison, stopping just short of the diminutive opponent, growling in a wavering, vibrating tone.

 Spoiler
Swift action to raise  volt shield , move action to begin Double team, and then a normal move. Here's the DC 15 Jump.

  Jump  - (1d20+14)[ 27 ]

The images are at N11 and N13.Your turn.

[User]
 There's two of them,   Marowak stated,  So I guess I better hit them both!   With that he stamped the ground not once but twice, the first shaking the ground about him and the second kicking up a layer of dust.

 Spoiler

For reference:
 http://www.myth-weavers.com/sheets/view.php?id=75034

So first the Earthquake check...
Earthbending take 10: 37 against a DC of 20, so a radius of 20ft earthquake centered on me.

EDIT:  Please make a DC 32 balance check or fall prone.

Now the Dust check, take 10 for a 33 against a DC of 30.  A 10ft radius dust cloud centered on me.

[User]
 Spoiler
Ugh! That's such a broken move. We need to do something about those ridiculous Balance DCs.

  Balance  - (1d20+4)[ 21 ]

 As the earth shakes beneath his paws, Gruwaf falls sprawling to the floor with a surprised whimper. Quickly recovering, he scrambles to his feet and disappears for a split second, reappearing a split second later and clamping down hard on his opponent's right leg.

 Spoiler
I'm assuming that being knocked prone cancels out my Double Team, so I settle into N11.

Move action to stand, Standard action to quick-attack to O12, and swift to turn the bite into a Thunder Fang. It's not that hard to remember where you were. 21 or higher on the Concealment is a hit.

  Attack  - (1d20+14)[ 22 ]
  Damage  - (1d6+2)[ 6 ]  +  (5d6+10)[ 22 ]  =
  Concealment  - (1d100)[ 72 ]

If the attack hits, Jolteon get a free trip attempt on a successful Bite. Also, make a DC 18 fortitude save or be dazed for   Daze  - (1d4-1)[ 3 ]  rounds

  Trip  - (1d20+4)[ 14 ]

And that's my cue to sleep.

[User]
 Spoiler

Honestly speaking, that's pretty much game.  If I fail this fortitude save, I'm done.

Fortitude  (1d20+8)[ 15 ]
Strength  (1d20+4)[ 5 ]

[User]
 Spoiler
Yeah, no offense but that battle was retarded.  I'm dead.  I get to sit around waiting three rounds during which he deals at least 28 damage?

In the canon of Pokemon, quick attacks are tackling attacks and especially with being able to swift action to the thunder fang I really don't think it should get to thunder fang + quick attack.  That takes a character with GOOD fort save and a con bonus out fifty percent of the time, and he gets to move at least sixty feet, the last thirty of which aren't affected by terrain, before doing so.

Anyways, it's over.  GG.

[User]
 I'm not particularly interested in keeping this within the canon of Pokémon. As a matter of fact, I went out of my way to make sure that I didn't make it canon. I see your point, though. I'm changing the daze to a single round and granting the usual per-day limit to Thunder Fang (usable half his Con modifier daily)

Would you be interested in finishing the match using these fixes? As in, you're only dazed for one round.

[User] Nah.  It looks fine, it's just... one lvl 10 versus a ecl 10 doesn't work very well.  If we got other players, maybe... I just don't want to 1v1 this thing.


[User]
 Arena Tournament, Round 41:  Ragefire   vs.  Fannir
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Broken-Stick Ragefire - KoG
 Fannir - Stupnick
 All gladiators please roll initiative

[User]
 hrm.. flashback

  initiative  - (1d20)[ 6 ]

[User]
 High Ref chilepepper
 Fannir is the winner by DQ.


[User]
 You have ridden a few hours from the provincal capital Calbolg in the province of Amery to Krosa Keep, an old border fortress now owned personally by the emperor and used as a hunting lodge. At the gate you meet a middle-aged man with salt and pepper mustache and hair, cloaked in red with a gold tabard, the colors of the Glory Guard.

"Well, looks like your papers all check out. Its about time we got some replacements. We've been operating below strength for a while. I'm Captain Mathison. The chain of command here may be a little different than you are used to. Though you are now members of the Emperor's personal Pathfinder Arrow, and must obviously follow his direct commands, most of your orders will come from me as the leader of his personal bodyguard unit of the Glory Guard. I trust you met General Bashaw in Calbolg. The rest of the Glory Guard is camped there, only our unit is here with the Emperor at Krosa Keep for his hunting trip. Do you have any questions?"

 Spoiler

You may also do any roleplaying along the road before arrriving here if you'd like.

[User]
 It's clear from Ward's body language - somewhat of a compromise between standing at attention and trying to look at anything but the captain - that he's nervous.
  Sir, yes cap'n, sir, replacements... questions, no..  He mumbles. In Ward's experience prolonged attention from authority figures has never been good, not when he was younger, definitely not in the army.

[User]
 Melytha rubs Larytha or her nose, vaguely curious about exactly what their purpose is here, but she assumes that, if they needed to know, General Bashaw or this captain would have told them.  Surely they must have good reason to keep it to themselves.
  Sir, if you have no immediate orders for us, I would like to see to my horse, and to my rumbling stomach, sir.  We understood there was some urgency in getting here, so we've not stopped to eat on our ride.    She'd just as soon get down to business now, but if there's nothing to be done, she could certainly use some food.  And Larytha was looking tired.

[User]
 Ballard listened intently but stared past the Captain with the distant eye-avoiding stare reserved for ranking officers.
  Your orders?  This had been, for the last several years, the only question anyone had expected to be asked. Certainly the only one that would receive a straight answer, though in Pathfinder service, straight answers were in short supply. He had had plenty of time to imagine what this assignment could mean. He had decided it would likely be one of two things; a miserable, ceaseless exercise in the protocol of military rank while ceremonially babysitting the Emperor, or a bloody, violent, fiery disaster.

 Either way is fine with me.

Ballard quietly wondered who he had been sent to replace; what had been his fate? Retirement, most likely; the kind that comes with posthumous commendation.

[User]
 "Well then take your mounts to the stable, get cleaned up, and put on your dress uniforms. The Emperor is dining with the unit tonight. Watch yourself, he's been in a foul mood since yesterday. The prey for the hunt was supposed to arrive yesterday for his inspection but has somehow been delayed. We've got word from our outriders that they will be arriving tonight, however. Have all your gear ready to go for the morning. The pathfinders will be accompanying the Emperor on the hunt."

He motions up to the tower and the gate is raised. He proceeds inside to the courtyard and goes into the keep. One of the guards motions you toward the stable.

[User]
 Once inside Ward immediately begins searching for someone who can give him the straight story of what's going on, a stableboy who hears a little more than he's supposed to, or a soldier bored and looking for someone to talk to - anyone but an officer.

A part of Ward wants to believe that this really is that simple - a hunt and nothing else. Why, tomorrow they'd probably be eating wild boar or some such game. A nice and peaceful rotation. Which, of course, would explain why the Captain was so desperate for reinforcements...

[User]
 Melytha takes a bit more care with Larytha, brushing down her horse, making sure to tease out any small pebbles that might have worked their way into her hair, and seeing that she has adequate food and water, than Ward seemed to take with his.  Then again, his mount had a bit less weight to heft about than hers.

Once Larytha seems clean and content, Melytha continues on into the keep, in search of a place to clean herself up, as the captain put it.  She is looking forward to dinner with the emperor - it almost certainly means better food than she would otherwise get.

 Thank Ipthar I packed my dress uniform.

[User]
 As the Captain walks ahead, Ballard catches Ward's eye.

  Replacements.
 An interesting choice of words.

Ballard quietly ushers his nameless mount to the stable and asks the guards there for direction to the barracks. Once inside, he pulls out his dress uniform.

 Red and gold, the finest colors there are. Red anyhow. The gold was regularly couriered to his benefactors, for the time being. The purple and silver of his Pathfinder uniform would do for now.

Ballard departed the barracks in search of the dining hall and Ward, eager to eavesdrop* on whatever fact-finding Ward would undoubtedly have undertaken by now.

 Spoiler
It's not eavesdropping, it's Freedom Listening.

