[User]
 Another day, another mystery to solve for the Pinkerton Agents. Nestled in your spacious and well-appointed one-room office (to better facilitate teamwork) in the Pinkerton building in the UC City of Hasc, the team barely has time to settle in before the frosted glass door opens.

The clipped and efficient section chief, Otto von Schattenwerk, presents a new missing persons case for the team.

"Clarise Evans, female human," Otto begins, passing out case folders to the team, "She was last seen two months ago, booking passage to Cerini Isle. Her brother has commissioned us to find her -- and has paid handsomely in advance. Unfortunately, he has been called away for an indefinite period of time on business, so will not be available to interview directly, but the case files should have all the relevant information you need. Use the Pinkerton archives if you need any further information not in the files." With that quick briefing, Otto leaves.

The jacket of the case folder contains numerous items including information on the missing person herself, information on the Evans family in general, and data on Cerini Isle.

The Evans family is Old Money. They were rich even before the Industrial Era coming from a long line of aristocrats. When the Industrial Revolution began and the aristocracy saw their power and fortunes begin to crumble underneath the rising middle class, the Evans family managed to maintain their position through canny investment in up-and-coming industries. Their portfolio is wide and varied ranging from such things as paper milling to railroad investments to banking. It was during a visit to one of their holdings -- a textiles factory -- that a fire broke out and killed Clarise and her brother's parents. Although the fire was deemed suspicious by the authorities, the investigation couldn't find any proof of arson and so the case was eventually closed.

Clarise herself seems pretty unremarkable for a woman of her high status. She was educated at home by tutors and engaged in the normal societal gatherings and etiquette that a debutant generally must. Her family consists of her brother, Edward, their parents having died tragically in a factory fire when she was six and he was ten. While she was being courted by several wealthy young men, neither she nor her family seemed particularly enthralled by any of the suitors. There is nothing to indicate why she would suddenly book passage to Cerini Isle. She left no note or word with the servants when she left and took with her only a few changes of clothes, some money, and some personal keepsakes.

Included with the info on Clarise Evans is a wondrous product of the Industrial Era: a photograph. Hard to believe that just a scant few decades ago one would have to rely on a portrait or even merely a physical description. Regardless, the black-and-white photo shows a young and attractive fair-skinned woman in an elegant dress sitting serenely on a bench and surrounded by foliage. She has long, light-colored hair (according to the written description also included, it is honey-blonde and her eyes are green) that ends about her mid-back. Her age is listed on the data sheet as 19.

The Island of Cerini is a small island off the coast of the main continent. Cerini, despite its small size, is an extremely wealthy place and is known as the "Breadbasket of the Coast" due to its prodigious export of fruits, vegetables, and grain to the mainland. In addition, it is also renowned for its textiles (particularly cotton, which is grown locally); the finest cloth and garments worn by the upper crust all come from the island. The Isle is part of the Independent Kingdoms and travel to and from the Isle is quite restricted by the local government there; one requires special visas to visit. Although it would be comparatively easy for someone of Clarise's status to obtain one of these visas, her brother insists that she had no such visa or any way of obtaining one without him knowing.

Passage is booked on cargo transports operated by the Cerini government; there is no teleportation ring or airship docking ports on the island. The only reason her brother knows she boarded one of the cargo ships is that there were multiple witnesses at the docks who reported it -- a woman of Clarise Evan's elegance and obvious wealth boarding a ship like that is not easily missed by the dockworkers and riff-raff that populate the area.

[User]
 Kodg
 So, I guess we just head on over to Cerini Isle and begin investigating?  Kodg says with his feet propped on the desk and his monstrous hands behind his head. He is wearing a shirt, tie, vest, pants, shoes, and has his jacket and hat on the coat rack. The vest, jacket, pants, and hat are brown pinstripe while the shirt is white and his tie is brown.

[User]
 Gav
 Oh oh oh. Maybe we can take one of those new steam powered ships. I always wanted to take a look at one of those.  Gav says in excitement.  He has traces of soot on his face from his most recent experiments with gunpowder and wears a pair of dark tinted goggles that are on his forehead.  He is clothed in brown trousers and a loose white shirt.

[User]
 Smithers
Smithers is wearing fine pants and a well starched shirt and doublet combination, spoiled slightly by pocket sown carefully into  the doublet
 Looks like that's it, we'll probably be over for a while i'd guess, i should pack some of my gear, after all that's why i draw a salary here
(as he says this, he disassembles a pen from his shirt pocket, cleans a razor embedded in place of the tip, and puts it back together)

[User]
 Alistair Greene
 "While underway, I suppose it wouldn't hurt to check up on some of the witnesses - deckhands and the like, I assume - and see if they can tell us anything in addition to what we know from von Schattenwerk's report. It might also be a good idea to see how the person they've seen compares to the photograph we have of Clarise now. After all, it would be a shame if this all turned out to be some sort of misunderstanding and she never even went to Cerini Isle in the first place, as unlikely as that may sound."
Alistair speaks softly, as if to avoid being overheard. He is wearing a grey sleeved shirt with nearly half of the buttons missing, as well as black trousers. A brown greatcoat is hanging on the chair besides him.

[User] Right, and if it is the case that she went to Cerini Island we ought to look into the matter of procuring a visa.  Gav says as he shoves items into a backpack at his desk.

[User] (Okay, guys, it looks like the others might not be coming, so I'll go ahead and get this thing a-moving. It sounds like everyone has decided to go down to the docks, is that right?)

[User] (Fine by me.)

[User] (I'm good with moving along)


[User]
 Daren Crepsley passes through the billowing flaps of his tent, Madam Octa following close behind him, the affectionate spider giving him a nuzzle that would have brought any other man to wetting himself.

The flash of bulb camera behind you was still bright, and the flashes still burned in your eyes leaving spots that floated in your vision for a few seconds, but nothing you weren't used to since the Press got wind of the Cirque being in town.

You navigate around Paparazzi, and screaming children who run terrified from the giant spider, and come into your room, the single light bulb that hung loosely from the jury rigged electrical system casting a dim light over the room, leaving little unliluminated in the small space, a coffin near the otherside of the room. You draw a bottle of "Red Gatorade" (Wink, wink, nudge, nudge.), and unscrew the screw top, taking a swig of the thick liquid.

As you sit down to manage some basic aspects of life, and enjoy a good bottle, all of the lights in the Cirque, the City, and hell even the creepy Red neck 30 miles out in his shed in the woods running on a generator loses power , but only for a instant, the scream of a small child punctutes that instant though, and then... Silence.

[User]
 (assuming it's night)

 Larten Crepsley

Larten moves out of the tent of the cirque, the most recent preformance done with. It is very disturbing to see the level of attention the cirque is getting, this could be bad if a vapinese or vampire hunter was around. Then again, he had little time to think on the situation, the man pushes through the crowed, using such deadly speed he almost seemed to teleport. The disturbing but very bright, and exotically collored spider sits on his chin, her skull pattern conplementing crepsley's scar.

Sitting on his coffin, and unbottling some "neurishment" crepsley lets out a large *sigh*.   Looks like I need to talk to hibernius. It's not good to be getting this much attention.

The man muses to madam octa and himself only a moment longer before a scream is heard, and the power fails momentarily. Crepsely, being used to the lack of luxuries, haden't noticed if it weren't for the lights and devices of the camera crew blinking out momentarily. He rushes out of his tent, his instincts telling him to see if the wolfman is locked up, or if a child had only been frightened by one of the preformers. It was rare that children came to this kind of show, the last he remembers, is that "shawn" boy.

(list of SOME freaks, larger list in a few days.

Remus twobellies (fatman, eats anything, even radioactive materials, or metals, won't be harmed)

Hans Hand's (Legless, has learnt to walk, and even RUN, on his hands, can outrun the FASTEST man alive on his hands.)

Evra Von (Snake-boy hybrid, preforms with his snake to make a startling closing)

Wolfman (Were-wolf, too uncontrollable to be "free", has no real emotions, only instinct, the "little people" that Desmond tiny provides controls him, with sort of "magic")

Birtha Beard (or something, name might be off) (Russian chick, very "hot" from her description, can make an unbreakable 7ft long bear as she pleases, a bit of a turn off. :p)


[User]
 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C ||||| C | C ||
 11 |
 12 |||||||||||[/table]
I start at C2

[User] Roll for Initiative:  (1d20+2)[ 16 ]

[User]
 Let me see if I can remember how to do rolls here...

Initiative: (1d20+3)[ 13 ]

I start at F11

How many Buff Rounds do you want?

First round buff:
 Spoiler
Empathic Feedback, Overchanneled to ML 14. 11 points from the Cognizance Crystal and 3 from him. He uses Talented and blows his psionic focus to not take damage, then uses his move action to Refocus [roll]1d20+16[/roll] DC 20

[User] Move Silently  (1d20+8)[ 19 ]  to B4, Hide  (1d20+10)[ 19 ]

[User]
 Spot:  (1d20+12)[ 14 ]

What do I see?

[User]
 You see an unarmed and unarmored human, gazing off into the distance, apparently unaware of his surroundings. His black hair is tattered and unkempt, as is his clothing. Faintly, you can hear the babble of thousands of incoherent insanities

Self-Buff... if you can make a Psicraft check DC 19, read this

 Spoiler
Manifesting Psionic Freedom of Movement for 7pp

Spot  (1d20+6)[ 12 ]

End turn.

[User]
 Shneeky, label who your spoilers are for/not for...

Now, which square are you in?

[User]
 Originally Posted by Pharaoh's Fist
 Shneeky, label who your spoilers are for/not for...

Now, which square are you in?

F11. He did not move this turn.

[User]
 Shneeky, I don't think I have line of sight to you.

I move down to B9

Hide:  (1d20+10)[ 15 ]
Move Silently:  (1d20+8)[ 15 ]

[User]
 Listen:  (1d20)[ 1 ]
 Rules for Listen - Calculate the DC according to what your character is doing.

End turn.

[User]
 We still don't have LoS on each other, being on the opposite sides of the pillar.

Manifesting another power, DC 16 Psicraft to identify

 Spoiler
Synesthete, costing 1pp, Feeling Light for +4 to Spot checks

He still does not move, or even seem to be aware of his surroundings.

End turn.

[User]
 Do I detect the Auditory or Visual displays?

Spot and Listen as needed:

Spot:  (1d20+12)[ 30 ]
Listen:  (1d20)[ 10 ]

[User] Not on this one

[User]
 Ok. Then I shall move to B10

Peek around the corner.

Hide:  (1d20+10)[ 14 ]
Move Silently:  (1d20+8)[ 17 ]
Spot:  (1d20+12)[ 32 ]

One standard action left. I assume that I see you?

[User]
 See above physical description.

There is a smell in the air, the ozone tang which comes just after a lightning bolt

Manifesting, DC 17 Psicraft check to identify

 Spoiler
Detect Hostile Intent for 3pp

Afterwords, his head turns unerringly to your location. His eyes seem soulless and empty, the gaze of a man who has not only left sanity behind, but no longer has any desire to regain it. He turns to face you, but otherwise does not move.

End turn.

[User]
 5 ft step to C11, full attack with a guisarme.

Attack 1:  (1d20+18)[ 27 ]
Attack 2:  (1d20+13)[ 33 ]
Attack 3:  (1d20+8)[ 17 ]

Damage 1:  (2d4+8)[ 14 ] ,  (2d6)[ 9 ]
Damage 2:  (2d4+8)[ 14 ] ,  (2d6)[ 11 ]
Damage 3:  (2d4+8)[ 13 ] ,  (2d6)[ 9 ]

[User]
 Attack 2 is a natural 20, so that's a critical threat.

Confirm Crit:  (1d20+13)[ 18 ]

[User] all three attacks easily hit and crit is confirmed. Which numbers are the damage numbers? Is the 2d6 damage numbers from precision-based damage such as Sneak Attack?

[User]
 The 2d6 is from a viscious weapon.

Total damage: 84. I personally take  (3d6)[ 15 ] , but I get healed that amount due to a Crystal of Lifedrinking.

End turn.

[User]
 He smiles at you, as though he doesn't care about his bleeding wounds.

  I have something to give you. I don't want it anymore. Thirty hours of pain all at once, all for you

Actually, you take more than that. Empathic Feedback. 14 per hit, please.

Will save, DC 19 for half, or take 80 damage, unless you are completely immune to mind-affecting. This is a 20' burst. Empathic Transfer, Hostile. Using Overchannel to increase Manifester Level to 14 and Talented to negate the damage.

