[User]
 Arena Tournament, Round 69:  Shooter McArcher & Team Player  vs.  Lil' Smasher & Quork
 Map:
 Spoiler

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

 XP Award:  300 XP to each non-DQd member of winning team
 GP Award:  300 GP to each non-DQd member of winning team

 Shooter McArcher  - Master_Rahl22
 Team Player  - Ganurath
  Lil' Smasher  - Tanaric
 Quork  - Sallera

 All Combatants, please roll initiative and declare any starting combatants.

Prior to the match start you may privately plan by spoiler or PM with your partner, but after the start any communications will need to be done in character inside the arena as rules allow.

[User]
 Init:  (1d20-3)[ 4 ]

Edit: Purchasing a psionic tattoo of Force Screen and a scroll of Briar Web.

[User]
 Initiative  - (1d20+3)[ 21 ]

No Purchases.

McArcher:
 Spoiler
Who do you think we should prioritize as a target? Their builds are virtually identical.

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

Discussing purchases, will decide later

Team Player:

 Spoiler
Hmm, Lil Smasher will have the lower AC once Quork activates that tattoo, but if I go first Quork has the lower HP total and lower Flat-footed AC so I might take a potshot and hope for a good roll.  Should I grab another potion of Cat's Grace?  I'm thinking they'll both either spam Light of Lunia or try to get into melee, and more Dex would pump my touch AC higher.

[User]
 Purchasing a potion of invisibility.

In-it to  win-it  fail horribly:  (1d20+7)[ 10 ]

[User]
 Purchasing Potion of Cat's Grace: 300gp

Team Player:

 Spoiler
I think I'm going to go for a Rapid Shot on Lil Smasher to maybe get lucky before he goes invis.  It will be at +2/+2 vs his FF AC, so we'll see.  Assuming he doesn't die though, I'm going to probably stick close to you since they're both melee oriented and I'm fairly squishy.

[User]
 No reactionary purchases. Any from anyone else?

McArcher:
 Spoiler
Sounds like a plan. I'll move south to start it off, make it easier for me to get through the muck so I can get a charge off. Think I should bother wearing my armor? If they bring the Light of Lumia, it'll only be a loss of speed and skill checks.

[User] None from me.

[User]
 Team Player:

 Spoiler
It's kinda 6 of one, half a dozen of the other.  They have attack bonuses of +2 and +3 with their weapons, so your 18 AC would be really good, but would make them more likely to use LoL.  If you don't wear it, their weapons will have a 50% chance against you.  Of course, with healing and Steely Resolve, you might be better off with speed and skills.

[User] Nothing reactionary.

[User]
 In that case, let's get this party started.

 Team Player

Starting in Z11 without my armor, I'll enter the Martial Spirit stance before a double move from Z11 southwest.

LoS:

 Spoiler
Went from Z11 to R19 to O19.

 Spoiler:
 Spoiler
HP: 11/11
AC: Full 13, FF 10, Touch 13
Saves: Fort +4, Ref +3, Will -2
Special: Furious Counterstrike, Steely Resolve 5

Granted Manuevers:
1. Crusader's Strike
2. Vanguard Strike
3. Charging Minotaur
4. Stone Bones
5. Moment of Perfect Mind

  Granted  - (1d5)[ 3 ]
  Granted  - (1d4)[ 3 ]
  Granted  - (1d3)[ 2 ]

[User]
 Shooter McArcher, Round 1

Start in Y-10 holding a bow with potion on his belt.

I need starting positions from you guys before I take my turn.

[User] Quork is starting in A11, holding a scroll.

[User] B-11, holding a potion.

[User]
 5ft step to X-10.

Full round: Rapid Shot on Lil Smasher, vs FF AC since he hasn't had a turn
  Attack  - (1d20+4)[ 18 ]
  Damage  - (1d8+1)[ 4 ]
  Attack  - (1d20+4)[ 11 ]
  Damage  - (1d8+1)[ 4 ]

Stats:

 Spoiler

HP: 12/12
AC: Full 16, FF 12, Touch 14
Saves: Fort +3, Ref +4, Will +1

[User]
 Whisper to Smasher:
 Spoiler
"Think I'll drop the thorns on TP.  He's already in a bog, so even if he saves, he won't be going anywhere next turn.  Doubt the archer will run into them, so you may as well go north."

