[User]
 Arena Tournament, Round 64:  Rusty  vs.  Quork
 Map:

 Spoiler

The Arena walls for this map are 30 ft high, with a Climb DC of 30.

 XP Award:  300xp
 GP Award:  300gp

 Rusty  - Schism
 Quork  - Sallera

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

[User]
 Init:  (1d20-3)[ 12 ]

Purchased since last round -
-25 - scroll of cure light wounds
-20 - flask of alchemist's fire

No additional purchases yet.

[User]
 Initiative:  (1d20+8)[ 18 ]

Have purchases in mind, waiting on response in the waiting room before anything is final.

Edit: Question answered. Purchasing a potion of invisibility. Reserve right to reactionary, etc, etc.

[User]
 Purchasing a scroll of aid, for now.

Edit: And another 10 sling bullets, just 'cause.

[User]
 Purchasing a psionic tattoo of force screen, then. Anything else?

Edit: And a holy symbol. 😳

[User] Nope, let's go.

[User]
 Rusty, round 1

Starting in Y-10 with a potion in one hand.

Standard: Drink the potion. Poof.

 Spoiler
Move to T-16.

Move silently:  (1d20-1)[ 18 ]  Including -5 for full speed.

Done.

Stats:
 Spoiler
HP 9/9 - PP 4/4
AC: 17 full, 14 touch, 13 FF
Currently in: T-16
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Invisibility 1/30

[User]
 Quork, Round 1

Start B11, holding scroll with loaded sling on belt.
Move to B15.
Standard: Cast from scroll. CL check, DC4:  (1d20+1)[ 15 ] .
 Spoiler
 (1d8+3)[ 9 ]  temp hp.

Swift: Cast a quickened spell.  Start glowing.  Spellcraft DC16:
 Spoiler
Light of Lunia.

Done, will post statblock as soon as I see whether that worked.

[User]
 Stats:
 Spoiler
HP 7/7, THP 9, AC 19 (15, 16)
Aid 30 rounds, Light of Lunia 100 rounds
TU attempts 6/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

[User]
 Rusty, round 2

 Spoiler
Double move to J-15.

Move silently:  (1d20-1)[ 1 ]

Done.

Stats:
 Spoiler
HP 9/9 - PP 4/4
AC: 17 full, 14 touch, 13 FF
Currently in: J-15
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Invisibility 1/30

[User]
 Quork, Round 2

Free: Drop worthless piece of parchment.
Standard: Cast spell. Spellcraft DC16:
 Spoiler
Shield of Faith.

Move: Wave cheerfully.

Stats:
 Spoiler
HP 7/7, THP 9, AC 21 (17, 18)
Aid 29 rounds, Light of Lunia 99 rounds, Shield of Faith 10 rounds
TU attempts 6/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round 3

 Spoiler
Move: Draw greataxe.

Standard: Activate psionic tattoo (force screen).

5-ft step to I-15.

Move Silently (Is that necessary on a 5-ft step? 🤨):  (1d20+4)[ 16 ]

Done. Feel free to make reactive listen checks whenever you like, by the way. I'll tell you if you hear anything.

Or we can get a ref to do it, if you like.

Stats:
 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: I-15
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Invisibility 3/30, Force Screen 1/10

[User]
 Quork, Round 3

Standard: Ready action:
 Spoiler
Take 5ft step away and release Light of Lunia (both rays) as soon as LoS is established.

Move: Listen:  (1d20+5)[ 24 ]
Reactives:
Spot:  (1d20+6)[ 8 ]
Listen:  (1d20+5)[ 13 ]

Stats:
 Spoiler
HP 7/7, THP 9, AC 21 (17, 18)
Aid 28 rounds, Light of Lunia 98 rounds, Shield of Faith 9 rounds
TU attempts 6/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round 4

 Spoiler

Ready action to cast True Strike if Quork ends turn in a space Rusty could reach in a single move action and does not ready an action.

Done.

Stats:
 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: I-15
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Invisibility 4/30, Force Screen 2/10

Edit: Fixed positioning in statblock.

[User]
 Quork, Round 4

Move: Listen:  (1d20+5)[ 23 ]
Standard: Ready action:
 Spoiler
Take 5ft step away and release Light of Lunia (both rays) as soon as LoS is established.

Free: Yawn.
Reactives:
Spot:  (1d20+6)[ 21 ]
Listen:  (1d20+5)[ 8 ]

Stats:
 Spoiler
HP 7/7, THP 9, AC 21 (17, 18)
Aid 27 rounds, Light of Lunia 97 rounds, Shield of Faith 8 rounds
TU attempts 6/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round 5

 Spoiler
Ready action: Same as the last.

Done.

Stats:
 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: I-15
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Invisibility 5/30, Force Screen 3/10

[User]
 Quork, Round 5

What is it you're waiting for, anyway?  Bury an axe in my back already. 😛

Move: Listen:  (1d20+5)[ 23 ]
Standard: Ready action:
 Spoiler
Take 5ft step away and release Light of Lunia (both rays) as soon as LoS is established.

Free: Yawn.
Reactives:
Spot:  (1d20+6)[ 25 ]
Listen:  (1d20+5)[ 24 ]

Stats:
 Spoiler
HP 7/7, THP 9, AC 21 (17, 18)
Aid 26 rounds, Light of Lunia 96 rounds, Shield of Faith 7 rounds
TU attempts 6/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 What, and ruin the dramatic tension? Never! 😉
 Rusty, round 6

 Spoiler
Ready action: Same as the last.

Done.

Stats:
 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: I-15
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Invisibility 6/30, Force Screen 4/10

[User]
 Quork, Round 6

You trying to climb a post or something? 😁

Move: Listen:  (1d20+5)[ 20 ]
Standard: Ready action:
 Spoiler
Take 5ft step away and release Light of Lunia (both rays) as soon as LoS is established.

Free: Yawn.
Reactives:
Spot:  (1d20+6)[ 14 ]
Listen:  (1d20+5)[ 6 ]

Stats:
 Spoiler
HP 7/7, THP 9, AC 21 (17, 18)
Aid 25 rounds, Light of Lunia 95 rounds, Shield of Faith 6 rounds
TU attempts 6/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Could be, or I could be standing right beside you, breathing down your neck. You never know.

 Rusty, round 7

 Spoiler
Ready action: Same as the last.

You still haven't heard anything, by the way.

Done.

Stats:
 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: I-15
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Invisibility 7/30, Force Screen 5/10

[User]
 Quork, Round 7

Well, that kinda disproves the 'standing right next to me' thing, as I've rolled higher than your max MS a few times.  (Although I suppose if you were already there, and you just haven't done anything...)

Move: Listen:  (1d20+5)[ 14 ]
Standard: Ready action:
 Spoiler
Take 5ft step away and release Light of Lunia (both rays) as soon as LoS is established.

Free: Stick out tongue.
Reactives:
Spot:  (1d20+6)[ 25 ]
Listen:  (1d20+5)[ 11 ]

Stats:
 Spoiler
HP 7/7, THP 9, AC 21 (17, 18)
Aid 24 rounds, Light of Lunia 94 rounds, Shield of Faith 5 rounds
TU attempts 6/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 That's an interesting theory. What would you wager the odds are I could have reached that square before you beat my MS? 🙂
 Rusty, round 8

 Spoiler
Ready action: Same as the last.

Done.

Stats:
 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: I-15
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Invisibility 8/30, Force Screen 6/10

Edit: Fixed tags.

[User]
 Quork, Round 8

Given that I didn't even start making checks until after your third round of movement, about 100%. 😛  Are you waiting on a buff to run out?

Move: Listen:  (1d20+5)[ 17 ]
Standard: Ready action:
 Spoiler
Take 5ft step away and release Light of Lunia (both rays) as soon as LoS is established.

Free: Put tongue back in mouth.
Reactives:
Spot:  (1d20+6)[ 22 ]
Listen:  (1d20+5)[ 13 ]

Stats:
 Spoiler
HP 7/7, THP 9, AC 21 (17, 18)
Aid 23 rounds, Light of Lunia 93 rounds, Shield of Faith 4 rounds
TU attempts 6/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Invisibility would run out before either Aid or Light of X, I believe, so no.

 Rusty, round 9

 Spoiler
Ready action: Same as the last.

Done.

Stats:
 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: I-15
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Invisibility 9/30, Force Screen 7/10

[User]
 Quork, Round 9

Yeh, that is mostly why you've got me confused.  I had figured the invis was just a way to get a free true-strike greataxe smash, but ah well.

Move: Listen:  (1d20+5)[ 15 ]
Standard: Ready action:
 Spoiler
Take 5ft step away and release Light of Lunia (both rays) as soon as LoS is established.

Free: Wonder why I'm even bothering with the listen checks.
Reactives:
Spot:  (1d20+6)[ 9 ]
Listen:  (1d20+5)[ 9 ]

Stats:
 Spoiler
HP 7/7, THP 9, AC 21 (17, 18)
Aid 22 rounds, Light of Lunia 92 rounds, Shield of Faith 3 rounds
TU attempts 6/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Nonsensical tactics are a specialty of mine.
 Rusty, round 10

 Spoiler
Ready action: Same as the last.

Done.

Stats:
 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: I-15
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Invisibility 10/30, Force Screen 8/10

[User]
 Quork, Round 10

I like silly ideas that only work under very specific conditions, myself. 😁

Move: Listen:  (1d20+5)[ 16 ]
Standard: Ready action:
 Spoiler
Take 5ft step away and release Light of Lunia (both rays) as soon as LoS is established.

Free: Start practicing raven noises.
Reactives:
Spot:  (1d20+6)[ 12 ]
Listen:  (1d20+5)[ 17 ]

Stats:
 Spoiler
HP 7/7, THP 9, AC 21 (17, 18)
Aid 21 rounds, Light of Lunia 91 rounds, Shield of Faith 2 rounds
TU attempts 6/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User] Worst match ever.  Just saying.

[User] Hey, it's not like  I  have a choice in the matter. 😛

[User]
 Rusty, round 11

 Spoiler
Double-move half-speed to C-15.

Move Silently:  (1d20+4)[ 9 ]

Done.

Stats:
 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: I-15
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Invisibility 11/30, Force Screen 9/10

[User] You hear the sound of movement to the east.

[User]
 Quork, Round 11

Hey look, something.

Move: Listen:  (1d20+5)[ 16 ]
Standard: Ready action:
 Spoiler
Take 5ft step away and release Light of Lunia (both rays) as soon as LoS is established.

Free: Start practicing raven noises.
Reactives:
Spot:  (1d20+6)[ 12 ]
Listen:  (1d20+5)[ 24 ]

Stats:
 Spoiler
HP 7/7, THP 9, AC 21 (17, 18)
Aid 20 rounds, Light of Lunia 90 rounds, Shield of Faith 1 round
TU attempts 6/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round 12

 Spoiler
Ready action to cast True Strike if Quork ends turn in LoS.

Done.

Stats:
 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: C-15
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Invisibility 12/30, Force Screen 10/10

Edit: Fixed tags.

[User]
 Quork, Round 12

Or not?

Move: Listen:  (1d20+5)[ 10 ]
Standard: Ready action:
 Spoiler
Take 5ft step away and release Light of Lunia (both rays) as soon as LoS is established.

Free: Sigh.
Reactives:
Spot:  (1d20+6)[ 8 ]
Listen:  (1d20+5)[ 15 ]

Stats:
 Spoiler
HP 7/7, THP 9, AC 19 (15, 16)
Aid 19 rounds, Light of Lunia 89 rounds
TU attempts 6/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Delayed reactions are also a specialty of mine.

You trigger Rusty's readied action when you end your turn.

Spellcraft DC 16:
 Spoiler
Cast True Strike

 Rusty, round 13
 HULK SMASH! :  (1d20+23)[ 33 ]

Damage:  (1d12+3)[ 8 ]  +  (2d6)[ 7 ]

Waiting to see what your readied action does before I finish.

[User]
 So now that it's over, what  was  all that waiting for, if not a buff?

Anyway, readied action: 5ft step to... ehm... I have no clue where you are.  Well, once I know, I'll edit this, but at any rate, it's a 5ft step somewhere out of your reach, and then release the light at you.
First ray:
Ranged touch attack:  (1d20+3)[ 11 ]
Damage:  (1d6)[ 3 ]
Crit confirm:  (1d20+3)[ 11 ]
Crit damage:  (1d6)[ 4 ]
Second ray:
Ranged touch attack:  (1d20+3)[ 5 ]
Damage:  (1d6)[ 5 ]
Crit confirm:  (1d20+3)[ 21 ]
Crit damage:  (1d6)[ 1 ]

Well, that's some pretty bad rolling. <<;;

[User]
 Whoops, sorry. C-15.

And I was hoping you would end a turn without a readied action if I frustrated you enough. 😁

Edit: Obviously, both rays miss.

[User] Ok, so a step to A14 then.  At any rate, while it may not have been your intent, you did manage to outlast my Shield of Faith. ; ;

[User]
 Oh, heh. Go go accidentally effective tactics! 😉

5-ft step to B-15.

Done.

Stats:
 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: B-15
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs:

Edit: Removed invisibility from statblock. 😛

[User]
 Quork, Round 13

Oh, I just realized I forgot my Aid bonus on the attack rolls... but it misses anyway.  If only I could declare Hatred on your turn... 😛

5ft step to B13.
Free: Declare Hatred power on you.
Move: Draw scroll.
Standard: Cast from scroll (I'm sure you know what it is).
 Spoiler
 (1d8+1)[ 6 ]  healing.

Swift: Quicken another Light of Lunia.
Free: Drop used scroll.

Stats:
 Spoiler
HP 7/7, AC 21 (17, 18)
Aid 18 rounds, Light of Lunia 100 rounds, Hatred 10 rounds
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

Edit: Fixing statblock.