He then steps back 10' to H11 with that same creepy gaze

[User]
 Will save:  (1d20+16)[ 17 ]

(I am including the +2 for being a dwarf, as I assume magic-psionics transparency is in effect.)

[User]
 Manifesting on the Defensive Concentration check  (1d20+20)[ 23 ]

I'll let it slide, but you still failed.

Not only do you take 14 per hit, for a total of 42, but you also take 80 damage of pure, mental anguish, wheras Shinji is healed 80 damage.

[User] Right, of all times to roll a natural one, now it shows up.

[User] are you still up after taking 122 damage?

[User]
 Oh, yes. For I, sir, am a dwarf.

"Right back at you, buddy."

Attack 1:  (1d20+18)[ 26 ]
Attack 2:  (1d20+13)[ 33 ]
Attack 3:  (1d20+8)[ 25 ]

Damage 1:  (2d4+8)[ 14 ]
Damage 2:  (2d4+8)[ 12 ]
Damage 3:  (2d4+8)[ 12 ]

I heal for 15 damage.

[User]
 Originally Posted by Pharaoh's Fist
 Oh, yes. For I, sir, am a dwarf.

"Right back at you, buddy."

Attack 1: [roll0]
Attack 2: [roll1]
Attack 3: [roll2]

Damage 1: [roll3]
Damage 2: [roll4]
Damage 3: [roll5]

I heal for 15 damage.

How are you hitting him with a full attack from 30' away?

[User]
 And another crit threat.

Confirmation:  (1d20+13)[ 26 ]

[User] Did you miss the move back, or were you pouncing somehow?

[User]
 Hold on, I have Knockdown!

I forgot to make trip attempts against you the first time I attacked. If successful, that means you can't move.

I shall do so below.

[User] Immune to trip due to Freedom of Movement effect.

[User]
 It takes a swift action to activate the Belt of Battle. You can only do it once per turn barring RKV or a similar situation. You can burn 3 for a full-round action, and charge + full attack, though.

Also, since you took 80 damage from a single attack, you have to roll a massive damage save.

Edit: Boy you guys ninja'd me. To my knowledge Freedom of Movement does nothing to prevent you from being tripped or knocked back.

[User]
 Um, sorry to stealth edit you, but I realized I should be making trip attacks due to Knockdown.

Trip Attack 1:  (1d20+18)[ 24 ]  vs touch AC
Trip Check:  (1d20+9)[ 12 ]

Trip Attack 2:  (1d20+18)[ 37 ]  vs touch AC
Trip Check:  (1d20+9)[ 21 ]

Trip Attack 3:  (1d20+18)[ 38 ]  vs touch AC
Trip Check:  (1d20+9)[ 18 ]

[User] Doesn't Freedom of Movement make me immune to tripping? I'm pretty sure tripping is a movement impediment...

[User]
 Originally Posted by ShneekeyTheLost
 Immune to trip due to Freedom of Movement effect.

I don't see it...

 Freedom of Movement
Abjuration
Level:	Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4
Components:	V, S, M, DF
Casting Time:	1 standard action
Range:	Personal or touch
Target:	You or creature touched
Duration:	10 min./level
Saving Throw:	Will negates (harmless)
Spell Resistance:	Yes (harmless)
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.

Material Component
A leather thong, bound around the arm or a similar appendage.

[User]
 Originally Posted by Claudius Maximus
 Also, since you took 80 damage from a single attack, you have to roll a massive damage save.

Fort save:  (1d20+24)[ 39 ]

[User]
 Then his move action is to manifest Dimensional Slide and move clear back to the wall, use his own belt of battle from there for the move action to stand up [L11]

manifesting on the defensive  (1d20+20)[ 28 ]

He also starts levitating 5' in the air

Would this have hampered your second round of attacks?

[User]
 One more attack and you're free... Improved Trip gives me an attack when you are tripped.

Attack:  (1d20+18)[ 24 ]
Damage:  (2d4+8)[ 14 ] ,  (2d6)[ 10 ]
Damage to me:  (1d6)[ 2 ]

Heal for 5

[User]
 Originally Posted by Pharaoh's Fist
 One more attack and you're free... Improved Trip gives me an attack when you are tripped.

Attack: [roll0]
Damage: [roll1], [roll2]
Damage to me: [roll3]

Heal for 5

You cannot trip a prone person, sorry but it only works on the first trip.

Glah, my bad. Thought you were trying to hit me with every trip as an improved trip.

Sure, he takes another 24 damage, then goes poof clear across the room. Keep in mind, you take another 14 damage with that hit

GM
 Spoiler
can I use Stone Power to get temp hit points even if I don't make an attack? Current PP tally accurate in character sheet I sent you as of after the Dimension Slide augmented to be a Move action for 9pp

Using Boots of Levitation. Can one trip a levitating person?

[User] Just to confirm. which square?

[User]
 Originally Posted by Pharaoh's Fist
 Just to confirm. which square?

L11, the square on the wall as far away from you as possible.

Also, is that an adamantine weapon? It may come up in following rounds.

[User]
 No, isn't.

Brb 10 min.

[User]
 Originally Posted by Pharaoh's Fist
 No, isn't.

Brb 10 min.

no worries

[User] I'm disappointed in you, though. No use of the Samurai ability that drew me to this battle.

[User]
 Shneeky only:

 Spoiler
You must make an actual attack to gain the benefits of Stone Power. I'm... not sure about tripping a levitating person. I'd treat it as flying without wings, so I say you're untrippable.

Since I'm almost out of PM space, here's the latest on your character's approval:

 Spoiler
You are over budget by 1020 gp. Also, Crusaders have 4 + int skill points/level. You should have 8 more Crusader skill points.

[User]
 Charge at you, attack with a Gauntlet

Attack:  (1d20+20)[ 39 ]
Damage:  (1d3+6)[ 9 ]

Each successful attack with the gauntlet deals one point of Con damage.

Use the Belt of Battle to get a full round attack.

Attack:  (1d20+18)[ 25 ]
Damage:  (1d3+6)[ 9 ]

Attack:  (1d20+13)[ 30 ]
Damage:  (1d3+6)[ 7 ]

Attack:  (1d20+8)[ 22 ]
Damage:  (1d3+6)[ 9 ]

Unfortunately, with Empathetic Transfer, that puts me at -11 hp and dead :(

[User]
 Originally Posted by Pharaoh's Fist
 I'm disappointed in you, though. No use of the Samurai ability that drew me to this battle.

Sorry, that build is still under construction, I can pull him out for the next match, though. I think I figured out a way to get him to work right.

Are you a Large size right now?

[User] Well. you've taken 4 points of Con damage and 34 regular damage. If you're still alive, then that means you've won.

[User]
 Originally Posted by Pharaoh's Fist
 Well. you've taken 4 points of Con damage and 34 regular damage. If you're still alive, then that means you've won.

Counter-Charge. Contested Dex checks. I get a +4 if you are large size.

 (1d20+3)[ 16 ]
Rolled as though you were NOT large size, if you are, add 4 to this roll.

If I beat your roll, you go backward 10', out of reach of the rest of your gauntlet attacks.

[User] Let's do this:  (1d20+2)[ 22 ]

[User]
 You got me

Okay, I take 34 damage and 4 Con damage. You take 42 HP damage. I am still up, did that 42 damage knock you down, or should I take my turn?

GM
 Spoiler
 Ditch the ring of sustenance then until I can figure out where the money shortage is

[User]
 I'm dead :(

Rolling a one on the will save when I needed a 3 or higher really sucked...

[User]
 Originally Posted by Pharaoh's Fist
 I'm dead :(

Rolling a one on the will save when I needed a 3 or higher really sucked...

Yea, and that healed me 80 at the same time, otherwise I'd have been dead.

As it is, I was at 34+24+6 (unhealed from first round) + 26 (effectively, from con loss), which was not enough to kill me. Barely. Of course, the follow-up will save for half take your damage back would have gone off next round, but hey...

Basically, this was exactly the kind of fight Shinji was set up to do: take physical damage and return to sender, postage due. If you had Save or Loose effects instead of raw damage output, or if you had one-round KO'd me, I'd have been much worse off.


[User]
 Arena Tournament, Round 14:  Grek Thur  vs.  Bloatsack the Vile
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 All combatants, please roll initiative.

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

Aw man!  Lets see if the 7th time is the charm.  Don't blind Bloatsack or otherwise cripple him permanently.  A nice messy death will do.

[User]
 No problem Pal!

One messy, first round kill, coming up😉
  init  - (1d20-6)[ -2 ]

[User]
 No first round kill for you this time!

 Bloatsack the Vile round 1:

For Refs:

 Spoiler
Bloatsack starts at Y14 and double moves to U23 with his crossbow in one hand and a grappling hook in the other.

Stats(for refs):

 Spoiler

  Vital Statistics:
 HP:  10
 AC:  17, Touch: 15, FF: 12
 Saves:  Fort +1, Ref +5, Will +0
 Current Location: U23

your turn.

[User]
 Grek Thur -2nd to act round 1

 Spoiler
Start mounted with spiked chain in one hand and potion of bulls strength in the other.  Ride double moving, across the bridge, to U/V 13/14. I then need to make sure I stay in the saddle:   ride  - (1d20+5)[ 21 ]  DC 15 and   ride  - (1d20+5)[ 23 ]  DC 15)  As you are allowed to take a standard action at the mid-point of a double move, when the mount is at N/M 13/14 I drink the potion.   Note: any checks I did not make are automatic successes.

EDIT: I just realized how poorly worded that is.  to rephrase: I double move to U/V 13/14.  In order to do that, I need a DC 5 ride check, which I automatically succeed with my +5 bonus.  I then need two ride checks for the horse to jump the holes in the bridge.  these are DC 5, two more automatic successes.  I need a DC 15 ride check, however, to stay in the saddle.  That is what the above rolls are for.  At the midpoint, I drink a Potion of Bulls strength.

End, Need a LoS check,  will edit in stats depending on rolls in spoiler/
stats
 Spoiler

AC:14
HP:11
Position:U/V 13/14
Buffs: Bulls strength 1/30
Mounted: yes
Mount's AC:14
Mount's HP: 22

[User] No LoS at this time.

[User]
 Bloatsack the Vile round 2:

For Refs:

 Spoiler
Bloatsack throws the grappling hook up to S23, deliberately making it a visible throw. [use rope check [roll]1d20+11/roll] vs. dc14/roll]] and then moves to T26 hiding and moving silently

Hide  (1d20+7)[ 13 ]
Move Silently  (1d20+7)[ 18 ]

Stats(for refs):

 Spoiler

  Vital Statistics:
 HP:  10
 AC:  17, Touch: 15, FF: 12
 Saves:  Fort +1, Ref +5, Will +0
 Current Location: T26

[User]
 woops.  For Refs:

 Spoiler
 Use Rope  (1d20+11)[ 20 ]

It your turn, you might need a LoS check.

[User]
 Grek:

 Spoiler
You see a grappling hook sail over the cliffs towards S23, with a rope attached

[User]
 Spoiler
 move to W/X 15/16, and will continue my move based on if (and where) I see him

NOT done

[User]
 for Grek

 Spoiler
You don'e see your opponent yet although you do see the hook and rope abandoned and hanging onto S23.

[User]
 Sorry, no disappeared, still waiting on a LOS check.  I posted at least twice in the waiting room, will post again...
Never mind, didn't see bigmac's post😳

[User]
 Spoiler
 Ah well, time to go to the last place he could be... Move to W/X 23/24 and need another LoS check

STILL not done

[User] If Bloatsack had a peg leg and an accordian he'd be doing a wicked shanty while he waited.

[User]
 Ref Terran

@KCiemir

 Spoiler
Need a Spot check

@PL

 Spoiler
You see him move into W/X 23/24

[User]
 For Theterran or other refs:

 Spoiler
  spot  - (1d20-1)[ 11 ]

[User] So am I up?  Such secrecy, SCANDAL!

[User] 😩 No, its just people aren't on a whole lot this time of year...  when they are, they have their own matches, not worrying☹  about this one...

[User]
 Ref Morbius

KCiemir

 Spoiler
You see nothing

Still KCiemir's turn

[User]
 ugh.

 Spoiler
Move to W/X 12/13

Done

stats
 Spoiler
AC:14
HP:11
Position:W/X 12/13
Buffs: Bulls strength 2/30
Mounted: yes
Mount's AC:14
Mount's HP: 22

[User]
 Ref Morbius

KCiemir

 Spoiler
No LoS

PL

 Spoiler
You see him move into W/X 12/13

To other refs

 Spoiler
 And its because of reactions like this that we should avoid asking the players to make spot checks, we should enfroce them to auto roll one each round or roll it ourselves , nothing screams more " There is a halfling in the bushes" more than a ref asking for a spot check

[User] Since when are Morbius and Terran the same person?