[User] One of the stableboys seems chatty and says that the Pathfinder unit was below strength because the Emperor's brother General Nestor requested some of them for a special assignment on his campaign in the west. The boy doesn't know much about the hunt, just that they've set up a pen in the courtyard and set aside some gear from the armory. He tells Melytha that the soldiers are all camped in tents in the courtyard and that she can get water to clean up from the well.

[User] It takes Melytha a surprisingly long time to change into her dress uniform.  By the time she emerges from the tent, the sky has grown dark; it is time for dinner.

[User]
 I didn't actually know the barrel was full of explosive powder...  Ward cuts off his story as he sees Melytha approach, mercifully saving Ballard from what is probably the fifth retelling of this particular story of childhood mischief.

Ward and Ballard are standing, in dress uniforms, waiting for the unit to be led to dinner.

[User] Quizzing the help proved unenlightening. Ballard spots Melytha heading for dinner and follows. A grumpy Emperor on one hand, and a decent meal on the other; Pathfinder service was full of these mixed blessings.

[User]
 The "great" hall of the keep is rather small, and the long banquet tables are situated rather snugly. The tapestries on the walls are the coat of arms of the emperor, a gold lion on a red field; the coat of arms of the glory guard, a red field with a gold diagonal line; the coat of arms of the pathfinders, silver crossed arrows on a purple field; and another coat of arms, crossed red axes on a blue field, that is not immediately recognizable.

The tables all have colored tablecloths indicated their position. The head table is set for the emperor, his family, his advisors and his personal bodyguards. The majority of the rest of the tables are decorated in Glory Guard colors. Some of the tables have no decoration at all, probably for servants and slaves. In the far corner is the Pathfinder table.

Cooks and servants are finishing the table and food preparation and a few soldiers are milling around, chatting. Only one of the Pathfinders has taken his seat, a hulking half-orc who looks comical in the finely made dress tunic and cloak.

[User]
 Lost among his fellow soldiers, in matching uniforms, Ward feels almost comfortable about the coming event. At least the thought of dining under the scrutiny of the Emperor only causes his knees to buckle. To cover his sudden unsteadiness he plops himself down into the nearest seat, unfortunately too near the hulking half-orc.
  Sorry! Didn't mean to, I just...  Ward trails off finding himself at a loss to explain the peculiar sense of dread that has occupied his gut for the last hour.

[User]
 Ballard takes the seat opposite Ward. He waves across the table to the Half-Orc pathfinder.  Dinner wouldn't be any fun without a little entertainment.
  Nothing like a good meal before a hunt, eh?

[User]
 The half-orc clears his throat then begins to speak in the refined, educated accent that would befit a nobleman more than a half-orc.

"Oh I do agree. Nothing like a good hunt to get the blood flowing. Assignment to this unit is dreadfully boring, all banquets and balls instead of battles. This will be a nice change of pace. Let's hope the hunt is exciting. I take it you are the replacements we've been due? I'm Orven, by the way. We are very pleased to have you here. Being shorthanded is a strain, though that last group were certainly not very conversational and were, dare I say, rather boring and standoffish. I've always found elves to have that tendency, though. I hope you all will be more interesting conversationalists."

[User]
 Absolutely.
 What?
  Sorry, this is Ward, I'm Ballard, and Melytha will be along shortly. What was that about the last group? Elves, you said?

[User]
 "Yes, called away on some sort of mission for General Nestor. Pleased to meet all of you."

Many more people are filtering in now and taking seats at various tables. "Let me point out the dignitaries, you are probably unfamiliar with them if your service has not been in the capital. That man with the mustache sitting down at the emperor's table now is Lord Ai'Raif, that's his crossed axes coat of arms if you didn't recognize it. He's the appointed garrison commander of this keep, it was the ancestral home of his family. You can see how casual Emperor Numa is about formalities and security. Most of the guards dining with the dignitaries instead of standing watch? Someone sitting at his own table before he does? Even dining with lesser mortals? A bit scandalous I say, but you'll get used to it."

"There's Lady Jorah Ai'Dulles with the red robes, she's a royal advisor. That ghastly woman coming in is Raif's wife. Those four are the emperor's honor guards, they get to sit at the head table with Captain Mathison. There's the Empress Kyra of course. There's Lord Ai'Gaj, he's the spymaster. There's High Priestess Moraine."

"Ah, and here's Stone, the other Pathfinder." Stone is a waif of a human with sandy blonde hair--he didn't bother to shave for the occassion and he appears to have left his sash somewhere else. The Glory Guard members he passes on the way to the table seem a bit scared of him. Stone takes a seat next to Orven. He gives a short nod and a "hello" when he sees the group but otherwise seems to ignore you.

[User]
 Ward spares a quick wordless nod to the reticent Stone. His attention soon returns to the loquacious Orven.
  Unless you are hiding some more Pathfinders under that cloak of yours, we still aren't at full Arrow strength. You weren't kidding about being shorthanded were you?  Ward tries to examine Lord Ai'Raif discreetly, his eyes instead focusing on his knife that he's picking at the table with. Normally the garrison commander would be the man whose whims controlled Ward's fate, but in this place... Lord Ai'Raif, Captain Mathison, the bloody Emperor Numa himself. Ward pries a little splinter out of the table's surface. Too many commanders, not enough soldiers.
  So the Cap'n wasn't lying when he said the chain of command here was... unique.


[User]
 Arena Tournament, Exhibition:  The_Chilli_God  vs.  Bayar
 Map:
  (1d9)[ 7 ]   Bah.

 Spoiler

 All Combatants, please post character sheets and roll initiative.

[User]
 Fear the wrath of  Froy , the Shirtless Commoner!

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

Edit: Feck yeah! Natural 1! Try and beat  that !

[User]
 Run for your life ! It's  Carl  the basketweaver ! 😁

Init:  (1d20)[ 1 ]

Just need to pick a feat and some skill points distributed and stuff...

K, that made me laugh. Go ahaead and take first turn.

[User]
 Well! I can see from our rolls that we're already off to a wonderful start!
Just holler when you're ready.

I was  this  close to making Froy a basketweaver as well, but I thought it ironic to make him a tailor who doesn't have a shirt.

PS: Your sheet isn't public yet, I don't think.

[User]
 Ah well. Start in W11, with  trident  pitchfork and one torch drawn.
"Hey, look't me! I'm in the arena! Woot!"

Double-move to P11.

Your move!

[User]
 Sry for that. Publicized.

I start in D11 and double-move to O11. You can see that I am wielding 60 baskets, put one inside another one, thus creating a two-handed weapon, according to the improvised weapons rule in Complete Warrior.

Your turn.

[User]
 Right! Attack number one: With  trident  Pitchfork fury!

  To hit  - (1d20-2)[ 17 ]
  Damage  - (1d8+2)[ 7 ]

Edit: =D
Your turn.

[User]
 Ouch! That hurt !

Basket strike !

 (1d20-1)[ 19 ]
 (3d6)[ 7 ]

I only have 3 HP left :(  Hopefully it will hit.

Edit: It seems you went to hell in a handbasket 😁 😁 😁 😁 😁

Edit 2: Oh and forgot the +3 STR bonus.

[User]
 Oh, and a crit !

 (1d20-1)[ 19 ]
 (3d6+3)[ 8 ]

Edit: 18 damage means you are dead. I smashed your brains to pulp with handbaskets.

[User]
 Well-played! You just can't say no to a critical hit. =P

And now, may I take this chance to ask two questions about the theory behind wielding 60 baskets in one weapon?

The first one would be: Baskets are quite soft as far as improvised weapons go, don't you think? Even if there's 60 of them. Ever been hit in the head by a basket? It doesn't hurt much. I reckon the theory behind this would be sounder (though less funny) if you stuck to, like, a 60lb tree or something other than baskets.
The second one would be: How are you wielding 60lb of weapon when a human could only wield 50lb before getting out of the weapon stage and into the Large-creature-only stage? To say nothing of only 58lb being your light load. What was your rationalization?

[User]
 umm...was lazy to calculate and thrown a random number?

And yes, I got hit by a basket once. If made out of twigs, those buggers hurt alot.