[User]
 Rusty, round 14

5-ft step to B-14.

Cast a spell

Spellcraft DC 16

 Spoiler
Inflict Light Wounds

Attack vs touch AC:  (1d20+3)[ 14 ]

Damage:  (1d8+1)[ 6 ]

Done.

Stats:
 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: B-15
Spells prepared: Virtue, Resistance, Cure Minor Wounds,  True Strike , Lesser Vigor,  Inflict Light Wounds
Buffs:

[User]
 Quork, Round 14

That would be a miss.

5ft step to B12.
Standard: Release Light of Lunia.
First ray:
Ranged touch attack:  (1d20+6)[ 7 ]
Damage:  (1d6)[ 1 ]
Crit confirm: [roll]1d20+6[/roll
Crit damage:  (1d6)[ 2 ]
Second ray:
Ranged touch attack:  (1d20+6)[ 21 ]
Damage:  (1d6)[ 6 ]
Crit confirm: [roll]1d20+6[/roll
Crit damage:  (1d6)[ 4 ]
Move: Draw sling.

Stats:
 Spoiler
HP 7/7, AC 19 (15, 16)
Aid 17 rounds, Hatred 9 rounds
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

Edit: Bah, messed up the crit rolls, not that it matters.  And forgot to update the round number again.

[User]
 Spend 2 pp as an immediate action to negate the damage.

 Rusty, round 15

5-ft step to B-13.

 HULK SMASH!:   (1d20+3)[ 13 ]

Damage:  (1d12+3)[ 15 ]

Done.

Stats:
 Spoiler
HP 9/9 - PP 2/4
AC: 21 full, 14 touch, 17 FF
Currently in: B-13
Spells prepared: Virtue, Resistance, Cure Minor Wounds,  True Strike , Lesser Vigor,  Inflict Light Wounds
Buffs:

[User]
 Quork, Round 15

Hulk  not  smash, thank the ravens.

Withdraw to H2.

Stats:
 Spoiler
HP 7/7, AC 21 (17, 18)
Aid 16 rounds, Hatred 8 rounds
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round 16

Double-move to H-3.

Done.

Stats:
 Spoiler
HP 9/9 - PP 2/4
AC: 17 full, 14 touch, 13 FF
Currently in: H-3
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs:

[User]
 Quork, Round 16

Free: Drop  bait  sling.
Move: Draw spear.
Standard: Poke the  bear  Elan.
Attack:  (1d20+5)[ 20 ]
Damage:  (1d8+3)[ 6 ]
Crit confirm:  (1d20+5)[ 10 ]
Crit damage:  (2d8+6)[ 16 ]

Stats:
 Spoiler
HP 7/7, AC 21 (17, 18)
Aid 15 rounds, Hatred 7 rounds
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 I c wut u did thar. 🫤

Spend 1 pp to negate 4 of the damage.

 Rusty, round 17

5-ft step to G-4

Standard: Cast a spell

Spellcraft DC 16:
 Spoiler
Lesser Vigor.

Done.

Stats:
 Spoiler
HP 8/9 - PP 1/4
AC: 17 full, 14 touch, 13 FF
Currently in: G-4
Spells prepared: Virtue, Resistance, Cure Minor Wounds,  True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Lesser Vigor 1/15

Edit: Added round number.

[User] I'm actually going to have to try a Spellcraft, this time.  Although I assume it's just another true strike...  (1d20+2)[ 12 ]

[User]
 Quork, Round 17

Well, I suppose if it is a TS, I'm pretty much screwed anyway, and losing my tree won't make much of a difference.  So.

5ft step to H3.
Standard: Poke the Elan.
Attack:  (1d20+5)[ 7 ]
Damage:  (1d8+3)[ 4 ]
Crit confirm:  (1d20+5)[ 18 ]
Crit damage:  (2d8+6)[ 19 ]

Stats:
 Spoiler
HP 7/7, AC 21 (17, 18)
Aid 14 rounds, Hatred 6 rounds
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round 18

It wasn't. 😉

Attack:  (1d20+3)[ 10 ]

Damage:  (1d12+3)[ 15 ]

Checking the results before finishing.

[User]
 5-ft step to G-3.

Done.

Stats:
 Spoiler
HP 9/9 - PP 1/4
AC: 17 full, 14 touch, 13 FF
Currently in: G-3
Spells prepared: Virtue, Resistance, Cure Minor Wounds,  True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Lesser Vigor 2/15

[User]
 Quork, Round 18

Interesting.

5ft step to H2.
Standard: Poke the Elan.
Attack:  (1d20+5)[ 16 ]
Damage:  (1d8+3)[ 11 ]
Crit confirm:  (1d20+5)[ 10 ]
Crit damage:  (2d8+6)[ 18 ]

Stats:
 Spoiler
HP 7/7, AC 21 (17, 18)
Aid 13 rounds, Hatred 5 rounds
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round 19

Withdraw to B-1.

Done.

Stats:
 Spoiler
HP 9/9 - PP 1/4
AC: 19 full, 16 touch, 15 FF
Currently in: B-1
Spells prepared: Virtue, Resistance, Cure Minor Wounds,  True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Lesser Vigor 3/15

Edit: Fixed round numbering.

[User]
 Quork, Round 19

Free: Shift spear to one hand.
Move: Pick up sling.
Standard: Stone the resilient little bastard. (Ah, wait... that's both of us. 😛)
Attack:  (1d20+6)[ 16 ]
Damage:  (1d4+2)[ 4 ]
Crit confirm:  (1d20+6)[ 12 ]
Crit damage:  (1d4+2)[ 5 ]

Stats:
 Spoiler
HP 7/7, AC 21 (17, 18)
Aid 12 rounds, Hatred 4 rounds
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round 20

Let's play copycat!

Free: Shift grip on greataxe to one hand.

Move: Draw loaded sling.

Standard:  Fire one!

Attack:  (1d20+4)[ 20 ]

Damage:  (1d4+2)[ 4 ]

Done.

Stats:
 Spoiler
HP 9/9 - PP 1/4
AC: 19 full, 16 touch, 15 FF
Currently in: B-1
Spells prepared: Virtue, Resistance, Cure Minor Wounds,  True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Lesser Vigor 4/15

[User]
 Quork, Round 20

Free: Drop spear.
Move: Reload sling.
Standard: Return fire.
Attack:  (1d20+6)[ 23 ]
Damage:  (1d4+2)[ 3 ]
Crit confirm:  (1d20+6)[ 21 ]
Crit damage:  (1d4+2)[ 6 ]

Stats:
 Spoiler
HP 7/7, AC 21 (17, 18)
Aid 11 rounds, Hatred 3 rounds
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 So that's the kind of "epic battle" this is going to be, huh? Hitting each other with rocks?

Fine then, I accept your challenge. 🫤
 Rusty, round 21

Drop greataxe, reload sling,  smite the infidel with rocky death.  😡

Attack:  (1d20+4)[ 18 ]

Damage:  (1d4+2)[ 6 ]

Stats:
 Spoiler
HP 7/9 - PP 1/4
AC: 19 full, 16 touch, 15 FF
Currently in: B-1
Spells prepared: Virtue, Resistance, Cure Minor Wounds,  True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Lesser Vigor 5/15

[User]
 Quork, Round 21

Rocks make everything  better  worse.

Move: Reload sling.
Standard: Return fire.
Attack:  (1d20+6)[ 23 ]
Damage:  (1d4+2)[ 6 ]
Crit confirm:  (1d20+6)[ 19 ]
Crit damage:  (1d4+2)[ 3 ]

Stats:
 Spoiler
HP 7/7, AC 21 (17, 18)
Aid 10 rounds, Hatred 2 rounds
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Erf. Spend 1 pp to negate 4 of the damage.

 Rusty, round 22

Reload sling, return fire.

Attack:  (1d20+4)[ 22 ]
Damage:  (1d4+2)[ 5 ]

Done.

Stats:
 Spoiler
HP 6/9 - PP 0/4
AC: 19 full, 16 touch, 15 FF
Currently in: B-1
Spells prepared: Virtue, Resistance, Cure Minor Wounds,  True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Lesser Vigor 6/15

[User]
 Quork, Round 22

Spend 2pp to negate 4 of the damage.

Move: Reload sling.
Standard: Stone of  doom  mild annoyance.
Attack:  (1d20+6)[ 10 ]
Damage:  (1d4+2)[ 3 ]
Crit confirm:  (1d20+6)[ 23 ]
Crit damage:  (1d4+2)[ 4 ]

Stats:
 Spoiler
HP 6/7, AC 21 (17, 18)
Aid 9 rounds, Hatred 1 rounds
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round 23

Reload sling, spit on the bullet, send it your way.

Attack:  (1d20+4)[ 20 ]
Damage:  (1d4+2)[ 5 ]

Done.

Stats:
 Spoiler
HP 7/9 - PP 0/4
AC: 19 full, 16 touch, 15 FF
Currently in: B-1
Spells prepared: Virtue, Resistance, Cure Minor Wounds,  True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Lesser Vigor 7/15

[User]
 Quork, Round 23

We could be here a while.

Move: Reload sling.
Standard: Stone of hope!
Attack:  (1d20+4)[ 18 ]
Damage:  (1d4+2)[ 6 ]
Crit confirm:  (1d20+4)[ 15 ]
Crit damage:  (1d4+2)[ 6 ]

Stats:
 Spoiler
HP 6/7, AC 19 (15, 16)
Aid 8 rounds
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 I don't think so. Your Hatred just ran out if my counting is correct. 😛
 Rusty, round 24

Reload, fire, you know the drill.

Stone of denial!:  (1d20+4)[ 10 ]

Damage:  (1d4+2)[ 5 ]

Done.

Stats:
 Spoiler
HP 8/9 - PP 0/4
AC: 19 full, 16 touch, 15 FF
Currently in: B-1
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Lesser Vigor 8/15

[User]
 Quork, Round 24

Aye, that would be why my attack bonus was lower last turn.

Move: Reload sling.
Standard: Stone of failure...
Attack:  (1d20+4)[ 10 ]
Damage:  (1d4+2)[ 6 ]
Crit confirm:  (1d20+4)[ 12 ]
Crit damage:  (1d4+2)[ 5 ]

Stats:
 Spoiler
HP 6/7, AC 19 (15, 16)
Aid 8 rounds
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round 25

Reload, fire, leer rudely.

Stone of Infidel Smiting!:  (1d20+4)[ 17 ]

Damage:  (1d4+2)[ 4 ]

Done.

Stats:
 Spoiler
HP 9/9 - PP 0/4
AC: 19 full, 16 touch, 15 FF
Currently in: B-1
Spells prepared: Virtue, Resistance, Cure Minor Wounds,  True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Lesser Vigor 9/15

[User]
 Quork, Round 25

Move: Reload sling.
Standard: Stone of despair.
Attack:  (1d20+4)[ 12 ]
Damage:  (1d4+2)[ 3 ]
Crit confirm:  (1d20+4)[ 19 ]
Crit damage:  (1d4+2)[ 3 ]

Stats:
 Spoiler
HP 6/7, AC 19 (15, 16)
Aid 7 rounds
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round 26

Reload, fire.

Stone of Gosh I Hope I Brought Enough Ammo:  (1d20+4)[ 15 ]

Damage:  (1d4+2)[ 5 ]

Done.

Stats:
 Spoiler
HP 9/9 - PP 0/4
AC: 19 full, 16 touch, 15 FF
Currently in: B-1
Spells prepared: Virtue, Resistance, Cure Minor Wounds,  True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Lesser Vigor 10/11

[User]
 Quork, Round 26

Move: Reload sling.
Standard: Stone of I'll-run-out-before-you-do.
Attack:  (1d20+4)[ 7 ]
Damage:  (1d4+2)[ 6 ]
Crit confirm:  (1d20+4)[ 17 ]
Crit damage:  (1d4+2)[ 6 ]

Stats:
 Spoiler
HP 6/7, AC 19 (15, 16)
Aid 6 rounds
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round 27

Free: Enter SUPER SAIYAN RAGE! ... or not.

Reload, fire.

Stone of Let's Just Get This Over With Already:  (1d20+4)[ 6 ]

Damage:  (1d4+2)[ 3 ]

Done.

Stats:
 Spoiler
HP 9/9 - PP 0/4
AC: 19 full, 16 touch, 15 FF
Currently in: B-1
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Lesser Vigor 11/11

[User]
 Quork, Round 27

Move: Reload sling.
Standard: Stone of should-have-brought-more-scrolls.
Attack:  (1d20+4)[ 8 ]
Damage:  (1d4+2)[ 5 ]
Crit confirm:  (1d20+4)[ 15 ]
Crit damage:  (1d4+2)[ 4 ]

Stats:
 Spoiler
HP 6/7, AC 19 (15, 16)
Aid 5 rounds
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round 28

Reload, fire.

Stone of I Should Have Prepared Light Of Lunia Too:  (1d20+4)[ 16 ]

Damage:  (1d4+2)[ 3 ]

Done.

Stats:
 Spoiler
HP 9/9 - PP 0/4
AC: 19 full, 16 touch, 15 FF
Currently in: B-1
Spells prepared: Virtue, Resistance, Cure Minor Wounds,  True Strike, Lesser Vigor, Inflict Light Wounds
Buffs:

[User]
 Quork, Round 28

Move: Reload sling.
Standard: Stone of hope-we-don't-have-a-rematch.
Attack:  (1d20+4)[ 15 ]
Damage:  (1d4+2)[ 3 ]
Crit confirm:  (1d20+4)[ 14 ]
Crit damage:  (1d4+2)[ 5 ]

Stats:
 Spoiler
HP 6/7, AC 19 (15, 16)
Aid 3 rounds
8 bullets left
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round 29

Reload, fire.

