[User]
 Arena Tournament, Round 78:  Deliverykill  vs.  Arltek
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Deliverykill  - Lubirio
 Arltek  - Eguzki

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

[User]
 Initiative  - (1d20+5)[ 20 ]

No purchases as I have no money. 😁

[User]
 Init  (1d20+2)[ 13 ]

i also dont have anything to buy.

[User]
 Alright, I start then.

 Deliverykill - Round 1

I start in W10, wielding my bow, and ready an action:

 Spoiler
Shoot the moment Arltek ends his turn.

Done, stats:

 Spoiler
   Deliverykill
Female LN Snow Elf Fighter,  Level  1,  Init  +5,  HP  12/12,  Speed  40ft
 AC  18,  Touch  15,  Flat-footed  13,  Fort  +5,  Ref  +5,  Will  -2,  Base Attack Bonus  1
   Composite Longbow Mighty +1 (200 arrows)   +7 (1d8+1, x3)
   Dagger (5)   +2 (+6) (1d4+1, 19-20/x2)
   Studded Leather  (+3 Armor, +5 Dex)
 Abilities  Str 12, Dex 20, Con 16, Int 10, Wis 6, Cha 4
 Condition  None
 Senses  Spot +1 Listen +0
 Position  W10

[User]
 Arltec - Round 1

I start in D10 wielding my club and my shield.

I will take a run action and move into V10. And I assume that triggers your readied action.

 Stats

 Spoiler
 Location:  V10
 HP:  14/14
 AC:  18  Touch:  12  Flat-Footed:  16 (+4 armor, +2 shield, +2 Dex)

[User]
 It does, but I'm not taking it. 😁
 Deliverykill - Round 2

I withdraw and disappear behind the barn directly south of me, you see me last in Y17.

 Spoiler
Finish movement in R20.

Done, stats:

 Spoiler
   Deliverykill
Female LN Snow Elf Fighter,  Level  1,  Init  +5,  HP  12/12,  Speed  40ft
 AC  18,  Touch  15,  Flat-footed  13,  Fort  +5,  Ref  +5,  Will  -2,  Base Attack Bonus  1
   Composite Longbow Mighty +1 (200 arrows)   +7 (1d8+1, x3)
   Dagger (5)   +2 (+6) (1d4+1, 19-20/x2)
   Studded Leather  (+3 Armor, +5 Dex)
 Abilities  Str 12, Dex 20, Con 16, Int 10, Wis 6, Cha 4
 Condition  None
 Senses  Spot +1 Listen +0
 Position  R20

[User]
 Arltek - Round 2
 Where ya goin'?

Don't I get an attack of opportunity since you are leaving my threatened area? Well if so:

 Rolls

 Spoiler
 Attack:   (1d20+8)[ 12 ]
 Damage:   (1d8+5)[ 8 ]

 My action:

 Spoiler
I then take a double move action going west of the house to the south and ending up in Q19.

 Stats:

 Spoiler
 Location:  Q19
 HP:  14/14
 AC:  18  Touch:  12  Flat-Footed:  16 (+4 armor, +2 shield, +2 Dex)

[User]
 That's what the 'withdraw' is for. 😉

Should I request LoS or do you think you'll see me where you are now?

[User] I probably won't see you where I am. So yea I'll request LoS.

[User] LoS established; Deliverykill is in R20, Arltek in Q19.

[User]
 Oh wait, I keep making this mistake, the T in this map looks a lot like the R, I should be in T20, still visible. It's corrected because moving to R20 was illegal from where I was, so no real harm done. 😳
 Deliverykill - Round 3
 "I'm right here."

Shoot Arltek:
  Attack  - (1d20+8)[ 14 ]
  Damage  - (1d8+1)[ 5 ]

then move west then north-west and out of LoS, you last see me in W20.

 Spoiler
Finish movement in Z16 at full speed.

  Hide  - (1d20-1)[ 19 ]  nat 20! but at the wrong time...
  Move Silently  - (1d20-1)[ 3 ]
  Spot  - (1d20+1)[ 17 ]
  Listen  - (1d20)[ 8 ]

Done, stats:

 Spoiler
   Deliverykill
Female LN Snow Elf Fighter,  Level  1,  Init  +5,  HP  12/12,  Speed  40ft
 AC  18,  Touch  15,  Flat-footed  13,  Fort  +5,  Ref  +5,  Will  -2,  Base Attack Bonus  1
   Composite Longbow Mighty +1 (199 arrows)   +7 (1d8+1, x3)
   Dagger (5)   +2 (+6) (1d4+1, 19-20/x2)
   Studded Leather  (+3 Armor, +5 Dex)
 Abilities  Str 12, Dex 20, Con 16, Int 10, Wis 6, Cha 4
 Condition  None
 Senses  Spot +1 Listen +0
 Position  Z16

[User]
 Arltek - Round 3
 Arltek looks at the arrow which hit the house a foot away from his face. With a roar he does this:

 Spoiler
Arltek will take a double move action going North then turning east following the front of the house ending his movement in X13

 Stats

 Spoiler

 Location:  X13
 HP:  14/14
 AC:  18  Touch:  12  Flat-Footed:  16 (+4 armor, +2 shield, +2 Dex)

[User]
 High Ref PsiDog

Refs

 Spoiler
  Arltek spot  - (1d20+3)[ 15 ]
Just to see how soon LoS established

Spot failed, so LoS only gained when cover is lost

LoS re-established when Arltek reaches W-13 and see a previously hidden Deliverykill in Z-16 as the combatants loose cover relative to each other.

If Arltek wishes to revise his remaining movement he may.

[User]
 Arltec - Round 3  revision

In that case I will end my Movement in X14. LoS is still established.

 Stats

 Spoiler
Location: X14
HP: 14/14
AC: 18 Touch: 12 Flat-Footed: 16 (+4 armor, +2 shield, +2 Dex)

[User]
 Deliverykill - Round 4

Move to Z9 and shoot Arltek.
  Attack  - (1d20+8)[ 12 ]
  Damage  - (1d8+1)[ 4 ]
If crit:
  Confirm Attack  - (1d20+8)[ 18 ]
  Additional Damage  - (2d8+2)[ 9 ]

Done, stats:

 Spoiler
   Deliverykill
Female LN Snow Elf Fighter,  Level  1,  Init  +5,  HP  12/12,  Speed  40ft
 AC  18,  Touch  15,  Flat-footed  13,  Fort  +5,  Ref  +5,  Will  -2,  Base Attack Bonus  1
   Composite Longbow Mighty +1 (198 arrows)   +7 (1d8+1, x3)
   Dagger (5)   +2 (+6) (1d4+1, 19-20/x2)
   Studded Leather  (+3 Armor, +5 Dex)
 Abilities  Str 12, Dex 20, Con 16, Int 10, Wis 6, Cha 4
 Condition  None
 Senses  Spot +1 Listen +0
 Position  Z9

[User]
 Arltec - Round 4

Arltec Charges Dileverykill moving to Y10. He also activates his rage right after Deliverykill's attack of opportunity and right before Arltecs attack.

 Attack   (1d20+13)[ 18 ]  (+11 from tigerskull, +2 charge)
 Damage   (1d8+8)[ 11 ]
 End Stats

 Spoiler
 Location:  Y10
 Before Rage
HP:  14
 AC: 18  Touch:  12  Flat-Footed:  16 (+4 armor, +2 shield, +2 dex)

 Raging
HP:  17
 AC:  15  Touch:  9  Flat-Footed:  14 (+4 armor, +2 shield, +1 Dex, -2 Rage)

[User] Activating rage is a free action, so you can't do it in the middle of a charge; has to be either before or after.

[User] I do it after the charge but before my attack. If i can't do that then I'll do it before the charge.

[User] Yeh, it has to be before.  Charging is a full-round action in itself; the movement and the attack aren't separate actions.

[User] ok got it sorry about the mix up

[User]
 You'll be glad to know Deliverykill doesn't get an AoO, because he's wielding his bow.

Hit but no kill.

 Deliverykill - Round 5
 "You deliver a nice beating, I must say."

I withdraw north, no AoO's, you last see me in Z1.

 Spoiler
End movement in R1, the real R this time. 😁

Done, stats:

 Spoiler
   Deliverykill
Female LN Snow Elf Fighter,  Level  1,  Init  +5,  HP  12/12,  Speed  40ft
 AC  18,  Touch  15,  Flat-footed  13,  Fort  +5,  Ref  +5,  Will  -2,  Base Attack Bonus  1
   Composite Longbow Mighty +1 (198 arrows)   +7 (1d8+1, x3)
   Dagger (5)   +2 (+6) (1d4+1, 19-20/x2)
   Studded Leather  (+3 Armor, +5 Dex)
 Abilities  Str 12, Dex 20, Con 16, Int 10, Wis 6, Cha 4
 Condition  None
 Senses  Spot +1 Listen +0
 Position  R1

[User]
 Arltek - Round 5
 Action:

 Spoiler
Arltek is gonna stay right where he is and ready an action. When he sees Deliverykill he will charge him and attack.

Rolls
 Attack:   (1d20+13)[ 27 ]
 Damage:   (1d8+8)[ 10 ]
 If crit:
 Confirm Crit:   (1d20+11)[ 29 ]
 Extra Damage:   (1d8+8)[ 15 ]

 End stats:

 Spoiler
HP: 17
AC: 15 Touch: 12 Flat-footed: 16 (+4 armor, +2 shield, +1 dex, -2 AC)
Rage: round 2 of 6

[User]
 One sec.

Arltek:
 Spoiler
You can't ready a charge, as charging is a full-round action.  You can only ready a standard, move, swift, or free action.  Also, rolls for readied actions are generally done when the action is taken, not when it's readied, as in certain cases the outcome of the rolls could influence whether the action is taken.

[User]
 Sorry Again this is my first combat in the OOTS arena tournament. Thanks for barring with me while I climb the learning curve. In that case I do this:

 Spoiler
Arltek will take a double move action ending in Q4

Ok we are good to go now

[User] LoS is established when Arltek reaches Q7; Deliverykill is in R1.  Arltek may revise his movement from this point.

[User]
 Arltek - round 5 revised

In that case I do this:

 Spoiler
I move back to R7 and attempt to hide.
Hide  (1d20+2)[ 4 ]

[User]
 Sorry, I forgot all about this fight. 😳

Thanks for reminding me.

 Deliverykill - Round 6

You see me move into and out of your view, moving straight west. (I think?)

 Spoiler
Finish movement in B6, I think I can make it from R1.

  Hide  - (1d20+4)[ 7 ]
  Move Silently  - (1d20+4)[ 15 ]
  Spot  - (1d20+1)[ 11 ]
  Listen  - (1d20)[ 7 ]

Done, stats:

 Spoiler
   Deliverykill
Female LN Snow Elf Fighter,  Level  1,  Init  +5,  HP  12/12,  Speed  40ft
 AC  18,  Touch  15,  Flat-footed  13,  Fort  +5,  Ref  +5,  Will  -2,  Base Attack Bonus  1
   Composite Longbow Mighty +1 (198 arrows)   +7 (1d8+1, x3)
   Dagger (5)   +2 (+6) (1d4+1, 19-20/x2)
   Studded Leather  (+3 Armor, +5 Dex)
 Abilities  Str 12, Dex 20, Con 16, Int 10, Wis 6, Cha 4
 Condition  None
 Senses  Spot +1 Listen +0
 Position  B6

And thanks for not DQ'ing me, I'll be more active from now on.
fixed spoiler.

[User]
 Arltek - Round 6

"And the chase continues."

I dont know if you see me or not so I'll put it in spoilers.

 Spoiler
Ill take a run action and move to B2.

Stats:

 Spoiler
Location: F8
HP: 17
AC: 15 Touch: 12 Flat-footed: 16 (+4 armor, +2 shield, +1 dex, -2 AC)
Rage: round 3 of 6

[User]
 One moment.

Deliverykill:
 Spoiler
How do you make B6?  By my count, the furthest you can reach is B2.

[User]
 Refs:

 Spoiler
Right, I thought something was wrong with it, I'll move to B2 instead, thanks for pointing that out. 😳

[User]
 And again...

Arltek:
 Spoiler
You can't run from R7 to B2.  Run actions must be in a straight line.

[User]
 Refs:

 Spoiler
I'll take a double move action and end up in F8.

Lubirio:
I doubt LoS was established so feel free to go ahead.

[User] I'll wait for LoS just in case, sorry. 😛

[User]
 Deliverykill:
 Spoiler
No LoS.

Arltek:
 Spoiler
No LoS.

[User]
 Deliverykill - Round 7

Refs/LoS:

 Spoiler
I'll move to B6 and ready an action:

 Spoiler
Shoot upon gaining LoS.

  Hide  - (1d20+4)[ 16 ]
  Move Silently  - (1d20+4)[ 11 ]
  Spot  - (1d20+1)[ 19 ]
  Listen  - (1d20)[ 13 ]

Done, stats:

 Spoiler
   Deliverykill
Female LN Snow Elf Fighter,  Level  1,  Init  +5,  HP  12/12,  Speed  40ft
 AC  18,  Touch  15,  Flat-footed  13,  Fort  +5,  Ref  +5,  Will  -2,  Base Attack Bonus  1
   Composite Longbow Mighty +1 (198 arrows)   +7 (1d8+1, x3)
   Dagger (5)   +2 (+6) (1d4+1, 19-20/x2)
   Studded Leather  (+3 Armor, +5 Dex)
 Abilities  Str 12, Dex 20, Con 16, Int 10, Wis 6, Cha 4
 Condition  None
 Senses  Spot +1 Listen +0
 Position  B6

[User] Edit: Sorry, my mistake.