[User]
 @Morbius (or another ref):

 Spoiler
So does he have cover against me? Can I even see him? Whats up?

[User]
 Originally Posted by KCiemir
   Since when are Morbius and Terran the same person?

That's what I get for being lazy and quoting another ref's message >.<

PL

 Spoiler

What is happening is what has been said to you, he was moving south, when he did not see you there he decided to go north to W/X 12/13.

The stairs are way to low to block your LoS there. And:
1. If we are still using the character= a cube then he is 10 feet tall right now and
2. I think you can choose any of his squares to negate cover

So you can see him and he does not has cover against you

[User]
 This is called 'fishing'.  I'm glad KC was biting.

 Bloatsack the Vile round 3:

Bloatsack attempts to  snipe  Grek Thur

Heavy Crossbow Attack!  (1d20+10)[ 18 ]  (taking into account that you can't see me for +2 to attack) /\ If it threatens  (1d20+10)[ 23 ]
If it hits  (1d10+2)[ 8 ]  /\ If it crits  (1d10+2)[ 5 ]

If you beat my hide DC12: <- yes. this was with -20 taken into account.

 Spoiler
Hide  (1d20-7)[ 12 ]
You see Bloatsack in T26

Edit: There was a second spoiler here with a mistaken move.  The rolls inside it don't apply anymore.

Stats(for refs):

 Spoiler

  Vital Statistics:
 HP:  10
 AC:  17, Touch: 15, FF: 12
 Saves:  Fort +1, Ref +5, Will +0
 Current Location: T26

Your turn.

[User]
 Ref Morbius

Bloatsack, snipping also requires a move action, your second spoiler is not valid

[User]
 Really?  My bad. Fixing it now...

Edit: Done.

[User]
 Alright.  I need to know if I see you before making any actions, so:
  spot  - (1d20-1)[ 6 ]

[User]
 Damn.  Alright, I don't know where you are, but I think I can at least know which direction the shot came from.
 Spoiler
If it is from the north (top of map), I move to U/V 16/17.  If it was, as is more likely given the grappling hook and requisite spot check, from the south (bottom of map) I move to U/V 10/11.  If a ref rules that I cannot tell, I move to U/V 10/11

either way, I should have total cover because of the cliffs, but if I do not and he tries to snipe again,   ride  - (1d20+5)[ 20 ]  DC 15 to take cover from my horse.

Done, but need a ref check
Stats
 Spoiler
HP:3/11
AC:14
Position: depends on info from refs
Buffs: Bulls strength 3/30
Mounted: Yes
Mount's AC:14
Mount's HP:22/22

[User]
 Grek

 Spoiler
You move to U/V 10/11.   And taking cover wouldn't work because since he is hidden you are flat-footed against his attack and can not take any actions in response to it.  Unlike an invisiable opponent, one who is hiding becomes visiable AFTER the attack is resolved so a ready action on sight wouldn't work either.

Bloat

 Spoiler
Grek Thur rides north before heading east and losing sight of you behind the stairs.

[User]
 Bloatsack the Vile round 4:

For Refs:

 Spoiler
Bloatsack drops his cutlass as a free action (sticks it in the ground), reloads his crossbow as a standard action, and picks his sword back up as a move action (pulls it back out of the ground).

Stats(for refs):

 Spoiler

  Vital Statistics:
 HP:  10
 AC:  17, Touch: 15, FF: 12
 Saves:  Fort +1, Ref +5, Will +0
 Current Location: T26

your turn.

[User]
 Sorry about my unannounced absence, I was at a debate tournament that I did not know I was going to, and didn't get a chance to post anything.

Grek's Actions:

 Spoiler
 total defense action, move to S/T 13/14

Done

Stats
 Spoiler
HP:3/11
AC:18
Position:S/T 13/14
Buffs: Bulls strength 4/30
Mounted: Yes
Mount's AC:14
Mount's HP:22/22

[User]
 Bloatsack

 Spoiler
You see Grek in S13->T14

Grek

 Spoiler

No LoS

Bloatsack is up

[User]
 Bloatsack the Vile round 5:

I have no idea how much cover you get but Bloatsack the Vile again attempts to  snipe  you!

Heavy Crossbow Attack!  (1d20+10)[ 26 ]  /\ If it threatens  (1d20+10)[ 27 ]
If it hits  (1d10+2)[ 7 ]  /\ If it crits  (1d10+2)[ 8 ]

The attack has +2 added in because you can't see me (I think.  Otherwise ignore that.)

Edit: DC8 + distance for the spot check.  It might not matter though...

For Refs:

 Spoiler
Bloatsack uses a free action to drop his cutlass before firing and then snipes Grek Thur.

Hide  (1d20-7)[ 8 ]

He remains in T26

Stats(for refs):

 Spoiler

  Vital Statistics:
 HP:  10
 AC:  17, Touch: 15, FF: 12
 Saves:  Fort +1, Ref +5, Will +0
 Current Location: T26

[User] I don't think you could have LoE on me.  I'll get a ref to decide.

[User]
 Ref Morbius

I really think there is LoE KCiemir, at best you would get cover against his attack

[User] Yahar! Silver medal here I come!

[User]
 rechecked, and I agree there is LoE...

gg paladin.

[User] Good game to you too.   I honestly thought I didn't have a chance.

[User]
 GM Kyeudo
 Bloatsack is declared the Winner!


[User]
 Arena Tournament, Round 26:  Jocco  vs.  Bulch
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 All Combatants, please roll initiative.

[User]
 Jocco
 A ugly man, full of scars and with mechanically enlarged limbs, grins in a evil and mad way at Blunch. He waves his halberd wildly at the water orc and hissis: "prepared to die?"
  Ini  - (1d20+2)[ 14 ]

[User]
 Initiative  - (1D20-2)[ 10 ]

" Im prepared to do the killing halberd boy.

Bring it. "

Starting in Y13, with a javelin in each hand.

[User]
 Jocco, round 1

Jocce hussles from B13 to M13 and makes obscure and provoking signs and faces from behind the glass wall at Bulch/Blunch.

Stats (you may look):

 Spoiler

HP:11
AC 17 (+5 armor, -1 Deformaty (tall), +2 Dex, +1 Expertise)
Buffs: none
Position: M13, halbert drawn.

You're up.

[User]
 Bulch

" Come to me you huge freak-man. "

Move to X4.

To refs

 Spoiler

ready an action to throw one of my javelins at him if he enters LoE.
  Attack  - (1D20+5)[ 9 ]
  Damage  - (1D6+6)[ 8 ]

 Stats  - Prefer to keep Ref only look on my sheet if you really want to :)  http://www.thetangledweb.net/addon.p..._char&cid=5958

 Spoiler

HP ; 11/11
AC 18
Saves; +2 +4 -2
Location; X4

[User]
 Jocco, round 2

I assume your done.
Jocco moves from M13, M11, N11, O12 to R12. He crouches behind the pilar (total defence).

Stats:

 Spoiler

HP: 11
AC: 20 [24 if cover applies] (+5 armor, -1 Deformaty (Tall), +2 Dex, +4 TD)
Buffs: none
Position: R12, halbert drawn.

I'm done.

[User]
 When crossing my LoE I throw a javelin, which misses you.

I figure tthis gives you the last bit of movement if you wanna take it - or keep it the same.

Then my turn but i only get a move action

Then your turn

Then my turn.

[User]
 Jocco, round 2 redone

When Jocco enters P12, Blunch's javelin flies over his head and he desides to take a different path: he hussels to the water-orc and stops at W5. He grins at the female barbarian, while he circles his weapon above his head.
 "Run, run, as fast as you can, worm!", he giggles

Stats:

 Spoiler

HP: 11
AC: 16 (+5 Armor, -1 Def., +2 Dex)
Buffs: none
Position: W5.

[User]
 Bulch

5ft step to X3

and woosh she's off moving to N3.

If she can't take 5ft step then move - ill take the AoO and finish at O3

Finished.

[User]
 Jocco round 3, AoO

You can't take a five foot step. That's only possible if you don't move in your round at all. So, it's an AoO.
Jocco swings his halberd at Blunch, trying to hook her leg:
  Trip touch attack  - (1d20+5)[ 7 ] (+1 BAB, +3 Str, +1 WF).
If it's a hit, Blunch has to make a strenght check versus  (1d20+7)[ 16 ] (+3 STR, +4 Improved Trip). If Jocco wins this strenght check, Blunch is tripped and falls prone in X4. A succesful trip is immediatly followed by a swing with the halberd:   Attack  - (1d20+5)[ 23 ]  for  (1d10+4)[ 11 ] .

EDIT: that's a miss, so you're at N3.

[User]
 Jocco, round 3

Jocco double moves to Q6.

End of my turn.

EDIT: I misread, Blunch is at O3, not N3, my bad.

[User]
 Blunch

Free; Drop one Javelins
Free; Draw Battleaxe
Free; Rage

Move; To Q5

Standard Attack!

  Attack  - (1D20+8)[ 16 ]
  Damage  - (1D8+9)[ 14 ]
 Stats

 Spoiler

Raging 1/5
AC; 16
HP; 13/13

[User]
 Jocco, round 4 AoO

Doing that provokes an attack of opportunity:
When Blunch tries to step in Q5 (from Q4 I presume), Jocco's halberd sweeps again in the direction of the legs of the orc.
  Trip Attempt  - (1d20+5)[ 6 ] . If that's a hit:   strenght check  - (1d20+7)[ 15 ] .
If Jocco beats Blunch's strenght check, Blunch is tripped and falls prone. Jocco immediatly follows the tripping with an attack:   Attack  - (1d20+5)[ 23 ]  for  (1d10+4)[ 7 ]  damage.

EDIT: Jocco totally missed the slippery water-orc and dies. By the way, your character sheet states that Blunch has a longsword, but you used a battleaxe.

[User] By draw battleaxe i made a typo and meant draw longsword.

[User]
 GM Kyeudo
 Bulch is declared the Winner!


[User]
 Arena Tournament, Round 26:  Oathbreaker TGH  vs.  Todd
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 All Combatants, please roll initiative.

[User]
 Initiative -  (1d20+1)[ 18 ]

I will be starting in square Y14.

[User]
 Why do I always end up fighting an extremely competent player with a character that better than mine right off the bat?

Initiative  (1d20+2)[ 8 ]

[User]
 I'm not sure, I don't consider myself competent at any rate 😛
Todd is equipped with his armor and poleax
Todd - Round 1

Swift Action:
Activate Strength Domain

Standard and Move Actions:
Double Move to Q14

End of Turn

Stats:

 Spoiler

HP: 19
AC:  15
Manuevers: Moment of Perfect Clarity, Charging Minotaur Strike, Sapphire Nightmare Blade.
Stance: None
Breath: Good to Go
Position: Q14
Speed: 20
Strength Domain: 1/10

[User] I'm not gone.  There was a storm on the west coast and my internets been down for two days.  I'll post as soon as I'm able.

[User]
 Oathbreaker round 1:

Oathbreaker starts at B14 with both his swords drawn.  he then double moves to L15.

Stats for Refs:

 Spoiler

  Vital Statistics:
 HP:  10/10
 AC:  16, Touch: 12, FF: 14
 Saves:  Fort +2, Ref +2, Will +1
 Current Location: L15
 Current Buffs:  None

Your turn.

[User]
 Todd - Round 2

Swift Action:
Activate Punishing Stance

Move Action:
Q15 to N17

Standard Action:
Ready an Action.

 Spoiler

Ready an action to use my breathe weapon if he moves adjacent to me.

End my Turn

Stats:

 Spoiler

HP: 19
AC: 13
Manuevers: Moment of Perfect Clarity, Charging Minotaur Strike, Sapphire Nightmare Blade.
Stance: Punishing Stance
Breath: Good to Go
Position: N17
Speed: 20
Strength Domain: 2/10

[User]
 Oathbreaker round 2:

Oathbreaker takes a 5ft. step to M16 and full attacks:

Large Katana Attack!  (1d20+2)[ 13 ]  /\ If it threatens  (1d20+2)[ 17 ]
If it hits  (2d8+4)[ 18 ]  /\ If it crits  (2d8+4)[ 7 ]

Off-hand Bastard Sword Attack!  (1d20+3)[ 23 ]  /\ If it threatens  (1d20+3)[ 19 ]
If it hits  (1d10+2)[ 3 ]  /\ If it crits  (1d10+2)[ 3 ]

Tail Slap Attack!  (1d20)[ 11 ]  /\ If it threatens  (1d20)[ 19 ]
If it hits  (1d6+2)[ 7 ]  /\ If it crits  (1d6+2)[ 5 ]

Stats for Refs:

 Spoiler

  Vital Statistics:
 HP:  10/10
 AC:  16, Touch: 12, FF: 14
 Saves:  Fort +2, Ref +2, Will +1
 Current Location: L15
 Current Buffs:  None

your turn.