Stone of at-least-these-aren't-one-per-day-posts:  (1d20+4)[ 7 ]

Damage:  (1d4+2)[ 4 ]

Done.

Stats:
 Spoiler
HP 9/9 - PP 0/4
AC: 19 full, 16 touch, 15 FF
Currently in: B-1
Spells prepared: Virtue, Resistance, Cure Minor Wounds,  True Strike, Lesser Vigor, Inflict Light Wounds
Buffs:

[User]
 Quork, Round 29

Move: Reload sling.
Standard: Stone of the-RNG-hates-us.
Attack:  (1d20+4)[ 20 ]
Damage:  (1d4+2)[ 3 ]
Crit confirm:  (1d20+4)[ 7 ]
Crit damage:  (1d4+2)[ 4 ]

Stats:
 Spoiler
HP 6/7, AC 19 (15, 16)
Aid 2 rounds
7 bullets left
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round 30 (!)

Reload, fire.

Stone of it-hates-one-of-us-anyway:  (1d20+4)[ 7 ]

Damage:  (1d4+2)[ 5 ]

Done.

Stats:
 Spoiler
HP 6/9 - PP 0/4
AC: 19 full, 16 touch, 15 FF
Currently in: B-1
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs:

[User]
 Quork, Round 30

Move: Reload sling.
Standard: Stone of stoniness.
Attack:  (1d20+4)[ 16 ]
Damage:  (1d4+2)[ 3 ]
Crit confirm:  (1d20+4)[ 15 ]
Crit damage:  (1d4+2)[ 4 ]

Stats:
 Spoiler
HP 6/7, AC 19 (15, 16)
Aid 1 round
6 bullets left
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round 31

Reload, fire.

Stone of running-out-of-wit:  (1d20+4)[ 6 ]

Damage:  (1d4+2)[ 6 ]

Done.

Stats:
 Spoiler
HP 6/9 - PP 0/4
AC: 19 full, 16 touch, 15 FF
Currently in: B-1
Spells prepared: Virtue, Resistance, Cure Minor Wounds,  True Strike, Lesser Vigor, Inflict Light Wounds
Buffs:

[User]
 Quork, Round 31

Move: Reload sling.
Standard: Stone of my-bloody- Aid -just-ran-out.
Attack:  (1d20+3)[ 22 ]
Damage:  (1d4+2)[ 4 ]
Crit confirm:  (1d20+3)[ 9 ]
Crit damage:  (1d4+2)[ 5 ]

Stats:
 Spoiler
HP 6/7, AC 19 (15, 16)
5 bullets left
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round 32

Reload, fire.

Stone of oh-god-please-work:  (1d20+4)[ 12 ]

Damage:  (1d4+2)[ 5 ]

Done.

Stats:
 Spoiler
HP 2/9 - PP 0/4
AC: 19 full, 16 touch, 15 FF
Currently in: B-1
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs:

[User]
 Quork, Round 32

Move: Reload sling.
Standard: Stone of running-out-of-stones.
Attack:  (1d20+3)[ 4 ]
Damage:  (1d4+2)[ 5 ]
Crit confirm:  (1d20+3)[ 20 ]
Crit damage:  (1d4+2)[ 6 ]

Stats:
 Spoiler
HP 6/7, AC 19 (15, 16)
4 bullets left
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round 33

Reload, fire.

Stone of one-more-stone-than-you:  (1d20+4)[ 6 ]

Damage:  (1d4+2)[ 5 ]

Done.

Stats:
 Spoiler
HP 2/9 - PP 0/4
AC: 19 full, 16 touch, 15 FF
Currently in: B-1
Spells prepared: Virtue, Resistance, Cure Minor Wounds,  True Strike, Lesser Vigor, Inflict Light Wounds
Buffs:

[User]
 Quork, Round 33

Move: Reload sling.
Standard: Stone of innit-two?
Attack:  (1d20+3)[ 17 ]
Damage:  (1d4+2)[ 3 ]
Crit confirm:  (1d20+3)[ 23 ]
Crit damage:  (1d4+2)[ 5 ]

Stats:
 Spoiler
HP 6/7, AC 19 (15, 16)
3 bullets left
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Rusty, round THIRTY FOUR.

Reload, fire.

Stone of Rusty-isn't-good-at-math:  (1d20+4)[ 6 ]

Damage:  (1d4+2)[ 3 ]

Done.

Stats:
 Spoiler
HP 2/9 - PP 0/4
AC: 19 full, 16 touch, 15 FF
Currently in: B-1
Spells prepared: Virtue, Resistance, Cure Minor Wounds,  True Strike, Lesser Vigor, Inflict Light Wounds
Buffs:

[User]
 Quork, Round 34

Move: Reload sling.
Standard: Stone of are-you-wishing-Ox-won-yet?
Attack:  (1d20+3)[ 22 ]
Damage:  (1d4+2)[ 5 ]
Crit confirm:  (1d20+3)[ 22 ]
Crit damage:  (1d4+2)[ 6 ]

Stats:
 Spoiler
HP 6/7, AC 19 (15, 16)
2 bullets left
TU attempts 1/11

Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds

1st:
Light of Lunia
Light of Lunia
Shield of Faith

Done.

[User]
 Bloody  hell.

That's game.

How many 2s did I roll there? 🫤

[User] Far too many.  That was simulataneously hilarious, horrible, and the most epic match either of us'll probably ever see.  Two more rounds and I was going to cast virtue and charge you with the spear...

[User]
 The dice gods have a strange sense of humor. 🫤

Good luck in the next round, anyhow.

[User] Heh, you too.  Hopefully if we do meet again, both of us will come better prepared. 😏

[User]
 High Ref 02youeng

By virtue of having rockier rocks...

 Quork wins, and takes home the loot and XP

[User] I'm going to reverse my earlier statement and say best match ever.  In an epic fantasy game full of spells, battleaxes, and items full of liquid fire, after 20-some rounds of buildup, this match came down to a couple people tossing rocks at each other.  Badly.  This is somewhat equivalent to a movie that is so bad it crosses some sort of invisible threshold and becomes good again.

[User] You've got to admit, her victory was "stoning" 😛

[User] That. Was. Brilliant!


[User]
 Arena Tournament, Round 64:  Robin  vs.  Glunk Too
 Map:

 Spoiler

The Arena walls for this map are 30 ft high, with a Climb DC of 30.

 XP Award:  300xp
 GP Award:  300gp

 Robin  - Madtinker
 Glunk Too  - SoD

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

[User]
 Fear the   Robin

Init  (1d20+3)[ 21 ]

No purchases.  We're saving up for something...

[User]
 initiative  - (1d20+2)[ 16 ]

Let's do this.

[User]
 Robin Turtles
Since we start with LoS, we can post in the open.

Start in Z11 wielding longbow.
Declare Dodge against Glunk
Move to Z13 and
Shoot  (1d20+2)[ 16 ]

Done

Stats
 Spoiler
   Robin Turtles
M LN Half Orc Fighter 1,  Level  1,  Init  +3,  HP  12/12,  DR  -,  Speed  30
 AC  17,  Touch  13,  Flat-footed  14,  Fort  +4,  Ref  +3,  Will  +2,  Base Attack Bonus  1
   Greataxe   +5 (1d12+6, x3)
   Composite Longbow (17/20)   +4 (1d8, x3)
   Throwing Axe   +5/+4 (1d6+4, x2)
   Chain Shirt  (+4 Armor, +3 Dex)
 Abilities  Str 18, Dex 16, Con 14, Int 6, Wis 14, Cha 6
 Condition  None

[User]
 Glunk Too, round I

That's a miss. Just. Starting in C11 wearing armour and weilding Heavy Crossbow.
Move to out of sight.

 Spoiler
Move to G14. Ready Action;
 Spoiler
If he line of effect is acheived between us, fire heavy crossbow for   attack  - (1d20+3)[ 9 ]  and   attack  - (1d10)[ 9 ]

End turn.

Ending Stats;
 Spoiler
HP; 9/16
AC; 17
Position; G14
Action; readied.
Fort/Ref/Will; +6/+2/-2

[User] which direction?

[User] You last see me in C12 moving south.

[User]
 Robin

 Spoiler
Move to W17

Not done, need LoS.

[User]
 Init Ref Scorer

LoS established

You both can barely see each other.

Robin is on W17
Glunk is on G14

[User]
 Fire Longbow
Attack  (1d20+4)[ 15 ]
Damage  (1d8)[ 8 ]
Crit Confirm  (1d20+4)[ 19 ]
Crit damage  (2d8)[ 4 ]
Free:  Fall Prone

Done

Stats
 Spoiler
   Robin Turtles
M LN Half Orc Fighter 1,  Level  1,  Init  +3,  HP  12/12,  DR  -,  Speed  30
 AC  17,  Touch  13,  Flat-footed  14,  Fort  +4,  Ref  +3,  Will  +2,  Base Attack Bonus  1
   Greataxe   +5 (1d12+6, x3)
   Composite Longbow (15/20)   +4 (1d8, x3)
   Throwing Axe   +5/+4 (1d6+4, x2)
   Chain Shirt  (+4 Armor, +3 Dex)
 Abilities  Str 18, Dex 16, Con 14, Int 6, Wis 14, Cha 6

[User]
 Init Ref Strangie

It occurred to me that the same thing that happened in Hodge's match happened in this match. Robin's arrow shot of 16 should have hit Glunk on the first round as Glunk Too has not acted yet and therefore is flatfooted, losing his Dex to AC, making his AC 15...

This should be a hit then, actually, yes?

[User]
 Originally Posted by Strangie
   Init Ref Strangie

It occurred to me that the same thing that happened in Hodge's match happened in this match. Robin's arrow shot of 16 should have hit Glunk on the first round as Glunk Too has not acted yet and therefore is flatfooted, losing his Dex to AC, making his AC 15...

This should be a hit then, actually, yes?

  Init Ref Scorer

Absolutely right. It was indeed a hit. However I don't know what is the procedure now. Should the match be rewinded? I think this needs a hi ref call.

[User]
 Shouldn't be a problem.  SoD, confirm whether getting hit would have changed Glunk's actions, and if not, just roll damage and continue.

SoD:
 Spoiler
Also, please don't roll for readied actions until they happen.

[User] Yeah, no rewind required.  Odds are good he survives the shot and the match continues from where it was already, since it wouldn't impact much.  And if not, well, that's the end, and it was a quick match.  Only way a rewind would be needed is if it dropped him to exactly 0 (since then we have issues about actions taken).

[User] I'll just roll damage then, for the attack under discussion above.   (1d8)[ 7 ]

[User]
 The hit wouldn't've changed my actions, so I'm happy to keep on going without a rewind or anything.

Also, when sight is established, you set off my readied action, and as it was as soon as line of whatsit happened, it goes off before you fall prone. That as is, I fire my crossbow at you and miss. You may check rolls in the first spoiler of  this  post. So; on we go.

 Glunk Too, round too

Refs;
 Spoiler
As Glunk Too has a swim speed equal to his land speed...can I alternate from swimming in the water to walking on dry land with no penalties or actions, etc?

Not done.

[User]
 While the refs are here, another question:
 Spoiler
How does movement work while I am prone?

[User]
 Madtinker:
 Spoiler
You can crawl 5ft as a move action, provoking AoOs as normal.

[User]
 High Ref 02youeng

Glunk Too:

 Spoiler
Yes, you can, so long as you don't exceed your total movement [i.e, 50ft - that could be 10ft in water, 40ft out, or any combination, which would be 1 move action]

[User]
 Glunk Too, round too

Free Action; drop heavy crossbow.
Double Move Action to V17, drawing great falchion.
Additional free action; rage.

Done.

Stats;
 Spoiler
HP; 11/18
AC; 15
Position; V17
Fort/Ref/Will; +7/+2/-0
Rage; 0/14

[User]
 Robin

I seem to have miscalculated your speed and moving potential.  Goodbye face.

Free:  Drop Longbow

Move: Stand up, provoking AoO.  Is my AC for this the prone AC or standing AC?  If prone, then 16 (17+2(tree)-4(prone)+1(dodge)), if standing then 20 (17+2(tree)+1(dodge)).

Standard:  Draw Greataxe.

Free:  Let out an orc battlecry.

Stats
 Spoiler
   Robin Turtles
M LN Half Orc Fighter 1,  Level  1,  Init  +3,  HP  12/12,  DR  -,  Speed  30
 AC  17,  Touch  13,  Flat-footed  14,  Fort  +4,  Ref  +3,  Will  +2,  Base Attack Bonus  1
   Greataxe   +5 (1d12+6, x3)
   Composite Longbow (15/20)   +4 (1d8, x3)
   Throwing Axe   +5/+4 (1d6+4, x2)
   Chain Shirt  (+4 Armor, +3 Dex)
 Abilities  Str 18, Dex 16, Con 14, Int 6, Wis 14, Cha 6
 Condition  None

[User]
 Init Ref Strangie

Since the AoO is taken as you are beginning to stand, I would assume it is against your Prone AC since you have not actually stood up yet. So that's how I see it, unless overturned by a higher ref.

Either way, Glunk Too still gets an AoO, so he may resolve that now.

[User]
 Glunk Too, Round iii
  attack  - (1d20+8)[ 20 ]
  damage  - (1d12+12)[ 18 ]

"GRAH! I will Water Orc Orc you to death!"

Edit; I think that's game.

[User] yeah, don't see any way to survive that.

[User] Still, good luck with the rest of your matches. I guess I'm just a slightly orcier orc.

[User]
 High Ref Mav

Glunk gets the win and the loot.


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

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

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

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

[User]
 WHALE :  (1d40)[ 36 ]   (1d40)[ 4 ]
DEATHCLAW :   (1d40)[ 34 ]   (1d40)[ 21 ]

Whale starts at D36. (all placements for him from now on will be his lower right corner)
Deathclaw starts at U34.