[User]
 Smasher, round 1

Sallera:
 Spoiler
With some luck, I should be able to down McArcher in one shot. If not, we'll see what happens.

Guzzle potion. Drop bottle.

Refs:
 Spoiler
Move to D-4.

Done.

Stats:
 Spoiler
HP: 5/9
AC: 19/13/16
Currently in: D-4

Spells: CMWx2, Virtue x1, Light of Lunia x1, CLW x1, True Strike x1

[User]
 Quork, Round 1

Move southeast out of LoS.
Refs/Smasher/TP:
 Spoiler
Ending in G14.
Standard: Attempt to cast from scroll, DC6:  (1d20+1)[ 6 ]

Not done, need to see result.

[User]
 Quork, Round 1 cont.

A 20ft radius centred on L18/N19 is now covered in spiky plants.  DC14 Reflex save needed from TP.
Refs/Smasher/TP:
 Spoiler
Free: Drop used scroll.
Free: Declare Hatred on TP.
Swift: Cast a quickened spell, DC16:
 Spoiler
Shield of Faith.

Stats:
 Spoiler
HP 7/7, AC 19 (15, 16) (+2 vs. TP)
PP: 2/2
TU: 6/11
Spells:
0th
Virtue
Guidance
Cure Minor Wounds
1st
 Shield of Faith
Doom
Light of Lunia

Done.

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

May I ask what ill effect I suffer should I fail my save?

[User]
 You're entangled.  If you stay perfectly still or successfully make another save as a full-round action, you suffer no effects other than half movement speed in the area.  If you fail that save or take any other action, you take 2d6 damage.

Oh, and the plants provide cover from 5ft and total cover from 20ft.

[User]
 This prompts two more questions:

1. Is it 2d6 per 5ft, or just 2d6 for taking the action?

2. Does the half-speed apply if I don't make a saving throw?

[User] 2d6 per action.  As to the latter, I believe so; it applies even if you make the initial save, so as far as I can tell it's like entangle in that regard.

[User] I see... Does the half-speed apply in the radius of the spell only, or to the entire action even if it takes me out?

[User] Just within the radius of the spell.

[User]
 Not that it will impact my decision, but is the entangling stuff going to stick around for a while?

 Team Player

LoS:

 Spoiler
Move action to S19, then total defense action.

  Damage  - (2d6)[ 12 ] , up to 5 to delayed damage pool

 Spoiler:
 Spoiler
HP: 4/11, 5 delayed
AC: Full 19, FF 12, Touch 19, +3 Dex, +4 Dodge, +2 Tree
Saves: Fort +4, Ref +4, Will -2
Special: Furious Counterstrike, Steely Resolve 5

Granted Manuevers:
1. Crusader's Strike
 2. Vanguard Strike
3. Charging Minotaur
4. Stone Bones
5. Moment of Perfect Mind

  Granted  - (1d2)[ 1 ]

Turn Complete.

[User] Yeh, it'll be there for the next 49 rounds.

[User] I'll be out of town for a day or two, in the event that it becomes my turn before I get back.

[User]
 Shooter McArcher, Round 2

5ft step to X-11.

Move: draw potion in belt
Standard: drink potion
Refs:

 Spoiler
Potion of Cat's Grace

End of turn.

Stats:

 Spoiler

HP: 12/12
AC: Full 18, FF 12, Touch 16
Saves: Fort +3, Ref +6, Will +1
Cat's Grace: 30/30 rounds

[User]
 Smasher, round 2

 Spoiler
Move to K-4. Draw morningstar.

Done.

Stats:
 Spoiler
HP: 5/9
AC: 19/13/16
Currently in: K-4,  invisible

Spells: CMWx2, Virtue x1, Light of Lunia x1, CLW x1, True Strike x1

[User]
 Quork, Round 2

Refs/LoS:
 Spoiler
Swift: Cast a quickened Doom at TP, DC14 Will or shaken.
Standard: Tap tattoo.
Move: Draw loaded sling.

Stats:
 Spoiler
HP 7/7, AC 23 (15, 20) (+2 vs. TP)
PP: 2/2
TU: 1/11
Active Effects: Shield of Faith 9 rounds, Force Screen 10 rounds
Spells:
0th
Virtue
Guidance
Cure Minor Wounds
1st
 Shield of Faith
Doom
Light of Lunia

Done.

[User]
 Team Player

LoS:

 Spoiler
Move action to X13, then total defense action.