[User]
 See, I told you  I wasn't competent, completely forgot about the rules for ranged weapons and diagonal distance.

Your attacks both hit and I fall down at -5.

[User]
 Huh? How?  Isn't your AC 15? At the least?

Edit: Was it a stance thing?

[User]
 GM Kyeudo
 Oathbreaker is declared the Winner!


[User]
 You all start the same, but separated..

You wake up in a cell, alone and powerless. after quick attempts you figure that there is nothing you can do to escape it.
You can see that all your equipment is on you, including a ring that is not yours and a blank paper.

You can hear a voice, the voice of the king, saying the following:

"The rules of this game is simple. each one to reach to the finish may leave and gain his freedom, if you first don't succeed, you die.
However, this is not that easy. only 3 can ever go out.

This maze has two part of it, at the first part you are to locate one of nine keys, once you do you must protect it while going to the gate that you also need to locate, the key allows you to go to the second level with anyone you want to take with you.
For the second part you must secure three keys and reach the exit, the three keys will allow a single person and all animal companions or such he commands to leave, but none other.

The fun begins with the paper. on this magical paper you can see the face of anyone holding each key, and whether he is a competitor or a part of the maze. the paper will only show his true face, not any mask or deception.
Whenever anything on the paper changes, he will send you a telepathic message.

The ring on the other end, it makes it so that as long you are in here, you need not eat, sleep, drink or any natural need to survive. also, each time a competitor goes to level 2, or leave the maze it will grant you full regeneration of your health, magic and natural abilities.

Also, each key is capable of unlocking some secret passages, armories, chests full of potions and other useful items.

Best of luck, you will need it to survive the other competitors and the handful of traps and machines waiting to kill you.

By the way, I gave three keys to competitors, so the real fun will begin early."

As you look at the paper you see the following appear onto it:

 Spoiler

Red key: held by a red dragon, competitor.
Blue key: held by a white bear, maze.
Yellow key: held by a stone golem, maze.
Purple key: held by a shadow dragon, competitor.
Orange key: held by a skeleton, maze.
Green key: held by an ent, maze.
Black key: held by a mummy, maze.
White key, held by a human with a mustache and black hair, having a holy symbol carved into his cheek, competitor.
Rainbow key: held by nothing.

A few minutes later, a trap door opens and you fall down to a room with a single door, you hear a counting by some mechanic voice, once it reaches 84 the door opens. and you hear "LET THE GAMES BEGIN!"


[User]
 You all start the same, but separated..

You wake up in a cell, alone and powerless. after quick attempts you figure that there is nothing you can do to escape it.
You can see that all your equipment is on you, including a ring that is not yours and a blank paper.

You can hear a voice, the voice of the king, saying the following:

"The rules of this game is simple. each one to reach to the finish may leave and gain his freedom, if you first don't succeed, you die.
However, this is not that easy. only 3 can ever go out.

This maze has two part of it, at the first part you are to locate one of nine keys, once you do you must protect it while going to the gate that you also need to locate, the key allows you to go to the second level with anyone you want to take with you.
For the second part you must secure three keys and reach the exit, the three keys will allow a single person and all animal companions or such he commands to leave, but none other.

The fun begins with the paper. on this magical paper you can see the face of anyone holding each key, and whether he is a competitor or a part of the maze. the paper will only show his true face, not any mask or deception.
Whenever anything on the paper changes, he will send you a telepathic message.

The ring on the other end, it makes it so that as long you are in here, you need not eat, sleep, drink or any natural need to survive. also, each time a competitor goes to level 2, or leave the maze it will grant you full regeneration of your health, magic and natural abilities.

Also, each key is capable of unlocking some secret passages, armories, chests full of potions and other useful items.

Best of luck, you will need it to survive the other competitors and the handful of traps and machines waiting to kill you.

By the way, I gave three keys to competitors, so the real fun will begin early."

As you look at the paper you see the following appear onto it:

 Spoiler

Red key: held by a red dragon, competitor.
Blue key: held by a white bear, maze.
Yellow key: held by a stone golem, maze.
Purple key: held by a shadow dragon, competitor.
Orange key: held by a skeleton, maze.
Green key: held by an ent, maze.
Black key: held by a mummy, maze.
White key, held by a human with a mustache and black hair, having a holy symbol carved into his cheek, competitor.
Rainbow key: held by nothing.

A few minutes later, a trap door opens and you fall down to a room with a single door, you hear a counting by some mechanic voice, once it reaches 84 the door opens. and you hear "LET THE GAMES BEGIN!"


[User] Accidental Double Post: Please Delete


[User]
 Arena Tournament, Round 26:  Xerxes  vs.  Kodrul
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Xerxes - king_korath
 Kodrul - VeisuItaTyhjyys
 All Combatants, please roll initiative.

[User]
 initiative
 (1d20+4)[ 6 ]

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

edit don't use see post below.

[User]
 initiative
 (1d20+4)[ 14 ]

edit : don't use see post below.

[User]
 Originally Posted by king korath
 initiative
[roll0]

My computer freaked out just now leading to the triple post so just use the first initiative post.  I am very sorry.

[User] It happens.

[User]
 GM Kyeudo
 Xerxes is the Winner!


[User]
 Arena Tournament, Round 26:  Shasnuart  vs.  Beleg
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 All Combatants, please roll initiative.

[User]
 rolling initiative.  And the round has finally started.

init  (1d20+5)[ 12 ]

[User]
 Woohoo, been wating for this

Initiative:  (1d20+2)[ 6 ]

 Spoiler
Soulmelds Formed:
Wormtail Belt 2 Essentia Invested.  +4 Natural AC
Rageclaws 0 Essentia Fight normally until -10 HP

Here is my  Character  For reference.

-Suzuro

[User]
 Since there is LoS every where, I start in Z 13, with my bow in one hand and a vial in my other. I apply the oil to my weapon. Then move to Z 7.

 Spoiler
oil of magic weapon +1

your turn

vital stats

 Spoiler
hp 13
ac 18
1 potion of shield of faith +2 left.
80 arrows

[User]
 I will start in A 13 and double move to J 11

Stats

 Spoiler
AC: 21 FF: 19 Touch: 12 Position: J 11
Soulmelds Formed:
Wormtail Belt 2 Essentia Invested. +4 Natural AC
Rageclaws 0 Essentia Fight normally until -10 HP

Your go.

-Suzuro

[User]
 move to Z1. I nock an arrow.

 Spoiler
readied action to shoot at him as soon as I have LoE

vitals

 Spoiler
hp 13
ac 18
1 potion of shield of faith +2 left.
80 arrows

[User]
 Move to L 14

 Spoiler
AC: 21 FF: 19 Touch: 12 Position: L14
Soulmelds Formed:
Wormtail Belt 2 Essentia Invested. +4 Natural AC
Rageclaws 0 Essentia Fight normally until -10 HP

[User]
 Move to X 4.

Vitals

 Spoiler
hp 13
ac 18
1 potion of shield of faith +2 left.
80 arrows

[User]
 Double move to P 9

Stats

 Spoiler
C: 21 FF: 19 Touch: 12 Position: P 9
Soulmelds Formed:
Wormtail Belt 2 Essentia Invested. +4 Natural AC
Rageclaws 0 Essentia Fight normally until -10 HP

your go.

-Suzuro

[User]
 move to Y 1 and then shoot you.
attack  (1d20+8)[ 28 ]
damage  (1d8+1)[ 2 ]

vital stats

 Spoiler
hp 13
ac 18
1 potion of shield of faith +2 left.
79 arrows

[User]
 rolling to confirm crit.

threat roll  (1d20+8)[ 17 ]
damage if confirmed  (2d8+2)[ 13 ]

[User]
 Just for future reference I have 21 AC, heh, awesome Totemists.

Double Move to U 2

 Spoiler
HP: 11 AC: 21 FF: 19 Touch: 12 Position: U 2
Soulmelds Formed:
Wormtail Belt 2 Essentia Invested. +4 Natural AC
Rageclaws 0 Essentia Fight normally until -10 HP

-Suzuro

[User]
 move to Z4 then shoot.

attack (1d20+8)[ 18 ]
damage  (1d8+1)[ 2 ]

[User]
 Ooooh! Close, no cigar!

Move to Z 3
Attack:  (1d20+2)[ 21 ]
Damage:  (1d8+2)[ 9 ]

Your go!

Stats

 Spoiler
HP: 11 AC: 21 FF: 19 Touch: 12 Position: Z 3
Soulmelds Formed:
Wormtail Belt 2 Essentia Invested. +4 Natural AC
Rageclaws 0 Essentia Fight normally until -10 HP

-Suzuro

[User]
 Almost killed me.  five foot step to z3 then use rapid shot.

attack 1 (1d20+7)[ 12 ]
damage  (1d8+1)[ 3 ]

attack 2  (1d20+7)[ 25 ]
damage  (1d8+1)[ 4 ]

edit: stats

 Spoiler
 ac 18
hp 4
arrows 76

[User]
 ummmm...do you mean Z5....because, I'm kind of in Z3...

-Suzuro

[User] Yes sorry.

[User]
 Move to Z 4
Attack:  (1d20+2)[ 19 ]
Damage: (1d8+2)[ 3 ]

Stats

 Spoiler
HP: 7 AC: 21 FF: 19 Touch: 12 Position: Z 4
Soulmelds Formed:
Wormtail Belt 2 Essentia Invested. +4 Natural AC
Rageclaws 0 Essentia Fight normally until -10 HP

Your go.

-Suzuro

[User]
 I am at one hp!! how did you get the dice roller to roll so good.  I have not rolled over a four for damage all game!  Oh well back to the game.  five foot step to Z 6 then rapid shot again.

attack 1  (1d20+7)[ 18 ]
damage  (1d8+1)[ 3 ]

attack 2  (1d20+7)[ 14 ]
damage  (1d8+1)[ 7 ]

vitals

 Spoiler
hp 1
ac 18
72 arrows

[User]
 If I've found out anything in my...year and a half-ish of Playing D&D and 40,000, it's that I'm favored of the dice Gods.  Anyways, I'll get back to this.

Move to Z 5
Attack:  (1d20+2)[ 21 ]
Damage:  (1d8+2)[ 4 ]

Stats

 Spoiler
HP: 7 AC: 21 FF: 19 Touch: 12 Position: Z 5
Soulmelds Formed:
Wormtail Belt 2 Essentia Invested. +4 Natural AC
Rageclaws 0 Essentia Fight normally until -10 HP

Your go!

-Suzuro

[User]
 And I believe that's game, like I said, "Favored of the Dice Gods (I still think it's Gork and Mork)."  Anyways, good game, if you'd rolled better, you most likely would have beat me.

-Suzuro

[User]
 You are not the only one favored by the dice gods!  We will see who can beat the odds in the upcoming match!

HaHa!

*dissapears in puff of smoke*

[User] Good game Suzuro.

[User]
 GM Kyeudo
 Shasnuart is the Winner!


[User]
 Mount Ryan has never been a particularly populated locale. Named after the second-generation Irish immigrant who led the first party over it in the 1800's, few travelers since have passed that way. The mountain was not on any of the more convenient routes westward into Oregon territory, nor into California, Nevada, or Utah. The timber barons and mining surveyors never thought its mineral or floral wealth worth plundering - its sides, perhaps, were too precipitous, and roads to difficult to carve compared to richer, more easily garnered treasures elsewhere. Highways were never built over Ryan - again, its angle was too sharp, its bare gray head too high above its neighbors to make conquering it worth the effort.

in the 40's and 50's a few developers tried to sell summer homes there, but it never took off. More popular spots like Aspen offered better amenities, and Ryan's densely forested lower slopes always seemed inimical to the efforts of homebuilders. No one ever stayed there for long, and soon most of the cheaply-built rental homes were vacant, their windows staring like empty eyes and shadows moving softly within, visited only by small, furtive things and by the nesting birds.

The thickly forested road you approach the rental cabin on is only barely wide enough to accomodate your vehicles. The trees cluster thickly at either side, thrusting roots up through the hardpack to jolt and jostle your cars as you attempt to navigate the winding mountain tracks - barely more than fire roads, really. Nonetheless, the occasional views you get through the trees are spectacular - Sheer drops that show the vast green carpet of forest below, rolling out to the plains in the smokey blue distance.