[User] Do I not have cover and thus a chance to hide?

[User]
 Refs:
 Spoiler
Spot for Arltek, 'cause I'm blind.   (1d20+3)[ 16 ]

Lubirio:
 Spoiler
Arltek is in F8.

Arltek:
 Spoiler
No LoS.

[User]
 Since I take it he didn't beat my hide check, I should catch him flat-footed with my shot 😁:
  Attack  - (1d20+8)[ 12 ]
  Damage  - (1d8+1)[ 2 ]

After the shot, you will see Deliverykill standing in B6, with cover from your attacks.

[User]
 Arltec
 "We finish this now!"

Move to B7 and attempt a trip attack.

Touch attack:  (1d20+13)[ 27 ]
Strength:  (1d20+8)[ 24 ]

I assume you are still holding your bow so you don't get an attack of opportunity.

End Stats:

 Spoiler
Location: B7
HP: 17
AC: 15 Touch: 12 Flat-footed: 16 (+4 armor, +2 shield, +1 dex, -2 AC)
Rage: round 4 of 6

[User]
 If you're using your tigerskull club to do the tripping, It succeeds, because that grants you a +2 on the check, and my dex is only +5, which means my max result is 25, which doesn't beat your 26.

If you aren't:   Dexterity  - (1d20+5)[ 23 ]  and hope for a nat 20. 😁

Edit: close, but not close enough, you trip me either way, does that finish your turn?

[User]
 Yea I am using the skull to trip. I added the +2 to my touch attack and i guess I forgot to add it to my str check too. Well it doesn't really matter now. That was a close thou.

That does end my turn. So feel free to go ahead.

[User]
 I'm not sure if crawling provokes AoO's or not, but it doesn't matter either way:

 Deliverykill - Round 8

stand up, provoking an AoO. If that AoO doesn't kill me I'll make a 5ft step to B5, and shoot.
  Attack  - (1d20+8)[ 18 ]
  Damage  - (1d8+2)[ 3 ]  (yes, this is different from last time I shot you, because I forgot PBS also adds a +1 to damage. 😳)
I then drop my bow and draw a dagger. I am now armed and able to take AoO's.

Done, stats:

 Spoiler
   Deliverykill
Female LN Snow Elf Fighter,  Level  1,  Init  +5,  HP  12/12,  Speed  40ft
 AC  18,  Touch  15,  Flat-footed  13,  Fort  +5,  Ref  +5,  Will  -2,  Base Attack Bonus  1
   Composite Longbow Mighty +1 (196 arrows)   +7 (1d8+1, x3)
   Dagger (5)   +2 (+6) (1d4+1, 19-20/x2)
   Studded Leather  (+3 Armor, +5 Dex)
 Abilities  Str 12, Dex 20, Con 16, Int 10, Wis 6, Cha 4
 Condition  None
 Senses  Spot +1 Listen +0
 Position  B5

[User]
 This might end it. We'll see what the dice gods have to say.

 Arltek - round 8
 "You sting like mosquito"

AoO:
Attack  (1d20+11)[ 19 ]
Damage  (1d8+8)[ 11 ]

My turn:
Ill take a five foot step so there is no attack of opportunity. The I strike with the club:
Attack  (1d20+11)[ 14 ]
Damage  (1d8+8)[ 14 ]

Stats:

 Spoiler
Location: B6
HP: 14
AC: 15 Touch: 12 Flat-footed: 16 (+4 armor, +2 shield, +1 dex, -2 AC)
Rage: round 5 of 6

EDIT: Ouch hard hit

[User]
 You hit me before for 11 damage, and I have 12 total HP, so the AoO kills me. 😛

Better luck next time I guess, and good game.

[User]
 yea thats right I forgot about the hit.

Well good game. It was a lot of chasing around.

[User]
 High Ref Mav

Arltek gets the win and the loot


[User]
 Kazil walks into the Arena of Bronze, chalk and parchment in hand.

 "This envoy must not fail me as Invidia did."

[User]
 Initative  (1d20)[ 2 ]
Starting hand  (1d44)[ 26 ]  (1d44)[ 35 ]  (1d44)[ 24 ]  (1d44)[ 1 ]  (1d44)[ 6 ]
Re-rolls (if needed) (1d44)[ 36 ]  (1d44)[ 4 ]  (1d44)[ 16 ]

A man in strange leather armour with a shock of wild blond hair stands opposite to you, what apears to be an actual sword resting in a hilt at his side, though the life point counter and correctly sized groves confirms this to be a duel disk.. The letter X adorns the hilt of his blade, his belt buckle, earings and pretty much everywhere else he can fit on it. Strange lumps bulge beneath his armour in places all over his body and his skin has a sickly tint to it.
 "We're   going to show you what   we've   got   Human"

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

Life points - 8000

Graveyard
 Spoiler
-

Removed from play
 Spoiler
-

Hand

 Spoiler
Alien Ammonite
dark resonator
burden of the mighty
burden of the mighty
mind control

Deck

 Spoiler

Monsters

2 - Alien Ammonite
3 - Alien Ammonite
4 - cyber valley
5 - plaguespreader zombie

7 - alien dog
8 - alien dog
9 - alien skull
10 - alien kid
11 - alien kid
12 - alien kid
13 - alien telepath
14 - alien telepath
15 - alien telepath
16 - alien warrior
17 - alien warrior
18 - alien warrior
19 - alien overlord
20 - alien overlord

************
spells
21 - Code a ancient ruins
22 - Code a ancient ruins
23 - Code a ancient ruins

25 - burden of the mighty

27 - the dark door
28 - the dark door
29 - "A" Cell Incubator
30 - United we stand
31 - swords of revealing light
32 - forbidden chalice
33 - lightning vortex
34 - giant trunade

36 - mystical space typhoon
37 - gold sarcophagus

***********
traps

38 - grave of the super ancient organism
39 - grave of the super ancient organism
40 - royal decree
41 - royal decree
42 - planet pollutant virus
43 - planet pollutant virus
44 - offering to the snake deity

**********
EXTRA DECK
********************************
armory arm
cosmic fortress gol'gar (x3)
Ally of Justice Catastor (x3)
Brionac, Dragon of the Ice Barrier
goyo guardian
ancient sacred wyvern
ancient fairy dragon
black rose dragon
stardust dragon
red dragon archfiend
thought ruler archfiend

[User]
 "By your unlimited desires, and by all the people who have given in to avarice, I invoke the fourth sin!"

The symbols on the floor shift, and one of the seven symbols at the corner of a heptagram is glowing - the symbol of a goblet and pair of coins, glowing with a gleaming golden colour.
The creature then stands, where none stood before, prepared to accept orders.  It resembles a snake with large, ramlike horns growing out of its head and 4 arms holding various objects.  The creatures skin is covered with gleaming jewelry - the precious metals on its body alone must weigh more than the average human could carry, let alone the gems.
 "Good day.  I am Avaritia, the Daemon of Greed.  Here, my card."

The creature then produces a stack of golden cards, presumably from some interdimensional storage area.  It motions for you to take one as its other arms fit a gem-encrusted Duel Disk to its topmost left arm, and another rolls a golden die.

 (d20)[ 9 ]
 (d40)[ 2 ]
 (d39)[ 26 ]
 (d38)[ 6 ]
 (d37)[ 5 ]
 (d36)[ 28 ]

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

 Life Points:  8000

 Spoiler

 Hand:  5

 Spoiler

Destiny Hero - Defender
Messenger of Peace
Gear Golem the Moving Fortress
Exodia the Forbidden One
Upstart Goblin

 Deck:

 Spoiler

1. Crystal Seer
2. Deep Diver
3-4. Emissary of the Afterlife x2
5. Left Arm of the Forbidden One
6. Left Leg of the Forbidden One
7-8. Mystic Tomato x2
9-11. Nimble Momonga x3
12. Right Arm of the Forbidden One
13. Right Leg of the Forbidden One
14. Sangan
15. Spirit Reaper
16. Stone Statue of the Aztecs
17. Vortex Trooper
18. Burial From the Different Dimension
19. Card Trader
20. Dark World Dealings
21-22. Different Dimension Capsule x2
23. Level Limit – Area B
24-25. Monster Reincarnation x2
26-27. Upstart Goblin x2
28. Backup Soldier
29. Birthright
30-31. Compulsory Evacuation Device x2
32. Gravity Bind
33. Mirror Force
34-35. Reckless Greed x2

 Graveyard:

 Spoiler
Empty

 Out of Play:

 Spoiler
Empty

[User]
 "Very well,"  says Avaritia looking at his hand,  " I believe I shall go first."
 (d35)[ 24 ]
 "I will start with the Spell card Upstart Goblin - this allows you to gain 1000 Lifepoints, and I get to Draw a card.  Everybody wins...sort of"
 "I will play one card face-down, summon a monster in defence mode, and end my turn."

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

Fm: Face-down Monster
F: Face-down Spell/Trap

 Life Points:  8000

 Spoiler

 Hand:  4

 Spoiler

Messenger of Peace
Gear Golem the Moving Fortress
Exodia the Forbidden One
Emissary of the Afterlife

 Deck:

 Spoiler

1. Crystal Seer
2. Deep Diver
3. Emissary of the Afterlife
4. Left Arm of the Forbidden One
5. Left Leg of the Forbidden One
6-7. Mystic Tomato x2
8-10. Nimble Momonga x3
11. Right Arm of the Forbidden One
12. Right Leg of the Forbidden One
13. Sangan
14. Spirit Reaper
15. Stone Statue of the Aztecs
16. Vortex Trooper
17. Burial From the Different Dimension
18. Card Trader
19. Dark World Dealings
20-21. Different Dimension Capsule x2
22. Level Limit – Area B
23. Monster Reincarnation
24-25. Upstart Goblin x2
26. Backup Soldier
27. Birthright
28-29. Compulsory Evacuation Device x2
30. Gravity Bind
31. Mirror Force
32-33. Reckless Greed x2

 Face-Down:

 Spoiler

Destiny Hero - Defender

Monster Reincarnation

 Graveyard:

 Spoiler

Upstart Goblin

 Out of Play:

 Spoiler
Empty

[User]
 Upstart Goblin :
 (d34)[ 4 ]

[User]
 (1d39)[ 36 ]
 "I activate,  mind control  to take control of your face down monster ((I just checked what it was, hope thats okay)), then I summon  dark resonator  from my hand. Clustering stars, shine together to form a new hope. Form the path that light shines upon, syncrho summon:  Ancient Sacred Wyvern  ! Now, my wyvern powers up by the difference in our life points, 1000 thanks to you. My 3100 point wyvern attacks you directly!   Then I activate two copies of  Burden of the mighty  which should suffiencently cripple your forces. Then I throw down one more facedown, your move human"

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

Life points - 9000

Graveyard
 Spoiler
-

Removed from play
 Spoiler
-

Hand

 Spoiler
Alien Ammonite

Deck

 Spoiler

Monsters
1 - Alien Ammonite
2 - Alien Ammonite
3 - cyber valley
4 - plaguespreader zombie
5 - alien dog
6 - alien dog
7 - alien skull
8 - alien kid
9 - alien kid
10 - alien kid
11 - alien telepath
12 - alien telepath
13 - alien telepath
14 - alien warrior
15 - alien warrior
16 - alien warrior
17 - alien overlord
18 - alien overlord

************
spells
19 - Code a ancient ruins
20 - Code a ancient ruins
21 - Code a ancient ruins
22 - burden of the mighty
23 - the dark door
24 - the dark door
25 - "A" Cell Incubator
26 - United we stand
27 - swords of revealing light
28 - forbidden chalice
29 - lightning vortex
30 - giant trunade
31 - mystical space typhoon
32 - gold sarcophagus

***********
traps

33 - grave of the super ancient organism
34 - grave of the super ancient organism
35 - royal decree

37 - planet pollutant virus
38 - planet pollutant virus
39 - offering to the snake deity

**********
EXTRA DECK
********************************
armory arm
cosmic fortress gol'gar (x3)
Ally of Justice Catastor (x3)
Brionac, Dragon of the Ice Barrier
goyo guardian
ancient sacred wyvern
ancient fairy dragon
black rose dragon
stardust dragon
red dragon archfiend
thought ruler archfiend

[User]
 (d33)[ 17 ]
 "I summon one monster face-down and activate my Messenger of Peace Spell card - your Wyvern won't be much good with this.  I'll then end my turn."