Wow, never saw the restrictions, ah well, noted for next time I bash people up with baskets 😁

[User]
 Oh, well, sure. If they're made out of wood, I'd understand. I was under the impression that these were made out of flax, though.

One more thing. You rolled another 20 on that confirm crit roll. Care to confirm that crit crit hit?

[User]
 there is a crit crit?

 (1d20-1)[ 1 ]
 (3d6+3)[ 17 ]

That is not a 2 I rolled. My 0 from my 20 has chipped off from too many 20's 😁

[User]
 Well, no. Not really. But there was that chance of a triple-20.
It would have turned out the same way, but it's always fun to find out if you did score a triple-20.

Like this character a friend of mine played, he triple-20'd with a thrown soggy carrot. Against his own party member, no less. Now  that  was funny.

[User] that amount of succes behind the throw of the carrot would mean that it could shoot into the target's ass at great speed, causing force damage. At least in theory that is 😁

[User]
 The DM actually ruled it flew straight into the target's open mouth (cuz he was singing quite horribly at the time, see) and choked him to death.

But that works just as good. 😛


[User]
 Virginia Beach, Virginia - August 12th, 1983

The Virginia Beach field office of the Initiative had been quiet for the last few weeks.  The four new agents recently assigned to the office had yet to receive mission orders, having to content themselves with processing paperwork and studying operations manuals.  So much for the glamorous life of a spy!

All of that was about to change though.  The agents were summoned to the small briefing room on the 12th floor overlooking the Atlantic Ocean in the high-rise building where the top two floors served as the field office.

The field office administrator Matt Baker was waiting for the agents when they arrived.  Baker was in his late-40's, with close-cropped black hair peppered with gray.  A sour man with no sense of humor and little regard for small-talk, the administrator was not someone agents usually felt like being around for very long.  He had a tendency to treat those who worked for him as children.  Matt Baker was surely an alias and in fact the man was better known as Daddy to those who worked in the office.

"Sit down, rookies," Baker growled, his face a stern mask.  Dispensing with pleasantries as was usual, he started the briefing.

"There is a new danger facing the United States and the rest of the world.  A new chemical substance known as ZN-25, or Zucor, is about ready to hit the streets.  It is a mind-expanding drug of incredible power, developed under the direction of one Genevieve Larreau, a noted French criminal who has long harbored elaborate schemes to subvert Western civilization.  This latest plotting has dangerous undertones, however, because of the drug's peculiar properties and the mass subversions of the mind that are possible through its proliferation."

"The substance has apparently been developed by Dr. Felix Fendelmann, the Nobel Prize-winning chemist who disappeared six months ago from his laboratory in Switzerland under mysterious circumstances shortly after a visit by Mlle. Larreau.  Dr. Fendelmann is believed to be working at the island research lab of Mlle. Larreau, apparently against his will.  Furthermore, the development of this powerful substance is directly attributed to Dr. Fendelmann's earlier research on chemicals of the mind, for which he was awarded the Nobel Prize several years ago."

"The drug is known to affect several areas of the brain, causing greatly heightened sensory perception.  Initially, usage of the drug induces a euphoria of unbelievable dimension, causing users to demand further doses which shortly lead to addiction.  The senses are sharpened to such a high degree that certain areas of the brain are overloaded, causing a mental "short circuit" after prolonged use.  Withdrawal is believed to be fatal in some instances.  Others suffer greatly reduced sensory abilities when the usage of the drug is stopped."

"Word about the drug's incredible properties, and a small sample of capsules containing it, have reached the Initiative through a source on the island.  This source, code-named "Gregor", has also furnished a hand-drawn sketch of the facility for reference.  Unfortunately, it shows few details."

"The island research facility is located off the western coast of Africa among the Archipelago Dos Bijagos.  The island is small and relatively barren, the the research building itself is obscured by some amount of vegetation.  The building is of fairly recent construction and seems to be self-sufficient and well-guarded.  Local authorities avoid the area, and seem to take no interest in the activities of Mlle. Larreau."

"The Initiative has learned that Mlle. Larreau intends to mass-produce Zucor and make it available to dealers in cities all over the world.  Not only will this distribution generate tremendous income, but the proliferation of the drug will advance her plans of subverting Western civilization.  This development will lead the way toward her own plans for eventual geopolitical domination."

Baker paused a moment, leaving the agents to believe he might be about to take questions and then continued.

"The time is fast approaching when enormous quantities of this new drug will be shipped off the island.  Because of this, it is essential that the entire operation of Mlle. Larreau be neutralized.  Your team of agents will undertake this mission with the following objectives in order of priority.  One, destroy or neutralize existing quantities of Zucor.  Two, rescue Dr. Felix Fendelmann and retrieve any existing copies of the formula for Zucor.  Three, obtain information regarding Mademoiselle Larreau's current or future activities.  Four, locate and rescue "Gregor"."

"The team will depart a ship and approach the island at night using scuba equipment.  After burying the gear, you will have a limited amount of time to penetrate the defenses of the research station and accomplish your mission.  One hour after your arrival on the island, a rescue helicopter will arrive at the research station's helipad to pick up your team of agents, Dr. Fendelmann and possibly Gregor.  If for any reason your team is not at the contact point, the helicopter has orders to leave immediately, stopping only to drop a small pontoon boat on the north shore of the island.  The pontoon boat can be used to escape and rendezvous with the ship where you started as an alternative.  The area's reefs and tides make boating dangerous, so the pontoon boat should only be used in an emergency.  Intelligence places both Mlle. Larreau and Dr. Fendelmann on the island at this time.  However, because of her many other activites, the length of her stay is undetermined."

"Tomorrow morning at 0820 you will board a plane at Norfolk Internation Airport which will fly you to Osvaldo Vieira International Airport in Bissau, Guinea-Bissau.  There you will board a freighter which will take you to the drop point off the coast of the island.  Any questions?"

OOC:  I will be posting a link to a map of the island and Gregor's hand-drawn map, as well as file photos of Larreau and Fendelmann tomorrow.

[User]
 The silence was deafening.  They had waited their entire short careers to get to this point, and some of them had waited their entire lives.  They were getting their first assignment.  The well built curly haired blond had listened intently as the details were given.  He had taken in each of the four who were present, trying to determine what their specialty was.  The situation sounded potentially grave indeed.  Jon decided to break the silence.

Standing up, he cleared his throat.  "Mr. Baker, I have only one question, but I think it's best if we introduce ourselves as well.  Name's Jonathan Anderson.  I go by my codename Shepherd in the field though.  Grew up farming and have a bit of knowledge in electrical engineering as well.  I see myself as more of the brute force I suppose.  Had a lot to do on the farm and many siblings, so I've had my fair share of fights."  He then turned back to their administrator.  "Mr. Baker, are we to take any prisoners, or only focus on the 4 tasks at hand?"  He then sat back down and waited.

Shadow Initiative ID Card:

 Spoiler

[User]
 Karen listened to the briefing quietly, filing away details in her head to be recalled at a later date.  She listened intently, her gaze never wavering away from Baker until he finished speaking.  It was then that she looked at the other agents present, nodding as Jonathan spoke up, promptly standing as soon as the other man sits.

"My name is Donna King, but call me Mind's Eye on the field.  I've just one question that sort of plays off Mr. Anderson's own question.  What should we do if we happen upon Mademoiselle Larreau?  I would assume neutralize her, but there is no specific mention of such a course of action in the briefing."

Still, only one question?  Perhaps it was just newbie's naivety, or just plain not know what questions to ask.

[User]
 Jason took notes while listening to the briefing, notes that per SOP will be destroyed before leaving the building, finally, a live mission, he couldn't believe it.

Thank God thought Jason, that Tuesdays are laundry evening, so everything was clean and ready to be packed back home.

Jason looks as both Donna and Jonathan presents themselfs and when Donna sits down Jason stands up.

"Hello, for you that don't know me, my name is Jonathan Shepherd and since we have atleast two Jonathan's in our group, please call me JS, or on missions Golden."

Jason looks embarrassed around the room

"I wish I had a good question to ask, but nothing comes to mind, maybe later"

He starts to sit down but raises quickly again

"Yes, now I have a question, not that good of a question but vital, what is our mission budget, or do we have one?"

Jason sits down again, for real this time.