The cabin you arrive at is a solidly-built construction of timber, or at least something that looks very much like it. In front of it is parked a battered red jeep, and behind it you can spot the sort of large trash-bin more commonly seen at construction sites. A short, powerfully built woman of middle years waits for you with a wide, white-toothed grin on her face - her blonde hair is pulled back in a sensible ponytail tucked under a ballcap. She smiles and waves, approaching you as you exit your cars.

"Hey there. I'm Terry. I just wanted to meet you folks, drop off the keys here and answer any questions you might have. Everything's cleaned out an in order, and the binder with all the contact info is on the counter. If there's anything you need, feel free to call - but it can take a couple of hours for anyone to get here from town, so for a lot of things, you're on your own."

As she speaks, she hands you an envelope with four sets of keys in it.

"Oh, and just to let you know, there's quite a bit of wildlife around - especially bears, so make sure you keep the lid down when you put trash in the bin, otherwise they get all into it, hell to clean up. Was there anything you folks wanted to ask before I take off?"

[User] Daniel raises his hand,  "Actually there is one thing. I seem to have forgotten to bring any type of jars or containers with me. Are there any old canning jars or something in the cabin that I would be allowed to use?"

[User]
 Tristan looks around and smiles. " Looks good to me. So, what do you guys want to do today? Once we've carried our packs and stuff inside, I think I'll go for a walk, I feel a little disoriented after the long drive. "

Tristan waits patiently until the woman answers Daniel's question, then speaks: " Do you know any good hiking trails around here? Are there any maps of this area in the cabin? "

 Spoiler

What time is it? What time of the year is it? What's the weather like?

[User]
 Edwin looks around, and says " Yeah, everything looks good to me. I'd be up for hiking afterwards too. "

He thinks a little and as Tristan asks his question he says " Yeah, a map would be great "

[User]
 Terry nods amiably, answering your questions "Yep, there are a number of maps in the chest in the living room, and there should be some jars in the kitchen. There's all sorts of stuff in the kitchen, feel free to help yourself to it - just don't take it with ya when ya leave." She adds with a little laugh.

 Spoiler
Eh, it's early afternoon, say 12:30 or 1:00. It's late summer/early fall, similar to what it is now in the northern hemisphere - and as far as year, it's probably the early 90's - '92 or '93, say.

[User]
 " Alright, thanks! " Tristan says with a smile. " So, let's go check the cabin out. Oh, is the old guy ok? " referring to the fourth person who's been quiet so far.

Tristan takes one of the keys and walks up to the door, opens it and has a look inside the cabin.

[User]
 Spoiler
Em... I wasn't really sure how to respond... wasn't it supposed to be John's cabin?

The old guy is quite unconscious in the back of the car, empty beer cans strewing the floor about him. His only luggage is a couple of spare t-shirts, his wallet, a big case chock full of beer and whiskey, as well as his shotgun plus a box of shells.

[User] "Thank you, ma'am."  Daniel says politely, following Tristan into the cabin.

[User]
 Spoiler
So.....?

Raise dead check on game:
 (1d20-20)[ -8 ]


[User] Message too short


[User] Message too short


[User] Message too short


[User] Message too short


[User]
 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C | C | C | C | C | C | C ||
 11 |||||||||| C
 12 |||||||||| C ||
 13 |
 14 ||| C |
 15 ||| C |||||||||
 16 ||| C | C | C | C | C | C | C | C ||
 17 ||| C | C ||||| C | C ||
 18 |
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 23 ||| C | C ||||| C | C ||
 24 ||| C | C ||||| C | C ||
 25 |
 26 |||||||||||[/table]
Arena is 30 feet tall, worked stone. Normal lighting.

Buff Rounds : 1 + All Day (12+ hour) buffs.

Starting locations: I'll start somewhere in the top two rows, and you'll start somewhere in the bottom two. Cool?

[User]
 cool.

starting pos:

 Spoiler
L25 2o ft up.

Buffs:

 Spoiler

Oil of magic weapon on simitar

Inititive:
  init.  - (d20+10)[ 17 ]

also is there a ceiling or are the columns iviso-walled to the edge of the universe?

[User]
 Ryth'lin .

Relevant modes of detection :
True Seeing

Starting position :

 Spoiler

C2

Buffs :

 Spoiler

Round 1: Drink Potion of Shield of Faith, Nerveskitter for initiative.
All-Day:
Persistent Extended Quickened Shield [Power Component: Guardinal Feather]
Persistent Protection From Evil
Persistent Master's Touch
Persistent Blades of Fire
Persistent Ectoplasmic Armor
Persistent Bladeweave
Persistent Burning Sword
Persistent Heroics [Improved Initiative]
Persistent Wraithstrike
Persistent Sonic Weapon
Persistent Weapon Of Impact
Persistent Weapon of Energy [Acid]
Persistent Haste
Persistent Greater Magic Weapon [+3]
Persistent Displacement
Persistent Fly
Persistent Greater Mighty Wallop
Persistent Greater Luminous Armor [Power Component: Guardinal Feather]
Persistent Greater Invisibility
Persistent Greater Mirror Image
Persistent Acid Sheathe
Persistent Greater Blink
Persistent Bite Of The Wereboar
Persistent Extended Divine Power
Persistent Antimagic Field [Extraordinary Spell Aim to exclude myself]
Persistent Bite Of The Weretiger
Persistent Greater Heroism
Persistent True Seeing
Oil of Greater Magic Weapon [+5]

Initiative:  (d20+15)[ 27 ]

[User]
 Turn 1:

 Spoiler

Fly to D15.
Ready move action in case someone comes into view and stops.

Your move.

[User]
 turn 1:

 Spoiler

move up to L25 and up to 40ft

oh I forgot to mention I have a ring-o-spell battle, so I might detect spells when cast

[User]
 Turn 2:

 Spoiler

Move to K18.
Fly to L24, 30ft up.

Done.

[User]
 Skill trick see the unseen.

  spot  - (d20+15)[ 26 ]

rest to follow.

[User]
 Damnit your too close to charge...

Full attack

attack 1
  attack  - (d20+17)[ 19 ]  crits 15-20
  confirm  - (d20+17)[ 37 ]
  damage  - (d8+5)[ 13 ]
  crit  - (2d8+10)[ 18 ]

Off-hand
  attack  - (d20+17)[ 28 ]
  confirm  - (d20+17)[ 28 ]
  damage  - (d10+3)[ 8 ]
  crit  - (2d10+6)[ 25 ]

attack 2
  attack  - (d20+12)[ 32 ]  crits 15-20
  confirm  - (d20+12)[ 19 ]
  damage  - (d8+5)[ 13 ]
  crit  - (2d8+10)[ 21 ]

attack 3
  attack  - (d20+7)[ 12 ]  crits 15-20
  confirm  - (d20+7)[ 26 ]
  damage  - (d8+5)[ 9 ]
  crit  - (2d8+10)[ 21 ]

On any crit you are slowed as per the spell.

[User]
 Miss chances:

1:
Mirror Images :  (1d9)[ 3 ]  (1 hits)
Miss Chance :  (d2)[ 2 ]  (1 hits)

2:
 Mirror Images :  (1d9)[ 2 ]  (1 hits)
Miss Chance :  (d2)[ 2 ]  (1 hits)

3:
 Mirror Images :  (1d9)[ 2 ]  (1 hits)
Miss Chance :  (d2)[ 1 ]  (1 hits)

4:
 Mirror Images :  (1d9)[ 7 ]  (1 hits)
Miss Chance :  (d2)[ 1 ]  (1 hits)

[User]
 New Mirror Image rolls:
[Follow the spoilers, you should receive a total of three rolls; one for the off hand attack, one for the first iterative, and one for the second iterative.]

 Spoiler

 (1d8)[ 3 ]
If 1:

 Spoiler

 (1d8)[ 4 ]
If 1:

 Spoiler

 (1d8)[ 5 ]

If != 1:

 Spoiler

 (1d7)[ 2 ]

If != 1:

 Spoiler

 (1d7)[ 4 ]
If 1:

 Spoiler

 (1d7)[ 7 ]

If != 1:

 Spoiler

 (1d6)[ 3 ]

[User]
 So, every attack targeted a mirror image; the first three attacks connected and each dissolved an image. The last missed.

My turn:
Another mirror image appears, and quickly all seven of the elves move upwards and attack.

Attack [Power Attack: 12]:
 (d20+19)[ 34 ]  vs. touch AC.
 (10d6+42)[ 69 ]  bludgeoning +  (1d6)[ 6 ]  fire +  (1d8)[ 4 ]  fire +  (1d6)[ 5 ]  sonic +  (1d6)[ 2 ]  acid for 86 damage.

 (d20+19)[ 37 ]  vs. touch AC.
 (10d6+42)[ 74 ]  bludgeoning +  (1d6)[ 3 ]  fire +  (1d8)[ 6 ]  fire +  (1d6)[ 3 ]  sonic +  (1d6)[ 4 ]  acid for 90 damage.

 (d20+14)[ 23 ]  vs. touch AC.
 (10d6+42)[ 71 ]  bludgeoning +  (1d6)[ 6 ]  fire +  (1d8)[ 2 ]  fire +  (1d6)[ 6 ]  sonic +  (1d6)[ 3 ]  acid for 88 damage.

 (d20+9)[ 18 ]  vs. touch AC.
 (10d6+42)[ 82 ]  bludgeoning +  (1d6)[ 1 ]  fire +  (1d8)[ 2 ]  fire +  (1d6)[ 6 ]  sonic +  (1d6)[ 5 ]  acid for 96 damage.

The first attack that connects forces a DC20 will save.

[User]
 Second attack threat confirmation:
 (d20+19)[ 34 ]
Additional damage:
 (30d6+126)[ 240 ]  bludgeoning +  (3d10)[ 22 ]  fire damage +  (3d10)[ 29 ]  acid damage.

Total damage:
Hit 1: 86.
Hit 2: 381 with confirmation, 90 without.
Hit 3: 88.
Hit 4: 96.

Total: 651 with critical, 360 without.

[User]
 ... followed by an activation of a belt of battle, and another set of attacks.

Attack:
 (d20+19)[ 39 ]  vs. touch AC
 (10d6+42)[ 77 ]  bludgeoning damage +  (1d6)[ 6 ]  fire damage +  (1d8)[ 6 ]  fire damage +  (1d6)[ 6 ]  sonic damage +  (1d6)[ 5 ]  acid damage for 100 damage.

 (d20+19)[ 34 ]  vs. touch AC
 (10d6+42)[ 83 ]  bludgeoning damage +  (1d6)[ 1 ]  fire damage +  (1d8)[ 7 ]  fire damage +  (1d6)[ 6 ]  sonic damage +  (1d6)[ 2 ]  acid damage for 99 damage.

 (d20+14)[ 28 ]  vs. touch AC
 (10d6+42)[ 69 ]  bludgeoning damage +  (1d6)[ 1 ]  fire damage +  (1d8)[ 5 ]  fire damage +  (1d6)[ 5 ]  sonic damage +  (1d6)[ 6 ]  acid damage for 86 damage.

 (d20+9)[ 15 ]  vs. touch AC
 (10d6+42)[ 87 ]  bludgeoning damage +  (1d6)[ 1 ]  fire damage +  (1d8)[ 6 ]  fire damage +  (1d6)[ 6 ]  sonic damage +  (1d6)[ 6 ]  acid damage for 106 damage.

[User]
 Critical confirmation for first attack:
 (d20+19)[ 32 ]
Additional Damage:
 (30d6+126)[ 234 ]  bludgeoning damage +  (3d10)[ 19 ]  fire +  (3d10)[ 16 ]  acid damage.

Total damage:
Hit 1: 369 with critical, 100 without.
Hit 2: 99 damage.
Hit 3: 86 damage.
Hit 4: 106 damage.

Total: 660 damage with critical, 391 without.

[User] despite shrugging off all elemental damage, you still are able to wallop me into oblivion.

[User] And this is why Spelldancer is banned.  Please submit your 'dancer for vivisection.


[User]
 Apocalypse Rising
 Background:

 Spoiler
 You were all once great people in your given profession but recently over the past few months an amazing evil has swept over the land leaving many dead. You were chosen by an almighty being with power beyond imagining to be its hand on eberron. You have excepted its offer and are now something new something powerful and something with only one mission. Conquer and Destroy.


[User] Starting a hundred feet apart, open plain. No prep time.