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

Fm: Face-down Monster

F: Face-down Spell/Trap
MoP: Messenger of Peace

 Life Points:  4900

 Spoiler

 Hand:  3

 Spoiler

Gear Golem the Moving Fortress
Exodia the Forbidden One
Burial From A Different Dimension

 Deck:

 Spoiler

1. Crystal Seer
2. Deep Diver
3. Emissary of the Afterlife
4. Left Arm of the Forbidden One
5. Left Leg of the Forbidden One
6-7. Mystic Tomato x2
8-10. Nimble Momonga x3
11. Right Arm of the Forbidden One
12. Right Leg of the Forbidden One
13. Sangan
14. Spirit Reaper
15. Stone Statue of the Aztecs
16. Vortex Trooper
17. Card Trader
18. Dark World Dealings
19-20. Different Dimension Capsule x2
21. Level Limit – Area B
22. Monster Reincarnation
23-24. Upstart Goblin x2
25. Backup Soldier
26. Birthright
27-28. Compulsory Evacuation Device x2
29. Gravity Bind
30. Mirror Force
31-32. Reckless Greed x2

 Face-Down:

 Spoiler

Emissary of the Afterlife

Monster Reincarnation

 Graveyard:

 Spoiler

Upstart Goblin
Destiny Hero - Defender

 Out of Play:

 Spoiler
Empty

[User]
 (1d38)[ 8 ]
 "You will... regret that. I summon my  alien kid  in attack mode and end my turn"

{table="head]1|2|3|4|5
-|-|ASW|AK|-
-|F|Botm|Botm|-[/table]

Life points - 9000

Graveyard
 Spoiler
-

Removed from play
 Spoiler
-

Hand

 Spoiler
Alien Ammonite

Deck

 Spoiler

Monsters
1 - Alien Ammonite
2 - Alien Ammonite
3 - cyber valley
4 - plaguespreader zombie
5 - alien dog
6 - alien dog
7 - alien skull
9 - alien kid
10 - alien kid
11 - alien telepath
12 - alien telepath
13 - alien telepath
14 - alien warrior
15 - alien warrior
16 - alien warrior
17 - alien overlord
18 - alien overlord

************
spells
19 - Code a ancient ruins
20 - Code a ancient ruins
21 - Code a ancient ruins
22 - burden of the mighty
23 - the dark door
24 - the dark door
25 - "A" Cell Incubator
26 - United we stand
27 - swords of revealing light
28 - forbidden chalice
29 - lightning vortex
30 - giant trunade
31 - mystical space typhoon
32 - gold sarcophagus

***********
traps

33 - grave of the super ancient organism
34 - grave of the super ancient organism
35 - royal decree
36 - planet pollutant virus
37 - planet pollutant virus
38 - offering to the snake deity

**********
EXTRA DECK
********************************
armory arm
cosmic fortress gol'gar (x3)
Ally of Justice Catastor (x3)
Brionac, Dragon of the Ice Barrier
goyo guardian
ancient sacred wyvern
ancient fairy dragon
black rose dragon
stardust dragon
red dragon archfiend
thought ruler archfiend

[User]
 (d32)[ 10 ]
 "I will summon a monster face-down and end my turn."

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

Fm: Face-down Monster

F: Face-down Spell/Trap
MoP: Messenger of Peace

 Life Points:  4800 (paid)

 Spoiler

 Hand:  4

 Spoiler

Gear Golem the Moving Fortress
Exodia the Forbidden One
Burial From A Different Dimension

 Deck:

 Spoiler

1. Crystal Seer
2. Deep Diver
3. Emissary of the Afterlife
4. Left Arm of the Forbidden One
5. Left Leg of the Forbidden One
6-7. Mystic Tomato x2
8-9. Nimble Momonga x2

11. Right Arm of the Forbidden One
12. Right Leg of the Forbidden One
13. Sangan
14. Spirit Reaper
15. Stone Statue of the Aztecs
16. Vortex Trooper
17. Card Trader
18. Dark World Dealings
19-20. Different Dimension Capsule x2
21. Level Limit – Area B
22. Monster Reincarnation
23-24. Upstart Goblin x2
25. Backup Soldier
26. Birthright
27-28. Compulsory Evacuation Device x2
29. Gravity Bind
30. Mirror Force
31-32. Reckless Greed x2

 Face-Down:

 Spoiler

Emissary of the Afterlife
Nimble Momonga

Monster Reincarnation

 Graveyard:

 Spoiler

Upstart Goblin
Destiny Hero - Defender

 Out of Play:

 Spoiler
Empty

[User]
 (1d37)[ 25 ]
 "I summon my  Alien Ammonite  from my hand who will tune to my kid.   Clustering darkness, bring about world ending power, Syncrho summon: Cosmic Fortress Gol'gar . Now I equip my Gol'gar with the magic of united we stand and use its effect to bounce all face up continous spell and trap cards to their owners hand and distribute A-counters equal to the number, in this case four. My burdens and united we stand and your messegner. I then remove two of these counters to destroy your leftmost facedown monster through gol'gar's effect. Next I requip United we stand to my Gol'gar who will atack your remaining facedown for 4200 attack points. My ancient sacred Wyvern will then attack directly for 6300 thanks to the difference in our life points. I belive thats game human"
{table="head]1|2|3|4|5
-|-|ASW|AK|-
-|F|Botm|Botm|UWS[/table]

Life points - 9000

Graveyard
 Spoiler
Alien Kid
Alien Ammonite

Removed from play
 Spoiler
-

Hand

 Spoiler
-

Deck

 Spoiler

Monsters
1 - Alien Ammonite
2 - Alien Ammonite
3 - cyber valley
4 - plaguespreader zombie
5 - alien dog
6 - alien dog
7 - alien skull
8 - alien kid
9 - alien kid
10 - alien telepath
11 - alien telepath
12 - alien telepath
13 - alien warrior
14 - alien warrior
15 - alien warrior
16 - alien overlord
17 - alien overlord

************
spells
18 - Code a ancient ruins
19 - Code a ancient ruins
20 - Code a ancient ruins
21 - burden of the mighty
22 - the dark door
23 - the dark door
24 - "A" Cell Incubator

26 - swords of revealing light
27 - forbidden chalice
28 - lightning vortex
29 - giant trunade
30 - mystical space typhoon
31 - gold sarcophagus

***********
traps

32 - grave of the super ancient organism
33 - grave of the super ancient organism
34 - royal decree
35 - planet pollutant virus
36 - planet pollutant virus
37 - offering to the snake deity

**********
EXTRA DECK
********************************
armory arm
cosmic fortress gol'gar (x3)
Ally of Justice Catastor (x3)
Brionac, Dragon of the Ice Barrier
goyo guardian
ancient sacred wyvern
ancient fairy dragon
black rose dragon
stardust dragon
red dragon archfiend
thought ruler archfiend

[User] "Incorrect - the monster your bloated ship ran down was Nimble Momonga, which not only allows me to regain 1000 Lifepoints, butalso summons two more to my field.  Will you continue your attack with your Wyvern, or not?"

[User] "I shall attack, then I will re-play my burden of the Mighty's and end my turn. All you have bought is one turn"

[User]
 "Yeah, you're probably right.  Which is why I'm goin- hey look over there!"

<running>

Seriously though, do you have any hints on how to improve this deck? I mean, that's the second duel I've lost.  Am I just kind of unlucky?

[User]
 Your not so much unlucky as this alien deck is insane. I mean, did you see what I did in just three turns? I am right in considering you surrender right? Can weat least finish the duel so I can get my damage done/lost ratio for the tourney? Pwetty please?

hmm, put two copies of  gold sarcophagus , best draw power in game for your exodia pieces.

More suggestions to be eddited in as I think of them.

[User] You did 9400 damage, and you took none.  Can't we just leave it at that?

[User]
 sure, fine by me

trawling through alternate cards for your deck. Cant stress gold sarcophagus enough though


[User] You awaken in the center of a 10ft by 15ft room with stone walls, ceilings, and floors. A torch is burning on the wall behind you, while the other three walls have closed, metal doors with brackets allowing you to bar them from the inside. Unfortunately, only two metal rods are lying on the floor.

[User]
 Shape Soulmeld: Mantle of Flame
Bind Vestige: Aym (doesn't matter if I fail the check really)
Between the two of these, 2d6 fire damage is deal to anyone who hit's me. Except reach/ranged.
 Bungo!
 Whoa where am I? This is exciting...🙂

Close north and south doors. Walk out east door all sneaky. A dagger in each hand.

MS    (1d20+11)[ 20 ]
HIDE  (1d20+13)[ 20 ]
LIST  (1d20+5)[ 13 ]
SPOT  (1d20+3)[ 12 ]

[User] You creep down a long, gloomy, empty hallway, with half a dozen mouldering wooden doors, all alike, along it's length. Nothing is stirring.

[User]
 Creep to the do at I5. And peek in. Both Daggers drawn.

(Assume donkey doesn't move unless I say so, he's still in the first room)

MS    (1d20+11)[ 18 ]
HIDE  (1d20+13)[ 29 ]
LIST  (1d20+5)[ 16 ]
SPOT  (1d20+3)[ 9 ]

[User]
 At the end of a gloomy, unlit, 30ft hallway, in front of the door, you see a badger, whom you have not yet awoken.

(if you didn't know, I'm now helping DM this)

[User]
 Rapid Shot on the badger.

Attack:  (1d20+7)[ 25 ]  Damage:  (1d3)[ 1 ] + (2d6)[ 8 ]
Attack:  (1d20+7)[ 16 ]  Damage:  (1d3)[ 1 ] + (2d6)[ 4 ]

If it dies on the first one, don't throw the second :P

MS    (1d20+11)[ 28 ]
HIDE  (1d20+13)[ 22 ]
LIST  (1d20+5)[ 21 ]
SPOT  (1d20+3)[ 4 ]

[User]
 +150 xp
no loot

And wow.  That encounter took someone else like 5 rounds or so...
Good job.

Now what?

[User]
 Take out two more daggers and peak into I5.

MS    (1d20+11)[ 27 ]
HIDE  (1d20+13)[ 32 ]
LIST  (1d20+5)[ 18 ]
SPOT  (1d20+3)[ 19 ]

[User] hey? 😦

[User]
 That was I5.
There was a hallway in I5.

Exits: C5, G4.

[User] C? Could I get a new map posted?


[User] should be in roleplaying games, can someone delete this?


[User]
 You sit at Valhalla, a small dive somewhere in the barbaric lands to the north, just having come back from wrestling an army of a hundred powerful berzerkers into submission... at once.
The men, all powerful warriors, clash tankards of ale and hold their wenches, slaves from the battle. As one of the greatest among them, you had the pick, and at your arm is The Lady of the Lake; a water nymph. She stands timidly by your side as you revel.
One of the men, sitting upon a warlord's chair, addresses you. He had taken many lives that day. "Strongulus! What is best in life?"

[User]
 Ahh...there are many things good in life...and many of them right here in this very hall!  The sights and sounds of brave warrior after brave warrior, clashing against each other, each exerting his best...and also the sight of nubile slaves, willing (or not) to serve in ANY way they can to please the warriors...those are all good.  But...what is the BEST?  How to put it eloquently...

Strongulus holds up a hand to demand silence.  Once he has everyone's attention, his powerful form rises from his chair, and he says with absolute confidence,  "Fight for what is rightly yours, knowing that EVERYTHING is rightfully yours, and spreading your seed far and wide!"

[User]
 Spoiler
Excellent.

As you say this,  your  nymph begins to look nauseous, and runs off through the crowd. One of the other warriors notices this, and grabs her by the arm before she can fully escape. Being a strong man, of strong blood and without his own maiden from the most recent battle (having been busy slaughtering men rather than taking women) he tears her scanty shirt off, pressing his hairy beard into her face, going down on  your  prize, as she struggles and shrieks. The other men laugh and cheer.

[User]
 Strongulus is not too worried about the nauseous look of maiden-slaves.  They eventuallly learn the enjoy Strongulus's attentions...or they'll at least pretend to.  And certainly the ripping of shirts and other covering off of females is to be COMMENDED.  However, the pawing of taking pleasure from HIS slave...HIS prize...without even ASKING for permission...THIS WILL NOT BE TOLERATED!

Taking a heavy step forward, he reaches out and grabs the man's shoulder.  Then, with almost INHUMAN force, Strongulus SLAMS the man's head backwards into the wooden table, dazing the man.  Strongulus pulls out a dagger and brings it down NEXT TO the man's head, burying it into the table.  "Never...EVER...try to use my property without my consent!  Do you HEAR me?"

[User] The man under you quails before your might, letting go your prize: but in the ensuing chaos, she escapes, running out into the snowy night. The other warriors back away from the scene, watching you with apprehension.

[User] An escaped slave will only introduce rebelliousness to the other slaves and raise their morale.  This must be stopped.  The muscled, chiseled Strongulus sprints after the water nymph, intent on bringing back and then having his way with her to show the other slaves what happens to those that disobey!

[User] You head out the door of the great building to find your prize running off into the snowy distance, fueled by hysteric speed. The men around you shout in an uproar, and a few more slaves try to squeeze past you, taking their chances with the cold.

[User] There is no way that a puny woman can match the speed and stamina of the mighty STRONGULUS!  Getting himself pumped with Adrenaline, Strongulus will sprint ahead and attemptto grapple the nymph down when he reaches her!

[User] You sprint out into the snow, as all the slaves make a break for it in the chaos. As you run, however, you are slowed by having to trudge through the deep drift, and another warrior grabs you, pulling you around. "You! I don't care who you are, you're the one to blame for all this! Our prizes are escaping!" Many of the others nod and shout in agreement.