[User]
 "Mr. Baker, are we to take any prisoners, or only focus on the 4 tasks at hand?" He then sat back down and waited.

 "My name is Donna King, but call me Mind's Eye on the field. I've just one question that sort of plays off Mr. Anderson's own question. What should we do if we happen upon Mademoiselle Larreau? I would assume neutralize her, but there is no specific mention of such a course of action in the briefing."

"No prisoners need be taken.  If the opportunity presents itself to neutralize Larreau, take it.  But do not let it interfere with your primary objectives," Baker says sternly.

 "Yes, now I have a question, not that good of a question but vital, what is our mission budget, or do we have one?"

"You are being provided with scuba gear.  In addition, you should bring along any personal equipment that you own and feel might be needed.  As a bonus, the Initiative has authorized you each to purchase an additional three hundred dollars worth of equipment that you might find useful during the mission.  If you don't have a firearm of some sort, you might want to consider getting one with these alloted funds.  Any other questions?  If not, report to the shop for purchase of items and good luck..."

[User]
 Jon waits politely for the others and then he stands.    "I have no further questions."    Once everybody else is done, he'll leave the room and begin heading towards the shop.

Assuming that the others are coming along as well, he'll chat with the other Jon and Karen along the way.  Not wanting to divulge any info about their mission, he keeps the chat to non-specifics and idle conversation.    "Kind of odd that they're only sending three of us.  And three rookies at that.  Oh well, nevertheless, I'm ready to go.  You can only be cooped up for so long."

Upon reaching the shop, Jon orders the following:
Binocluars
Handcuffs
2 Grenades
4 sticks of dynamite
2 plastic explosives (the $50 variety, how much do they weigh?)
2 Timer detonators
4 Fusing cords
1 Jumpsuit
1 Flashlight
1 box standard .45 ACP ammo

[User]
 Jason tries to think about what might be needed on this mission that he doesn't already have. Well, it is quite hard to know what you will need.

 Hello, I would like a Scuba gear is medium size, and one Walkie-talkie, a silencer that fits 9mm FN Browning, bulletproof vest also medium size and finally a shoulder holster for the Browning

Jason puts his gear into his backpack.

 So, does any of you want to hit a pub or something tonight, just to get to know each other some more before the mission?


[User]
 Arena Tournament, Round 37:  Heintz  vs.  Marcus
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Matticus - Heintz
 Swiftblu - Marcus
 All combatants, please roll initiative.

[User]
 'Initiative'  - (1d20+2)[ 12 ]

So this is an arena match...

[User]
 Initiative  - (1d20+6)[ 9 ]

It surely is.
Aaaaand we're off....

[User]
 Well, I hope this works out.

 Spoiler

I start in Y13

 Standard and move actions:  I move to S10

[User]
 Spoiler

Start in A13.

 Move to H13.

[User]
 Spoiler
 Move action:  I move to S6

EDIT - I'm in S11, due to movement mistakes on my part.

 Readied Action:

 Spoiler
 Standard action:  If I see my opponent casting a spell, I remove and drop my tower shield.

 @ Refs

 Spoiler
I made an illegal move the first round, thought my move speed was 30'.  What should I do?  If I moved with my actual speed every round, I'd be in S10 or S11 right now, depending on whether or not I can enter a stair tile with 5' of movement left.

[User]
 High Ref Mav:  *pushes the pause button*

Just a second here folks, let me get some things cleared up and then I'll set you  on your way.

@Swiftblu

 Spoiler

You could have only gotten to U13 on your first move.  As the legend states, it costs double to climb the stairs.

@Matticus

 Spoiler

Quick question for you.  We're you planning on double moving.  The map legend states that the stairs cost double for movement, so you actually moved 55 feet this round, just want to clarify that this was actually what you meant.

[User]
 ref chilepepper

@swiftblu
 Spoiler
When you ready an action it has to be a standard, move, or free action.  Loosing a shield is a move action, dropping it is a free action.  If you're readied action triggers, you'll be able to loose the shield, but you can't actually drop it until your turn.

It is now matticus's turn.

[User]
 I certainly did double-move.  I shall be clearer on my actions in future.

 Spoiler

I move to  J14.

[User]
 GM Kyeudo

LoS established, unless I missed something. Heintz is in J14, Marcus is in S11.

[User]
 Full-Round Action:  I give myself total cover with my tower shield.
 Free Action:  I make a five-foot step into R12.

[User]
 Move in a very casual way to  O14
(If necessary, I draw my sword)

[User]
 ref chilepepper

Drawing a sword is a very necessary step if you're going to use it.  You can begin a match with whatever in your hands you want, but since you didn't state that the sword was in hand, it is not.  With a BAB of +1 or better, you can draw a weapon as a free action in conjunction with a move.  Consider your sword drawn.

[User]
 Full Round Action:   I give myself total cover with my tower shield.
 Free Action:   I five-foot step to R11.  I draw a trident as part of this movement.

[User]
 *grins wickedly*

I use my  Hexblade's Curse  ability (Will save, DC 14) on Marcus.

[User]
 ref chilepepper

You cannot use your Hexblade curse because you cannot see your opponent.  You may redo your turn.

[User]
 Well, damn.  😩
----------

Move to  Q13  and use  Total Defense .

[User]
 Full Round Action:   I give myself total cover with my tower shield.
 Free Action:   I five-foot step to R12.

[User]
 ...
I move to  Q12  aand...
I  attack  Marcus.

  Attack  - (1d20+3)[ 9 ]
  Damage  - (1d12+2)[ 14 ]

(Slight problem:  I don't have a sword.  I have a big axe instead.  Close enough, right?  I THOUGHT I had a sword...Strange...)

[User] I have total cover due to my full round action using the tower shield.  You can't attack me because you don't have line of effect to me.  You could cast a targeted spell at me, per the description of the tower shield's total cover, but nothing else.

[User]
 This match is starting to annoy me...

Assuming I'm allowed to take my actions again, then I  move to P13 .

(If not, I sit on the quicksand and slash at midair with a big axe.  🫤)

[User]
 I meant no disrespect, Matticus.

I use total cover with my tower shield and five-foot step to Q13.

[User]
 Oh, don't worry, I feel perfectly respected.

I  take no action .  As in, I sit still for my turn.

[User] I use total cover and five-foot step into P14.

[User] I  move  to K14.

[User]
 Move Action:  Scatter the planks over the quicksand.

 Readied Action:

 Spoiler
 Standard Action:  I set my trident against a charge.  If Heintz charges me, I attack him for double the normal damage.

  Attack Roll  - (1d20+2)[ 15 ]
  Damage  - (1d8+3)[ 4 ]

[User]
 Right.

NOW I use my  Hexblade's Curse  ability on Marcus.  Will negates, DC 14, etc, etc.

[User]
 You need to roll a reflex save or fall into the quicksand...

Check the past rulings on this arena, it's DC 15, I believe.

[User]
 ref chilepepper

I double checked with high ref Talic, no reflex save.  Unless you are entirely on the planks when they are scattered, you aren't subject to the effect.  K14 is safe.

If you know of a specific instance when one of the four squares with solid ground under them was still subject to the scattering, please link.  Alternatively, if you'd like to a higher ref to rule, post a request in the waiting room.

[User]
 High Ref Talic

Just voicing my support on this one.  Unless overruled by a higher ref (it does happen, from time to time), a character is not considered to be "occupying a plank" unless his only safe place to stand is the plank.

[User]
 ref chilepepper

Alright, just to be clear:

Marcus scattered the planks, but Heintz wasn't in a square that forced a reflex save.

Heintz used his Hexblade Curse, we're waiting on a Will Save from Marcus.

The official ruling that put us at this point was 4/18 5:42am ET.  Clock is ticking from that point.

[User]
 High Ref Talic

An ethereal rabbit appears on Marcus's head, and then disappears, taking just Marcus's head with it.

 Heintz is the victor, by DQ.


[User]
 Arena Tournament, Round 39:  Glunk  vs.  Froy
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 SoD - Glunk
 The Chilli God - Froy
 All Combatants, please roll initiative.

[User]
 Oh dear, I'm against the shirtless commoner? Why do I have the feeling I'm going to lose this horribly?