[User]
 Initiative:  (1d20+9)[ 17 ]

And if I manage to have a higher Init:

 Spoiler
Move 30 feet forward, assuming ready stance with Robilar's Gambit as I go.

[User] Initiative:  (1d20+10)[ 17 ]

[User]
 A tie, roll again
Initiative:  (1d20+10)[ 29 ]

[User] I...uh..wow. Assuming we follow the higher Init bonus goes first in this case, it's you.

[User]
 or roll again, either way.

[roll0]

[User]
 grarg, post limit pain.

 (1d20+9)[ 13 ]

Though i doubt i'm gonna make it, since i need a nat 20 to tie.

[User]
 Oh sorry, I was in a rush and forgot about the higher modifier initiative rule :)

Well, seems I start so:

Free action: Activate boots of speed to gain haste. +30 feet move, +1 dodge ac, +1 attack roll, +1 reflex

Free action: Mountain Rage!! GROAAAAR!! +8 str +8 con -2 ac +3 will save and Deimon becomes a large creature.

Full round action: Charge! -2 ac +2 attack roll

Jumping 10 feet before arriving near you: DC10 auto passed
Using power attack for -18

Rolling to hit:  (1d20+24)[ 25 ]
Eventual critical confirm (x4):  (1d20+24)[ 29 ]

Damage:  (3d6)[ 9 ]
+20 from epic warrior
+25 from STR 44 with a 2 handed weapon
+8 from barbarian homebrew bonus
+18 x 6 from power attack + leap attack with a 2 handed weapon: 108

Total: 170

 AC: 27
HP: 254
Rage: 10/10
Reach: 10'
Location: the square in front of you
 EDIT: A shameful miss!!!

[User]
 AoO from the attack on me due to Robilar's Gambit, Denied Dex due to Unexpected Attack
 (1d20+23)[ 37 ]  and damage:  (1d6+9)[ 15 ]  + sneak attack  (9d10)[ 41 ]

and that was a nat 1, right? if so, another AoO:
 (1d20+23)[ 29 ]  and damage:  (1d6+9)[ 13 ]  + sneak attack  (9d10)[ 43 ]

and then just a regular attack routine:
Attack1:  (1d20+21)[ 32 ]  and damage:  (1d6+9)[ 14 ]
Attack2:  (1d20+21)[ 38 ]  and damage:  (1d6+9)[ 13 ]
Attack3:  (1d20+16)[ 26 ]  and damage:  (1d6+9)[ 14 ]
Attack4:  (1d20+11)[ 28 ]  and damage:  (1d6+9)[ 11 ]

AC: 26, opponents get +4 to hit and damage on me
HP: 274
Location: Still right in front of you

Edit: Damage is nonlethal, too. Not that it matters too much for this, but...

[User] I do not understand, you get an AOO from robilar even If I begin the game?

[User]
 Anyway:

Take a 5 foot step back.

Full Attack (reach 10')!! Using -18 on attack rolls for power attack

Attack roll:  (1d20+26)[ 33 ]  and damage  (3d6+25)[ 35 ]
Attack roll:  (1d20+21)[ 38 ]  and damage  (3d6+25)[ 36 ]
Attack roll:  (1d20+16)[ 28 ]  and damage  (3d6+25)[ 35 ]
Attack roll:  (1d20+11)[ 31 ]  and damage  (3d6+25)[ 41 ]

The first attack that hits deals +20 damage

others deal +36 from Power attack and +4 from Robilar

[User]
 Roll 2 and 4 threaten a critical.

Confirmation for 2  (1d20+21)[ 32 ]
Confirmation for 4  (1d20+11)[ 23 ]

Multiplier is x4 (ouch!!)

TOTAL: not accounting for damage reduction total damage is:  415

I have an additional attack thanks to Haste but I don't think is required.

[User] Yeah, that puts me out of the running even with my DR. As for Robilar's Gambit, I've never exactly been clear on that myself. It never states in the feat that it takes any kind of action to activate it or deactivate it, or if you even can deactivate it.

[User] Feat says: "if you activate this at the start of your turn"


[User]
 Arena Tournament, Round 33:  Stonefist  vs.  Kor
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Docnessuno - Stonefist
 Bayar - Kor Battleborn
 All Combatants, please roll initiative.

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

Will buy a MW greatsword and a Spiked chain, for now, still thinking if I need something else.

[User] Just as an FYI, Stonefist Timed Out of our match.

[User]
 Originally Posted by theterran
 Just as an FYI, Stonefist Timed Out of our match.

I know that...but maybe he will be back in 3 days

[User]
 Ref TT
 Kor wins this match by DQ, pick up your prize at the door on the way out!


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

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

 XP Award:  300 XP
 GP Award:  1st Place: 600 GP,
                        2nd Place: 300 GP

 Talic - Skrag
 King Korath - Bob the Destroyer
 All Combatants, please roll initiative.

[User]
 Ah, rematch.  Thank goodness I was undefeated up to that point.  Hmm.

Init:   (1d20+5)[ 15 ]

My tactic was sound last time, odds went against me.  Let's try this one more time.  Will make purchases in a bit.

[User]
 Time to end this, I don't need to buy any thing so it is time to rumble.
init  (1d20+3)[ 16 ]

[User] Yes! I get to start. Can I get your starting position.

[User]
 You may.  I am purchasing a potion of spider climb.

I'm in X11, mounted.  In hand is a vial, and a crossbow.

[User]
 Start in D11 with my axe in one hand and a vial in the other.  I will move to W11, rage and drink the vial (potion of bears endurance). your turn.

Stats

 Spoiler
ac15
hp17
rage round 1/12

[User] Would you care to explain how you're getting 95 feet of movement AND using a standard action to drink a potion?

[User]
 ref chilepepper
Here's what talic is talking about  :

Relevent text from SRD

 Run

You can run as a  full-round action . (If you do, you do not also get a 5-foot step.) When you run, you can move up to four times your speed in a straight line (or three times your speed if you’re in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.

You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.

You can’t run across difficult terrain or if you can’t see where you’re going.

A run represents a speed of about 12 miles per hour for an unencumbered human.

[User] No, he's got 50 move, he can get there with a double move.  He just can't do a double move (Requiring both his standard and move action) and drink a potion (requiring a standard action).

[User] OK I don't drink the potion, sorry about that, other than that my actions are the same, your turn.

[User]
 KK.

My action, Round 1:
 move : Direct my mount to move, Pushing Mount, per ride skill.
Ride (DC 15):  (1d20+11)[ 17 ]
If successful, my mount gains an additional 10 feet of movement this round.

Edit:  Success.  Remainder of action to follow.  Mount takes 1 damage from pushing.

[User]
 Round 1: continued.

Move North, breaking LOS as I move North.  LOS broken as I move north out of Z6.  Auto succeed guide with knees check.

 Spoiler
Ending in Z1. Mount's move actions both used.  Mount will enrage at start of next action, per mount entry.

I drink my spider climb potion (move action).

Ride check: Fast Dismount (DC20):  (1d20+11)[ 27 ]
Dismounting into Y1:

Hide:  (1d20+15)[ 31 ]
Move Silent:  (1d20+15)[ 29 ]

Edit:  Success on dismount.

End Turn.

Stats:
 Spoiler
Skrag: Location Y1, Hiding
HP: 8/8
AC: 18 (+5 dex, +2 armor, +1 Size)
In hand: Vial, Crossbow.
Effects:  Spider Climb 1/300

Badgera:
Location: Z1
HP: 27/28
AC: 20
Status effects:  Will enrage on next action

[User]
 ref chilepepper

Skrag
 Spoiler
Drinking a potion or applying an oil is a standard action.  You succeeded on the fast dismount, so that was a move action.  You're turn is fine as is, but for future reference drinking a potion is a standard action.

Still Bob's turn.

[User]
 @Chile
 Spoiler
Yeah, I brain farted for a minute.  I had it all worked out, just typed it up wrong.

Everything's good, continue.

[User]
 Spoiler
move to Z 8

Can I get a LoS check please. stats will be in the post that ends the turn.

[User]
 ref chilepepper

refs
 Spoiler
Bob's spot isn't enough to beat Skrag's hide.

Bob
 Spoiler
You see Skrag's mount in Z1

Skrag
 Spoiler
You see Bob moving northeast into Z8

Still Bob's turn.

[User]
 Spoiler
stay where I am, and drink the potion of bears endurance.

end turn
stats

 Spoiler
ac15
hp17
+2 con bonus from a potion, raging
rage round 2/12

[User] Awaiting LOS for my turn.

[User]
 @Refs

 Spoiler

I have one problem here.   I don't believe that Skrags mount should be in rage.  The rage ability specifically states that it only applies due to combat damage.The damage taken from being pushed is not combat damage, the same as falling is not combat damage.  If

 we call it combat damage, then the one who actually damaged it and who it should be raging against is Talic, and it should turn to attack him.

Quick pause for a ref chat, but I can do LoS for ya.

@Talic

 Spoiler

LoS is the same as before

@king korath

 Spoiler

LoS is the same as before

[User]
 ref chilepepper

My 2cp
refs
 Spoiler

The entry for dire badger says, "A dire badger that takes damage in combat..."  It doesn't say combat damage, it says damage in combat.  The badger is in combat and has taken damage, so by the letter of the rule, it enters rage.

Match still on hold.

[User]
 Ref Maurkov

@refs
 Spoiler
Shouldn't the badger rage and attack the person who damaged it, in this case, Skrag?  After all, who gave it the spurs?

No?  Well, that would be funny, anyway.

By RAW, it is combat and it is damage (and I suppose the rider is not technically an opponent).  I think it works; good rules lawyering on Talic's part.

Unless it senses Bob, though, I think that lacking an opponent it will then stop raging, and I would assume be fatigued.

[User]
 ref chilepepper

refs
 Spoiler
There is an opponent.  I would think the badger would take off looking for it in a feverish recklessness.

[User]
 @Refs

 Spoiler

So if Bob were to leave the badgers sight, would it then go after Skrag? Since he's no longer actively controlling it?

[User]
 Ref Maurkov

@refs
 Spoiler
Now that I think about it, Skrag has an opponent.  I'm not certain that the badger does.  Until Bob attacks the badger, or Skrag (via handle animal) makes it attack Bob, why would it go hunting?  I'm not certain that an animal knows it's "in combat" until somebody attacks it, or it is made to attack.

I reverse my previous ruling.  I don't think it would rage up.

[User]
 High Ref Mav

@Refs

 Spoiler

That's kind of were I was going...  If it does rage... wouldn't it attack the  one that had caused it damage?  Which would be Skrag, as Bob has done nothing threatening towards it at all.

[User] Are we still paused?

[User]
 @refs
 Spoiler
Oops.  I had the names reversed.  *goes to revise his posts so they might make sense*

[User]
 Ref Bayar

@refs:

 Spoiler
I would say that it doesnt activate rage because:

1. It didnt get damaged during actual combat (which requires it to be damaged by an opponent)

2. It doesnt sense Talic's opponent as his opponent unless it is attacked by him or is handled to attack him

[User]
 ref chilepepper

refs
 Spoiler
I'm inclined to lean towards:  The mount is trained for combat, and the arena is the only combat it's seen.  It's been in a previous match, and in the Dawn Arena, it has LoS.  Given a random situation, no it would be able to discern friend from foe.  But in the arena, with experience in this particular arena, it has LoS to the opponent's starting position and it can see who or what is there at the beginning of the match.  I think it plausible to assume the badger knows, from training, that what it sees on the other side of the arena is the enemy.

and yes, we are still paused, your ex-girlfriend won't answer the phone

[User] *grumble* She always was the type to make me wait.

[User]
 @Refs

 Spoiler

It doesn't have training to say that though,  it's simply an animal, with an intelligence of 3.  It's been damaged, by the one that was riding it, not by the  one who's standing in front of him.  It's like smacking a dog, and then jumping off and expecting him to chase someone else.

[User] I have a bad feeling when there is a ref debate going on☹ . Just let me know when we will restart.

[User] Nah, it's not gonna be a match restart, I'm pretty sure.  Everything we've done so far is by the book, as far as I can tell.  I think they're trying to head something off so it doesn't later become a rewind.

[User]
 ref chilepepper

refs
 Spoiler
I was referring to combat riding.   I guess it all depends on what that entails.  I could see it either way.

I think I'm all debated out on this subject.  There's not much else I have to offer in the way of opinions.  Good luck.

[User]
 GM Kyeudo

@refs

 Spoiler

I do not get what the debate here is about. RAW: If a dire badger takes damage, then it rages until the end of combat. RAW: Pushing a mount causes damage. Therefore, RAW: The Badger is raging.