Let's roll initiative and try this. (sorry for messing up format, first time doing this! 😁)

[User]
 WHALE looks scared, about to cry at what he's is forced to do.

Initiative:  (1d20)[ 1 ]
😦

 Spoiler
 Swift action: Enter shifting defense
Standard: Activate Ring of GMW

[User]
 Initiative:  (1d20+6)[ 11 ]
Pre-entry actions:

 Spoiler
Standard Action: Control Shape, DC 20, which I auto-make to assume Tiger form (if I'm assumed to be in human form at start)
Swift Action: Assume Leaping Dragon Stance

[User]
 Alrighty, your move.

We both have LoS unless you hid or something.

[User]
 The great tiger sniffs to see if he detects any prey within range (Scent quality) then moves due west, attempting to jump up onto the cliffs at U30.
Jump Check, DC 36  (1d20+32)[ 45 ]

(just realized I still haven't done skill synergies and other stuff like that, including movement speed bonuses to Jump, and weretiger racial bonuses to skills)

End Turn
Status: HP 181/181
AC: 33 Normal & Flat Footed, 19 Touch (although I think it's silly that bracers of Armor don't add to touch AC, given that Mage Armor, the spell that's used to create them is counted towards incorporeal attacks)

[User]
 Is that full turn? If so please say something along the lines of "End Turn" when it's done. Also, list AC, flatfooted and touch, along with anything else at the end of everyturn. I think that'll help both of us.

And position :P There isn't a cliff at U34

[User]
 Originally Posted by FishAreWet
 Alrighty, your move.

We both have LoS unless you hid or something.

I'm not exactly sure how hiding works out, when we both poof in at the same time, within LoS of eachother.  I don't have Hide in Plain Sight as an ability, anyhow.

[User] Well without Hide In Plain Sight I don't think you could then, because yeah, we spawn in sight of each other.

[User]
 Updated my first actions post, so your go.

 EDIT:  And I was unaware we had LoS to eachother, because I was posting my first round of actions during the time that you posted that we had LoS.

[User]
 I grow a claw out of my left foot.

AC 82, Touch 55. 20% concealment.

 Spoiler
Rage Shift Feral Trance: 23 rounds left
Haste: 10 rounds left
Fly activated.

Immediate action Counter Charge, with a  (d20+28)[ 29 ]  if it so happens.

End Turn.

[User]
 Move Action: I'll go ahead and move/jump to on top of Q35, realized I have enough Jump for auto-success on anything up to 12 feet high.
Swift Action: Activate Animal Devotion for Ape's Fury (+6 sacred bonus to Str for 1 minute)

End Turn
Status: HP 181/181
AC: 33 Normal & Flat Footed, 19 Touch
Ape's Fury Time Left: 10 Rounds

[User]
 CHAAAARGE!

Move to M35 and begin full attack.

IUS
Attack: (d20+39)[ 49 ]  Damage: (8d6+26)[ 51 ] x4=
Attack: (d20+39)[ 58 ]  Damage: (8d6+26)[ 67 ] x2=
Attack: (d20+34)[ 35 ]  Damage: (8d6+26)[ 65 ] x2=
Attack: (d20+29)[ 31 ]  Damage: (8d6+26)[ 51 ] x2=
Attack: (d20+39)[ 57 ]  Damage: (8d6+26)[ 51 ] x2=
Attack: (d20+39)[ 54 ]  Damage: (8d6+26)[ 58 ] x2=
    Each hit results in 1 Constitution damage.
153+134+130+102+116=635
(should be x3, not x4 on first attack!!!)

Claw
Attack: (d20+36)[ 56 ]  Damage: (2d6+25)[ 35 ]
Attack: (d20+36)[ 46 ]  Damage: (2d8+25)[ 30 ]
Attack: (d20+36)[ 52 ]  Damage: (2d8+25)[ 37 ]

Gore/Slam
Attack: (d20+36)[ 37 ]  Damage: (2d6+13)[ 15 ]
Attack: (d20+36)[ 43 ]  Damage: (2d6+13)[ 20 ]

Tentacles
Attack: (d20+36)[ 48 ]  Damage: (1d8+13)[ 16 ]
Attack: (d20+36)[ 55 ]  Damage: (1d8+13)[ 16 ]
Attack: (d20+36)[ 50 ]  Damage: (2d6+13)[ 18 ]
        If hits, initiates grapple(no AoO),  (d20+49)[ 53 ] .

Bite
Attack: (d20+36)[ 44 ]  Damage: (2d6+13)[ 23 ]
        If hits, fortitude DC40 negates 1d6 Constitution damage. (you were hit 13 times before this attack, therefore you have a -13 on the saving throw) (forgot to roll for how much damage, but I don't think it really matters)

Every hit results in 1 negative level.

 14 negative levels  =
        extra 70 damage
        -14 on skill checks, ability checks, attack roll and saving throws.
 5 constitution damage
 915 Damage overall.

[User] How exactly does a large creature have 20 foot reach?  Especially when you're under 12 feet tall....

[User] 10 foot natural + 5 from abberant feat + 5 from warshaper


[User]
 Not a single person who enters this Jungle ever comes out. Rumours abound about some sort of Tiger who despises humanity, and commands respect from all the animals in the Jungle. The latest human to enter the Jungle is faced by the very same Tiger.
 "What have we here? Man!? Here to betray the Natural order once again. Well surely you know? The only law here, is the Law of the Jungle!"
{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Spoiler
Deck:

 Spoiler
1.	Koa’ki Meiru Crusader
2.	Koa’ki Meiru Crusader
3.	Koa’ki Meiru Crusader
4.	Koa’ki Meiru Urnight
5.	Koa’ki Meiru Urnight
6.	Koa’ki Meiru Urnight
7.	Enraged Battle Ox
8.	Enraged Battle Ox
9.	Enraged Battle Ox
10.	Pitch-Black Warwolf
11.	Pitch-Black Warwolf
12.	Pitch-Black Warwolf
13.	Beast King Barbaros
14.	Beast King Barbaros
15.	Beast King Barbaros
16.	Chiron the Mage
17.	Chiron the Mage
18.	Manticore of Darkness
19.	Manticore of Darkness
20.	Gaia Power
21.	Gaia Power
22.	Gaia Power
23.	Wild Nature’s Release
24.	Wild Nature’s Release
25.	Wild Nature’s Release
26.	Spiritual Forest
27.	Spiritual Forest
28.	Spiritual Forest
29.	Solidarity
30.	Solidarity
31.	Solidarity
32.	Lightning Vortex
33.	Lightning Vortex
34.	Mystical Space Typhoon
35.	Brain Control
36.	Mirror Force
37.	Dimensional Prison
38.	Dimensional Prison
39.	Bottomless Trap Hole
40.	Bottomless Trap Hole

Extra Deck:

 Spoiler
*Nothing*

Stats:
Life Points: 8000
Graveyard:
Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler

Face Downs:

[User]
 I,   Captain Gordon, Defender of Earth!  , shall defeat you, to protect those who enter into this jungle!
 (1d20)[ 20 ]
 (1d40)[ 3 ]  (1d39)[ 19 ]  (1d38)[ 23 ]  (1d37)[ 29 ]  (1d36)[ 36 ]
 Lifepoints:  8000

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

 Spoiler
Deck
 Spoiler
1.  Elemental Hero Avian
2.  Elemental Hero Avian
3.  Elemental Hero Sparkman
4.  Elemental Hero Bladedge
5.  Elemental Hero Bladedge
6.  Elemental Hero Necroshade
7.  Elemental Hero Necroshade
8.  Elemental Hero Stratos
9.  Elemental Hero Wildheart
10. Elemental Hero Wildheart
11. Elemental Hero Woodsman
12. Elemental Hero Woodsman
13. Elemental Hero Ocean
14. Elemental Hero Ocean
15. Elemental Hero Prisma
16. Elemental Hero Prisma
17. King of the Swamp
18. King of the Swamp
19. E - Emergency Call
20. E - Emergency Call
21. Fifth Hope
22. Future Fusion
23. Miracle Fusion
24. Polymerization
25. Polymerization
26. R - Righteous Justice
27. R - Righteous Justice
28. Mirror Force
29. Dimensional Prison
30. Dimensional Prison
31. Hero Signal
32. Hero Signal
33. Dark Bribe
34. Dark Bribe
35. Bottomless Trap Hole

Graveyard:  0
 Spoiler
Empty

Hand:  5
 Spoiler
Elemental Hero Sparkman
King of the Swamp
Miracle Fusion
Dimensional Prison
Bottomless Trap Hole

Removed From Play:  0
 Spoiler
Empty

Field
 Spoiler
Empty

Extra Deck
 Spoiler
1.  Elemental Hero Darkbright
2.  Elemental Hero Darkbright
3.  Elemental Hero Necroid Shaman
4.  Elemental Hero Necroid Shaman
5.  Elemental Hero Plasma Vice
6.  Elemental Hero Plasma Vice
7.  Elemental Hero Shining Flare Wingman
8.  Elemental Hero Shining Pheonix Enforcer
9.  Elemental Hero Tempest
10. Elemental Hero Flame Wingman
11. Elemental Hero Pheonix Enforcer
12. Elemental Hero Wildedge
13. Elemental Hero Wildedge
14. Elemental Hero Wild Wingman
15. Elemental Hero Wild Wingman

[User]
 The Tiger simply releases a great roar at you.
 (1d20)[ 14 ]
 (5d40)[ 22 ][ 13 ][ 36 ][ 3 ][ 20 ](94)
 (3d40)[ 31 ][ 17 ][ 29 ](77)
{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]

 Spoiler
Deck:

 Spoiler
1.	Koa’ki Meiru Crusader
2.	Koa’ki Meiru Crusader
4.	Koa’ki Meiru Urnight
5.	Koa’ki Meiru Urnight
6.	Koa’ki Meiru Urnight
7.	Enraged Battle Ox
8.	Enraged Battle Ox
9.	Enraged Battle Ox
10.	Pitch-Black Warwolf
11.	Pitch-Black Warwolf
12.	Pitch-Black Warwolf
14.	Beast King Barbaros
15.	Beast King Barbaros
16.	Chiron the Mage
17.	Chiron the Mage
18.	Manticore of Darkness
19.	Manticore of Darkness
21.	Gaia Power
23.	Wild Nature’s Release
24.	Wild Nature’s Release
25.	Wild Nature’s Release
26.	Spiritual Forest
27.	Spiritual Forest
28.	Spiritual Forest
29.	Solidarity
30.	Solidarity
31.	Solidarity
32.	Lightning Vortex
33.	Lightning Vortex
34.	Mystical Space Typhoon
35.	Brain Control
37.	Dimensional Prison
38.	Dimensional Prison
39.	Bottomless Trap Hole
40.	Bottomless Trap Hole

Extra Deck:

 Spoiler
*Nothing*

Stats:
Life Points: 8000
Graveyard:
Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler
-Gaia Power
-Beast King Barbaros
-Mirror Force
-Koa'ki Meiru Crusader
-Gaia Power
Face Downs:

[User]
 "A true Defender of Earth knows no fear!  I shall make the first move!"
 (1d35)[ 15 ]
 "I summon  Elemental Hero Sparkman  in Attack Mode!  Then I place two cards facedown."
 Lifepoints:  8000

Field:
{table="head]1|2|3|4|5
-|-|SM|-|-
-|-|FD|FD|-
[/table]

SM -  Elemental Hero Sparkman   1600 /1400
FD - Face Down

 Spoiler
Deck
 Spoiler
1.  Elemental Hero Avian
2.  Elemental Hero Avian
3.  Elemental Hero Sparkman
4.  Elemental Hero Bladedge
5.  Elemental Hero Bladedge
6.  Elemental Hero Necroshade
7.  Elemental Hero Necroshade
8.  Elemental Hero Stratos
9.  Elemental Hero Wildheart
10. Elemental Hero Wildheart
11. Elemental Hero Woodsman
12. Elemental Hero Woodsman
13. Elemental Hero Ocean
14. Elemental Hero Ocean
15. Elemental Hero Prisma
16. King of the Swamp
17. King of the Swamp
18. E - Emergency Call
19. E - Emergency Call
20. Fifth Hope
21. Future Fusion
22. Miracle Fusion
23. Polymerization
24. Polymerization
25. R - Righteous Justice
26. R - Righteous Justice
27. Mirror Force
28. Dimensional Prison
29. Dimensional Prison
30. Hero Signal
31. Hero Signal
32. Dark Bribe
33. Dark Bribe
34. Bottomless Trap Hole

Graveyard:  0
 Spoiler
Empty

Hand:  3
 Spoiler
King of the Swamp
Miracle Fusion
Elemental Hero Prisma

Removed From Play:  0
 Spoiler
Empty

Field
 Spoiler
3. Dimensional Prison
4.  Bottomless Trap Hole

Extra Deck
 Spoiler
1.  Elemental Hero Darkbright
2.  Elemental Hero Darkbright
3.  Elemental Hero Necroid Shaman
4.  Elemental Hero Necroid Shaman
5.  Elemental Hero Plasma Vice
6.  Elemental Hero Plasma Vice
7.  Elemental Hero Shining Flare Wingman
8.  Elemental Hero Shining Pheonix Enforcer
9.  Elemental Hero Tempest
10. Elemental Hero Flame Wingman
11. Elemental Hero Pheonix Enforcer
12. Elemental Hero Wildedge
13. Elemental Hero Wildedge
14. Elemental Hero Wild Wingman
15. Elemental Hero Wild Wingman

[User]
 (1d35)[ 14 ]
 I summon  Chiron the Mage  and use his aiblity to discard Gaia Power to destroy your face down in slot three. He'll then destroy Sparkman. I'll also play a face down
{table="head]1|2|3|4|5
-|-|CtM|-|-
-|-|F|-|-[/table]
CtM= Chiron the Mage, ATK=1800