Anyway,   initiative  - (1d20+2)[ 19 ]

Edit: Not buying anything, by the way.

[User]
 Dammit. There go my hopes of winning through the opponent not posting.
And there also go my hopes of being up against one of the not-so-thoroughly-min/maxed opponents. But then, I like 90% odds of being killed in the first attack, how about you?

<.< >.>

And Froy strides into the arena, having previously thought up the most audience-winning speech imaginable! However, the nerves of the arena have made him forget it.
So, all that Froy can do is raise his  trident  pitchfork in the air and yell out,  "One of your own!"
  Init  - (1d20+1)[ 20 ]

[User]
 Ha! Counting that exhibition match from earlier, Froy has still yet to roll anything between 3 and 18.
The funny thing was, during that exhibition match, neither did his opponent.
Average rolls are  beneath  NPC classes!

Okay... Start at Y13. Pitchfork and one torch drawn. The torch is not lit, cuz it might make the orc angry. Not like that'd save him, though.

Double-move to N13. Free action to stick out his tongue at his impending death and say a few choice words that would make a goblin blush in embarrassment.

 This is how Bitz should've played... Ooh, did I say that out loud? =P

[User]
 Glunk wanders into the arena, looking slightly confused at all the glassy bits everywhere.

OK, starting at B13, with my great falchion drawn.

I attempt to break the glass wall between M13 and N13 by charging up and smashing into it full force:   str  - (1d20+6)[ 12 ]

Free action: speak: ''Aargh! Invisible wall! Glunk not like!''

Edit: bugger. I probably look like an idiot now. Either way, I'm now at M13, and feeling a bit dazed.

Battle Stats:

 Spoiler
Hp: 16/16
AC: 15/12/13
Saves: +6/+2/-1
Speed: 40
Position: M13

[User]
 [OOC]Uh... You can only make a melee attack at the end of a charge. Breaking objects with strength checks isn't covered under charging, although an actual (sunder) attack against the glass wall should be okay.
...Speaking of which, this must be super-glass in this arena, cuz normal glass usually only has half as many hitpoints.
<.< >.>
*Is not accustomed to rules-lawyering as a player as opposed to a ref*
If you don't trust me, call in another ref or something.[/OOC]

[User]
 Nah, I'll trust you on that. I'll call it a sunder then: I charge from B13 to M13 and strike the glass full force with my falchion, screaming as I charge.

 Spoiler
I guess, tecnically, I'm meant to attack roll as well.
  atk  - (1d20+6)[ 10 ]
  damage  - (1d12+10)[ 14 ]

Edit: glass not broken.

[User]
 Froy staggers back a bit, slightly startled by the sudden attack against the glass that his opponent made.
At this point, he remembers a very common tactic he witnessed more experienced fighters do in the arena, and it's pretty simple as well - wait for them to make the first move.

So... Move to P13 and ready action:

 Spoiler
Attack orc with pitchfork if orc moves into one of Froy's threatened squares.

And free action: "Here's three prongs of love just waiting for you on the other side of that wall! Come and get them, you hulk!"

[User]
 ''Grah! I will water orc orc you to death!''

Glunk is a bit confused, and is more used to his opponants running or surrendering. However, he falls on his own time-honed tactic: get mad and hit stuff. In his anger, Glunks muscles appear to stretch and grow, even more than their already impressive girth. Glunk moves as quickly as he can to face his topless opponant, and swings his sword as hard as he can, more focused on harm than hit...

Free actions: speak/rage.
Move to O12 and attack.

 Spoiler
Attacking with a 1 point power attack, already factored into the rolls:   atk  - (1d20+7)[ 9 ]
  damage  - (1d12+15)[ 18 ]
In the 15% case of having to confirm a crit:
  atk  - (1d20+7)[ 20 ]
  damage  - (1d12+15)[ 19 ]

Battle stats:

 Spoiler
Hp: 18/18
AC: 13/10/11
Saves: +8/+2/+0
Speed: 40
Position: O12
Temporary Modifiers: Rage 1/9. +4 str, +4 con, +2 will, -2 AC

[User]
 Ah-HA! You've activated my  trap card  readied action!

Which is, predictably, a stab in the chest with a pitchfork for moving into a threatened square.
  To hit  - (1d20-2)[ 14 ]
  Damage  - (1d8+2)[ 3 ]

Edit: Ah well, that breaks the d20 rolling trend.
...Bugger, I never paid attention during Combat 101 class  Initiative consequences of readied actions . In fact, I distinctly recall avoiding any ref situation that dealt with who's turn it was after one of those readies. Who's turn is it?

PS: You miss.

[User]
 On readied actions:
 Spoiler
Readying an Action

You can ready a standard action, a move action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, any time before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. I f the triggered action is part of another character’s activities, you interrupt the other character.  Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.

You can take a 5-foot step as part of your readied action, but only if you don’t otherwise move any distance during the round.
Initiative Consequences of Readying

 Your initiative result becomes the count on which you took the readied action.  If you come to your next action and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.

Important bits in bold. Basically, you interupt me, then I attack. Now you have your turn before I have mine. Also, that's first blood to you.

''Grah! Glunk not like!''

Battle stats:
 Spoiler
Hp: 15/18
AC: 13/10/11
Saves: +8/+2/+0
Speed: 40
Position: O12
Temporary Modifiers: Rage 1/9. +4 str, +4 con, +2 will, -2 AC

[User]
 Woot, okay.

Froy drops his torch, switches to holding his pitchfork in both hands (don't know why he didn't do this sooner - who's bright idea was it to have him lug around torches?!) and stabs again.

  To hit  - (1d20-2)[ 15 ]
  damage  - (1d8+2)[ 9 ]

"Orcs don't like what they don't know. And orcs don't know anything!"

Edit: Sorry, that was meant to be 1d8+3. So 10 damage, not 9.

[User]
 ''Argh! Glunk not like  you ! Glunk water orc orc the little gernome to death!''

Glunk, howling in anger, rage, and (although he won't admit it) pain. Wildly swinging his falchion at the annoying little man.

Another power attack:
  atk  - (1d20+7)[ 11 ]
  damage  - (1d12+15)[ 25 ]

Battle stats:

 Spoiler
Hp: 5/18
AC: 13/10/11
Saves: +8/+2/+0
Speed: 40
Position: O12
Temporary Modifiers: Rage 2/9. +4 str, +4 con, +2 will, -2 AC

[User]
 Hm... I do believe that Froy has just barely gotten himself chopped in half.
 Should've put that 14 in Dex instead of Con.

Oh well! Well-played! Even though it was looking like Froy might win there for a minute. You might want to work on not getting beaten up by commoners, just a hint. 😛

[User] I must admit, when you took me down from 18 to 15 to 5 hp...I was getting worried. I was just thinking to myself  Oh, just my luck. I can do enough damage to outright kill a lot of first level characters, and I'm going to loose to a commoner.  Well done to you as well. Glunks first victory, a close match against a commoner. Which'll put me against either a cleric or a favoured soul next up.

[User]
 Ah, yes... It will be the ultimate mark of shame when someone actually loses to Froy in a fair combat.

Now, all we need is a  Referee of Winner Declaring +4 .

[User] Referee of Winner Declaring +4 ? I thought that the current standard was an intelligent  +3 skillfull referee of knowlege  [scores 16/16/12, ego score 111]?

[User]
 Aww, I wanted Froy to win, just so that commoners would show the people that you dont need fancy classes to beat the **** out of people.

I would call the match, but dont have the prereq's.

[User]
 Well, for a character who was pretty much  designed  to lose, I'm quite happy Froy lost.

Wait, this is first level. All we're stuck with at this point are Masterwork Referees. And that's best-case scenario.
*Gasp!* Improvised Referees! That's a -2 or something penalty to your Profession (Referee) check!

[User]
 Hmm...we must go on a holy quest! To recover the lost referee-artifact! But we cannot do it alone...for we are but a wounded orc and a dead commoner...but first...LUNCH!

Now...what is there around here that I can eat...*looks at dead commoner* Hmm...

[User] Erm...the winner gets to eat some chips while waiting for his next opponent ?

[User]
 High Ref Talic
 Glunk wins, and collects his prizes!