[User]
 Originally Posted by Gorgondantess
 You sprint out into the snow, as all the slaves make a break for it in the chaos. As you run, however, you are slowed by having to trudge through the deep drift, and another warrior grabs you, pulling you around. "You! I don't care who you are, you're the one to blame for all this! Our prizes are escaping!" Many of the others nod and shout in agreement.

Strongulus's face darkens.  "If you can't hold on to your own prizes, then you are too WEAK to begin with.  The next time you grab me like this, prepare to lose use of that arm for a few months."

He attempts to pull away from the man and continue to chase after his prize.


[User]
 Arena Tournament, Round 70:  Mad Al  vs.  Musical Simba
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Mad Al  - Psionic Dog
 Musical Simba  - Ganurath

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

[User]
 No purchases here, but reserve reaction.

  Initiative  - (1d20+3)[ 4 ]

[User]
 Ah, so we do meet again.

Mad Al buys knee pads (masterwork tumble tool)
That's all for now, but reserving make counter-reactionary purchase if applicable.

  Initiative  - (1d20+4)[ 9 ]

[User] No counterpurchase, go nuts.

[User]
 Mad Al - Round 1

 Spoiler
*facepalm* vigor. I  knew  I was forgetting to buy something. M.S. hits for about 11 raging, and vigor would give Al 12 hp. Ah well, I'll grab it next time if we end up in overtime.

Mad Al starts in M-2 holding a loaded crossbow and a powerstone (force screen) he is wearing his studded leather.

Standard: Manifest Force Screen (opt to manifest quietly)
Free: Drop expended stone.
Move: Sneak sneak over to L-8

  Move Silently  - (1d20+0)[ 15 ]  (including -5 for speed)
  Hide  - (1d20+6)[ 15 ]  (including -5 for speed)

  Passive Spot  - (1d20+7)[ 27 ]
  Passive Listen  - (1d20+2)[ 9 ]

Done.

Stats:

 Spoiler
Location: L-8 (hiding)
HP: 7/7
AC: 23 [+4 shield +3 armor +4 dex +1 size +1 natural]
Psionic Focus: Yes.
PP: 4/4
Psi Abuility: 1/1

[User]
 Musical Simba

 Spoiler
Alright, we'll leave Simba's armor in storage today, opting for shield, ax, and potions alone. He's up against Simba, so he'll only have a move action to work with if he wants to use the AC buff straight away... That means somewhere from L8-O8. L8 is guarded by cover in M8, so that's his most likely location, assuming he didn't go through Q3 or K4. So...

Double move from M25 to K12, taking the penalty for full speed.
  Hide  - (1d20-3)[ 5 ]
  Move Silently  - (1d20-3)[ 13 ]
  Reactive Listen  - (1d20+1)[ 2 ]
  Reactive Spot  - (1d20+1)[ 2 ]

 Stats:
 Spoiler
HP: 14/14
AC: 16 Full, 13 FF, 13 Touch, +3 Shield, +3 Dex
Saves: Fort +2, Ref +3, Will +1
Special: Pounce

[User]
 Mad Al - Round 2

 Spoiler
If Al gained LoS last turn as Musical moved about then this whole thing needs to be changed. Otherwise...

Sneak to K-13
  Hide  - (1d20+6)[ 21 ]  (includes -5 for full speed)
  Move Silently  - (1d20)[ 6 ]  (includes -5 for full speed)

Not Done. Need LoS.

[User]
 Refs:

 Spoiler
Mad Al auro-succeeds the spot to see Musical Simba when he enters K12, MS doesn't beat Mad Al's hide.

 LoS:

Mad Al:

 Spoiler
you hear something east of you before you take your turn, when you move into K11 you see Musical Simba standing in K12, you stop short and can finish your move action there and continue your turn.

Musical Simba:

 Spoiler
No LoS. I'm sorry for the natural ones on your rolls for senses there, ouch!

Thanks players for rolling everything yourself, saves me some time.

Maybe an  LoS  in return? 😳

[User]
 Mad Al - Continued

From the mists a bolt of frost flashes forth seeking to deep-freeze the big orc.

  Touch Attack  - (1d20+6)[ 14 ]
(Against Flat Footed AC if Simba hadn't seen Al)

  Miss Low  - (d%)[ 7 ]    Miss Low  - (d%)[ 93 ]
  Cold Damage  - (4d6+3)[ 11 ]

DC 16 PsiCraft

 Spoiler
Wildsurged energy ray(cold) psionic shot
  Dazed Low  - (d%)[ 34 ]

If Simba still stands he sees a Dromite in K11.

Edit: Not Good. 😦
 Done.

Stats

 Spoiler
Location:K-11
HP: 7/7
AC: 23 [+4 shield +3 armor +4 dex +1 size +1 natural]
Psionic Focus: No.
PP: 3/4
Psi Abuility: 1/1

[User]
 Musical Simba

Thank you, concealment! Simba will enter a Whirling Frenzy before initiating his dreaded Rip Off Their Crotch style with a full attack action.

  Touch Attack  - (1d20+7)[ 23 ]
  Miss Low  - (1d100)[ 25 ]
  Grapple  - (1d20+9)[ 25 ]

If that one misses, he has his second attack on the full attack.

  Touch Attack  - (1d20+7)[ 25 ]
  Miss Low  - (1d100)[ 90 ]
  Grapple  - (1d20+9)[ 11 ]
 Stats:
 Spoiler
HP: 14/14
AC: 18 Full, 13 FF, 15 Touch, +3 Shield, +3 Dex, +2 Dodge
Saves: Fort +2, Ref +5, Will +1
Special: Pounce

Awaiting results of grapple attempts.

[User]
 Those rolls makes me feel marginally better about not having used defensive fighting, 'cause defensive fighting wouldn't have helped.

Now stand in fear of Al's cunning plan to escape his certain DOOM!.

Untrained grappling provokes AoO. Al's holding a big heavy hunk of wood and metal (light crossbow) which he'll swing as an improvised club.

  Attack  - (1d20-7)[ -1 ]  [roll=Damage]1d4-2[/spoiler]

If that hits then he might make his grapple check to resist attack #2:
  Grapple  - (1d20-6)[ 1 ]
 Edit:  Oh well, Al had to try. Any chance Musical does less than 7 points of damage on grapples?

[User]
 In hindsight, there were -1 to all rolls because I forgot to remove the Masterwork bonus, but if a 23 would have hit as you imply then the 24 of the first would have hit as well. And I'm pretty sure that Grapple 1 doesn't beat mine, so...

*spots edit*

1d3+7 while in Whirling Frenzy, so no.

 Turn Complete.

Unless I overlooked something that allows me to hit him for 1d3+7.

[User]
 Mad Al goes limp as Musical Simba overpowers his little scaly body.

It looks like you win this one.
I guess we can start Final's, Round 2 just as soon as the refs hand you your prize.

[User]
 High Ref Sallera
 Mad Al learns what an Orcish hug feels like, and Musical Simba takes the victory.


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a fairly spacious, rectangular room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, two torches are already lit and resting in brackets, one by each of the doors.

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

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

DM notes:
 Spoiler
5, 13, 2

[User]
 "This is the absolute last time I go drinking with orcs. Time to see what I've gotten myself into."
Taking a quick swig from his waterskin, Cudar searches the room, focusing on each of the doors before doing a general sweep.

Door A1:  (1d20+9)[ 22 ]
Door D4: (1d20+9)[ 20 ]
Room:  (1d20+9)[ 29 ]

 Spoiler
Posting the  link to my character sheet  for easy reference. I do have trapfinding.

[User]
 You find a web of concealed copper wires on the A-1 door. You don't find anything on D-4. You see that the wall on the south side of D-7 looks... odd.

Also, roll a couple more search checks for general purpose. They'll be applied in order, until you post new ones.

[User]
 Search checks

 Spoiler

 (1d20+9)[ 27 ]
 (1d20+9)[ 11 ]
 (1d20+9)[ 13 ]
 (1d20+9)[ 14 ]
 (1d20+9)[ 24 ]
 (1d20+9)[ 24 ]

Slowly uncoiling the grappling hook and rope from his waist, Cudar gains his bearing and takes aim at the copper wire, hoping to pull it from the door from at least 15 feet away.

Use rope check
 (1d20+3)[ 7 ]
Ranged atk
 (1d20+2)[ 16 ]

If he fails the first time, he'll continue until he succeeds before returning to the south wall and examining it in more detail.
 (1d20+9)[ 10 ]

[User]
 The wires are pulled free in a blinding flash of blue energy. The copper wire is so scorched it's probably all but useless.

You see nothing new about the wall. In fact, if you hadn't seen it before, you wouldn't even realize that anything was amiss with it.

[User] Cudar recoils the rope and hook around his waist, takes a torch from it's resting place, then slowly slides open the door.

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

[User]
 Cudar starts searching carefully, taking slow, purposefull steps up the western passage, trying to find any more traps or tricks while listening to see if he can get any other clues to his whereabouts.

Listen:  (1d20+7)[ 19 ]
(Search checks were already made, I guess.)

[User] Ah, sorry, no. Slipped my mind. You find a tripwire five feet to the west of the door you just opened.

[User] Cudar carefully steps over the wire, then examines where it connects to the wall, to see if harming the wire would cause more problems for him.

[User]
 It appears that any severe change in wire tension might cause something to happen.

You can easily step over any wires you find, and your character remembers where they are without issue.

[User] Cudar continues on down the hall to the west, stopping 10 feet before the corner, continuing to keep his eyes open for traps.

[User] You don't find any more traps. I don't think you can see any more of the hall than you could before.

[User]
 Cudar then takes one more shuffling step forward and chucks the torch down the hall, without looking down himself. If he hears no response from that direction following the torch, he will step around the corner himself.

Listen:  (1d20+7)[ 23 ]

[User] You hear your torch strike a wall nearby. Looking around the corner reveals that the hall continues south for ten feet before turning west. Your torch is lying on the floor in the corner. It looks sad to be abused so.

[User] Stepping out carefully and checking the floor and walls for more tripwires, Cudar walks on and gathers up his torch.

[User]
 The hall continues to the west for ten feet before turning north.

Roll another batch of search checks. Five or so.

[User]
 Cudar goes to the bend, checking the walls and floors as usual, before repeating his routine with the torch, throwing it down the hallway and listening for a response.

 Spoiler

 (1d20+9)[ 14 ]
 (1d20+9)[ 23 ]
 (1d20+9)[ 18 ]
 (1d20+9)[ 19 ]
 (1d20+9)[ 10 ]

Listen:
 (1d20+7)[ 12 ]

[User]
 Torch abuse!

It hits the wall without issue.

[User] Assuming he hears nothing, Cudar steps around the corner, doing a quick sweep for tripwires and pressure plates.

[User] The hall goes north for thirty feet before turning east.

[User] Cudar trods forward, cautious for tripwires and traps as always. As he does so, he pulls one of the smokesticks out of his pack and stuffs it into his belt for easy access. He'll stop just before the turn and peer out, keeping most of his body hidden.

[User] The hall continues east for thirty feet before turning south.

[User]
 "Is it just a big circle? What a strange place..."
Cudar takes off down the 30 ft stretch, keeping an eye out for tripwires and pausing just before turning the corner to take a peek around it.

[User] The hall continues to the south for ten feet before turning east again.

[User] Cudar continues down the hall, turning the corner and continuing to look for tripwires.

[User]
 Post Deleted cause I'm an idiot.

(There were search rolls, so the thing will pop up. I will reroll them next post)

[User]
 The hall continues to the east for ten feet before turning north.

 Spoiler
What are your relevant means of detecting hidden/invisible/concealed/secret objects or doors?

[User]
 Cudar follows the path east, then north.

 Spoiler

Rogue trapfinding, elven affinity for hidden doors, listen +7, search +9, spot+7.

[User]
 The path continues north for ten feet before turning east.

At the bend, you see that the hall continues east for thirty feet before turning north. There is a door on the east face of this bend. Ten feet from the bend you're at, the hall splits south.

[User]
 Cudar goes to the door, examining everywhere, but specifically, the place where the path splits south, for traps. Assuming everything is clear and he sees nothing down the southern path, he will proceed to the door to check for traps.

 (1d20+9)[ 24 ]
 (1d20+9)[ 23 ]
 (1d20+9)[ 25 ]
 (1d20+9)[ 13 ]
 (1d20+9)[ 25 ]
 (1d20+9)[ 26 ]

[User]
 The split south continues for twenty feet before turning west. The bend continues north for ten feet before teeing to the east/west.

You find a tripwire in front of the door.

[User] Cudar pulls the light mace off his belt, wielding it in his right hand and the torch in his left. He then slides open the door and peers in.

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

There is a door at A-1, west side, which you are just outside of. There are three elves in the room, all wearing studded leather armor and all with bucklers strapped to their arms. Two (2,3) are carrying longswords, while the third (1) is holding a longbow. They look wary.

[User]
 "Hail, brothers. Answer me a question... where the hell are we?"

Cudar steps inside the room and drops his torch.

[User] "A very good question," one of the elves responds slowly, seeming to consider your words. "The where, we know not. The why... did you perhaps encounter a human by the name of Giem?"

[User]
 "I have not encountered him... where did you find him at?"

Cudar lowers the mace so as to be less threatening, but steps to be standing face to face with the closest elf.

[User]
 Spoiler
Giem=GM=DM=Me. It's a poor joke.