 Spoiler
Deck:

 Spoiler
1.	Koa’ki Meiru Crusader
2.	Koa’ki Meiru Crusader
3.	Koa’ki Meiru Urnight
4.	Koa’ki Meiru Urnight
5.	Koa’ki Meiru Urnight
6.	Enraged Battle Ox
7.	Enraged Battle Ox
8.	Enraged Battle Ox
9.	Pitch-Black Warwolf
10.	Pitch-Black Warwolf
11.	Pitch-Black Warwolf
12.	Beast King Barbaros
13.	Beast King Barbaros
15.	Chiron the Mage
16.	Manticore of Darkness
17.	Manticore of Darkness
18.	Gaia Power
19.	Wild Nature’s Release
20.	Wild Nature’s Release
21.	Wild Nature’s Release
22.	Spiritual Forest
23.	Spiritual Forest
24.	Spiritual Forest
25.	Solidarity
26.	Solidarity
27.	Solidarity
28.	Lightning Vortex
29.	Lightning Vortex
30.	Mystical Space Typhoon
31.	Brain Control
32.	Dimensional Prison
33.	Dimensional Prison
34.	Bottomless Trap Hole
35.	Bottomless Trap Hole

Extra Deck:

 Spoiler
*Nothing*

Stats:
Life Points: 8000
Graveyard:
 Spoiler
-Gaia Power

Removed from Play:
 Spoiler
*nothing*

Hand- 3

 Spoiler
-Gaia Power
-Beast King Barbaros
-Koa'ki Meiru Crusader
Face Downs:
-Mirror Force

[User]
 "Upon his summoning, a  Bottomless Trap Hole  opens up beneath your mage, sending him outside the known universe!"
 Lifepoints:  8000

Field:
{table="head]1|2|3|4|5
-|-|SM|-|-
-|-|FD|-|-
[/table]

SM -  Elemental Hero Sparkman   1600 /1400
FD - Face Down

 Spoiler
Deck
 Spoiler
1.  Elemental Hero Avian
2.  Elemental Hero Avian
3.  Elemental Hero Sparkman
4.  Elemental Hero Bladedge
5.  Elemental Hero Bladedge
6.  Elemental Hero Necroshade
7.  Elemental Hero Necroshade
8.  Elemental Hero Stratos
9.  Elemental Hero Wildheart
10. Elemental Hero Wildheart
11. Elemental Hero Woodsman
12. Elemental Hero Woodsman
13. Elemental Hero Ocean
14. Elemental Hero Ocean
15. Elemental Hero Prisma
16. King of the Swamp
17. King of the Swamp
18. E - Emergency Call
19. E - Emergency Call
20. Fifth Hope
21. Future Fusion
22. Miracle Fusion
23. Polymerization
24. Polymerization
25. R - Righteous Justice
26. R - Righteous Justice
27. Mirror Force
28. Dimensional Prison
29. Dimensional Prison
30. Hero Signal
31. Hero Signal
32. Dark Bribe
33. Dark Bribe
34. Bottomless Trap Hole

Graveyard:  1
 Spoiler
Bottomless Trap Hole

Hand:  3
 Spoiler
King of the Swamp
Miracle Fusion
Elemental Hero Prisma

Removed From Play:  0
 Spoiler
Empty

Field
 Spoiler
3. Dimensional Prison

Extra Deck
 Spoiler
1.  Elemental Hero Darkbright
2.  Elemental Hero Darkbright
3.  Elemental Hero Necroid Shaman
4.  Elemental Hero Necroid Shaman
5.  Elemental Hero Plasma Vice
6.  Elemental Hero Plasma Vice
7.  Elemental Hero Shining Flare Wingman
8.  Elemental Hero Shining Pheonix Enforcer
9.  Elemental Hero Tempest
10. Elemental Hero Flame Wingman
11. Elemental Hero Pheonix Enforcer
12. Elemental Hero Wildedge
13. Elemental Hero Wildedge
14. Elemental Hero Wild Wingman
15. Elemental Hero Wild Wingman

[User] Fine, my turn ends, but remember I now have Gaia Power still in my hand.

[User]
 (1d34)[ 4 ]
 "Fine by me.  I summon  Elemental Hero Prisma , another Defender of Earth, to the field and activate his effect!  I must show you  Elemental Hero Darkbright , but I can then place  Elemental Hero Necroshade  in the Graveyard in order to treat Prisma's name as Necroshade's until the end of the turn.  Prisma and Sparkman will then proceed to attack your lifepoints directly for 3300 damage!  Unless something is triggered, I end my turn."
 Lifepoints:  8000

Field:
{table="head]1|2|3|4|5
-|-|SM|Pr|-
-|-|FD|-|-
[/table]

SM -  Elemental Hero Sparkman   1600 /1400
Pr -  Elemental Hero Prisma   1700 /1100
FD - Face Down

 Spoiler
Deck
 Spoiler
1.  Elemental Hero Avian
2.  Elemental Hero Avian
3.  Elemental Hero Sparkman
4.  Elemental Hero Bladedge
5.  Elemental Hero Necroshade
6.  Elemental Hero Stratos
7.  Elemental Hero Wildheart
8.  Elemental Hero Wildheart
9.  Elemental Hero Woodsman
10. Elemental Hero Woodsman
11. Elemental Hero Ocean
12. Elemental Hero Ocean
13. Elemental Hero Prisma
14. King of the Swamp
15. King of the Swamp
16. E - Emergency Call
17. E - Emergency Call
18. Fifth Hope
19. Future Fusion
20. Miracle Fusion
21. Polymerization
22. Polymerization
23. R - Righteous Justice
24. R - Righteous Justice
25. Mirror Force
26. Dimensional Prison
27. Dimensional Prison
28. Hero Signal
29. Hero Signal
30. Dark Bribe
31. Dark Bribe
32. Bottomless Trap Hole

Graveyard:  2
 Spoiler
Bottomless Trap Hole
Elemental Hero Necroshade

Hand:  3
 Spoiler
King of the Swamp
Miracle Fusion
Elemental Hero Bladedge

Removed From Play:  0
 Spoiler
Empty

Field
 Spoiler
3. Dimensional Prison

Extra Deck
 Spoiler
1.  Elemental Hero Darkbright
2.  Elemental Hero Darkbright
3.  Elemental Hero Necroid Shaman
4.  Elemental Hero Necroid Shaman
5.  Elemental Hero Plasma Vice
6.  Elemental Hero Plasma Vice
7.  Elemental Hero Shining Flare Wingman
8.  Elemental Hero Shining Pheonix Enforcer
9.  Elemental Hero Tempest
10. Elemental Hero Flame Wingman
11. Elemental Hero Pheonix Enforcer
12. Elemental Hero Wildedge
13. Elemental Hero Wildedge
14. Elemental Hero Wild Wingman
15. Elemental Hero Wild Wingman

[User]
 (1d34)[ 8 ]
 I summon  Koa'ki Meiru Crusader  and have him destroy Prisma. End Turn, I reveal Enraged Battle Ox to keep him on the field
{table="head]1|2|3|4|5
-|-|K'M|-|-
-|-|F|-|-[/table]
K'M= Koa'ki Meiru Crusader, ATK=1900

 Spoiler
Deck:

 Spoiler
1.	Koa’ki Meiru Crusader
2.	Koa’ki Meiru Crusader
3.	Koa’ki Meiru Urnight
4.	Koa’ki Meiru Urnight
5.	Koa’ki Meiru Urnight
6.	Enraged Battle Ox
7.	Enraged Battle Ox
9.	Pitch-Black Warwolf
10.	Pitch-Black Warwolf
11.	Pitch-Black Warwolf
12.	Beast King Barbaros
13.	Beast King Barbaros
14.	Chiron the Mage
15.	Manticore of Darkness
16.	Manticore of Darkness
17.	Gaia Power
18.	Wild Nature’s Release
19.	Wild Nature’s Release
20.	Wild Nature’s Release
21.	Spiritual Forest
22.	Spiritual Forest
23.	Spiritual Forest
24.	Solidarity
25.	Solidarity
26.	Solidarity
27.	Lightning Vortex
28.	Lightning Vortex
29.	Mystical Space Typhoon
30.	Brain Control
31.	Dimensional Prison
32.	Dimensional Prison
33.	Bottomless Trap Hole
34.	Bottomless Trap Hole

Extra Deck:

 Spoiler
*Nothing*

Stats:
Life Points: 5700
Graveyard:
 Spoiler
*Nout*

Removed from Play:
 Spoiler
-Chiron the Mage

Hand- 4

 Spoiler
-Gaia Power
-Beast King Barbaros
-Enraged Battle Ox
-Gaia Power
Face Downs:
-Mirror Force

[User]
 "I activate my other facedown,  Dimensional Prison , to send this monster outside time and space as well, protecting Prisma from your attack!"
 Lifepoints:  8000

Field:
{table="head]1|2|3|4|5
-|-|SM|Pr|-
-|-|-|-|-
[/table]

SM -  Elemental Hero Sparkman   1600 /1400
Pr -  Elemental Hero Prisma   1700 /1100

 Spoiler
Deck
 Spoiler
1.  Elemental Hero Avian
2.  Elemental Hero Avian
3.  Elemental Hero Sparkman
4.  Elemental Hero Bladedge
5.  Elemental Hero Necroshade
6.  Elemental Hero Stratos
7.  Elemental Hero Wildheart
8.  Elemental Hero Wildheart
9.  Elemental Hero Woodsman
10. Elemental Hero Woodsman
11. Elemental Hero Ocean
12. Elemental Hero Ocean
13. Elemental Hero Prisma
14. King of the Swamp
15. King of the Swamp
16. E - Emergency Call
17. E - Emergency Call
18. Fifth Hope
19. Future Fusion
20. Miracle Fusion
21. Polymerization
22. Polymerization
23. R - Righteous Justice
24. R - Righteous Justice
25. Mirror Force
26. Dimensional Prison
27. Dimensional Prison
28. Hero Signal
29. Hero Signal
30. Dark Bribe
31. Dark Bribe
32. Bottomless Trap Hole

Graveyard:  3
 Spoiler
Bottomless Trap Hole
Elemental Hero Necroshade
Dimensional Prison

Hand:  3
 Spoiler
King of the Swamp
Miracle Fusion
Elemental Hero Bladedge

Removed From Play:  0
 Spoiler
Empty

Field
 Spoiler
Empty

Extra Deck
 Spoiler
1.  Elemental Hero Darkbright
2.  Elemental Hero Darkbright
3.  Elemental Hero Necroid Shaman
4.  Elemental Hero Necroid Shaman
5.  Elemental Hero Plasma Vice
6.  Elemental Hero Plasma Vice
7.  Elemental Hero Shining Flare Wingman
8.  Elemental Hero Shining Pheonix Enforcer
9.  Elemental Hero Tempest
10. Elemental Hero Flame Wingman
11. Elemental Hero Pheonix Enforcer
12. Elemental Hero Wildedge
13. Elemental Hero Wildedge
14. Elemental Hero Wild Wingman
15. Elemental Hero Wild Wingman

[User] Have it your way, annoying  human . I end my turn

[User]
 "I will.  Justice shall prevail!"
 (1d32)[ 24 ]
 "Justice is swift and righteous - I activate the  R - Righteous Justice  that I just drew to destroy your facedown card!  Then, I activate Necroshade's effect from the Graveyard, allowing me to Normal Summon  Elemental Hero Bladedge  without tributes.  Now, all three of my Heroes attack you directly for 5900 damage, finishing the match with victory for   Captain Gordon, Defender of Earth!!!  "
 Lifepoints:  8000

Field:
{table="head]1|2|3|4|5
-|Bl|SM|Pr|-
-|-|-|-|-
[/table]

SM -  Elemental Hero Sparkman   1600 /1400
Pr -  Elemental Hero Prisma   1700 /1100
Bl -  Elemental Hero Bladedge   2600 /1800

 Spoiler
Deck
 Spoiler
1.  Elemental Hero Avian
2.  Elemental Hero Avian
3.  Elemental Hero Sparkman
4.  Elemental Hero Bladedge
5.  Elemental Hero Necroshade
6.  Elemental Hero Stratos
7.  Elemental Hero Wildheart
8.  Elemental Hero Wildheart
9.  Elemental Hero Woodsman
10. Elemental Hero Woodsman
11. Elemental Hero Ocean
12. Elemental Hero Ocean
13. Elemental Hero Prisma
14. King of the Swamp
15. King of the Swamp
16. E - Emergency Call
17. E - Emergency Call
18. Fifth Hope
19. Future Fusion
20. Miracle Fusion
21. Polymerization
22. Polymerization
23. R - Righteous Justice
25. Mirror Force
26. Dimensional Prison
27. Dimensional Prison
28. Hero Signal
29. Hero Signal
30. Dark Bribe
31. Dark Bribe
32. Bottomless Trap Hole

Graveyard:  3
 Spoiler
Bottomless Trap Hole
Elemental Hero Necroshade
Dimensional Prison
R - Righteous Justice

Hand:  2
 Spoiler
King of the Swamp
Miracle Fusion

Removed From Play:  0
 Spoiler
Empty

Field
 Spoiler
Empty

Extra Deck
 Spoiler
1.  Elemental Hero Darkbright
2.  Elemental Hero Darkbright
3.  Elemental Hero Necroid Shaman
4.  Elemental Hero Necroid Shaman
5.  Elemental Hero Plasma Vice
6.  Elemental Hero Plasma Vice
7.  Elemental Hero Shining Flare Wingman
8.  Elemental Hero Shining Pheonix Enforcer
9.  Elemental Hero Tempest
10. Elemental Hero Flame Wingman
11. Elemental Hero Pheonix Enforcer
12. Elemental Hero Wildedge
13. Elemental Hero Wildedge
14. Elemental Hero Wild Wingman
15. Elemental Hero Wild Wingman

[User]
 Darn, I knew I should have used Mirror Force last turn. Ah well, a win is a win. In a card game that is.
Shere Khan then pounces on Gordon, only to be GORDON PAWNCHED! He then dies a Disney Villain Death

[User]
 Originally Posted by tonberrian
  "I will.  Justice shall prevail!"