 Elven
 Spoiler
 "I hope you have a potion, as that spell did more damage than expected."

Then I'll likely drop at -1 hp.

 Spoiler:
 Spoiler
HP: -1/11
AC: Full 17, FF 10, Touch 17, +3 Dex, +4 Dodge
Saves: Fort +4, Ref +3, Will -2
Special: Furious Counterstrike, Steely Resolve 5

Granted Manuevers:
 1. Crusader's Strike
2. Vanguard Strike
3. Charging Minotaur
4. Stone Bones
5. Moment of Perfect Mind

Turn Complete.

[User]
 Shooter McArcher, Round 3

LOS:

 Spoiler
Move: move to X-7
Move: Scatter the planks

End of turn.

Stats:

 Spoiler

HP: 12/12
AC: Full 18, FF 12, Touch 16
Saves: Fort +3, Ref +6, Will +1
Cat's Grace: 29/30 rounds

[User]
 Refs:
 Spoiler
Are all the planks scattered after that, or just the one square?

[User]
 @Tan

 Spoiler

It scatters the entire bridge

[User]
 Smasher, round 3

 Spoiler
Double move to T-8.

Done.

Stats:
 Spoiler
HP: 5/9
AC: 19/13/16
Currently in: T-8, invisible

Spells: CMWx2, Virtue x1, Light of Lunia x1, CLW x1, True Strike x1

[User]
 Quork, Round 3

Pretty sure this is going to establish LoS one way or another.
Move to I15.
Attack Shooter with sling, wherever he is.
Attack:  (1d20+3)[ 16 ]  (-2 if further than 45ft)
Damage:  (1d4+2)[ 4 ]

Stats:
 Spoiler
HP 7/7, AC 23 (15, 20) (+2 vs. TP)
PP: 2/2
TU: 1/11
Active Effects: Shield of Faith 8 rounds, Force Screen 9 rounds
Spells:
0th
Virtue
Guidance
Cure Minor Wounds
1st
 Shield of Faith
Doom
Light of Lunia

Done.

[User]
 Shooter McArcher, Round 4

Quork's attack missed.

5ft step to X-8
Full round: Rapid Shot against Quork
  Attack  - (1d20+6)[ 18 ]
  Damage  - (1d8+1)[ 6 ]
  Attack  - (1d20+6)[ 13 ]
  Damage  - (1d8+1)[ 4 ]

End of turn.

Stats:

 Spoiler

HP: 12/12
AC: Full 18, FF 12, Touch 16
Saves: Fort +3, Ref +6, Will +1
Cat's Grace: 28/30 rounds

[User]
 Oh, right, it's my turn.

 Smasher, round 4

 Spoiler
Full-round: Reassemble bridge.

Done.

[User]
 Quork, Round 4

Move: Reload sling.
Standard: Sling Shooter.
Attack:  (1d20+1)[ 13 ]
Damage:  (1d4+2)[ 6 ]

Stats:
 Spoiler
HP 7/7, AC 23 (15, 20) (+2 vs. TP)
PP: 2/2
TU: 1/11
Active Effects: Shield of Faith 7 rounds, Force Screen 8 rounds
Spells:
0th
Virtue
Guidance
Cure Minor Wounds
1st
 Shield of Faith
Doom
Light of Lunia

Done.

[User] Waiting on LOS, specifically the state of the plank bridge nearest to me

[User] It was replaced on my turn.

[User]
 Shooter McArcher, Round 5

Quork's attack missed again.

Move: Move to W-16
Standard: Shoot at Quork again.
  Attack  - (1d20+8)[ 10 ]
  Damage  - (1d8+1)[ 7 ]

End of turn.

Stats:

 Spoiler

Location: W-16
HP: 12/12
AC: Full 18, FF 12, Touch 16
Saves: Fort +3, Ref +6, Will +1
Cat's Grace: 27/30 rounds

[User] Correction, I don't have the speed to get to W-16 in a single move.  Move to W-14

[User]
 Smasher, round 5

 Spoiler
Move to X-13. Cast DMM Quickened True Strike. Attack with Psionic Weapon.

Attack:  (1d20+24)[ 44 ]  for  (1d8+2)[ 7 ]  plus  (2d6)[ 8 ]

That breaks my invisibility, revealing me in X-13.