Wow, improvised ref, from 4 range increments out.  I'm surprised I nailed that one.


[User]
 You walk down the road to the town, you've heard that there are bandits are often found near this road, but you're prepared.

 Spoiler
Depending on what you'd you like, you have:

- Chainmail armor, a longsword and a small shield

- A staff, a robe and the power to shoot a 1 foot long jet of flame from your fingertips

- Leather armor, a dagger and a short bow

(You can choose one)

In the distance, you see an ogre swinging its arms in distress.

 Can you help me?  It is yelling, but it is far away and thus the sound is dim.


[User]
 Arena Tournament, Round 52:  Thelonius  vs  Bacchae
 Map

 Spoiler

 XP Reward:  300 XP
 GP Reward:  300 GP

 Thelonius  - esorscher
 Bacchae  - SoD

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

[User]
 High Ref PsiDog

Match Cancelled for lack of attendance.
Double Disqualification.

[User]
 (1d100)[ 19 ]  Thelonius
 (1d100)[ 90 ]  Bacchae

High number drops to forward looser-bracket slot.


[User]
 Arena Tournament, Round 53:  Mike  vs.  Krung
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Mike  - Mavian
 Krung  - RandopmAction

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

[User]
 Roll for Init:

 (1d20+3)[ 16 ]

[User]
 So very sorry for the delay.

Ini:  (1d20+2)[ 21 ]

[User]
 Not buying anything, so here is my first round.

 Krung, Round 1

 Spoiler
Starting in M-25, use a move action to open the doors. Then move to M-19. End turn.

Quick stats:
 Spoiler
Hp: 14/14, AC: 17, saves: +4/+2/+0, 30' speed, Attack: +5 Waraxe 1d10.

[User]
 Mike - Round 1

 Spoiler

Starting in M2, with my three warhammers.
Move Action: Open door
Move Action: M2 to Q5 and hide behind the tree
Hide Check:  (1d20-2)[ 5 ]

Stats:

 Spoiler

Hp: 13
AC: 17
Spot: -1
Listen: -1
Fort: +4 Reflex: +3 Will: -1

[User]
 I assume that I saw him come out and move, correct?
 Krung, R-2

 Spoiler
Move to H-17, drawing waraxe while moving. Then move to H-14.

Quick stats:
 Spoiler
Hp: 14/14, AC: 17, saves: +4/+2/+0, 30' speed, Attack: +5 Waraxe 1d10.

[User]
 Originally Posted by RandopmAction
 I assume that I saw him come out and move, correct?

  High Ref PsiDog

That is not necessarily a valid assumption.

If you ever have a LoS question please ask a ref to check. Do not attempt checking yourself, as a reminder, reading your opponents spoilers before the match is closed is forbidden.

LoS Check:

@Krung

 Spoiler
You see your opponent's door open, but nothing more.

No LoS.

Note that in the Arena medium/small characters are, mechanically speaking, generally assumed to be 5ft cubes for determining LoS. Since the alter is also 5ft tall, medium sized and smaller characters can not see each-other over the top of the alter.

Precedent says the doors are greater than 5ft in height, and therefore their open or shut state may be seen from across the alter.

@Mike

 Spoiler
You see your opponent's door standing open, but No LoS.

[User]
 Mike - Round 2

Actions:

 Spoiler

Move Action: Q5 to I5,  this should allow me to scan most of the bottom part of the map, no?
Standard Action will depend on if LoS is established

Not Done,

Stats:

 Spoiler

Hp: 13
AC: 17
Spot: -1
Listen: -1
Fort: +4 Reflex: +3 Will: -1

[User]
 High Ref chilepepper

refs
 Spoiler
 (1d20-6)[ 7 ]
LoS between H14 and Q5, rolling Spot for Krung, -6 for distance.

If you draw a line from the upper left corners of their squares, the soft corner of the pillar is not enough to block LoS.

Correction, at the end of Krung's turn in round 2.

Mike
 Spoiler
Krung is in H14

Krung
 Spoiler
Mike is in Q5

It is the beginning of Mike's turn.

[User]
 Mike - Round 2  Redux

Move Action: Q5 to O9, swapping the hammer in my tail for a Javelin.
Standard Action: Throw the Javelin at Krung,
Javelin:  (1d20)[ 9 ]  - not including cover.
            (1d6+4)[ 6 ]
 End turn

Stats:

 Spoiler

Hp: 13
AC: 17
Position: O9
Spot: -1
Listen: -1
Fort: +4 Reflex: +3 Will: -1

[User]
 Refs
 Spoiler
I didn't read his hidden post. I assumed that a person taller than the altar could see over it and see the other door as it opened. I apologize if you mis-understood my post.

 Krung, R-3
Move to F-10.
Ready an attack action, that triggers when/if he enters a square I threaten.
End turn.

Stats:

 Spoiler

Hp: 14/14
AC: 17
Attack(s):Waraxe +5 1d10

[User]
 Mike - Round 3
 Move Action : O9 to U10 drawing another Javelin with my tail.
 Standard Action : Throw that Javelin at Krung
Attack:  (1d20)[ 17 ]
Damage:  (1d6+4)[ 6 ]

I think I miscalculated the range on that, should have an additional -2 so it misses.

Stats:

 Spoiler

Hp: 13
AC: 17
Position: O9
Spot: -1
Listen: -1
Fort: +4 Reflex: +3 Will: -1

[User]
 Krung, R-4
Double move from F-10 to R-10.
End turn.

Stats:

 Spoiler

Position: R-10
Hp: 14/14
AC: 17
Saves: F+4, R+2, W+0
Attack(s): Waraxe +5 1d10

[User]
 Mike - Round 4
 Immediate Action:  Ferocity
 Full Round Action:  Charge from U10 to S10
 Main:
Hammer:  (1d20+7)[ 15 ]
Damage:  (1d6+8)[ 12 ]
 Offhand
Hammer:  (1d20+7)[ 27 ]
Damage:  (1d6+4)[ 7 ]
 Natural:
Tail Slap:  (1d20+2)[ 7 ]
Damage: (1d6)[ 5 ]

Stats:

 Spoiler

Hp: 13
AC: 17 -2 from charging, +2 from increased dex
Position: S10
Spot: -1
Listen: -1
Fort: +4 Reflex: +3 Will: -1

[User]
 Rolling to Confirm offhand crit

Confirm:   (1d20+7)[ 17 ]
Damage:  (3d8+12)[ 30 ]

That should be a smackdown, no?

[User]
 Smackdown, no, Overkill yes.
Waiting for ref to confirm my death. Please no tea-bagging.

[User]
 High Ref PsiDog
 Mike is the Winner.

[User] Good match


[User]
 Arena Tournament, Round 53:  Revel Redmane  vs.  Crazy Ed
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Revel Redmane  - Kyeudo
 Crazy Ed  - Psionic Dog

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

[User]
 Initiative  - (1d20+3)[ 4 ]

And... no purchases.

[User]
 Inititive: (1d20-4)[ 12 ]

and no purchases. 😏

[User]
 Revel, Round 1

 Spoiler

Revel will start in M2, wielding his glaive.
Move action to open the door, then move to M10.

Stats:

 Spoiler

HP: 11/11
AC: 16 (+4 Armor, +2 Dex)

 Manuvers Readied
Shadow Blade Technique
Steely Strike

 Soulmelds
Rageclaws

[User]
 Bah, there goes victory strategy #1: Victory by default. 😛
On to plan B then.

 Crazy Ed - Round 1

 Spoiler

Start at M-25 holding a small stone (Powerstone[force screen])

Open Door.
Assuming no LoS, move to K-24.
If possible,   Hide  - (1d20+1)[ 2 ]

Stats

 Spoiler

HP: 8/8
AC: 18 (+3armor +3dex +1size +1natural)

PP: 4/4

[User]
 Ref Mav:

@Crazy Ed:

 Spoiler

You see an open door but no opponent

@Revel

 Spoiler

You see the door open, but no opponent

[User]
 Revel - Round 2

I missed the announcement that the Round had been set up.

Anyway,

 Spoiler

Move to J16. Once there, LoS will decide the rest of my turn.

Gonna need another LoS check.