[roll0]

 "Justice is swift and righteous - I activate the  R - Righteous Justice  that I just drew to destroy your facedown card!  Then, I activate Necroshade's effect from the Graveyard, allowing me to Normal Summon  Elemental Hero Bladedge  without tributes.  Now, all three of my Heroes attack you directly for 5900 damage, finishing the match with victory for   Captain Gordon, Defender of Earth!!!  "
 Lifepoints:  8000

Field:
{table="head]1|2|3|4|5
-|Bl|SM|Pr|-
-|-|-|-|-
[/table]

SM -  Elemental Hero Sparkman   1600 /1400
Pr -  Elemental Hero Prisma   1700 /1100
Bl -  Elemental Hero Bladedge   2600 /1800

 Spoiler
Deck
 Spoiler
1.  Elemental Hero Avian
2.  Elemental Hero Avian
3.  Elemental Hero Sparkman
4.  Elemental Hero Bladedge
5.  Elemental Hero Necroshade
6.  Elemental Hero Stratos
7.  Elemental Hero Wildheart
8.  Elemental Hero Wildheart
9.  Elemental Hero Woodsman
10. Elemental Hero Woodsman
11. Elemental Hero Ocean
12. Elemental Hero Ocean
13. Elemental Hero Prisma
14. King of the Swamp
15. King of the Swamp
16. E - Emergency Call
17. E - Emergency Call
18. Fifth Hope
19. Future Fusion
20. Miracle Fusion
21. Polymerization
22. Polymerization
23. R - Righteous Justice
25. Mirror Force
26. Dimensional Prison
27. Dimensional Prison
28. Hero Signal
29. Hero Signal
30. Dark Bribe
31. Dark Bribe
32. Bottomless Trap Hole

Graveyard:  3
 Spoiler
Bottomless Trap Hole
Elemental Hero Necroshade
Dimensional Prison
R - Righteous Justice

Hand:  2
 Spoiler
King of the Swamp
Miracle Fusion

Removed From Play:  0
 Spoiler
Empty

Field
 Spoiler
Empty

Extra Deck
 Spoiler
1.  Elemental Hero Darkbright
2.  Elemental Hero Darkbright
3.  Elemental Hero Necroid Shaman
4.  Elemental Hero Necroid Shaman
5.  Elemental Hero Plasma Vice
6.  Elemental Hero Plasma Vice
7.  Elemental Hero Shining Flare Wingman
8.  Elemental Hero Shining Pheonix Enforcer
9.  Elemental Hero Tempest
10. Elemental Hero Flame Wingman
11. Elemental Hero Pheonix Enforcer
12. Elemental Hero Wildedge
13. Elemental Hero Wildedge
14. Elemental Hero Wild Wingman
15. Elemental Hero Wild Wingman

This move is illegal, as R - Righteous Justice destroys a number of S/T cards EQUAL to the number of Elemental Heroes:

Not more, not less.

Refer  this .

tl;dr - You can't activate R - Righteous Justice when you haven't enough targets to destroy.

[User]
 If one takes a look at his hand, it's still a legal move; he has Miracle Fusion and King of the Swamp in his hand. He can discard King of the Swamp to put Polymerisation into his hand, then set Miracle Fusion and Polymerisation, making three spells/traps on the field.

Therefore, the move is illegal, but can be rectified with ease.


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.
Map:
 Spoiler
{table]|A_|B_|C_
1|||
2||N|
3|||
4|||[/table]

There is a door at C-4, south side.

DM Notes:
 Spoiler
 Sheet

[User]
 I am wielding my longsword and shield. I search the room.

question: are you makign the check, or do I?

[User]
 You make your checks, I'll have more than enough to do.

Speaking of which:

 (d100)[ 6 ]
 (d4)[ 3 ]
 (d8)[ 7 ]

Nothing appears to happen as you search the room.

[User] ok, search check:  (1d20+9)[ 12 ](21) . Do I find anything?

[User]
 21 total?

No.

[User] Hmm... the question you posed at the beginning leads me to think that there is something, but my check is not high enough to find it. So... I take 20 for a 29. Find anything?

[User]
 Perhaps..

 (d20+22)[ 39 ]

EDIT: No.

[User]
 Dang it. Ok, I put away my weapons and take out my 10-ft pole. I walk over and poke the door a couple of times. Does anything happen?

EDIT: does the door have a lock on it?

What was that roll for?

[User]
 The door is a large sheet of lead, weighted to slide easily. It slides into the wall, as far as you can tell. It is not locked.

You don't know what that roll was for....

[User]
 I slightly open the door, walk back 5 feet, and open it the rest of the way with the pole.

And no I don't.

[User]
 Nothing happens as you open that door. The light from the torch doesn't spill far into the corridor though, and there are no sources of light in view. You can see about 5' to the East and South, and the corridors seem to go on for a fair distance.

And no, I was telling you that you don't know what that roll was for. Not IC, and I'm not telling you OOC. 😛

[User] I grab the torch, walk through the door, and look around. Do I see anyhting?

[User]
 Yep.

Outside the door, you can see a hallway extending 80' to the East, and a hallway to the south extending 30'.

To the East you see:
A North/South split after 10', a door on the North wall after 30', and a North/South split 60' away, and at the furthest reaches of the light, 80' away, there's a turn to the South, and a door on the Eastern wall.

To the South you see: A split to the East after 20', and a T-junction East/West at the end for the corridor, 30' away.

[User] I move to the east, to the first split, and look down the north nd south pasages. What do I see there?

[User]
 At the junction you can see:

To the North:
20' corridor ending in a turn to the east.

To the South:
20 foot corridor ending in a turn to the west, with a door on the eastern wall 15' in.

[User] Ok, I shift my torch to my offhand and draw my longsword. Then I go down the south passage and look down the turn.

[User] As you begin to move down the corridor, the floor gives way under your feet. Make a reflex save.

[User]
 ok,  (1d20+5)[ 11 ](16) .

Please tell me that's good enough.

[User] You manage to jump back to safety as the floor crumbles. A 20' deep pit is revealed, 5' across.

[User] Yay. I back up 20 ft, then attempt to jump across the pit. I can take 10 on that, right? So I succeed in jumping it. Then I proceed to walk down the corridor.

[User] At the end you look to the west and see a 10' corridor, with a North/South T junction at the end.

[User]
 I go back to the door I passed and check for traps

search chec:  (1d20+9)[ 17 ](26)  Do I find anything?

[User] Nope. It appears to be a a harmless door.

[User]
 If it is locked, I make an Open Lock check.  (1d20+7)[ 3 ](10)

Otherwise, I walk through the door.

[User]
 Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||B|H
4|||||[/table]
There is a door at A-2, which you are just outside of,  another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
Initiative: (1d20+2)[ 15 ]

[User] Yay, combat! Initiative:  (1d20+3)[ 19 ](22)

[User]
 I set the guy to my Dodge feat.
Move action: move to C3. Standard: Attack
attack roll:  (1d20+4)[ 8 ](12)  damage:  (1d8+3)[ 5 ]

[User]
 The beast disappears as you swing at it.

The human raises his hand, and a was of color passes over you. Will save, please.

[User]
 Crap.  (1d20)[ 3 ](3)

Do you specifically make these encounters for the person you're DMing?

[User]
 Nope, everyone fights the same overoptimised encounters. Thank Tanaric.

Well, you're Unconscious for  (2d4)[ 5 ]  rounds, stunned and blind for  (1d4)[ 3 ]  rounds, and blind for one more after that.

[User]
 He CoupdeGrace's your body a few times, you take:

 (2d8-2)[ 6 ]
 (2d8-2)[ 6 ]
 (2d8-2)[ 10 ]
 (2d8-2)[ 9 ]

For each, make a Fort save at 10+the damage or die.

[User]
 Ok, I'm dead. Just Coup de Grace me now.

saves:
[roll]1d20+3[/roll]

[roll]1d20+3[/roll]

[roll]1d20+3[/roll]

[roll]1d20+3[/roll]

[roll]1d20+3[/roll]

EDIT: What happened?

[User] You can't edit a roll into a post. Got to make a new one to roll.

[User]
 ok, here
 (1d20+3)[ 22 ]
 (1d20+3)[ 18 ]
 (1d20+3)[ 20 ]
 (1d20+3)[ 17 ]
 (1d20+3)[ 19 ]

[User] So did I die a painful stabby death or not?

[User]
 Well, you took 31 damage, and if that didn't kill you, you failed your fort save vs death on one of them, too.

Want to play again?

[User] Sure, do I start at the first room again?

[User] Ok, then if I restart, I am assuming everything is the same. I walk out the door with the torch and go east, south, and to the door.

[User] Make a reflex save..

[User]
 Oh, yeah, forgot about that...
 (1d20+5)[ 13 ](18)
If I make it then I jump over the pit and continue walking towards the door.

[User]
 Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4||||B|H[/table]
There is a door at A-2, which you are just outside of,  another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
Initiative: (1d20+2)[ 4 ]

[User]
 Ok,  (1d20+3)[ 19 ](22)

I close the door (move action), drop the torch (free action), and draw my bow.

[User] You hear some shuffling inside. Your turn.

[User]
 I ope nthe door. I'm assuming I see him, so I shoot.

 (1d20+4)[ 17 ](21)
 (1d8)[ 6 ]

[User] As you open the door, he appears to have moved. he's now in B2, the creature has disappeared, and he is ready for you. A wave of color washes over you, make a will save.

[User]
 Ahh, I should have expected this.

 (1d20)[ 15 ]

[User]
 Well, you pass, and hit him, but he's still alive.

he hits you with a ray of cold:

 (d20+2)[ 11 ]  touch attack.
 (1d3)[ 2 ]

[User]
 Hah! Miss!

I attack:
 (1d20+4)[ 9 ](13)
 (1d8)[ 8 ]

[User]
 He leans his head to one side, as your arrow speeds past.

"Taste the  R  a  i  n  b  o  w "

Make a will save, please.

[User]
 Crap.  (1d20)[ 18 ]

Did I taste it?

EDIT: apperently not 🙂

[User]
 Oh, and I attack him again.

 (1d20+4)[ 19 ](23)
 (1d8)[ 6 ]

[User]
 HE dies.

150Xp, a chain shirt, and a longsword.

[User] Yay.  I take the chain shirt, put it on, and leave my studded leather and teh longsword behind . (NEver mind, that would put me into medium encumberence.) I look around the rooom. Do I see anything?

[User] 2 doors, and a dead human.

[User]
 Ok, I go pick up the torch I dropped and approach the E3 door. I check for traps.

search check:  (1d20+9)[ 2 ](11)

[User] No traps. That you find, anyway....

[User] I try again.  (1d20+9)[ 20 ](29)

[User] You don't find any traps.

[User] I go through the door. What do I see?

[User] To the south, the corridor tiurns west after 10'. To the north, it turns east after 10'.

[User] I go up the north corridor to the intersection. What is down the east one?

[User] A door to the south after 15', and a turn north after 20'.

[User] I go to the door and check it for traps.  (1d20+9)[ 10 ](19)

[User]
 A beautiful woman appears at the door..she wanders towards you, but as your back hits the wall, and she makes contact with your body, you realise you found one..

No traps..

[User] Ok, I drop the torch to the ground adn draw my bow, ready for combat. Then I open the door and see...

[User]
 Opening the door reveals the following room:

 Spoiler
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5||||| [/table]
There is a door at B5, which you are just outside of, and another at B1. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.

Somehow, he knew you were there, and charges you.

 (d20+7)[ 26 ]
 (2d6+6)[ 13 ]
Initiative: (1d20)[ 18 ]

[User]
 Terminally:
 Spoiler
You can't ready an action to charge unless you're restricted to a single move or standard action.

[User]
 No idea what a ripper is...

Please tell me he can't charge me from where I am standing. Because then I'd be painfully killed.

Anyway, initiative: (1d20+3)[ 4 ](7)

[User]
 Tanaric:

 Spoiler
I've run it as a Surprise Round, occasionally allowing people/things to reposition if they know what door is being messed with.

Yeah, he can charge, and he threatened a critical, too..

Crit confirm:
 (d20+7)[ 11 ]  vs Flatfooted
 (2d6+6)[ 12 ]

On his turn:

 (d20+5)[ 19 ]  vs Flatfooted
 (2d6+6)[ 8 ]

Continue?
Yes
No

[User] Pretty sure I was already killed by the first attack ☹. Could I play again? I'll try to get through 2 combat encounters this time.

[User]
 Sure, but I'm gonna play nice, and ask you how many people would have won though this floor with every encounter starting with a surprise round. And what you might be doing to trigger that.

You're in the starting room, 2 lives down...where to?

[User]
 To the first door I normally go to

Save for pit:  (1d20+5)[ 16 ](21)

Then draw my bow while dropping teh torch.

[User]
 Oh, Initiative:  (1d20+3)[ 1 ](4)

EDIT: Ah, crap.

[User]
 Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4||||B|H[/table]
There is a door at A-2, which you are just outside of,  another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
Initiative: (1d20+2)[ 6 ]

[User]
 The beast disappears, as the human casts a ray of coldnness at you:

 (d20+2)[ 4 ]  vs Touch AC
 (1d3)[ 1 ]  damage.

He then moves to B2.