[User]
 Crit confirm:  (1d20+24)[ 32 ]  for  (1d8+2)[ 10 ]

Done, by the way.

[User] Rematch time, then?

[User] Yikes, uh that'll do it.  GG folks.

[User] Lil' Smasher and Quork are victorious!


[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]
 (Huzzah Thread!, Before i start yelling stuff, Just in case, I Altered the Char a bit,
Does it work(or to cheesy? Martial stance+Hitting Fast Healing ally)

and was that ok?  if not ill go change it back 🙂 )

(Edit:  Link  again for ease of reference)

[User]
 Cheese, so long as it's legal is both accepted and encouraged. Fast healing's been used to good effect by others as well.

Go nuts!

[User]
 (Ok last edit/check to make sure the char as cheesed up as possible then :).
 and if all 's ok, after that..)

 Polly and i should probaly go looking around in this room to see where we ended up,
and if its more then meets the eye.  (Tought)

*it floats and hovers within 10ft of me doing its own checks,  while i slowly go around poking the floor with my 10ft pole,
while keeping an eye out for anything intresting on my way to close off the top door and the right door
(after poking and picking up the two bars ofc, if all goes well).* (Action)

(//Edit)
[If Polly see's/Finds anything intresting, it'll Try and get my attention By slowly Flashing with Dark Blue light,]
[If It encounters or notices anything dangerous it'll turn to a Dark Red Glow.]
[Its usualy Green if nothing intresting happens that i need to be notified off]
(//Edit)

  "Argh' i wish i felt soberder, Ah well lets see what mess we got our self in this time"   (Grim's, speech)

[User] Nothing dangerous found in this room by either you or Polly, despite poking and prodding the doors a bit.

[User]
 (Tought)
  not a clue where i am, but it doesnt seem that dangerous.

(speech)
 "what do you think Matey, looks like nothing special ey, I'm sure we've been in worse."

(Action)
 [Polly hovers slightly above my shoulder hight (so it can see over me), in the square behind me.]
[Still doing his own checks and Informing me as needed]

(speech)
 "Lets us go see whats behind door number one"

(Action)
 *I stuff away my pole, and draw my shield and javelin,
opening the southern door (as i closed/locked the other 2 see previous post) and carefully look in,
Javlin in hand preparing a ready action to toss it at the first and if multiple closest hostile creature i see.*

(Action)
 [Polly also prepares a ready action to shoot a burst of light at the first hostile (and if multiple closest), mimicking its owner]


[User]
 Arena Tournament, Round 51:  Dense  vs  McToughy
 Map

 Spoiler

 XP Reward:  300 XP
 GP Reward:  300 GP

Psionic Dog - Dense
 Alterform - McToughy
 All Gladiators, please declare final purchases (if any) and roll initiative.

[User]
 McToughy Init  - (1d20+1)[ 7 ]

No purchases as of yet.

[User]
 Dense - Preliminaries
  Initiative  - (1d20+3)[ 18 ]

Hmmmm... tricky.

Ok,

I believe I'll buy a ridding dog [150gp], Studded Leather Barding [50gp], a tanglefoot bag [50 gp], 11 more bolts to bring my amo up to 30, [1.1gp], and... hmmm. Maybe something else if you make any purchases.

Total Expenditures today: 251.1 gp.

[User]
 Ok, my shopping is complete, but reserving right to make a reactionary purchase if applicable.

 Dense-Round 1

Dense, a gnome clad in studded leather and holding a loaded heavy crossbow and buckler starts mounted on a ridding dog also clad in studded leather in B-14.

  Ride  - (1d20+2)[ 6 ]  DC5 Guide w/ Knees.
Rides to K-14.

Readied Action:

 Spoiler
If attacked take Total Defense action.

Stats:
 Spoiler

HP: 16/16
AC: 18 (14 T, 15 FF) +1size +3dex +3armor +1shield

Ridding Dog:
HP 13/13
AC: 19 (12T, 17FF)  +2Dex +4Nat +3armor
+5 listen +5spot

Current weight on Dog: 44 lb Dense, 19.5lb D's equipment, 20lb barding = light load.

Done.

[User]
 McToughy - Round 1

McToughy, an Elan in chainmail and two-handing a spear starts in Y14.
Move: 20 ft to U15
Standard: Manifest power.
DC 16 Psicraft Check:

 Spoiler
MT manifests Force Screen.