Also, while I can RP this out if you like, I didn't give anything in the dungeon a reason for being there aside from them having a listing in a monster manual. It'll probably be more than a little contrived.

[User]
 Spoiler
I just wanted to talk to him to get close enough to nail the first elf with a flatfooted sneak attack. I will do so now, unless you have any major objections.

Cudar, taking advantage of the elfs lowered defenses while they were parleying, flashes his mace up in an arc that just catches the elf under the chin.

ATK:   (1d20+4)[ 13 ]
DMG:  (1d6+2)[ 8 ]
SA:    (1d6)[ 5 ]

[User]
 That's a miss.

You get two longswords and an arrow in return for your efforts.

 (1d20+2)[ 12 ]   (1d20+2)[ 18 ]   (1d20+3)[ 21 ]
 (1d8+1)[ 5 ]   (1d8+1)[ 9 ]   (1d8)[ 2 ]

[User]
 well, that was fast.
Whenever you want me to, I'll be happy to start DM'ing in other games.


[User]
 Choosing Buff Rounds and Map:

Map: Can we do the forest map?

BR: Does 6 work for you? +All Day, of course.

[User]
 ....6?

Sure. JUST to see what craziness I'm getting myself in to.

[User]
 I can do more...I just thought 6 would be good enough 🙂

Oh, and dont open spoilers unless I tell you to.  Kinda obvious, but Ive been asked multiple times.

Buffs
 Spoiler
All Day Buffs: Superior Resistance, Chained Mage Armor, Greater Magic Weapon (x2), Greater mage Armor, Create Magic Tatoo
Round 1: Spiderskin; Fly to N18
Round 2: See Invisibility
Round 3: Greater Invisibility
Round 4: Summon Marlith; Truespeak  (1d20+51)[ 54 ] ; Fly to B10, 55ft up
Round 5: Chained Shield; Snap Fingers; Fly to B10, 100ft up; Marlith casts Unholy Aura
Round 6: Chained Mirror Image  (1d4+4)[ 6 ] , Greater Mirror Image  (1d4+4)[ 6 ] ; Marlith casts Magic Weapon

Oh, and any minions you might have, you can put them anywhere on your half of the map.  You have to stay in your colored circle.  I'll take blue...that all right?

[User]
 I've opted out of using my animal companion, even though I've got one statted out, so no worries about cronies.

Y10 seems fine for me.

 Spoiler
AllDay-
Primal Hunter, Primal Instinct, Primal Senses, Energy Immunity - Fire, Greater Luminous Armor  (1d3)[ 1 ]  with Lesser Restoration casted  (1d3)[ 3 ]  to mitiage, Superior Resistance

Round1- Protection From Energy(Acid)
2- Death Ward
3- Freedom of Movement
4- Burrow
5- Halo of Sand
6- Barkskin, Air Devotion

I suppose that'll be all...

Hum.

Init: (1d20+16)[ 32 ]

[User]
 Positioning:

 Spoiler
Marlith at L19-N20; Succubus at A10; Cauchemar Nightmare at A9-C11, 100ft up; Me at B10 100ft up, riding Nightmare; Vrocks at K8-L9, K10-L11, and K12-L13; Retrivers at J15-L17, J18-L20, K1-N3, H1-J3, and B9-D11

Initiative:
Creature Type 1:  (1d20+1)[ 11 ]
Creature Type 2:  (1d20+4)[ 7 ]
Creature Type 3:  (1d20+20)[ 24 ]
Creature Type 4:  (1d20+2)[ 18 ]
Creature Type 5:  (1d20+6)[ 7 ]
Creature Type 6:  (1d20+3)[ 16 ]

Identification:

 Spoiler
1: Succubus, 2: Marlith, 3: Me, 4: Vrocks, 5: Cauchemar Nightmare, 6: Retrivers

What are your vision modes?

EDIT: You beat my scout things initiative.  You go first, though I will tell you what you see if you tell me your vision modes 😡

[User] Just darkvision. Can I see any cronies from my current position?

[User]
 OMG yes.

You see a giant horde of enemies in front of you.  On the opposite side of the map stands a girl wearing revealing clothing and holding a gnarled staff (A10).

Infront of her, and on the sides of the map, there are 5 spiderlike creatures, with scorpion claws on their front 4 legs (J15-L17, J18-L20, K1-N3, H1-J3, and B9-D11).  Above her is a giant, flaming horse with smoke billowing from its hooves (A9-C11).  In front of her aways are 3 giant mixtures between birds and humans (K8-L9, K10-L11, and K12-L13).  Standing infront of one of the spider is a creature that looks like a 6 armed woman from the waist up, and a giant snake from the waist down.

Oh, and I forgot to mention.  Each of them has 5 identical copies standing next to them...yet somehow taking up the same space 🤨

EDIT: Each of us knows the other is starting in the other circle.  Just so you know your character knows.

[User]
 ...

 "Well now."
You see a plainly clad druid, with quite a few trinkets here and there on her possession. She pulls out what appears to be a sapphire coated with sparkly dust, and quickly chants, her ankh glowing with divine energy. In sheer moments (a swift action), the entire battlefield is subjected to a tornado, centered on her form. However, she seems quite capable of doing more, and is in fact poised for a response.

 Spoiler
Trandimensional Control Winds - Tornado, readied action to dispel the first creature that approaches within 20 feet of her

DC 25 Fort save or suffer tornado effects. Per round. Additionally, any ethereal creatures find the winds exist on the ethereal plane as well, granting no reprieve.

[User]
 How high is the tornado?

Girl:  (1d20+6)[ 17 ]  Fail
Spider1:  (1d20+3)[ 17 ]  Fail
Spider2:  (1d20+3)[ 5 ]  Fail
Spider3:  (1d20+7)[ 27 ]  (Next to 6AW) Success
Spider4:  (1d20+7)[ 12 ]  (Next to 6AW) Fail
Spider5:  (1d20+3)[ 12 ]  Fail
6 armed woman:  (1d20+23)[ 30 ]  Success
Bird1:  (1d20+14)[ 16 ]  Fail
Bird2:  (1d20+14)[ 27 ]  Success
Bird3:  (1d20+14)[ 17 ]  Fail

I forgot to mention...the birds were dancing around in a circle, chanting and cackling.  Does this make you want to change your move?  Please? ☹

EDIT: Whats your alignment?
EDIT2: Which direction are they blown?

[User]
 40 feet high, Neutral Good, No Cause Now I Can't Hear Said Cackling.

Inward, as per the tornado description in the Weather Effects section.

[User]
 Girl is blown  (1d4)[ 3 ] 0 ft inward
Spider1 is  checked  knocked down
Spider2 is  checked  knocked down
Spider4...make a DC 25 caster level check.  If you suceed... it is  checked  knocked down
Spider 5 is  checked  knocked down
Bird1 is blown  (1d4)[ 1 ] 0 ft inward
Bird3 is blown  (1d4)[ 3 ] 0 ft inward

[User]
 (1d20+18)[ 35 ]

Just  checked  knocked down? These things are THAT big?

[User]
 Girl takes  (3d4)[ 9 ]  nonlethal damage
Bird1 takes  (1d4)[ 3 ]  nonlethal damage
Bird3 takes  (3d4)[ 4 ]  nonlethal damage

EDIT: Huge.
EDIT2: Im not familiar with tornados.  What happens now?

[User]
 Tornado (CR 10)
All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are Listen checks. Instead of being blown away (see Table: Wind Effects), characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply). While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction.

^ That.
Have fun.😛

[User] Can everyone act?  Even if they are knocked prone and being dragged into the tornado?  And do they get/have to make additional saves next round?

[User]
 Those that have failed follow the tornado rules. Namely, being prone, taking damage, and eventually, being expelled. I am pretty sure they can perform actions while still being under the effect of the tornado. As far as any ruling I've found goes, those who MAKE the save can act completely normally, though they have to make fresh saves in the following rounds.

Do also note that the concentration DC for spellcasting in this weather is 25.

[User]
 Spoiler
Vir delays until the Nightmare acts.
Vrocks all use Greater Teleport to end up next to you.

The bird-men flash out of existance, appearing directly outside the tornado, ready to tear you to shreds.

[User]
 Spoiler
Initiative goes:
Vrocks
Retrivers
Succubus
Marlith
Vir and Nightmare

 Spoiler
Retrivers delay until after Succubus.
Succubus casts Charm Monster

While falling through the air, the girl waves her staff at you and speaks a magic word.  Make a DC 22 Will save.

[User]
 (1d20+22)[ 30 ]

I'm a druid, y'know.

Are the poofers adjacent to me now or something? Or just above the tornado? Or both?

[User]
 Spoiler
Retrivers use energy rays.  Then they ready an action to use more energy rays if the druid casts a spell.

The girl pouts.

 Well then, say hello to my little friend...and my big friend...and all my other friends...what can I say, Im really popular?

Beams of Energy stream twoards you from the eyes of the spiders.

Spider1:  (12d6)[ 38 ]  Fire damage.  Reflex save DC 18 for half.
Spider2:  (12d6)[ 44 ]  Cold damage. Reflex save DC 18 for half.
Spider3:  (12d6)[ 45 ]  Cold damage. Reflex save DC 18 for half.
Spider4:  (12d6)[ 42 ]  Electricity damage. Reflex save DC 18 for half.
Spider5:  (12d6)[ 40 ]  Electricity damage. Reflex save DC 18 for half.

Turn not done...

EDIT: Adjacent to you.

[User]
 Holy ****.

Okay, down the line..

1. Irrelevant.
2.  (1d20+14)[ 25 ]
3.  (1d20+14)[ 28 ]
4.  (1d20+14)[ 26 ]
5.  (1d20+14)[ 30 ]

If those are Targeted Spells, by any chance, +4.
Not having a Ring of Evasion sucks, incidentally.
17+17+16+15 it is.

[User]
 Spoiler
Marlith casts Greater Teleport

The 6-armed woman blinks out of existance as well, appearing adjacent to you as well.

 Spoiler
Nightmare flies to 55ft above you and then casts Spell Theft

I need to see every spell in effect on you, as well as know your CL when you cast them.

[User]
 Every spell effect on me...those would be my buffs then. Go ahead and take a look at my buff spoiler up top then, caster level 12.

Let's do....this.

Not being able to HEAR her opponent (tornado), Emelyn just goes on with her casting routine. Swiftly (like the action), she stacks a SECOND tornado on TOP of her current tornado (30 feet+, caster level 12, tornado strength again), this one not transdimensional. She will also burrow underground 30 feet now, taking AoOs if need be.

 Spoiler
Let's make use of wildshape plx. Underground, tack on the Vigor, Agility, Endurance aspects.

[User]
 I am dispelling your buffs and draing them to me!  I have to finish this before you can go!

Primal Hunter  (1d20+14)[ 21 ]  vs DC 22
 Primal Instinct   (1d20+14)[ 25 ]  vs DC 22 STOLEN
 Primal Senses   (1d20+14)[ 33 ]  vs DC 22 STOLEN
Energy Immunity - Fire  (1d20+14)[ 19 ]  vs DC 22
 Greater Luminous Armor   (1d20+14)[ 26 ]  vs DC 22 STOLEN
 Superior Resistance   (1d20+14)[ 22 ]  vs DC 22 NOT STOLEN, though you dont get to keep it.
Protection From Energy(Acid)  (1d20+14)[ 20 ]  vs DC 22
 Death Ward   (1d20+14)[ 25 ]  vs DC 22 STOLEN
 Freedom of Movement   (1d20+14)[ 33 ]  vs DC 22 STOLEN
 Burrow   (1d20+14)[ 34 ]  vs DC 22 STOLEN
 Halo of Sand   (1d20+14)[ 24 ]  vs DC 22 STOLEN
Barkskin  (1d20+14)[ 20 ]  vs DC 22

EDIT: Can you tell me what they do?  I dont have all of my books with me...you can leave out the SRD ones.

[User] Well....this sucks.

[User]
 I freakin love this spell...I just cast it on imperialspectre too.

Sorry about making you list them all...

[User] It's fine, just gimme a moment. I AM interested as to how all of those poofs and stuffs snuck past concentration checks, but you probably have reasons.

[User] You can change your action next turn to reflect this.

[User]
 Primal Instinct [roll1] vs DC 22 STOLEN
Primal Senses [roll2] vs DC 22 STOLEN

Greater Luminous Armor [roll4] vs DC 22 STOLEN

Death Ward [roll7] vs DC 22 STOLEN
Freedom of Movement [roll8] vs DC 22 STOLEN
Burrow [roll9] vs DC 22 STOLEN
Halo of Sand [roll10] vs DC 22 STOLEN

Instinct gives you +5 to init and survival, Senses +5 to listen and spot, the two together give you Uncanny Dodge

Greater Luminous Armor is a sanctified spell, you're treated as having the armor AC of fullplate (+8), creatures get -4 to melee against you

Burrow gives you burrow speed 30.

Halo of Sand gives you +6 deflection to AC.

[User]
 Ok, thanks.

Your turn.

[User]
 Okay, seeing as Emelyn now can't change positions (or fear getting sucked in to her own tornado...), she still does the tornado stack, but will now draw + sheathe her Pandemonic Silver dagger.

All creatures within 30 feet, DC 28 Will Save or cower for 1d4 rounds. Sonic, Fear, Mind-Affecting.