Not RAW: Raging badgers attack indiscrimiately or attack the nearest creature. Nowhere in the Dire Badger's Rage entry does it say anything about the badger's behavior changing. A Raging Badger is even less mentaly handicapped than a Raging Barbarian.

The Badger continues to act as it's training dicatates.

Unless another ref has something else, I think this match can resume.

[User]
 Yay!  Round 2! (barring further ref discussion)

 Skrag, Round 2, part 2

My actions:
 Spoiler
Free: Drop Vial
Double Move:  From Y1 to Y6 (on top of building, 20 feet up)
Hide:  (1d20+10)[ 21 ]
MS:  (1d20+10)[ 27 ]
(factored in penalty for movement over 1/2, did not factor in distance penalties)

Badger:  Rages.  Charges south from Z1 to Z7, and attacks.
Attack:  (1d20+8)[ 24 ]
Damage:  (1d4+4)[ 8 ]
 If Threat:  (1d20+8)[ 12 ]
If Crit: [roll] 1d4+4[/roll]

Edit: Hit, no threat, so broken roll doesn't matter.
Edit: Done.

Stats:
 Spoiler
Skrag: Location Y6, Hiding (Hide: 21, MS: 27)
HP: 8/8
AC: 18 (+5 dex, +2 armor, +1 Size)
In hand: Crossbow.
Effects:  Spider Climb 2/300

Badgera:
Location: Z7
HP: 31/32
AC: 16 (+3 Dex, +3 Natural, +4 Armor, -2 Charge, -2 Rage
Status effects:  Rage */*

[User]
 Ref Maurkov

I'm not certain it's required, but could you make a handle animal check to direct the badger?  If you fail, we refs will hash out whether you needed it.

[User]
 Already asked in PM with both Kyeudo and Mavian for this point.  The rage description (as follows:

 A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.

That clawing and biting line can be considered enough to set the default to "attack", rather than "avoid combat".

Still, if that is overturned:
 Spoiler
Handle Animal: (1d20-3)[ 5 ]

[User]
 Ref Maurkov

I guess my question would be, why is Bob the badger's opponent?  Skrag is the one that injured him.  Now I'm noticing that with no ranks in Handle Animal, Skrag can't really make the badger do anything.  But if Kyuedo and Mavian are handling it, I'll butt out.

[User]
 @Refs:

 Spoiler
Valid question, and I'll answer, but I REALLY think that this match has been on hold long enough.  The badger isn't even really a necessary part of my strategy.  I should be able to pepper the guy from the roof with crossbow bolts relatively easily.  If I get any more "match holds", and they're related to this, I'll happily state that the mount has gone completely retarded and will choose to stand unmoving, for the remainder of the match, a complete waste of the gold that was spent for it.

Answer:
Simple.  Counting this match, that badger has fought 3 times in the arena.  All 3, Bob was my opponent.  In the first, he cleft that badger nearly in twain with a large 2 handed weapon.  The same large 2 handed weapon he charged across the arena with in the first round of this combat, actually.  I think that establishes a solid case for a "threatening action".

In addition, nowhere in the rules does the Push mount ability change the attitude of your mount.  It's not a commonly used ability, but I don't think the intent of the ability is, "+10 feet movement, 1 damage, and your mount hates you."  It doesn't change your mount from friendly to indifferent, or indifferent to hostile.  The mount takes one damage because it overexerts itself.  That's why the damage doubles each round, if you keep doing it.  It's nothing I'm doing, other than urging it to greater speed.

[User]
 Ref Maurkov

 Originally Posted by Maurkov
 But if Kyuedo and Mavian are handling it, I'll butt out.

This is me not putting the match on hold.

[User] Is it my turn, with me taking 8 damage or is something else happening?

[User] yes, your go. have at it.

[User]
 OK I attack the badger.
attack  (1d20+8)[ 25 ]
damage  (3d6+12)[ 27 ]
end turn
stats

 Spoiler
ac15
hp9
rage round 3/12

[User]
 Ouch!  That's a hit. Badger's down to 4hp remaining.

 Skrag, Round 3

Badger:  Full attack back:

Claw:   (1d20+6)[ 26 ]
Damage:  (1d4+4)[ 6 ]
If threat:  (1d20+6)[ 8 ]
 If Crit:  (1d4+4)[ 7 ]

Claw:   (1d20+6)[ 26 ]
Damage:  (1d4+4)[ 6 ]
If threat:  (1d20+6)[ 19 ]
If Crit:  (1d4+4)[ 6 ]

Bite:   (1d20+1)[ 4 ]
 Damage:  (1d6+2)[ 4 ]
If threat:  (1d20+1)[ 13 ]
If Crit:  (1d6+2)[ 3 ]

My action: (assuming you haven't seen me yet) (Standard action, Attack)
Attack:  (1d20+9)[ 23 ]
Damage:  (1d8+1)[ 6 ]
Sneak Damage:  (1d6)[ 2 ]
 If threat:  (1d20+9)[ 25 ]
If Crit:  (1d8+1)[ 4 ]

Attack bonus includes the following modifiers:  +5 (dex) +1 (size) +1 (point blank) +2 (unseen).

Following the attack, you see me in Y6, atop the building. I then draw a vial (move action), and disappear from view.
 Spoiler
5 foot step to X5

End turn.

Edit:  I believe that's 26 damage this round.  And yes, if the badger attacks drop him, I still fire.  I follow the evil overlord's guide.

Stats:
 Spoiler
Skrag: Location X5
HP: 8/8
AC: 18 (+5 dex, +2 armor, +1 Size)
In hand: Crossbow.
Effects: Spider Climb 3/300

Badgera:
Location: Z7
HP: 4/32
AC: 16 (+3 Dex, +3 Natural, +4 Armor, -2 Charge, -2 Rage)
Status effects: Rage */*

[User]
 GM Kyeudo
 Skrag is the winner!

He is then eaten by a badger for causing so much trouble.

[User] Even though your badger ripped me to shreds, I still have my petty revenge, it by order of our overlords got you too😉 .  Good game.

[User] You too.  You were a worthy opponent, and I learned a big lesson from you in round 2. :)


[User]
 Arena Tournament, Round 38:  Arashi  vs.  Zaknafien
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 theterran - Arashi
 Deathslayer7 - Zaknafien
 All Combatants, please roll initiative.

[User]
 Arashi Initiative

  Initiative  - (1d20-1)[ 6 ]

[User]
 High Ref Talic
 Arashi wins, by virtue of good attendance!  Who says it never gets you anywhere?


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

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Matticus - Heintz
 Reiswind - Aeli
 All gladiators please roll initiative

[User]
 High Ref Talic
 Double DQ, No prizes given!
  (1d2)[ 1 ]


[User]
 This letter is found pinned the the door of your office
(December 18th, Century of the Anchovy)

To whichever Ombudsmen may be concerned,

A welcome to you and your business partners from myself and the rest of the Board of Governors. Your entrance into our family could not come at a more joyous occasion. This fiscal period we have seen tremendous growth once stabilized to Mr. von Lipwig's fiat currency.

But growth comes with tight pants does it not Gentlemen? The Beggers' Guild has been scratching at our doors whining for equalization payments while the Thieves' Guild has gone and raised quotas yet again. This is where you come in. The economic tailors.

And with Hogwatchnight only a week away I do hope you enjoy Fruitcake. It was my wife's idea, not fond of it myself you see, but none the less it should serve you well over the winter. You should find it in a box next to the oak tree we had delivered to spruce up the office a bit.

If he has not already done so, our representative Mr. Serius should be dropping by any day to get you up to speed on our operations. Best of luck,

VILIS AD BIS PRETII

The Chairman
Guild of Merchants and Traders

[User]
 This page found on top of a Guild house stack
(Dated Grune 32rd, 1996, Century of the Fruitbat)

Dear Mr. Fusslewig;

As you may recall, your loan has lapsed.

Under section 1324, Act elevenish, clause ZZ: to whomever inherits unwanted barrels of fish...................................

[the note continues on at length into legal and financial posturing]

 Should you fail to comply with these summons, our associate Mr. Tulip will most kindly assist you.

VILIS AD BIS PRETII

Bob Marley

[User]
 First page that caught Grax's eye in the Guildhouse
(Dated Sektober 15, 2007, Century of the Anchovy)

Gnomes,  Gnomes ,  GNOMES!!!

Come Party,  Party ,  Party!!!

At Ms. Fanybright's Thursday night GnomeNation(tm) raves*!!! Live bands, live entertainment, and live food!!!

Talk to McGuffin the bouncer outside after 9pm at the corner of Ankh and Dimwell.

*Ms. Fanybright takes no responsibility for lost items, euphoria, or disturbing mental images of gnomes raving

[User]
 Second page Grax uncovers in the Guildhouse
(Dated April 26, 2007, Century of the Anchovy)

A Homeowner's Guide to Ankh-Morpork

 Lock doors and windows at night...and during the day...just lock them
 Do not talk to strangers, without a weapon
 Do not take candy from strangers
 Leave 5g every second Tuesday thrown down the privy for Harry King and his boys at Sewage and Septic Sucking Services
 The local fire brigade can be found near the docks on Endless Street.
 The Thieve's Guild quotas for citizens in this neighborhood is 10%
 This neighborhood supports Block Parents
 Do not drink from the river
 This neighborhood has a 0% tolerance for Slab, Scrape, Slice, Slide, Slunkie, Slurp, or Sliver dealers

[User]
 Third page found by Grax in the Guildhouse
(Dated Ember 13th, 2007, Century of the Anchovy)

He knows when you are sleeping / He knows when you're awake / He knows if you've been bad or good so convert to Om for goodness sake.

Cuius testiculos habes, habeas cardia et cerebellum
The Quisition

[User]
 Guild Alert: Unlicensed Halfling Thief on the Prowl
(Dated December 21th, 2007, Century of the Anchovy)

 Sash the Halfling
 Where-abouts unknown, last seen in the North-West of town.

[There is an iconograph of a young halfling female. She is snearing from beneath a cloak that covers most of her small frame. Her left hand, seen holding a bottle of elvish brandy, is missing the ring finger. The picture seems to be taken at the edge of a busy street.]

 The young miss Sash is to be escorted to Mr. Tartin of the Merchant's Guild. He can be located at the corner of Edgeway and Ankh Street within "The Plaid Diamond" jewelery shop.

[User]
 Guild Alert: Local Annoyance
(Dated December 19th, 2007, Century of the Anchovy)

 Name Unknown

Often found near the docks.

[There is an iconograph of an aged man wearing what seems to be a suite of seashells. His hair is scraggly and wet, and a long unkept beard rims his lower face. He is wild eyed and the imp clearly caught his image in the middle of screaming.]

 Warning: this old man is beligerent and fanatical. He has not yet been physically violent, but contantly verbally harrasses the dockside shops. The local fishmongers and dockworkers have put together a reward to whomever can rid them of the this old-timer.

[User]
 Guild Alert: Slave-Trader
(Dated December 23th, 2007, Century of the Anchovy)

 Theor H'rashin

Location unknown, but is known to affiliate with the Blackwater Gang in the North-West district of town.

[There is an iconograph of a shadow. You can make out leather boots at the bottom of the photograph, however much of the subjects features are blurred by a darkness that seems to be reaching out towards to iconagrapher.]

 Slavery is illegal and currently a hot political issue due to Ms. Dearheart's Golem Trust publicity. It is therefore in our best interests to distance ourselves for old, questionable contacts. The Guild wishes to make a public show that we indeed support the elimination of slavery as a form of commerce. The apprehension of Theor H'rashin, and subsequent delivery of him to the Watch, will help our public relations on this manner.

[User]
 Merchant Guild Contracts
(Translated By Grax)

The following Ombudsmen agree to abide by the following:

1. To take responsibility for all mercantile-related complaints and issues within the specified region (the streets as already defined earlier).

2. To actively support Guild members and uphold the Guild's standing.

3. To rent a guildhouse for 5% of all earnings aquired through Guild work contracts.

   3. i.  To be held responsible to damages to said guildhouse
   3. ii.  To upkeep the guildhouse, pay its taxes, and associated fees.
   3. iii.  The Guild agrees that any upgrades or additional fund spent to
            improve the guildhouse will be conscidered towards payment of rent
            at 75% cost.

4. To join in arms towards campaigns supporting the Guild if drafted by the Chairman.

5. To only join other guilds if the duties and benefits of said guild does not impeed fullfiling duties towards the Merchants' Guild.