End Turn

Stats

 Spoiler

HP: 8/8
AC: 20 (5 armor, 1 DEX, 4 shield), Touch 11, FF 19
PP: 9/10
Force Screen: Round 1 of 10
Position: U15
Spot/Listen: +6/+2

[User]
 Dense - Round 2

  Ride gwk  - (1d20+2)[ 7 ]

Ride 25 ft from K-14 to M-11
Standard: Fire Crossbow at McToughy
Move: Reload Crossbow

I believe from M-11 McToughy has no cover against Dense, while Dense has cover from McToughy.

  Attack  - (1d20+5)[ 17 ]    Damage  - (1d8)[ 2 ]

If bolt misses  (1d100)[ 77 ]  >50 = bolt destroyed.

End Turn.

Stats:
 Spoiler

HP: 16/16
AC: 18 (14 T, 15 FF) +1size +3dex +3armor +1shield
Ammunition Left: 29 bolts.

Ridding Dog:
HP 13/13
AC: 19 (12T, 17FF)  +2Dex +4Nat +3armor
+5 listen +5spot

Current weight on Dog: 44 lb Dense, 19.5lb D's equipment, 20lb barding = light load.

[User]
 The bolt bounces harmlessly off a field of force in front of McToughy.

 McToughy - Round 2
Standard: Manifest a power.
Psicraft DC 16 to ID

 Spoiler
MT manifests Vigor

Move: 20 ft to Q14

Status

 Spoiler
HP: 8/8 (5 Temp HP)
AC: 20 (5 armor, 1 DEX, 4 shield), Touch 11, FF 19
PP: 8/10
Force Screen: Round 2 of 10
Vigor: Round 1 of 10
Position: Q14
Spot/Listen: +6/+2

End Turn

[User]
 Dense - Round 3

Free: jovial banter:  "Oh ye think ya clever eh? Well I got bolts a'plenty an a trick o' my own!"
  Ride gwk  - (1d20+2)[ 9 ]

Ride 35 ft from M-11 to S-10
Move: Draw Tanglefoot Bag
Standard: Throw bag

  Touch Attack  - (1d20+6)[ 10 ]  - 2 range increment for...  8  🫤

End Turn.

Stats:
 Spoiler

HP: 16/16
AC: 18 (14 T, 15 FF) +1size +3dex +3armor +1shield
Ammunition Left: 29 bolts.

Ridding Dog:
HP 13/13
AC: 19 (12T, 17FF)  +2Dex +4Nat +3armor
+5 listen +5spot

Current weight on Dog: 44 lb Dense, 19.5lb D's equipment, 20lb barding = light load.

[User]
 McToughy - Round 3

Free: Taunting Banter:   "I am not clever. I am good. And you seem to have opened yourself to an attack."
Move: 15 ft to Q11, 5 ft to R10, total movement 20 ft.
Standard:   Attack  - (1d20+4)[ 18 ]  vs AC,   Damage  - (1d8+6)[ 8 ]
  Awaiting dieroller...

That looks like a hit to me, unless you have other effects up.

 End Turn

Stats

 Spoiler
HP: 8/8 (5 Temp HP)
AC: 20 (5 armor, 1 DEX, 4 shield), Touch 11, FF 19
PP: 8/10
Force Screen: Round 3 of 10
Vigor: Round 2 of 10
Position: R10
Spot/Listen: +6/+2

[User]
 It hit. Congrats on first blood.
 Dense - Round 3

Free: jovial banter:  "I missed again? I must be getting ol.. YEOW!"
  Ride gwk  - (1d20+2)[ 9 ]

Full-round action: Withdraw! (to P-20 by way of T-12: 70ft of movement)

End Turn.

Stats:
 Spoiler

HP: 8/16
AC: 18 (14 T, 15 FF) +1size +3dex +3armor +1shield
Ammunition Left: 29 bolts.

Ridding Dog:
HP 13/13
AC: 19 (12T, 17FF)  +2Dex +4Nat +3armor
+5 listen +5spot

Current weight on Dog: 44 lb Dense, 19.5lb D's equipment, 20lb barding = light load.

[User]
 McToughy - Round 4

Free: Taunting Banter:  "Come, now. Why run when your defeat is assured?"