Stats:

 Spoiler

HP: 11/11
AC: 16 (+4 Armor, +2 Dex)
Location: J16

 Manuvers Readied
Shadow Blade Technique
Steely Strike

 Soulmelds
Rageclaws

[User]
 When Revel gets to J14, Los is Established.

Revel in J14,

Crazy Ed in K24.

Still Revel's turn

[User]
 Revel - Round 2

Looks like Mavian is more on top of things than I am.

Revel moves to H18.

Stats:

 Spoiler

HP: 11/11
AC: 16 (+4 Armor, +2 Dex)
Location: H18

 Manuvers Readied
Shadow Blade Technique
Steely Strike

 Soulmelds
Rageclaws

[User]
 Hmm... I could be wrong but I  think  there's no LoS between H-18 and K-24 so...

 Crazy Ed - Round 2

Action(s):

 Spoiler

Move to H-25, and   Hide  - (1d20+1)[ 19 ]

Free: Declare Dodge on Revel.

Ready Action:

 Spoiler

Fire a wild-surged Energy Ray (Electric) at Revel if he approaches with 30 ft, defensively if possible and necessary.

Oh, and fighting defensively this round.

Stats

 Spoiler

HP: 8/8
AC: 22 (+3dex +3armor +1size +1natural +1dodge +3defensive-fighting)

PP 4/4

+8 Spot, +6 Listen

Done.

[User]
 High Ref chilepepper

Revel
 Spoiler
No LoS

Crazy
 Spoiler
No LoS

[User]
 Revel - Round 3

 Spoiler

Move to G19 to start with. 6 squares of movement left on my move action.

And then I need LoS to finish out my move action.

Stats:

 Spoiler

HP: 11/11
AC: 16 (+4 Armor, +2 Dex)
Location: G19

 Manuvers Readied
Shadow Blade Technique
Steely Strike

 Soulmelds
Rageclaws

[User]
 Ref Talic

Refs:
 Spoiler
Crazy has a 19 hide + 3 for distance = DC 22 to see him.  Revel cannot attain that roll with a natural 20.

Revel:
 Spoiler
No LOS

Crazy:
 Spoiler
You see revel step into G19.

[User]
 Revel - Round 3

 Spoiler

Continue my move action to K24.

Another LoS check needed, since you apparently are hiding behind something.

Stats:

 Spoiler

HP: 11/11
AC: 16 (+4 Armor, +2 Dex)
Location: K24

 Manuvers Readied
Shadow Blade Technique
Steely Strike

 Soulmelds
Rageclaws

[User]
 High Ref chilepepper

I'm being lazy

One is in K24
The other is in H25

[User]
 *cough*
I believe Crazy's readied action triggered when Revel enters G-19.

 Crazy Ed
  "Zappoos!"
(Fighting defensively, Firing a wild surged electric energy ray into Revel, who I think is flat footed since Ed was successful hidden)

  Ranged Touch  - (1d20+3)[ 20 ]
  Electric Damage  - (2d6+1)[ 8 ]
  Enervation chance  - (1d100)[ 59 ]  Enervated on ≤ 5.

[User]
 Revel - Round 3

Ouch. That puts me at 3.

But that gives me more information when I was at G19 that I didn't have the first time, so I think I'm within my rights to change where my move action goes to. Assuming so:

Revel moves to F25, uses a swift action to activate Death Devotion, and attacks using Shadow Blade Technique.

Attack1: (1d20+4)[ 5 ]
Attack2: (1d20+4)[ 17 ]
Damage: (1d10+4)[ 12 ]  plus (if both hit)  (1d6)[ 1 ]
If either roll succeeds, you need to make a DC 13 Fort Save or gain a negative level.

Stats:

 Spoiler

HP: 3/11
AC: 16 (+4 Armor, +2 Dex)
Location: F25

 Buffs
Death Devotion 10/10

 Manuvers Readied
Steely Strike

 Soulmelds
Rageclaws

[User]
 Eeh, that could have been painful.
Anyway, I see nothing wrong with revising movement/actions that occur after a readied action is triggered.

 Dense   Crazy Ed- Round 3

Free: 5ft step to I-24
Free: Obligatory insane laughter: "  MWAHA HA HAHA  "

Standard: Wild-surged (electric) energy ray

  Touch Attack  - (1d20+7)[ 15 ]
  Electrical Damage  - (2d6+1)[ 6 ]
  Enervation Chance  - (1d100)[ 24 ]  Enervated on ≤ 5

Done.

Stats

 Spoiler
HP: 8/8
AC: 19 (+3 armor +3 dex +1 natural +1 size +1 dodge)
PP: 2/4
Location: I-24

[User]
 Revel - Round 4

Down to -3. Good thing I have Rageclaws to keep me going.

Move to I22 and attack with Steely Strike.

Attack: (1d20+8)[ 19 ]
Damage: (1d10+4)[ 13 ]
DC 13 Fort save or gain a negative level if I hit.

Stats:

 Spoiler

HP: -3/11
AC: 16 (+4 Armor, +2 Dex)
Location: I22

 Buffs
Death Devotion 9/10

 Soulmelds
Rageclaws

[User]
 "  HahaHa aEh... Oh Sh- "

And thus is the end of Crazy Ed.

  Fort Save  - (1d20+2)[ 8 ] . At -5 he's down anyway, but just to see if he needs a simple heal or the full complimentary Resurrection.

Ok, that was an excellent match, ignoring my own overconfidence there at the end. I was so worried about Steely Strike and that Shadow Blade I completely overlooked that little extra bit about the Rage Claws. Ah well. Live, die, and learn. 😎

[User]
 High Ref Mav:

I suppose someone should call this one eh?

 Revel is the winner.


[User]
 Arena Tournament, Round 54:  Ciel  vs.  Finn
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Ciel  - gigz
 Finn  - Gauntlet

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

[User]
 Initiative:  (1d20+7)[ 27 ]

No purchases...

[User]
 Initiative  - (1d20-6)[ -4 ]

No purchases.

[User]
 Ciel is up first, Good Luck!

 Spoiler

Start in B14, nothing in hand. Double move to N13. Done.

Stats:

 Spoiler

HP 9, AC 15 (Touch AC 15)
F +4, R +5, W +4

[User]
 Spoiler
Ready action: Shoot crossbow at anyone coming to the top of the stairs.

Stats:

 Spoiler
HP 12/12
AC 17 (FF 16, Touch 11)
Main hand: Heavy Crossbow
Carried: Guisarme, Tanglefoot Bag

[User]
 Ref Mav

@Ceil

 Spoiler

No LoS

@Fin

 Spoiler

No LoS

[User]
 Round 2

 Spoiler

No LoS? Hmm... probably cast True Strike. Let's put my superior Movement to good use. Move to S9, take the Total Defense action.

Stats

 Spoiler

HP 9, AC 22 (Touch AC 22) +4 Total Defense, +2 Expeditious Dodge, +1 Dodge, +2 WIS, +3 DEX
F +4, R +5, W +4

[User] Proabably could do with another LoS check..

[User]
 High Ref Maurkov

Please post initial and final location in every status block to facilitate LOS calculation.

@Ciel
 Spoiler
Please specify your route to S9.

@Finn
 Spoiler
Please specify your initial position.

@other refs
 Spoiler
Gauntlet's readied action says, "top of the stairs."  Does that include S12 and S15?  I'm inclined to say yes.

[User]
 High Ref chilepepper

Match on hold for a second.  (edit:I was ninja'd but relevant ref info is in my ref spoiler)

refs
 Spoiler
If Finn is in the Z column, LoS is established when Ciel is in Q.
If Finn is in the Y column, LoS is established when Ciel is in R.

Either way, Finn's readied action triggers at that point.  Then Ciel can finish his move, then finish his turn.

edit: I would allow the entire area to be the top of the stairs.  As in, the area with the quick sand is at the top of the stairs, the area with the bushes in it is at the bottom of the stairs.

Finn
 Spoiler
What square did you start in?

edit: ninja'd

[User]
 High Ref Maurkov

@refs
 Spoiler
He said top of the stairs, not LoS established.  That means the S file to me.  I don't think Q or R count.

Hmm.  I guess we could have Gauntlet clarify without revealing more info.