[User]
 Muahaha. Miss. Designate him as Dodge opponent (I forgot I had that feat...)
Shoot him with my bow

 (1d20+5)[ 11 ](16)
 (1d8+1)[ 6 ]

Forgot I had PB Shot too...

Then take 5-foot step south

[User]
 Hit.

He moves to where he can see you (A1?), and color sprays you. Will save.

[User]
 Will save:  (1d20)[ 12 ]

Plese tell me I am not unconcious and will not be stabbed to death shortly.

[User]
 Err..ok..

You are not unconscious for  (2d4)[ 4 ]  rounds, and you will not be Coup-de graced for:

 (2d8-2)[ 0 ]
 (2d8-2)[ 13 ]
 (2d8-2)[ 7 ]
 (2d8-2)[ 11 ]
 (2d8-2)[ 7 ]
 (2d8-2)[ 13 ]
 (2d8-2)[ 7 ]
 (2d8-2)[ 13 ]

Use as appropriate.

[User]
 Use first 4
DC 10:  (1d20+3)[ 10 ](13)
DC 23 ☹:  (1d20+3)[ 12 ](15)
DC 21:  (1d20+3)[ 7 ](10)
DC 17:  (1d20+3)[ 12 ](15)

I have been painfully killed.

[User]
 Restart dungeon... again. I'm getting sick of this constant dying.

Reflex save for pit:  (1d20+5)[ 7 ](12)

end ouside door, draw bow, drop torch, open door, Init:  (1d20+3)[ 19 ](22)

[User]
 I thought the 31 damage was enough..

Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4||||B|H[/table]
There is a door at A-2, which you are just outside of,  another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
Initiative: (1d20+2)[ 13 ]

[User] Oh, and  (2d6)[ 7 ]  bludgeoning damage from falling down the pit.

[User]
 ok, I have 1 hp left. I'm going to die ☹
I climb up the pit, then drop my torch outside the door and draw my bow. Open the door, he's there again.

Init:  (1d20+3)[ 19 ](22)

[User]
 Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4||||B|H[/table]
There is a door at A-2, which you are just outside of,  another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
Initiative: (1d20+2)[ 10 ]

[User]
 I shoot him
 (1d20+5)[ 8 ](13)
damage  (1d8+1)[ 3 ]

then move to outside A3.

[User]
 You miss, and he moves to just by the door, and fires a wave of colours at you.

Make a will save.

[User]
 Dang.  (1d20)[ 12 ]

EDIT: Coup de Grace me now.

[User]
 (2d4)[ 4 ]

Take as many as required of:

 (2d8-2)[ 8 ]
 (2d8-2)[ 7 ]
 (2d8-2)[ 8 ]
 (2d8-2)[ 8 ]
 (2d8-2)[ 8 ]
 (2d8-2)[ 5 ]
 (2d8-2)[ 8 ]
 (2d8-2)[ 5 ]

[User]
 I'm not going to, Link would die a painful stabby death anyways...

Now to try out the new guy 🙂


[User]
 Arena Tournament, Round 86:  Motorcycle  &  Yrik  vs.  McToughy  &  Croysp
 Map:
 Spoiler

 Awards
 XP Award:  600 XP to each non-DQd member of winning team
 GP Award:  600 GP to each non-DQd member of winning team

 Motorcycle  - madtinker (Red West)
 Yrik  - gigz (Red North)
 McToughy  - AlterForm (Blue South)
 Croysp  - Psionic Dog (Blue East)

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

[User]
 Init  - (1d20+4)[ 13 ]

@Team
 Spoiler
I totally forgot about this round.  I haven't got a clue about strategy.  Maybe stick together and hunt them down one at a time?

[User] McToughy Init  - (1d20+1)[ 12 ]   10chars

[User]
 Croysp reporting in.

  Initiative  - (1d20+4)[ 23 ]

@Alterform

 Spoiler
Have you thought of a battle plan?

 My Analysis

 Spoiler
It looks they've a Glass Hammer (Yrik)+ Anvil (Motorcycle) for us to deal with.

Moto might be a tough nut to crack, particularity if he goes climbing, but I'm not too worried. A raging point blank magic-weapon sling would only do 9 damage worst case. Yah that would eventual start to hurt but it would take several rounds before becoming a problem.

Yrik on the other hand is the exact opposite. It looks like he'll do about 26 damage a swing which could take someone down fast. Fortunately he has less than 20 HP and not much of an AC to speak off.

Our team has a similar make up, but I think we've the advantage as things currently stand. Croysp doesn't quite have Yrik's overkill damage output, but he does have a little better durability than Yrik. As for McTough - you're the very definition of a meat-shield anvil. Between us there's only one thing to do: go out and crush them between a rock and a hard spot. 😉

Suggested Battle Plans

 Spoiler
Just as a few suggestions:

 Plan A: Fast Take Down
Basically, Croysp uses his high speed to rush straight for Yrik and beats the stuffing out of him in the first two rounds. If Yrik doesn't fall on the first hit then Croysp can use his Time Mantel ability to delay the return attack long enough to dish out a final blow.

Unfortunately there is the possibility that Croysp won't survive the experience leaving the match as 1v1 Motorcycle vs McToughy. If Moto gets up ontop of the walls that might not go so well for McTough...

 Plan B: Double Team
Basically we stay together and beat the stuffing out of whoever we find first. While adjacent McT would share the benefit of Croysp's attack aura (+1 moral attack/damage), and hopefully force Yrik to either attack McT (who can survive a hit or two) allowing the two of us to step in and polish him off.

Unfortunately this 3-legged race would require a little more coordination than the other ideas and leave us vulnerable to attacks from above.

 Plan C: Pair Off
Croysp takes out Motorcycle, McToughy takes out Yrik. Whoever takes out their foe first goes to help the other.

If the enemy obliges us by accepting the matchup we'd win. I think McToughy could take any two attacks Yrik can make, but Yrik's AC and HP are so low that two attack rolls would probably take him down. Croysp has the speed to chase down Moto if the halfling tries to run or climb, and in the end I think would win provide the two of us are careful to not to get caught by both of them at once.

Unfortunately this pairing would require us to cross the entire arena to reach our battle partner and Bad Things would happen if either of us got got by both of them

Thoughts?
I'm thinking of getting a Psionic Tatoo of Vigor, and possibly a Potion of Enlarge Person

[User]
 @PsiDog

 Spoiler
I would favor Plan C, but a full-arena crossing seems implausible.

I suggest Plan B. Croysp can act as an advance scout for McToughy, either using his speed to go whoooosh around corners, or matching MT's full round speed and holding a RA to do something. Suggest rendezvous somewhere near S8.

MT almost certainly won't be buying anything; I've made it a point to not buy consumables unless critical.

[User]
 @PsiDog (Additional)

 Spoiler
Another thought, with regards to communication. Do you think a system for "encrypting" location data when shouted out would be useful? For example, "Contact at X5" would mean "Contact at C22" or somesuch?

[User]
 Purchasing: One psionic tatoo of vigor.
No other planed purchases, reserve right to reactionary buys.

@Alterform

 Spoiler
Got It. Plan 'B' unless the opportunity appears to switch to Plan 'C'.

As for purchases, understood. My guys will usually buy one potion/tatoo containing whichever spell/power they feel will most improve the odds of victory.

As for encryption... probably not. If we're in LoS we can always say things like: "Mountain is 30ft that way" <Points north>, and if we are out of LoS the wall listen penalties will make communication unreliable. Plus if gives more room for one of us to make a transcription error and miscommunicate.

Code phrases for secure secret battle coordination might be more useful... maybe, but even then if we stick together the classic whisper is probably all we need.
Things like "Code Ice Cream" = "Caution: Enemy has a readied action".

[User]
 McToughy sells his MW Spear and javelins, and he purchases a MW Longspear. Reserving right to further purchases.

@PsiDog

 Spoiler
Good point. Whispers it is then.

[User] I want to see if my team member shows up before I declare purchases.

[User] If he doesn't show up, I'm still willing to go two on one.  I don't fancy my chances, but why not?

[User]
 High Ref Scorer
 Yrik grants Motorcycle the great opportunity to take a 2on1, and thus gets zapped by ref lightning.

[User]
 No purchase changes.

@ Alterform

 Spoiler
Change of Plan. I think I'll use my supper speed to take a double move out to either P5 or K5 in an attempt to force Motorcycle to stay on the ground.

[User]
 No purchase changes.

@PsiDog

 Spoiler
Roger that. I should get there in 2-3 rounds.

[User]
 Herm... No bright ideas, but I bet three potions of healing C=(CLW) will come in handy.

-150 gp

Ready.

[User] Set. 10sets

[User]
 I guess it's Croysp's go then.

 Croysp - Round 1

 Spoiler
Today's Psychic Aura: Aura of Attack.

Start welding Long Spear in M25.
Double move to K5 by way of I21 and I7.

60ft base speed is fun. 😎

@Motorcycle

 Spoiler
You see Croysp end turn at K-5 welding a long spear.

 Done

Stats

 Spoiler
Location: K-5
HP: 22 / 22
AC: 15 (+4 armor +2 dex -1 vulnerable)

[User]
 Motorcycle, Rd 1

@LoS
 Spoiler
I can't outrun you.  Default to doing what Motorcycle does best: foolish charges against better prepared opponents!

Move N2 to N5 to L5.  Shield and Bastard Sword equipped.

  Attack  - (1d20+6)[ 24 ]
  Damage  - (1d8+2)[ 7 ]

Stats
 Spoiler

HP 28/28
AC 21 (4 Dex, 4 Armor, 1 size, 2 shield)
Bastard Sword +6, 1d8+2

[User]
 McToughy - Round 1

Actions/LoS

 Spoiler
Begin Y13, MW Longspear in both hands, Psionic Focus set. Nothing left in the lockers.
Move: 30 ft to U10
Standard: Manifest Power. DC 16 Psicraft ID.

 Spoiler
Force Screen. No augment.

Status

 Spoiler
HP: 13/13
AC: 23 (7 armor, 4 shield, 1 dex, 2 deflection), Touch 13, FF 22
Psionic Focus: Yes
Force Screen: 1/20
Position: U10

 End Turn

[User]
 Croysp - Round 2

LoS

 Spoiler
First,   AoO  - (1d20+6)[ 20 ]    Damage  - (1d8+7)[ 12 ]
the 24 hits, so the half-orc eats damage.

Free: Drop Longspear.
Move: Draw GreatAx
Free: Rage
Standard: Hack Slash Dice
  Attack  - (1d20+9)[ 14 ]    Damage  - (1d12+10)[ 14 ]

 Done

Stats

 Spoiler
Location: K-5
HP: 19 / 26
Raging: 1 of 7
AC: 13 (+4 armor +2 dex -1 vulnerable -2 rage)

[User]
 Motorcycle, Rd 2

@LoS
 Spoiler
The second hit lands heavily on the halfling's shield, and he laughs like a crazy man while diving in again with the bastard sword.

  Attack  - (1d20+6)[ 20 ]
  damage  - (1d8+2)[ 8 ]
  crit confirm  - (1d20+6)[ 7 ]
  crit damage  - (1d8+2)[ 10 ]

Stats
 Spoiler
HP 28/28
AC 21 (4 Dex, 4 Armor, 1 size, 2 shield)
Bastard Sword +6, 1d8+2

Edit:done

[User]
 McToughy - Round 2

LoS

 Spoiler
Standard: Manifest power. DC 16 Psicraft to ID.

 Spoiler
Vigor. Augment to 10 THP

Move: 30 ft to R6. U10 -> U9 -> T8 -> S8 -> R7 -> R6

Status

 Spoiler
HP: 13/13
AC: 23 (7 armor, 4 shield, 1 dex, 2 deflection), Touch 13, FF 22
PP: 12/15
Psionic Focus: Yes
Force Screen: 1/20
Position: U10

 End Turn

[User] LoS established for everyone.  Motorcycle is in L5, Croysp in K5, McToughy in R6.

[User]
 Originally Posted by Sallera
 LoS established for everyone.  Motorcycle is in L5, Croysp in K5, McToughy in R6.

And here I was thinking the other two had scared the refs off by climbing the walls or something. 🫤

Free:   "What did I miss?"

[User]
 Free:   "Need Flank! I'm hurt and he won't hold still for me to return the favor. It a'nt fair!"
  Attack  - (1d20+9)[ 17 ]    Damage  - (1d12+10)[ 16 ]
 Done.

Stats

 Spoiler
Location: K-5
HP: 11 / 26
Raging: 2 of 7
AC: 13 (+4 armor +2 dex -1 vulnerable -2 rage)

[User]
 Loving this match so far.  Nothing like a proper underdog to root for (no offense to Alter or Psionic, as I like both of them as well, there's just something irresistible about fighting against the odds like this).  I'm tempted to see about getting Fiorella in as a replacement partner for poor ol' Moto (obviously not for this match, but whatever ones come after).

Also, has anyone thought about an Endurance 2v2 round?  It would speed up an often slow round type, and provide some more interesting opportunities for lone man standing shenanigans.  I think I might go propose this in the Waiting Room now.

[User]
 Swing, swing, swing, swing my big metal stick!

Motorcycle, Rd 3

Five foot step to K6
  attack  - (1d20+6)[ 7 ]
  damage  - (1d8+2)[ 3 ]
  crit confirm  - (1d20+6)[ 24 ]
  crit damage  - (1d8+2)[ 7 ]

Stats
 Spoiler
HP 28/28
AC 21 (4 Dex, 4 Armor, 1 size, 2 shield)
Bastard Sword +6, 1d8+2

Done

[User]
 McToughy - Round 3

Charge: R6 to  N5  N6
  Attack  - (1d20+9)[ 23 ]  vs AC
  Damage  - (1d8+6)[ 14 ]

Status

 Spoiler
HP: 13/13
AC: 21 (7 armor, 4 shield, 1 dex, 2 deflection, -2 Charge), Touch 11, FF 20
PP: 12/15
Psionic Focus: Yes
Force Screen: 1/20
Position: N5

 End Turn

[User] You  would  get a max damage hit.  Motorcycle takes the damage.