Double Move: 40 ft to  O18  O17

 End Turn

 Spoiler
HP: 8/8 (5 Temp HP)
AC: 20 (5 armor, 1 DEX, 4 shield), Touch 11, FF 19
PP: 8/10
Force Screen: Round 4 of 10
Vigor: Round 3 of 10
Position: O18
Spot/Listen: +6/+2

[User]
 O-18? Didn't you end in R-10 round 3? 🤨

I count 60 ft required to get from R-10 to O-18.

[User]
 Err...while it's not 60 ft to O18 from R10, I have overextended myself by 5 ft. Oops. 😳
Post edited accordingly; I now end in O17

[User]
 No problem, I was off a column as well. 😳
 Dense - Round 5

Free: jovial banter:  "Ah, but we wee folk like our personal space. Now take this feathered token of my esteem."

Standard action: Fire Crossbow!
  Attack  - (1d20+6)[ 17 ]    Damage  - (1d8+1)[ 7 ]
  Critical Hope  - (1d20+6)[ 21 ]    Wishful extra damage  - (1d8)[ 7 ]
  Break chance on miss  - (1d100)[ 75 ]  miss breaks > 50

  Ride gwk  - (1d20+2)[ 18 ]  Ride 35 ft to S-26
Move action: Reload crossbow.

End Turn.

Stats:
 Spoiler

HP: 8/16
AC: 18 (14 T, 15 FF) +1size +3dex +3armor +1shield
Ammunition Left: 28 bolts.

Ridding Dog:
HP 13/13
AC: 19 (12T, 17FF)  +2Dex +4Nat +3armor
+5 listen +5spot

Current weight on Dog: 44 lb Dense, 19.5lb D's equipment, 20lb barding = light load.

[/QUOTE]

[User]
 Sorry I'm late posting. Schoolwork piled up a bit.

 McToughy - Round 5

The bolt bounces harmlessly off again, splintering.

No banter this time. Just a bemused (and annoyed) grunt.

Refs

 Spoiler
How straight does a  run action  have to be?

[User]
 High Ref Talic

@Alterfrom:
 Spoiler
It must  be straight in all regards.  That is, you must be able to draw an unobstructed straight line from the start position to the end position.  If that line isn't vertical or horizontal, your character's movement through squares must be as close to that line as possible.  This line may not pass through difficult terrain, and the elevation rate may not change (the line must be straight with regards to vertical movement as well).  This means you can't run across flat ground, and at the end, go up a shallow set of stairs.

If an ability allows for one turn during a run action, that can be a change in the elevation rate or a change in one of the 4 cardinal directions.

[User]
 Thanks Talic

 McToughy - Round 5, cont
Move: 20 ft to R19
Move: 20 ft to S23

 End Turn

Status

 Spoiler
HP: 8/8 (5 Temp HP)
AC: 20 (5 armor, 1 DEX, 4 shield), Touch 11, FF 19
PP: 8/10
Force Screen: Round 5 of 10
Vigor: Round 4 of 10
Position: S23
Spot/Listen: +6/+2

[User]
 Dense - Round 6
  Ride gwk  - (1d20+2)[ 20 ]
Have mount make double move (80 ft):
Moving 40 ft to Q-24 (by way of O-25) and then another 40ft up to J-22

Move Action: Draw Alchemist Fire
Standard Action: Throw Flask [thrown from movement midpoint: Q-24]

  Touch Attack  - (1d20+2)[ 6 ]
If Hit   Fire Damage  - (1d6)[ 1 ] .

On miss flask lands  (1d8)[ 3 ]  NW N NE E SE S SW W.
So if it misses you take 1 point splash damage, and on 1-3 Dense & mount also take 1 point splash damage.

End Turn.

Stats:
 Spoiler

HP: 8/16
AC: 18 (14 T, 15 FF) +1size +3dex +3armor +1shield
Ammunition Left: 28 bolts.

Ridding Dog:
HP 13/13
AC: 19 (12T, 17FF)  +2Dex +4Nat +3armor
+5 listen +5spot

Current weight on Dog: 44 lb Dense, 19.5lb D's equipment, 20lb barding = light load.

[User]
 🤢 I don't know if I should laugh or cry...

Stats:
 Spoiler

HP: 7/16
AC: 18 (14 T, 15 FF) +1size +3dex +3armor +1shield
Ammunition Left: 28 bolts.

Ridding Dog:
HP 12/13
AC: 19 (12T, 17FF)  +2Dex +4Nat +3armor
+5 listen +5spot

Current weight on Dog: 44 lb Dense, 19.5lb D's equipment, 20lb barding = light load.