6. To actively work against the Thieves Guild impact upon commerce.

7. To shut down and report unlicensed merchants to the Guild

VILIS AD BIS PRETII

X________________________
X________________________
X________________________

[User]
 Theor H'Rashin, crimes against Ankh-Morpork
(within the Watch archives)

 Crimes: Smuggling, slavery, grand theft wagon, and one account of domestic familiar battery.

Suspected Crimes: Illegal arms distribution, gang associations, hate crimes against free golems.

Associates: Blackwater Gang (see file), has a cousin Hran who runs an incense shop near the docks. Hran has been investigated several times but no evidence of corruption or illegal wares are ever found within his shop (no file).

Whereabouts: Unknown.


[User]
 It is a time of war and battle, you are the heroes of this story.  Will you save your nation, or destroy it

You are all in a cave, with a gold and red dragon who are to give you your orders.  The gold dragon say's  You are here today, to do the most important thing that has ever happened on this nation.  We have found him, the master of all elements the............ Avatar.

The red dragon turns to you and cuts in saying It is crucial that he is found for we need him on our side.  If we have the avatar we will join this  war, and once again rule all.  It is said that he is 50 miles away hidden in the Bronzes Water tribe benders.  He is neutral and it is said he will join the first side to convince him that that side is right in it's conquest.  You must go to him and find him, and bring him back.   Any questions?

[User]
 ((So, I'm just going to assume I'm in, onwards!))

Klembell kneels before the great ones.  Only the most honored are given missions from ones such as these.

 I will gladly do this task, and bring honor to Dracosan! For Dracosan!

-Suzuro

[User]
 (In unison with Klembell)  For Dracosan!

How are we to reach the avatar?


[User]
 Arena Tournament, Round 39:  Phelonius  vs.  Thunk
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Samthe Cleric - Phelonius
 Sithlackey - Thunk
 All Combatants, please roll initiative.

[User]
 Initiative time!

 (1d20+3)[ 19 ]

My purchases are on the sheet... but I'll list them here for convenience sake.

 Scribe Scroll of Mage Armor [x2] - 25g/2xp
Buy Scroll of Lesser Orb of Cold -25g, Scribe to spellbook - 100g
Craft 2 Vials of Sleep Smoke - 25g
Buy Scroll of Invisibility 150g

[User]
 Initiative  - (1d20+3)[ 13 ]

I'll finalize purchases and such and get into the match soon, just not right now.

[User]
 [After you finalize your purchases, of course]

 Phelonius - Round 1
 "Oh my, you're a big 'un.  You know the saying, the bigger they are... the harder they turn gnomes into a fine red paste!"

Spell Selection:

 Spoiler
1st- Shield, Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze, Daze

Start in  A13  with a scroll in hand.

Standard Action:  Cast from the scroll.

 Spoiler
Mage Armor

Move Action: Move to  A-9
 Your Turn...
 Stats for refs:

 Spoiler

Position:  A-9
HP:  7/7
AC:  18
Active Buffs:  Mage Armor (60/60)
Spells:  1st- Shield, Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze, Daze

[User] Sorry for the delay, but my first move kinda depends on the guys over at RAW finding or (hopefully) not finding a clarification on running (shmaltzy little gnome can't cast if Thunk  EATS  him...).

[User]
 Thunk the Barbarian
 "Gahhh! Little man's colors hurt eyes! Must smash colors!"

Start in  Y13  holding the club and tanglefoot bag.

Full Round Action: Move to  J12

Stats for Refs

 Spoiler
HP:15/15
AC: 17/14/13

I'm done.

[User]
 Phelonius - Round 2

"I hate to point this out to you, chap, but you can't smash a color... you can, however... smash me.  So.  Stay over there, please."

 Move Action:   Pull out a scroll

 Spoiler
Invisibility

Ready An Action:

 Spoiler
Cast Invisibility if thunk comes within 20' of me
DC 4
 (1d20+1)[ 13 ]

Five Foot Step to:   A-8

Your turn!   Please don't kill me... please don't kill me...
 Stats for Refs:

 Spoiler

Position: A-8
HP: 7/7
AC: 18
Active Buffs: Mage Armor (59/60)
Spells: 1st- Shield, Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze, Daze

[User]
 Thunk
 "Hurnh. Little man talk too much. Must be colors."

Free Action: Drop (not throw) Tanglefoot Bag

Move Action: Move to  E9 , draw Thunderstone

Standard Action: Throw Thunderstone at  A9
  Attack_A9  - (1d20+2)[ 19 ]  vs AC5

Done

Stats for Refs
 Spoiler
HP:15/15
AC: 17/14/13

[User]
 Wow, wasn't expecting that one.  That will set off my readied action though, and as you move within 20' of me, I turn invisible.

Fort save to avoid being deafened after turning invisible...

DC 15
 (1d20+3)[ 22 ]

[User]
 Phelonius - Round 3

 Spoiler

Double Move to  D-15

 Stats for refs:

 Spoiler
Position: A-8
HP: 7/7
AC: 18
Active Buffs: Mage Armor (58/60), Invisibility (30/30)
Spells: 1st- Shield, Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze, Daze

[User]
 Thunk   Drat, I was hoping that one would be grease...
 "AAAAH! Little Man MAGIC! Thunk no fall for magic trickery, Thunk save self!"

Full Round Action: Move to  D24
 And you just had to make the Fort save, too...

Done

Stats for Refs
 Spoiler
HP: 15/15
AC: 17/14/13

[User]
 Phelonius - Round 4

 Spoiler
Double Move to  L-15

Your turn... 😁
 Stats for Refs

 Spoiler
Position: L-15
HP: 7/7
AC: 18
Active Buffs: Mage Armor (57/60), Invisibility (29/30)
Spells: 1st- Shield, Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze, Daze

[User]
 Thunk

Full Round Action: Move to  T25

Stats are the same as last time.

I'm done.

 Come on, throw the orb already...

[User]
 Phelonius - Round 5

Casts a spell [so you may get a listen check]

 Spoiler
Casting Shield, move to P-14

Stats for Refs

 Spoiler

Position: L-15
HP: 7/7
AC: 22
Active Buffs: Mage Armor (56/60), Invisibility (28/30), Shield (10/10)
Spells: 1st-  Shield , Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze, Daze

[User]
 I can try, at least...
  Listen  - (1d20-5)[ 1 ]
I'll wait to finish until I get the results.

[User]
 Nevermind...
 Thunk

Move Action: Move to  Z26
Move Action: Draw Potion

Stats havenae changed.

Done.

[User]
 Phelonius - Round 5

Damn your fastness.

 Spoiler
Double Move to V-20

Stats for Refs

 Spoiler
Position: V-20
HP: 7/7
AC: 22
Active Buffs: Mage Armor (55/60), Invisibility (27/30), Shield (9/10)
Spells: 1st-  Shield , Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze, Daze

[User]
 Wait, is that  all  he does?
EDIT: Ah, nvm.

[User]
 Thunk

Full round action: Move to A26

Stats for Refs
 Spoiler
HP:15/15
AC:14/14/10

Done

[User]
 Phelonius - Round 6

Was that a run?  Cause that's just not cool.  😛

 Spoiler
Double Move to Q-14

Stats:

 Spoiler
Position: V-20
HP: 7/7
AC: 22
Active Buffs: Mage Armor (54/60), Invisibility (26/30), Shield (8/10)
Spells: 1st-  Shield , Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze, Daze

[User]
 High Ref Talic

One point of note.

Phelonius, you can't use Craft (Alchemy) for sleep smoke.  It's technically an inhaled poison.  You have the option now to either spend an additional 25g to retain 2 sleep smoke, or reduce the amount you got to 1.

[User] Oh, I'll just reduce the number I have to 1.  Good to know for the future.

[User]
 Hey, all I gotta do is run away for the next 28 rounds...

 Thunk

Full Round Action: Move to  A1

Stats for Refs
 Spoiler
HP:15/15
AC: 14/14/10

Done

[User]
 Phelonius - Round 7

Quit that!  😁

 Spoiler
Double Move to J12

Your turn... 😉

Stats:

 Spoiler
Position: J-12
HP: 7/7
AC: 22
Active Buffs: Mage Armor (53/60), Invisibility (25/30), Shield (7/10)
Spells: 1st- Shield, Lesser Orb of Cold, Color Spray; 0- Acid Splash, Daze, Daze

[User]
 Thunk

Move Action: Stow Clubby

Move Action: Move to  C6 , draw smokestick, placing in teeth (so as not to interfere with hands.

Stats for Refs
 Spoiler
HP: 15/15
AC: 17/14/13

Done

[User]
 Phelonius - Round 8
 Fortune favors the bold...

Casting a spell

 Spoiler
Move to F-8.  Cast Daze

I need a DC 14 Will save please.

Become Visible in F-8...

Stats:

 Spoiler
Position: F-8
HP: 7/7
AC: 22
Active Buffs: Mage Armor (52/60), Shield (6/10)
Spells: 1st- Shield, Lesser Orb of Cold, Color Spray; 0- Acid Splash,  Daze , Daze

[User]
 Will_Save  - (1d20+3)[ 12 ]
You weren't supposed to do that until three rounds from now when Thunk's on top of the column, enshrouded in a smokescreen! 🫤

EDIT:Crap. Do as you will.

[User]
 Whew.  But now is when it -really- matters.

(That was Daze... But I think you know that)

 Phelonius - Round 9

5-ft step to E-7

Cast Color Spray [DC 17 Will Save]

Move Action - Pull out the vial of Sleep Smoke.

Your turn *crosses fingers*

[User]
 Not that it matters, but how did you get DC14?

Will Save 2  (1d20+3)[ 9 ]
C'mon, big numbers...☹

[User]
 Oh, sorry... that was DC 13.  You're right.

Unconscious, Stunned and Blind:  [roll]2d4[/roll]
Stunned and Blind:  [roll]1d4[/roll]

[User]
 Try that again...

Unconscious, Stunned and Blind:  (2d4)[ 8 ]
Stunned and Blind:  (1d4)[ 4 ]

[User]
 Ok, here goes the attempt to get your HP down.

Your AC should be...

 Dex becomes from Unconscious -5
Blinded:  -2 Penalty to AC
Stunned:  -2 Penalty to AC

Armor 4, -5 Dex, -4

AC:  5
Touch:  1

Round 10 - Lesser Orb of Cold
 (1d20+4)[ 9 ]
 (1d8)[ 4 ]
 Round 11 - Acid Splash
 (1d20+4)[ 5 ]
 (1d3)[ 3 ]

Acid Splash Misses.

Next 6 rounds after that will be coup de grace with my dagger for 2 damage per round.  I -think- that will kill you.  If not, it's time to step back and fire some crossbow bolts while you have 4 rounds of stun.

A total of 16 damage over the 8 rounds of unconsciousness.

[User]
 I'm not sure where in RAW it would say this, but I'm pretty sure a blind, stunned unconscious body has the same AC as an otherwise healthy unconscious body.
Even so, that only saves me from the acid splash. Ah, well. I knew I should have taken the potion. Would've saved me from the Daze. GG, Sam.

[User]
 You had me really scared.... Honestly.  If you raged, your Will save jumped by FOUR... and mad foam rager...

And when you started running, I got frustrated, I was in the middle going back and forth twice.

Good match, really.  😁

[User]
 Yes. I'm just proud to say that my Barbarian's will saves didn't depend entirely on the roll. And then to miss it by just 1...

On the plus side, it looks like I'll be fighting Yorick again in the next match.😛

[User] I dunno... Yoshi has DR 3.... so only half of that last blow actually connected.... he could get lucky and get a kidney punch off with skirmish.

[User] Lies!  Yorick doesn't have kidneys.

[User]
 High Ref Talic
 Phelonius Wins!  Collect yer loot.

On the side note, don't underestimate Yoshi.  Every fight I've seen him lose is by bad luck, not bad matchup.

[User] You're right, I forgot the DR. Mostly because its not enough for Thunk to worry about when he's raging.

[User]
 Originally Posted by Talic
  High Ref Talic
 Phelonius Wins!  Collect yer loot.

On the side note, don't underestimate Yoshi.  Every fight I've seen him lose is by bad luck, not bad matchup.

Yeah, definitely don't underestimate Yoshi.  I'm not.


[User]
 Arena Tournament, Round 38:  Buff  vs.  Arashi
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Stupnick - Buff
 theterran - Arashi
 All Combatants, please roll initiative.

[User]
 hrm, this seems all to familiar

purchases will come shortly.

 (1d20+1)[ 21 ]

[User]
 😩

I'm not going through this again...

I'll forfeit...you win.

[User]
 High Ref Talic
 And Buff is the winner!

[User] aww.. but yeah i understand. it would have just been the same as last time..