Fort saves ahoy. Also, for those subjected to tornado - blown away, you still need to roll duration till ejection and damage.

[User]
 As you cast the spell, more eye rays blast at you from the spiders (readied action FTW!)

Spider1:  (12d6)[ 40 ]  Electricty, Reflex save DC 18 for half
Spider2:  (12d6)[ 36 ]  Electricty, Reflex save DC 18 for half
Spider3:  (12d6)[ 38 ]  Electricty, Reflex save DC 18 for half
Spider4:  (12d6)[ 40 ]  Cold, Reflex save DC 18 for half
Spider5:  (12d6)[ 47 ]  Cold, Reflex save DC 18 for half

[User]
 Twice per round? Holy ****.

It doesn't really matter what I roll, cause I'm dead.

[User]
 Awesome match!  Thank you!

And that was technically a new round...

[User]
 Technically, but you shot beams and then apparently readied an action.

Can't believe you nabbed my burrow though. I was going to wait out the tornado for a few minutes.

[User] Shooting beams is a free action, according to the SRD.  It was a Retriever.

[User] And you didn't go for petrification rays? Boo.

[User] I saw how high your other saves were, and figured it would probably be easier to kill you with damage.

[User] What, my will save? I'M A DRUID.

[User] Your reflex saves were +14 or something...like you said...YOURE A DRUID 😛

[User]
 Oh well. Nice usage of high-level minions. I tried pulling something similar with the tornado (CR10 is funneh) but spell-spam is SPAMMMM.

Also, wow spell theft is awesome.

[User]
 It and Fleshshiver are my two favorite spells.

Fleshshiver stuns someone with your CL hit dice (or lower) with NO SAVE!  Then they have to make a fortitude save or be naueseated for 1d4+2 rounds and take 1d6/level damage.  Awesomeness!

In my fight yesterday, I stunning shrieked my opponent with my vrocks, then used Fleshshiver on them.  Took them out of the fight for two rounds!


[User]
 Arena Tournament, Round 60:  Tael Surefoot  vs.  Robert the Blade
 Map:

 Spoiler

 XP Award:  300xp
 GP Award:  300gp

 Tael Surefoot  - ZaneLaCoix
 Robert the Blade  - Bakkan

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

[User]
 No purchases beyond what are currently on my sheet.  Reserve right to counter-purchase.

Initiative:
 (1d20+0)[ 20 ]

EDIT:  I hope the roller continues to like me.

[User]
 Watch, that's your only high number for this whole match.

Anyways, nothing for me.

 (1d20+5)[ 17 ]

And you go first.

[User]
 Actions:

 Spoiler

Begin in P21

Move Action:  Move to R19

Double Move:  Move up to Q19 (using Up the Walls)

End of turn, your action.

Stats and Status:

 Spoiler

HP:  18/18
AC:  16 (+4 Chain Shirt, +2 Dex)

Psionically Focused
Power Points: 2/2

In hands:  Loaded Sling

[User]
 And as the games begin, I wish you luck.

 Tael Surefoot - Round 1

Actions:

 Spoiler
Start: K-6
Move: to I-10

Stats:

 Spoiler
HP: 12/12
AC: 21

Stance: Martial Spirit
Maneuvers:

 Spoiler
Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

[User]
 Actions:

 Spoiler

Begin in Q19

Double Move to Q8

We may need LoS before we continue.

Stats and Status:

 Spoiler

HP: 18/18
AC: 16 (+4 Chain Shirt, +2 Dex)

Psionically Focused
Power Points: 2/2

In hands: Loaded Sling

[User]
 @ Tael

 Spoiler
No LoS

@ Robert

 Spoiler
No LoS

[User]
 Tael Surefoot - Round 2

Actions:

 Spoiler
Start: I-10
Move: Double to K-21

End

Stats:

 Spoiler
HP: 12/12
AC: 21

Stance: Martial Spirit
Maneuvers:

 Spoiler
Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

[User]
 Round 3 - Robert the Blade

Actions:

 Spoiler

Begin in Q8
Move to Q7 (via Up the Walls)
Double Move to K8 and Hide

Move Silently:   (1d20+2)[ 18 ]
Hide:   (1d20+2)[ 12 ]

Reserve right to change action if LoS is established

End of Turn, need LoS.

Stats and Status:

 Spoiler

HP: 18/18
AC: 16 (+4 Chain Shirt, +2 Dex)

Psionically Focused
Power Points: 2/2

In hands: Loaded Sling
Sling Bullets in Belt Pouches:  89

EDIT:  Edited to fix spoiler tags

[User]
 Tael

 Spoiler
No LoS

Robbie

 Spoiler
No LoS

[User]
 Tael Surefoot - Round 3

Actions:

 Spoiler
Start: K-21
Move: to O-17

Standing contingent:
If LoS is established at any point in time, then Dodge is declared upon opponent.

End

Stats:

 Spoiler
HP: 12/12
AC: 21

Stance: Martial Spirit
Maneuvers:

 Spoiler
Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

[User]
 Round 4 - Robert the Blade

Actions:

 Spoiler

Begin in K8
Move to K7 (On the outside of the barn door)
Double Move to J8 (via Up the Walls)

End of Turn, need LoS.

Stats and Status:

 Spoiler

HP: 18/18
AC: 16 (+4 Chain Shirt, +2 Dex)

Psionically Focused
Power Points: 2/2

In hands: Loaded Sling
Sling Bullets in Belt Pouches: 89

[User]
 Robert:
 Spoiler
No LoS.

Tael:
 Spoiler
No LoS.

[User]
 Tael Surefoot - Round 3

Actions:

 Spoiler
Start: O-17
Move: Double to N-7

Standing contingent:
If LoS is established at any point in time, then Dodge is declared upon opponent.

End

Stats:

 Spoiler
HP: 12/12
AC: 21

Stance: Martial Spirit
Maneuvers:

 Spoiler
Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

[User]
 Round 4 - Robert the Blade

Actions:

 Spoiler

Begin in J8
Double Move to J19

End of Turn, need LoS.

Stats and Status:

 Spoiler

HP: 18/18
AC: 16 (+4 Chain Shirt, +2 Dex)

Psionically Focused
Power Points: 2/2

In hands: Loaded Sling
Sling Bullets in Belt Pouches: 89

[User] LoS established as Tael moves into M7, with Robert on the roof in J8.  Tael may revise his last 5ft of movement if he so wishes, elsewise it's Robert's turn.

[User]
 Editing to fit the gain of LoS

 Tael Surefoot - Round 3

Actions:

 Spoiler
Start: O-17

Move: Double to M-7

 Spoiler
Standing contingent:
If LoS is established at any point in time, then Dodge is declared upon opponent.

End

Stats:

 Spoiler
HP: 12/12
AC: 21

Stance: <None!>
Maneuvers:

 Spoiler
Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

I realize for the past few rounds I've had an error in my posts. That is, he doesn't have a stance active from the start. Or more accurately, he doesn't have it, period. Thankfully this information is moot in face of the previous few rounds.

[User]
 Round 5 - Robert the Blade

Actions:
Free:  Shout "There you are!"

Standard:  Sling bullet at Tael
Attack:  (1d20+3)[ 9 ]
Damage:   (1d4+4)[ 8 ]
If Threat:
Confirm:   (1d20+3)[ 21 ]
Damage:   (1d4+4)[ 8 ]

Move:  Reload Sling

End Turn

In hands: Loaded Sling

Stats and Status:

 Spoiler

HP: 18/18
AC: 16 (+4 Chain Shirt, +2 Dex)

Psionically Focused
Power Points: 2/2

Sling Bullets in Belt Pouches: 88

[User]
 Tael Surefoot - Round 4

Actions:
Start: M-7
Move: O-2
Free: "Come and fight me like the man you are! Or are you to  chicken ?"
Swift: Activate Stonefoot Stance

And because it fits... an intimidate:
 (1d20-2)[ 1 ]

End

Stats:

 Spoiler
HP: 12/12
AC: 21 (+3 Armor, +2 Shield, +5 Dex, +1 Size, +1 Dodge, +2 from Tree, +2 Stonefoot Stance) =  26

Stance: Stonefoot Stance
Maneuvers:

 Spoiler
Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

[User]
 I think we lost track of the rounds, it should be

 Round 7 - Robert the Blade

"You know, I may just take you up on that!"

Move Action:  Walk Down the Wall to J7

Standard Action:  Sling Bullet at Tael

Attack:   (1d20+3)[ 12 ]
Damage:   (1d4+4)[ 6 ]
If Threaten:
Attack:   (1d20+3)[ 15 ]
Damage:   (1d4+4)[ 6 ]

End Turn

In hands:  Empty Sling

Stats and Status:

 Spoiler

HP: 18/18
AC: 16 (+4 Chain Shirt, +2 Dex)

Psionically Focused
Power Points: 2/2

Sling Bullets in Belt Pouches: 88

[User]
 For ease of sanity:  Map:

 Spoiler

Yeah for 5-foot steps.

Round fixing...
 Tael Surefoot - Round 7

Actions:
Start: O-7
Move: N-3
Free: Sing "Put one foot in front of the other
And soon you’ll be walking cross the floor"

End

Stats:

 Spoiler
HP: 12/12
AC: 21 (+3 Armor, +2 Shield, +5 Dex, +1 Size, +1 Dodge, +2 Stonefoot Stance) =  24

Stance: Stonefoot Stance
Maneuvers:

 Spoiler
Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

[User]
 Round 8 - Robert the Blade

"All right, you just keep singin' and walkin'.  I'll get you eventually."

Move action:  Load Sling

Free action:  Drop loaded sling in J6

Move Action:  Draw Greatsword

"Come and get it"

Stats and Status:

 Spoiler

HP: 18/18
AC: 16 (+4 Chain Shirt, +2 Dex)

Psionically Focused
Power Points: 2/2

Sling Bullets in Belt Pouches: 87

[User]
 Will he reach his opponent before the song ends? The world may never know...

 Tael Surefoot - Round 8

Actions:
Start: N-3
Move: M-4
Free: Sing "Put one foot in front of the other
And soon you’ll be walking out the door"

End

Stats:

 Spoiler
HP: 12/12
AC: 21 (+3 Armor, +2 Shield, +5 Dex, +1 Size, +1 Dodge, +2 Stonefoot Stance) =  24

Stance: Stonefoot Stance
Maneuvers:

 Spoiler
Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

[User]
 Round 9 - Robert the Blade

"Grahh!  Stop singing that song!"

Full Action:  Charge Tael, ending in L5

Attack:   (1d20+7)[ 16 ]
Damage:   (2d6+6)[ 18 ]
If Threaten
Confirm:   (1d20+7)[ 17 ]
Damage:   (2d6+6)[ 13 ]

AC:  14 (+4 Chain Shirt, +2 Dex, -2 Charge)

[User]
 The below spoilers for the success/failures may be opened by Bakken. I merely put them there to condense the post size.

 Tael Surefoot - Round 9

Actions:
Start: M-4
Free: "What? You don't like it?"
Standard: Lunge with rapier. Using Sapphire Nightmare Blade.
 (1d20+5)[ 14 ]  vs. Robert's AC
If success:

 Spoiler
 (1d20+8)[ 14 ](22)
 (1d6+2)[ 6 ]
And in case of crit:
 (1d20+8)[ 22 ]
 (1d6+2)[ 8 ]
Sapphire Nightmare Blade damage, does not calculate into crit -  (1d6)[ 2 ]

If fail:

 Spoiler
 (1d20+6)[ 15 ](21)
 (1d6+2)[ 3 ]
And in case of crit:
 (1d20+6)[ 26 ]
 (1d6+2)[ 5 ]

End

Stats:

 Spoiler
HP: 12/12
AC: 21 (+3 Armor, +2 Shield, +5 Dex, +1 Size, +1 Dodge, +2 Stonefoot Stance) =  24

Stance: Stonefoot Stance
Maneuvers:

 Spoiler
Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

[User]
 Well, Since My AC is lower because of charging, that actually hits.

 Round 10 - Robert the Blade

Immediate Action:  Spend 1 Power Point to use Elan Resilience nad reduce amount of damage by 2.

Free:  "Well, it seems that this was not such a good idea.  You are simply too difficult to hit, my friend.  I may have to try my luck as David did with Goliath."

Full-Round:  Withdraw to K7

End Turn

Stats and Status

 Spoiler

HP: 12/18
AC: 16 (+4 Chain Shirt, +2 Dex)

Psionically Focused
Power Points: 1/2

Sling Bullets in Belt Pouches: 87

[User]
 Tael Surefoot - Round 9

Actions:
Start: M-4
Free: "Get back here!"
Move: (breaking stance) to K-6
Standard: Lunge with rapier.
  ToHit  - (1d20+8)[ 20 ](28)
  Damage  - (1d6+2)[ 6 ]
And in case of crit:
  ToHit  - (1d20+8)[ 18 ]
  Damage  - (1d6+2)[ 7 ]

End

Stats:

 Spoiler
HP: 12/12
AC: 21 (+3 Armor, +2 Shield, +5 Dex, +1 Size, +1 Dodge) =  22

Stance:  Stonefoot Stance
Maneuvers:

 Spoiler
 Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

[User]
 Round 11 - Robert the Blade

Immediate:  Activate Elan Resilience to spend 1 Power Point and reduce damage taken by 2.