[User]
 High Ref chilepepper
refs
 Spoiler
I'm fine with that.

[User]
 refs
 Spoiler

Actually, his ready says

 Ready action: Shoot crossbow at anyone  coming to the top of the stairs .

He could easily interpret that movement as moving "to" the top of the stairs.

[User]
 High Ref Maurkov

@Finn
 Spoiler
By "top of the stairs," do you mean T13/T14?  S13/S14?  Something else?

[User]
 @refs

 Spoiler
I'm in Y14- Ready action to fire if I see anyone in S13 or S14.

[User]
 @refs

 Spoiler

N13 to Q13, then up and over to R12, S11, then North to S9. Assuming a Truestrike for a Glaive charge, staying out of a strait line.

[User]
 High Ref Maurkov

LOS results

@Ciel
 Spoiler
LOS established as you enter Q13.  Finn is in Y14.  As you specified move, then full defense, you may continue your move, and you have a standard action remaining.

@Finn
 Spoiler
LOS established as Ciel enters Q13

Game on.  It is still Ciel's turn.

@refs
 Spoiler
If Finn was in Y13, LoS wouldn't be established until R, but by my calculation, the line from Y14-Z15, 5' to Q13-R14,25' just clears the top of the stairs.

[User]
 Ciel catches sight of Finn, and continues to move north along the cliff face to S9 before taking a defensive posture

Stats

 Spoiler

In S9, Total Defense
HP 9, AC 22 (Touch AC 22) +4 Total Defense, +2 Expeditious Dodge, +1 Dodge, +2 WIS, +3 DEX
F +4, R +5, W +4

[User]
 High Ref Maurkov

According to a previous post, Ciel's path is "...Q13, then up and over to R12, S11, then North to S9."

Finn's turn.

[User]
 @refs

 Spoiler

Sorry, was I supposed to get that indepth with my movement? I figured I just needed to let him know where I ended after LoS was established.

[User]
 High Ref Maurkov

@Ciel
 Spoiler
Usually it doesn't matter.  Sometimes it does.  It can save a cycle of questions if you're specific, and it's bad form to plumb for hidden information by testing when we do and don't ask.  After the match you can read the spoilers and see what was up.

No hold; still Finn's turn.

[User]
 Spoiler
Action stays readied. Nothing changes.

Stats:

 Spoiler

HP 12/12
AC 17 (FF 16, Touch 11)
Main hand: Heavy Crossbow
Carried: Guisarme, Tanglefoot Bag

[User]
 High Ref Maurkov

Looks like Finn stays where he is.  He continues to hold and aim his crossbow.

Ciel's turn.

[User]
 Spoiler
Maintaining total defense as a standard action

Ciel moves from S9 to S10 then R11. Finishing movement in R11, she watches Finn with a wary eye and continues standing in a defensive stance.

Stats

 Spoiler

In R11, Total Defense
HP 9, AC 22 (Touch AC 22) +4 Total Defense, +2 Expeditious Dodge, +1 Dodge, +2 WIS, +3 DEX
F +4, R +5, W +4

Done.

[User]
 High Ref Maurkov

If you guys could say, "Done," once you've completed your actions, then I wouldn't have to post and say, "It's so-and-so's turn."

It's Finn's turn.

[User]
 Finn keeps his crossbow aimed, shifting slightly.

 Spoiler
change ready action to cover R13 and S13

Stats:

 Spoiler
HP 12/12
AC 17 (FF 16, Touch 11)
Main hand: Heavy Crossbow
Carried: Guisarme, Tanglefoot Bag

done.

[User] By shifting slightly, did you move or are you still in y14?

[User]
 Edit: (because I'm going home and won't be back for several hours)
If you didn't move, read on:

 Spoiler

Move action: R11, S12, T13, U14, V14 W14 X14

"Come here and let me show you what you lack."
Standard action - Grapple attempt:
Touch Attack:  (1d20+3)[ 11 ]
If a success, opposed Grapple checks:  (1d20+7)[ 11 ]
If a success, Damage:  (1d6+3)[ 5 ]

Free action - Move into opponents square if grapple was a success.

Stats:

 Spoiler

In X14 or Y14, depending on sucess of grapple
HP 9, AC 18 (Touch AC 18) +2 Expeditious Dodge, +1 Dodge, +2 WIS, +3 DEX
F +4, R +5, W +4

If you did move, all bets off. :D

[User]
 I didn't move, and I get a crossbow potshot at you from my readied action 😉
 (1d20+1)[ 16 ]

on a hit:
 (1d10)[ 6 ]

[User]
 High Ref Maurkov

Gauntlet, I believe he avoided the squares you chose.

[User]
 Ah, so he did. Sneaky little monk. Awright, well, you hit my touch AC.

  opposed Grapple  - (1d20+4)[ 7 ]

[User]
 Looks like you win the grapple. I'll drop my crossbow.

 Spoiler
HP 7/12
Hands: nothing.
Carried: Guisarme, Tanglefoot bag.

If you're done?

[User] Yep, I'm done.

[User]
 I'm gonna try and break out of this grapple, I guess.

 (1d20+4)[ 19 ]

[User]
 And Opposed:

 (1d20+7)[ 9 ]

[User]
 Well, seeing's I'm out of the grapple, I'll move 30' down to Y19, drawing my Guisarme as I do so.

Stats

 Spoiler
HP 7/12
AC 17 (FF 16, Touch 11)
Main hand: Guisarme
Carried: Tanglefoot Bag

Your turn.

[User]
 "You tempt fate, I was not done yet."

As a move action Ciel will tumble from X14 to X15, X16, Y17, Y18
Tumble Check:  (1d20+7)[ 27 ]

Stats

 Spoiler

In Y18
HP 9, AC 16 (Touch AC 16) +1 Dodge, +2 WIS, +3 DEX
F +4, R +5, W +4

Not done -

[User]
 Tumble was a success, so Ciel will once again attempt to grapple.

Touch Attack to start:  (1d20+3)[ 13 ]
If a hit, Opposed Grapple:  (1d20+7)[ 8 ]
If a success, Damage:  (1d6+3)[ 9 ]

Stats:

 Spoiler

In Y18
HP 9, AC 16 (Touch AC 16) +1 Dodge, +2 WIS, +3 DEX
F +4, R +5, W +4

Done

[User]
 opposed grapple:

 (1d20+4)[ 19 ]

[User]
 Since you failed to initialise the grapple, my turn.

I'll take a 5ft step back, cast Blade of Blood as a swift action, and take a melee swing with my Guisarme.

  melee attack  - (1d20+4)[ 24 ]

[User]
 Confirm crit:

[roll0]

[User]
 Graah.

 (1d20+4)[ 17 ]

[User]
 If that's a crit:
Damage:  (4d4+8)[ 19 ]

Otherwise:
Damage:  (2d4+4)[ 11 ]

and I'll activate Blade of Blood (taking 5 damage) to add 3f6 to my damage:
 (3d6)[ 16 ]

[User]
 Yup, it's a crit. Nice rolling. I rolled awesome for non-important ones. :D

Ciel crumples to the floor.

Done. :D

[User]
 High Ref Maurkov

I declare Finn the winner by cleave-in-twain.


[User]
 Arena Tournament, Round 28:  Grall  vs.  Andoris
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Tortoise262 - Grall
 munimortal - Andoris
 All Combatants, please roll initiative.

[User]
 High Ref Mav

The next person to post in this match will be declared the victor, unless both combatants post before a ref calls it.

[User]
 High Ref Talic

Please note that technically, both players have until 7:51 Forum time to make 1st post.  The initial post limit is three days.  Pls no ref call this match before then.

[User]
 *shakes his fist at the calendar*

 Damn calendar, what good are you to me in my time of greatest need.  That's what I get for looking at you and not the clock....  Never again shall I be swayed by your multitudinous pages.

[User]
 Init:  (1d20+1)[ 5 ]

Is it too late? I checked the waiting room every day for weeks up until a few days ago :-/

EDIT: Oh, yeah! 3 days! Woo-hoo!

[User]
 Ref Bayar

Just fight already !

[User]
 High Ref Talic
 Grall wins, due to being the only one that posted.