[User]
 I think McToughy may have needed to charge to M-5 to get into range of striking K6, but no matter. The latter is still easily within charge distance.

 Croysp - Round 4

5-ft step to J-6. I think that's good for a flank, if not subtract 2 from the attack.

  Attack  - (1d20+11)[ 22 ]
  Damage  - (1d12+10)[ 14 ]
 Done

Stats

 Spoiler
Location: J-6
HP: 11 / 26
Raging: 3 of 7
AC: 13 (+4 armor +2 dex -1 vulnerable -2 rage)

[User]
 Yes, I take the hit.  Urgh!

Motorcycle, Rd 4

Free:  Rage

Standard:    Attack Cryosp!  - (1d20+8)[ 16 ]
  damage  - (1d8+4)[ 11 ]
  Crit Confirm  - (1d20+8)[ 26 ]
  crit damage  - (1d8+4)[ 10 ]

Not done, we'll see what this gets me.

Cryosp is down, yes?

[User] Nope, just disabled. (Cryosp was also raging)

[User]
 Grr...gol dern it.

Motorcycle rd 4, finish

five foot step to J5

done

Stats
 Spoiler
HP 4/32
AC 19 (4 Dex, 4 Armor, 1 size, 2 shield, -2 rage)
Bastard Sword +6, 1d8+2
Rage 7/8 rds remaining

[User]
 McToughy - Round 4

5ft Step to L5
Standard: Attack Motorcyle
  Attack  - (1d20+6)[ 9 ]
  Damage  - (1d8+6)[ 13 ]

Status

 Spoiler
HP: 13/13 (10 THP)
AC: 23 (7 armor, 4 shield, 1 dex, 2 deflection), Touch 13, FF 22
PP: 12/15
Psionic Focus: Yes
Force Screen: 4/20
Vigor: 3/20
Position: L5

 End Turn

[User] Motorcycle wipes the sweat from his brow and prepares himself.

[User]
 Autohypnosis Willpower  - (1d20+5)[ 10 ]  DC 20 to act normally as if not disabled. Grrr...

 Croysp - Round 5
5-ft step to I-5.

End turn.

 Done

Stats

 Spoiler
Location: I-5
HP: 0 / 26
Raging: 4 of 7
AC: 13 (+4 armor +2 dex -1 vulnerable -2 rage)

[User]
 Chop, chop, chop my way through Cryosp

Motorcycle rd 5

  attack Cryosp  - (1d20+8)[ 12 ]
  damage  - (1d8+4)[ 6 ]

we'll see what happens.

Edit:  Grr

five foot step to I6.

Done.  Stats
 Spoiler
HP 4/32
AC 19 (4 Dex, 4 Armor, 1 size, 2 shield, -2 rage)
Bastard Sword +6, 1d8+2
Rage 6/8 rds remaining

[User]
 McToughy - Round 5

Move: To J6
Swift: Manifest power. DC 16 psicraft to ID.

 Spoiler
Dimension Hop

McToughy disappears from J6, and reappears in I8
Standard: Attack Motorcyle
  Attack  - (12d0+8)[ 20 ]
  Damage  - (1d8+6)[ 10 ]

Status

 Spoiler
HP: 13/13 (10 THP)
AC: 23 (7 armor, 4 shield, 1 dex, 2 deflection), Touch 13, FF 22
PP: 11/15
Psionic Focus: Yes
Force Screen: 5/20
Vigor: 4/20
Position: I8

 End Turn

[User] That does me in.  Darn.  For a while it looked like the dice god's were on my side.  GG.

[User] That appears to be a 12d0, rather than a 1d20.  Might want to reroll it. 😛

[User]
 Originally Posted by Sallera
 That appears to be a 12d0, rather than a 1d20.  Might want to reroll it. 😛

Right. *Ahem*

 (1d20+8)[ 24 ]

[User]
 High Ref Sallera
 McToughy and Croysp manage to take victory before Croysp succumbs.


[User]
 Drako    Vs.    ka-ugh
map -

 Spoiler

 Drako  - Xealot7
 Ka-ugh  - Sanity702

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

good luck and lets have fun

[User]
 Initiative:  (1d20+1)[ 21 ]

Good luck to you as well.

[User]
 well this will be a typical game judging by your rolls! (I get hit with alot of natural 20's ☹)

Order -
Drako
Ka-ugh

[User]
 Round 1:
Drako starts in C,14.  Ready for battle he flies into a rage as a free action.  Readying his greatsword he takes off to K,18.

His Soulmelds (Rageclaws were already taken care of.)

[User]
 Round 1

start in x-14 end in q-14

Ready an action:

 Spoiler

should I be attacked initiate a grapple

Stats;

 Spoiler

hp: 12
ac: 14
Flatfooted:13
Touch:11

[User]
 Round 2:

Drako moves from K, 18 to P,15 and attacks Ka-ugh with his Greatsword.

 Attack:  (1d20+9)[ 12 ]
 Damage:  (2d6+12)[ 23 ]
 Stats:

 Spoiler

hp: 16
ac: 13
Flatfooted:9
Touch:12

Edit: If I would have rolled a 5 instead of a 3, it would have been game over. 😛

[User]
 Miss and trigger readied action!

Initiate grapple

 (1d20+11)[ 26 ]
damage if grappled
 (1d6)[ 2 ]

need to see your opposed grapple check before I continue, with my next turn

haha but luck is in my favor today!

if you do fail to beat my grapple check I will attempt to pin you.
If you escape my grapple I will attempt to grapple you again in which case ignore pin damage.

[User]
 grapple check
 (1d20+11)[ 20 ]
Damage
(grapple) (1d6)[ 1 ]
(pinned) (1d12)[ 2 ]

Edit:
(the damage is really typical for me... and rolls in general.)

[User]
 Not looking to good for me here.

Grapple:  (1d20+9)[ 11 ]

[User]
 So I grapple you on your attack. so take 2 then make another roll for my turn!

and what do you think thus far? 😏

[User] NEVER MIND YOU ARE RAGGING! thats where it comes from

[User]
 That ends my turn so it is your turn (don't forget to make the opposed grapple check to see if you avoid being pinned.)

(If you use a standered action to escape here is my opposed grapple check roll.
 (1d20+11)[ 29 ] )

[User] Not gonna make it but:  (1d20+9)[ 12 ]

[User] 5 damage thus far, and was that your escape attempt? Or your opposed grapple check from earlier?

[User]
 well if its my turn.... here is my go..

make an unarmed strike for non-lethal damage as an opposed grapple check

 (1d20+11)[ 30 ]
damage
(if win the opposed grapple)
 (1d3+6)[ 8 ]  (non-lethal damage)
(if win/or lose)
 (1d12)[ 2 ]
 (1d6)[ 1 ]

and I think with that damage it is game, right or do I have to do 10 non-lethal damage first?

[User] We will call that game... no way in hell i can get out of that.  Good show!

[User]
 Haha and you have a nice strength mod imagine a wizard and such.... 😛

I found it an interesting concept that works for the arena but not sure how it will work in an actual seeing as how it is meant for 1 on 1


[User]
 Arena Tournament, Round 85:  Twang  vs.  Gladiator 1
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Twang  - Psionic Dog
 Gladiator 1  - Term1nally s1ck

 All Combatants, please roll initiative and declare final purchases, if any. Remember that this is a single elimination Endurance tournament; all damage and effects carry over, with one hour between matches.
 Twang  has sustained 5 damage and has used his domain ability.
 Gladiator 1  has cast a Persistent Lessor Vigor previously.

[User]
 Hm. Doesn't need to breathe, excellent hide and move silently, and a ranged attacker.

I'm gonna be sniped at from underwater. Good thing I can also get away without breathing.

 (d20-5)[ 3 ]

No purchases for now, but I will want to make some after I see what he's bought. I think I'm gonna buy a potion or two.

[User]
 wha? Gladiator doesn't breath? There goes Operation  Let Mr. -10 Swim Drown . ☹

Hmmm.
[roll=Initiative]

Purchasing... 1 potion of cure light, 10 MW bolts, an alchemist fire, and say, flippers (masterwork swim tool).
Total spent: 181 gp.

That leaves Twang a little free cash to make reactionary buys, but otherwise that's all he's planning to get.

Edit: with a +6 initiative it looks like twang move first regardless, so as soon as Gladiator finalizes his purchases we can start.

[User]
 I'll buy 2 scrolls of Shield of Faith.

Starting in B9, 1 scroll in one hand, shield in the other.

[User]
 I think you meant Y-12 since Gladiator has the blue starting zone(s)

And AC buffs eh? Better get more ammunition, 2gp for an extra 20 normal bolts.

Twang will start in B-12 fully armored holding a potion in one hand and a loaded crossbow in the other.

Assuming no counters to the bolt purchase:

 Twang - Round 1

Standard: Drink potion.
DC 16 Spell Craft

 Spoiler
  Cure Light  - (1d8+1)[ 8 ]

Move to A-18.

 Done

Stats

 Spoiler
AC: 20 [+6 dex +2 armor +1 shield +1 size]
HP: 4+heal/9
Crossbow: Loaded MW

Extra Amo (not counting loaded bolt)
MW: 9
Normal: 38

[User] Y-12 it is, and Gladiator will move to T18, and end.

[User]
 Twang - Round 2

Looks like that broke LoS so...

  Hide  - (1d20+4)[ 20 ]  + (9?) distance

 Spoiler
Free: Drop bottle
Double move through concealment up to A9 and then through cover around the back of the pillar to end at C-7

 Done.

Stats

 Spoiler
AC: 20 [+6 dex +2 armor +1 shield +1 size]
HP: 4+heal/9
Crossbow: Loaded MW

Extra Amo (not counting loaded bolt)
MW: 9
Normal: 38

[User]
 Gladiator 1 - Round 2

May as well Hide, too..always the chance your rolls suck 😛
  Hide  - (d20-7)[ 3 ]
  Move Silently  - (d20-7)[ -1 ]

Refs/LoS

 Spoiler
Move to O17, Cast the spell from the scroll.

 Done.

Stats:

 Spoiler
HP: 9/9
AC: 23/14/22
Position: O17

[User]
 Hiding only works if you aren't being observed. 😉
 Twang - Round 3

Twang leaves his cover at C-7 and moves to E-6. ((Getting close enough to put Gladiator inside the first range increment is well worth allowing him to keep his +1 dex.))

  Attack  - (1d20+10)[ 18 ]    damage  - (1d6+3)[ 9 ]
Bit of a long shot true what with the ice wall cover and all but it might still work.

 Done

Stats

 Spoiler
AC: 20 [+6 dex +2 armor +1 shield +1 size]
HP: 9/9
Crossbow: Unloaded

Extra Amo (not counting loaded bolt)
MW: 9
Normal: 38

[User]
 Hm. I have a problem. You're really far away.

I'll drop the scroll as a free action, 5' step towards the ice wall (N16), draw my sword as a move action, and have a swing at the wall.

 (d20+4)[ 17 ]
 (1d8+4)[ 12 ]

EDIT: And he smashes it! Scoooore!

Done.

Stats:
 Spoiler
HP: 9/9
AC: 23/14/22
Location: N16
Shield of Faith: 9 rounds left

[User]
 You want Twang to go into melee with a creature that smashes walls with one hit? 😦
 Twang - Round 4

Move: Reload with masterwork bolt.
Standard: Fire
  Attack  - (1d20+10)[ 30 ]    Damage  - (1d6+3)[ 8 ]
At least the cover got destroyed...

5-ft step north to E5.

 Done

 Spoiler
AC: 20 [+6 dex +2 armor +1 shield +1 size]
HP: 9/9
Crossbow: Unloaded

Extra Amo (not counting loaded bolt)
MW: 8
Normal: 38

[User]
 Hey! Natural 20 😎
  Crit Confirm  - (1d20+10)[ 25 ]
  Crit Damage  - (1d6+3)[ 7 ]

[User]
 Well, on one hand, I'm down, at -6HP. On the other, Fast Healing.

 Gladiator Turn 4

Gladiator 1 Feels a little better.

 Done.

[User] Hm, you've got light fortification, right?  Should probably roll that.

[User]
 That's a point, and I forgot completely..

 (1d100)[ 31 ]  Low misses..

[User]
 ... Light Fortification? Shouldn't things like that be listed on the character sheet? 🫤

Anyway, i think Light fortification is only 25% chance so..

 Round 5  double move to F16

 Round 6  reload crossbow (normal bolt) and move to L-16

 Round 7
Free: 5-ft step to M-16
Full Round: Coop de Grace
  Damage  - (2d6+6)[ 4 ][ 4 ](14)  (or 7 damage if not a crit)
Fort DC 10 + Damage to not die

[User]
 Your Match. Minimum damage outpaces my fast-healing. I'm probably dead from HP damage alone. Ironically, I might have had a better chance if I hadn't broken that wall in one hit.

It was part of the Warforged characteristics, and I probably should have listed them, yeah.

[User]
 High Ref Sallera
 Twang proves organic superiority.

[User]
 Well fought. That warforged is one pile of nasty. I was a little woried I wouldn't be able to damage fast enough for long enough.

Best luck  (against characters other than mine)  in future matches.

[User]
 You got lucky...*cough*...Meat-bag...

Heh, I think Gladiator 3 will be much much harder to beat. He's a little too powerful in a lot of ways, and when I get some cash and a level, he'll be nigh impossible to deal with.

And your little goblin is vicious...that's a huge bonus to hit, and he does some nasty damage with it. I looked at the char sheets, and I thought yours would definitely be the one to worry about.