Standard:  Make a last-ditch effort swing with his greatsword at Tael.

Attack:   (1d20+5)[ 10 ]
Damage:   (2d6+6)[ 11 ]
If Threat
Attack:   (1d20+5)[ 13 ]
Damage:   (2d6+6)[ 10 ]

End of Turn

Stats and Status:

 Spoiler

HP: 11/18
AC: 16 (+4 Chain Shirt, +2 Dex)

 Psionically Focused
Power Points: 0/2

Sling Bullets in Belt Pouches: 87

[User]
 Tael Surefoot - Round 9

Actions:
Start: M-4
Swift: Re-initiate stance.
Standard: Lunge with rapier.
  ToHit  - (1d20+8)[ 14 ]
  Damage  - (1d6+2)[ 3 ]
And in case of crit:
  ToHit  - (1d20+8)[ 18 ]
  Damage  - (1d6+2)[ 4 ]

End

Stats:

 Spoiler
HP: 12/12
AC: 21 (+3 Armor, +2 Shield, +5 Dex, +1 Size, +1 Dodge, +2 Stance) =  24

Stance: Stonefoot Stance
Maneuvers:

 Spoiler
 Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

[User]
 Bakkan

 Spoiler
I assume your stats are a typo, since you'd be at 1 HP, not 11.

[User]
 hustlertwo

 Spoiler

Yes, that is a typo, I will fix that in this post

 Round 12 - Robert the Blade
 As Robert barely dodges the incoming lunge, he realizes that now it really is all or nothing, and heaves a giant swing with his greatsword.

Attack:  (1d20+5)[ 9 ]
Damage:   (2d6+6)[ 11 ]
If Threaten:
Confirm:   (1d20+5)[ 10 ]
Damage:   (1d6+6)[ 12 ]

(Incidentally, before this post I have not rolled above a 9 on any of my actual attacks.  We'll see if that keeps up.)

Stats and Status:

 Spoiler

HP: 1/18 (good thing there are no penalties for having low, but positive HP)
AC: 16 (+4 Chain Shirt, +2 Dex)

Psionically Focused
Power Points: 0/2

Sling Bullets in Belt Pouches: 87

[User]
 Tael Surefoot - Round 9

Actions:
Start: M-4
Swift: Re-initiate stance.
Standard: Lunge with rapier.
  ToHit  - (1d20+8)[ 11 ]
  Damage  - (1d6+2)[ 7 ]
And in case of crit:
  ToHit  - (1d20+8)[ 16 ]
  Damage  - (1d6+2)[ 7 ]

End

Stats:

 Spoiler
HP: 12/12
AC: 21 (+3 Armor, +2 Shield, +5 Dex, +1 Size, +1 Dodge, +2 Stance) =  24

Stance: Stonefoot Stance
Maneuvers:

 Spoiler
 Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

[User]
 Uh huh --- I am honestly very surprised we have gone this long.

 Round 13 - Robert the Blade

Full-Round:  Withdraw to G12

[User]
 For ease and sanity:  Map:

 Spoiler

I didn't think it would, personally.

Round fixing...
 Tael Surefoot - Round 13

Start: K-6
Move: (Breaking stance, again) to go to G-10
Free: "Coward!"

End

Stats:

 Spoiler
HP: 12/12
AC: 21 (+3 Armor, +2 Shield, +5 Dex, +1 Size, +1 Dodge) =  22

Stance: Stonefoot Stance
Maneuvers:

 Spoiler
Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

[User]
 Round 14 - Robert the Blade

Free:  5-foot step to F12

End Turn

[User]
 Tael Surefoot - Round 14

Start: G-10
Move: 5-foot step to F-11
Free: "Are you man, or are you mouse?"
Swift: Re-initiate stance.
Standard: Lunge with rapier.
  ToHit  - (1d20+8)[ 9 ]
  Damage  - (1d6+2)[ 8 ]
And in case of crit:
  ToHit  - (1d20+8)[ 24 ]
  Damage  - (1d6+2)[ 5 ]

End

Stats:

 Spoiler
HP: 12/12
AC: 21 (+3 Armor, +2 Shield, +5 Dex, +1 Size, +1 Dodge, +2 Stance) =  24

Stance: Stonefoot Stance
Maneuvers:

 Spoiler
Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

[User]
 Round 15 - Robert the Blade

"I am neither, I merely understand the absolute nature of failure."

Attack with greatsword:
Attack:   (1d20+5)[ 15 ]
Damage:   (2d6+6)[ 13 ]
If Threat:
Confirm:   (1d20+5)[ 18 ]
Damage:   (2d6+6)[ 13 ]

Stats and Status:

 Spoiler

HP: 1/18
AC: 18 (+4 Chain Shirt, +2 Dex, +2 Tree)

 Psionically Focused
Power Points: 0/2

Sling Bullets in Belt Pouches: 87

[User]
 EDIT: Random observation -
I think my luck has run out.

 Tael Surefoot - Round 15

Start: G-10
Move: 5-foot step to F-11
Free: "Are you man, or are you mouse?"
Swift: Re-initiate stance.
Standard: Lunge with rapier.
  ToHit  - (1d20+8)[ 10 ]
  Damage  - (1d6+2)[ 3 ]
And in case of crit:
  ToHit  - (1d20+8)[ 17 ]
  Damage  - (1d6+2)[ 4 ]

End

Stats:

 Spoiler
HP: 12/12
AC: 21 (+3 Armor, +2 Shield, +5 Dex, +1 Size, +1 Dodge, +2 Stance) =  24

Stance: Stonefoot Stance
Maneuvers:

 Spoiler
Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

[User]
 Round 16 - Robert the Blade

I'm pretty sure that as soon as one of us actually hits, we'll be done.

Greatsword attack

Attack:   (1d20+5)[ 17 ]
Damage:   (2d6+6)[ 14 ]
If Threat:
Confirm:   (1d20+5)[ 16 ]
Damage:   (2d6+6)[ 14 ]

[User]
 Round 15 - COPYPASTA Fail.
So with 1 hp between you, and your average at m HP... It'll be interesting to see who hits first.

 Tael Surefoot - Round 16

Start: F-11
Standard: Lunge with rapier.
  ToHit  - (1d20+8)[ 9 ]
  Damage  - (1d6+2)[ 5 ]
And in case of crit:
  ToHit  - (1d20+8)[ 15 ]
  Damage  - (1d6+2)[ 5 ]

End

Stats:

 Spoiler
HP: 12/12
AC: 21 (+3 Armor, +2 Shield, +5 Dex, +1 Size, +1 Dodge, +2 Stance) =  24

Stance: Stonefoot Stance
Maneuvers:

 Spoiler
Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

[User]
 Round 17 - Robert the Blade

With greatsword I attack, hmmm?

Attack:   (1d20+5)[ 9 ]
Damage:   (2d6+6)[ 12 ]
If Threat:
Attack:   (1d20+5)[ 18 ]
Damage:   (2d6+6)[ 13 ]

Stats and Status

 Spoiler

HP: 1/18
AC: 18 (+4 Chain Shirt, +2 Dex, +2 Tree)

 Psionically Focused
Power Points: 0/2

Sling Bullets in Belt Pouches: 87

[User]
 Tael Surefoot - Round 17

Start: F-11
Standard: Lunge with rapier. The  Stone Bones  poke of death?
  ToHit  - (1d20+8)[ 21 ]
  Damage  - (1d6+2)[ 6 ]
And in case of crit:
  ToHit  - (1d20+8)[ 11 ]
  Damage  - (1d6+2)[ 8 ]

End

Stats:

 Spoiler
HP: 12/12
AC: 21 (+3 Armor, +2 Shield, +5 Dex, +1 Size, +1 Dodge, +2 Stance) =  24

Stance: Stonefoot Stance
Maneuvers:

 Spoiler
 Sapphire Nightmare Blade
 Stone Bones
Moment of Perfect Mind

[User] Looks like that might do it.

[User] Yep, that does it.  Congratulations.

[User]
 High Ref 02youeng
 By virtue of much pokiness, Tael collects the loot and XP

[User]
 High Ref PsiDog
 Tael Surefoot wins


[User]
 The Workshop

Within the confines of the Citadel lies the smog spewing complex of the Workshop, housing Doctor Maelpraktis and his experiments. You as new hires have been assigned to his section and will be following his orders until further notice.

Within the smoggy and stifling interior of the Workshop goblins toil at their chemical sieves and forges, making who knows what manner of horrifically brutal devices. Having of course never been in this building before, nor having come inside with any preexisting mission other than reporting to the Doctor, you make your way to the center of the roof and face the spindly Warforged therein.

The Doctor is a good head taller than standard, and has four slim arms with seven fingers on each hand. His monocle appears to have been bolted to his left eye socket. A small mechanical creature made of cogs and wires follows after him as he prods at the corpse of a Minotaur.

 "Ah! Wilkommen meine Freunden. It is about time you arrived. Some Human"  He says the word disdainfully  " has started a rebellion among ze worthless peasants und he seeks to overthrow Lord Malapraxis.

He has no chance of course, but you and your colleagues are to go down into ze Catacombs and kill him. Make sure the leader does not escape! He is big, und ugly. He should be easy enough to spot. Now go! Mach schnell!"

He directs you to a small hatch that seems eerily familiar but most definitely does not lead to anything involving Goblins or Kobolds.

 Spoiler
I found a new source of monsters and I've got a very nice little encounter ready for you. Once you all check in we can get going.

EDIT: there, he is German again. Happy?

[User]
 Of course Herr Doctor  Carlen will say with a bow

 Spoiler
Present and accounted for sir. Going to sleep now though. Also, why isn't the doctor German anymore?

[User]
 Silex

The Psion nods silently and follows to the hatch.

[User]
 Amelia "Amy" Drakkus
 It will be done, sir.  Amy said with a business-like tone and nod of her head.

Fairly standard evil-henchmen duties... nothing wrong with that.  She hoped this job turned out better than her last, (Damned paladins!) as she and her team slipped down into the catacombs to dispense with the rabble.

 Spoiler
 Back and ready to rock!  I'm just going to assume the introductions went as before with anyone who's still playing the same character.  Let's do this, guys!  Go team evil! 😁


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

 XP Award:  300 XP
 GP Award:  300 GP

 Mike  - Mavian
 Revel Redmane  - Kyeudo

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

[User]
 I have a proposal.

You win this one, I win the next one, we both go on to the level 2 tournaments.

[User]
 Ah, but where's the fun in that? Let's give the audience a show and see how things play out.

You've got the better chance right now, as my build doesn't pay real profit until level 5 and you have two shots at this fight, so things might still work out how you want.

[User]
 True enough

Init:  (1d20+3)[ 12 ]

[User] Inititive: (1d20-4)[ 5 ]

[User]
 Mike - Round 1

 Spoiler

Starting in N2 with 3 warhammers drawn
Move Action to open the door
Move Action N2 to Q10

Done

Stats:

 Spoiler

Hp: 13
AC: 17
Position: Q10

[User]
 Revel - Round 1

 Spoiler

Start in M25. Open the door and move to J18.

Stats:

 Spoiler

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

 Manuvers Readied
Steely Strike
Shadow Blade Technique

 Soulmelds
Rageclaws

Done. Probably will want LoS.

[User]
 Mike

 Spoiler
No LoS

Revel

 Spoiler
No LoS

[User]
 Hmm, had a fifty/fifty shot and guessed wrong

Mike - Round 2

 Spoiler

Move Action: Q10 to Q18, although this will probably change if LoS is established.

Not done need a LoS check,

[User] LoS established, Mike is in Q-18, Revel in J-18.

[User]
 Mike waves and then darts back north, breaking LoS

 Spoiler

Second Move Action: Q18 to Q10
Free Action: Frenzy

End of Turn

Stats:

 Spoiler

Hp: 13
AC: 17
Position: Q10

[User]
 Revel - Round 2

Revel moves to Q18. More after I get LoS.

Stats:

 Spoiler

HP: 11/11
AC: 16 (+4 Armor, +2 Dex)
Location: Q18

 Manuvers Readied
Steely Strike
Shadow Blade Technique

 Soulmelds
Rageclaws

[User] I'm in Q10

[User]
 Revel - Round 2 (Continued)

Free Action: Hexblade's Curse you. Will Save plz.
Swift Action: Activate Death Devotion.
Standard action: Ready an action:

 Spoiler

Attack with Shadow Blade Technique if he comes within striking range.

Stats:

 Spoiler

HP: 11/11
AC: 16 (+4 Armor, +2 Dex)
Location: Q18

 Buffs
Death Devotion 10/10

 Manuvers Readied
Steely Strike
Shadow Blade Technique

 Soulmelds
Rageclaws

[User]
 Will Save:  (1d20-1)[ 11 ]

Lets do this one quick like.

Free Action: activate armbands
Full Round Action: Charge
1st attack:
 (1d20+5)[ 17 ]  - This number is right,
Damage:
 (1d8+6)[ 9 ]  - subtract 2
2nd attack:
 (1d20+5)[ 10 ]  - this number is right
Damage:
 (1d8+6)[ 10 ]  - subtract 2
3rd attack:
 (1d20+5)[ 16 ]  - this number is right
Damage:
 (1d8+6)[ 10 ]  - subtract 2

I'm assuming you've readied an attack, so you get that one, but not the AoO.

So... 15 points of damage unless you kill me.

[User]
 Revel - Round 3

Shadow Blade Technique:
Attack1: (1d20+4)[ 5 ]
Attack1: (1d20+4)[ 7 ]
Damage: (1d10+4)[ 5 ]  +  (1d6)[ 1 ]  cold if both hit

Since that damage won't kill me (thank you Rageclaws), for follow up I take a 5ft step to Q19 and attack with Steely Strike.
Attack: (1d20+8)[ 25 ]
Damage: (1d10+4)[ 11 ]

Any that hit require Fort saves or you gain a negative level. Remember the -2 from Hexblade's Curse on the save.

Stats:

 Spoiler

HP: -4/11
AC: 16 (+4 Armor, +2 Dex)
Location: Q18

 Buffs
Death Devotion 9/10

 Soulmelds
Rageclaws

[User]
 Fort Save:  (1d20+2)[ 12 ]  - Missed it by that much

If that fails, ignore the rest of this post.

 Mike: Round 3

Five foot step to Q18 and wail away.
First attack:  (1d20+3)[ 8 ]
Damage: (1d8+2)[ 8 ]
Second attack:  (1d20+3)[ 20 ]
Damage: (1d8+2)[ 8 ]
Third attack:  (1d20+3)[ 23 ]
Damage: (1d8+2)[ 3 ]

Stats:

 Spoiler

Hp: 2
AC: 17
Position: Q18

[User]
 High Ref Hust

 Revel wins, on to the rematch!


[User]
 Buff Rounds: Could we go 7?  What would you want?

Map: I dont really care.  Do you have a preference?

[User]
 Any map, except featureless ones and that map with the trees and a broken bridge.

I guess only all day buffs is fine. Two at best.

[User]
 Originally Posted by ryuan
 Any map, except featureless ones and that map with the trees and a broken bridge.

Those are the only two I can do...can you give another one?

 I guess only all day buffs is fine. Two at best.

I meant all day + 7 rounds of buffing right before the battle.  We could go down a couple, I guess...

[User]
 Ops, I also meant two buff rounds.

Can we use the map with the columns at least?

Well, it's getting really late here. See you in 8~10 hours. Good night.

[User]
 Oh, right, sure, we can use that.  I will have to go find it...

Ok, we need to compromize on the buff rounds.  6?  ...That doesnt really seem like much of a compromize, but my character needs a good number of rounds to fully buff.

Good Night.

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

[User] Maybe three rounds? Mine also need some rounds to buff, but I think the more buff rounds, more the battle become a initiative check battle.

[User]
 Nah, not really.  More buff rounds, the harder it is to kill each other.

Can we agree on 4?  That really cuts into my buffing...but oh well.

[User] Sounds fair. Also, sorry for the delay.

[User]
 Thats fine...

Buffing:

 Spoiler
All Day: Superior Reistance, Greater Mage Armor, Create magic Tattoo x2, Imbue Familar with Spell Ability (Orb of Force, Ray of Exaustion, Ray of Clumsiness, Ray of Enfeeblement), Greater Magic Weapon on Longsword and Armor Spikes
Round 1: Lord of the Sky, Greater Mirror Image  (1d4+4)[ 5 ]
Round 2: Greater Invisibility
Round 3: Halo of Sand
Round 4: Barkskin
Greater Mirror Image is now at max of 8.

Initiative  (1d20+17)[ 25 ]

Spellcraft DC 11
 Spoiler
Nerveskitter

Oh, and please dont open my spoilers.  Seems self explanatory, but multiple people have asked.

[User]
 Okee dokey.

+17 Init? Oh boy...

All day buffs

 Spoiler

Mindblank, personal (13pp); 24 hours
Inertial armor (13pp) +10 armor AC; 13 hours
Overland Flight, Psionic (11pp); 13 hours
Share pain (3pp); 13 hours

4 buff rounds

 Spoiler

1:Precognition, Defensive (13pp) +5 Insight AC, Saving throw;
2:True Seeing, psionic (9pp);
3:Schism (7pp);
4:Moment of prescience, psionic (13pp); Schism: Touchsight (5pp);

Statistics (don't look)

 Spoiler

PP Current/Total: 112/199

Precognition, Defensive: 10 rounds
True Seeing: enough
Schism: 12 rounds
Moment of prescience: 13 rounds
Touchsight: enough

Current Saves: +17/+16/+21
Current AC: 31/19/29

Both Me and my Psicristal are Focused

If you have psicraft, you may make psicraft checks to see what buffs I used in the buff rounds. DCs range from 16~22.

Also, I auto pass the spellcraft DC unless a natural 1 is an auto-fail.

Considering you already offered the spellcraft DC, may I suppose I'm seeing you? If so what square you are? I'm in the same collum of the oposite line if I can see you with normal vision.

Edit: Since you still didn't responded, I'm going to change my buffs. It's on the next spoiler.

4 buff rounds

 Spoiler

1:Precognition, Defensive (13pp) +5 Insight AC, Saving throw;
2:Schism (7pp);
3:True Seeing, psionic (9pp); Schism: Vigor 35 (7pp)
4:Moment of prescience, psionic (13pp); Schism: Touchsight (5pp);

Statistics (don't look)

 Spoiler

PP Current/Total: 105/199

Precognition, Defensive: 10 rounds
True Seeing: enough
Schism: 12 rounds
Moment of prescience: 13 rounds
Touchsight: enough

Current Saves: +17/+16/+21
Current AC: 31/19/29

Both Me and my Psicristal are Focused

All powers are affecting both me and my psicristal. Moment of prescience is affecting only if legal and my psicristal can spend his own MoP.

Edit2: Forgot to update new stats. Sorry.

[User]
 Initiative check:

[roll0]

Hope the roller works...

[User]
 Originally Posted by ryuan
 Initiative check:

 (1d20+4)[ 10 ]

Hope the roller works...

Let's try again...

Initiative check:  (1d20+4)[ 10 ]

[User]
 I dont know why I offered the spellcraft...habit, I suppose.

What are your vision modes?  I have Blindsight to the edge of the map...

Location
 Spoiler
F9

[User]
 I will return at 23:30 ish.

True vision 120ft, Touchsight 60ft.

Can I see the spolier?

[User]
 Yeah...F9

Where is your character?  I can "see" him, wherever he is.

[User]
 Then I'm in F2.

The spellcraft, I'm still alowed?

This is the description of my char:

"A weak looking person, with a timid light in his eyes. Has blue eyes and long blond hair tied in a ponytail, is using a tipical explorer outfit. Is smiling in a disturbing way, yet it appear to be mad at something or someone.

At his side, floating at his shoulder there is a light blue cristal."

[User]
 You see a beautiful elven woman wearing a mask and robes.  In her hand she clutches a glowing sword.

 Spoiler
Using Rashemi Spirit Magic, Rachel trades a first level spell for a Sanctum magic missile.  As she is in her sanctum (thanks to her acorn of far travels), this is a second level spell.  She uses Rashemi Spirit Magic again to trade it for a Sanctum Heightened (+1) magic missile.  Then a Sanctum Heightened (+2) magic missile.  Et cetera.  She gets it too Sanctum Heightened (+Infinity) magic missile, and trades that for Heightened (+Infinity) flesh to stone.  She repeats the process to get a Heightened (+Infinity) Quickened Finger of Death.  She then casts them both.

Make two Fortitude saves, DC Infinity.  Heightened (+Infinity) Flesh to Stone and Quickened Heightened (+Infinity) Finger of Death.

EDIT: Still wanting to fight? 😏

[User]
 Wait, WHAT?

Isn't this hounds devouring ban?

[User]
 I came up with and activated an infinite loop on you.  Sorry.

1/400 chance to live...

EDIT: Yeah, the hounds will devour me after I kill you.

[User]
 It would be very funny if i survived that...

Let me check to see if I can survive it.

[User]
 If you roll two natural 20s...

Damn I hate the thing that makes you wait 60 seconds between posts.  Twice in the last two posts...

[User]
 Nope, need to rely on luck. In other words, I'm killed.

Let's see what kind of results I could get if this where a 'valid' thing

 (1d20+17)[ 37 ]
 (1d20+17)[ 26 ]

Let's say DC 10 + 7 (spell level) + 6 (int) + 2 (GSF) = 25 for reference.

[User] I managed one! And for the record aparently I could survive something on those lines if it where more 'conventional'.

[User] Yeah, good job.  You can look at the spoiler to see how I did it.


[User]
 Arena Tournament, Round 60:  Tael Surefoot  vs.  Fiorella
 Map:

 Spoiler

 XP Award:  300xp
 GP Award:  300gp

 Tael Surefoot  - ZaneLaCoix
 Fiorella  - hustlertwo

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

[User]
 Reactionary purchases, yadda yadda yadda.

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

[User]
 (1d20+5)[ 15 ]

And I got the following:
+10 Sell Rapier
-320 Buy Masterwork Rapier
-50 Potion of Shield of Faith +2

I'm going to wager I go first... But I'll wait for confirmation, or any changes that my opponent may have

[User] Nothing more for me, you can go ahead and go.

[User]
 Just so we don't start out in the same square. The rest will be in spoilers until LoS is established...

Also, I wish you luck.

 Tael Surefoot - Round 1

Start: O-21

 Spoiler
Start with shield and a single vial in hands, sword currently sheathed.
Move: to M-17
With standing contingent:

 Spoiler
When LoS is established, drink Potion of Shield of Faith (standard), then declare Dodge on opponent (if this is possible)

End

Stats:

 Spoiler
HP: 12/12
AC: 21

Stance:
Maneuvers:

 Spoiler
Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

[User]
 Good luck to you as well!

 Spoiler
I move from K-5 to C-5, and ready an action to cast Magic Missile if my opponent ends his turn in my line of sight without being behind total cover or concealment.

Stats:

 Spoiler
HP 10/10
AC 13
Spells:
Light 1/1
Ray of Frost 1/1
Sonic Snap 1/1
Detect Magic 1/1

Magic Missile 2/2
Kelgore's Fire Bolt 1/1

Seeking Ray 1/1

[User]
 @ Refs
 Spoiler
nothing to see here

@Tael
 Spoiler
No LoS

@Fiorella
 Spoiler
No LoS

[User]
 Tael Surefoot - Round 2

 Spoiler
Start: M-17
Move: to L-11

Standing contingent:

 Spoiler
When LoS is established, drink Potion of Shield of Faith (standard), then declare Dodge on opponent (if this is possible)

End

Stats:

 Spoiler
HP: 12/12
AC: 21

Stance:
Maneuvers:

 Spoiler
Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

[User]
 Spoiler
Move to A-1.  Ready action to cast Magic Missile if LoS is established and my opponent does not have total cover or concealment.

Stats:

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HP 10/10
AC 13
Spells:
Light 1/1
Ray of Frost 1/1
Sonic Snap 1/1
Detect Magic 1/1

Magic Missile 2/2
Kelgore's Fire Bolt 1/1

Seeking Ray 1/1

[User]
 @Refs
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Can Tael move  through  the haystack without scattering it?

@Tael
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I'm not sure you can move through the haystack, and I don't see how you get to L11 without moving through it.  Is there a precedent?

just a sec

[User]
 High Ref Mav

@Madtinker

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Yes, you can also hide in them, unless they are scattered.

[User]
 @Tael

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No LoS

@Fiorella

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No LoS

[User]
 Tael Surefoot - Round 3

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Start: L-11
Move: to K-6

Standing contingent:

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When LoS is established, drink Potion of Shield of Faith (standard), then declare Dodge on opponent (if this is possible)

End

Stats:

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HP: 12/12
AC: 21

Stance:
Maneuvers:

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Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

[User] LoS established as Tael enters M6.  Fiorella is in A1.  Both have actions ready that trigger.

[User]
 What determines the order the actions trigger?  I'll go ahead and do mine regardless, I'm just curious.

MM away!

 (2d4+2)[ 8 ]

[User] Lucky roll.  So, is that the end of his turn, then?

[User]
 Tael Surefoot - Round 3: LoS Established, contingent activated

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Start: L-11

Move: to K-6
Standard: Drink Vial
Free: Drop Vial
????: Declare Dodge on Opponent

Standing contingent: ACTIVATED

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When LoS is established, drink Potion of Shield of Faith (standard), then declare Dodge on opponent (if this is possible)

End

Stats:

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HP: 4/12
AC: 21 +1 Dodge, +2 SoF/Deflection =  24

Stance:
Maneuvers:

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Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

I don't think it matters. Neither of our actions would conflict with either of ours.
Your up.

[User]
 Magic Missile was so nice, let's do it twice:

 (2d4+2)[ 5 ]

[User] I think that's you at -1, then.  And as far as I'm concerned, anytime I face someone 1 on 1, they can just permanently declare me as their dodge target (in fact, I think my round 58 opponent has done just that).  Doing it every round is only necessary when there's more than one opponent.

[User]
 That was certainly interesting.
But yeah, it's your win this time around.

That was the only time he had declared dodge on him.

Good luck in the following rounds.

[User] Same to you.  Hope you have some money saved, since the next person you fight will have won 300 GP more than you (the bum rap about being the last person knocked from the winner's bracket).  Can make for a precarious position.

[User]
 High Ref Mav:

Fiorella gets the win and the loot.