[User]
 MT winces slightly at the fire, then continues fighting.

 McToughy

Free: Taunting Banter:  "Again, you leave an opening. Have at!"

Full-Round: Charge to K23

  attack  - (1d20+5)[ 23 ]  (opponent has cover)
  damage  - (1d8+6)[ 8 ]

I think that's game, unless you have more HP or more AC somehow.

Status

 Spoiler
HP: 8/8 (4 Temp HP)
AC: 20 (5 armor, 1 DEX, 4 shield), Touch 11, FF 19
PP: 8/10
Force Screen: Round 6 of 10
Vigor: Round 5 of 10
Position: K23
Spot/Listen: +6/+2

[User]
 That hit and dropped Dense to -1 for game.

Well fought. 🙂

[User] Same. I was worried I'd never be able to catch you.

[User]
 High Ref Talic
 McToughy is the victor!


[User]
 You are in a dark room. You can see the floor, but everywhere else there is darkness. You recognize some of your friends around you. Void Iceberg, Bori Ozenamu, Eliza Roberts, Quarbaste, Wheal and Ivellios.

You are all lounging about. You have no idea where you are.

Suddenly a bright light appears and you can barely see a Couatl descending from the unknown heavens.

What do you do now?

[User] The small Goblin scrambles away trying to head for a Corner and gain concealment. The Goblin has no intention of being the first to attract this new threat's notice.

[User] Ivellios shields his eyes and scowls at the offending light.  He slowly draws a dagger, trying to keep the action hidden from the feathered serpent.

[User]
 Bori

Bori looked up at the creature defiantly. " "Don't be so quick to run away Wheal. Something is not right here."

[User]
 "You must all di- Wait what?"   the Coautl intones into your minds, looking at Bozi.

  "You are not afraid of your final judgement?

[User]
 Bori

Bori Smirked. " Of course not, for I have done no wrong. Seeking to better myself and mankind is no crime. " He hoped that this creature didn't actually know how he went about said "betterment", what unknowing fools have called murder. But with it speaking in his mind, he didn't hold much hope that it wouldn't know for long.

[User]
 Wheal ignores his companions, and continues seeking some concealing darkness where he can leave his so-called 'friends' to be devoured by the Couatl, while he hides.

  Flying Snake no find Wheal. Wheal hide, come out when Snake is gone.

[User]
 The Couatl looks confused. He then charges at Wheal.

  "EVIL IS EVIL!!!"   He mind screams

[User]
 Wheal looked at the Flying Snake, and sighed. It appeared he needed to try Bori's method, since his own seemed to be failing. He prepared to dodge the creature the best he could, and just shrugged.

 "Wheal not evil. Wheal's God, big goblin, kill Wheal if he not do what Wheal do. What choice Wheal have?"

[User]
 The Couatl looks confused by the primitive speech, but keep going.

 Spoiler
Erm... Roll Initiative I guess?

[User] Eliza not knowing what the big beast is, but knowing that it's powerful, decides that now is not the time to be playing around, and casts a Obscuring Mist spell centered on the Coutal before fleeing with the dog to cover.


[User]
 While Krax protecting the a caravan between the Sarnath Citadel and the Fuuga grounds, they encounter a savage minotaur (MM p191).
He demands payments: 'everthing' ...

Init:
Krax: [roll]1d20+10[roll]
Mino: [roll]1d20+9[roll]

[User]
 fade to battle sequence ...

  init:
Krax:  (1d20+10)[ 25 ]
Mino:  (1d20+9)[ 23 ]

[User]
 opting not to open with a daily power,

- MOVE: Krax flies toward the minotaur (2 squares distance)
- MINOR: breath weapon  (1d20+18)[ 21 ]  vs 26 for  (2d6+4)[ 11 ]  ice/acid damage
- STANDARD headstrong breavery  (1d20+21)[ 28 ] (+1) vs 32 (-2 if the first hits) for  (3d8+15)[ 26 ]  (+5 if the first hits)
- FREE: mark

edit: krax rolls not so good ...

[User]
 the marked minotaur laughs at Krax petty attempts to hit him
the 4 miss damage is a small bruse on the 190 total.

now in mellee ... Krax may receive a swing from the big axe ...
 (1d20+19)[ 24 ]  vs 33 for  (2d8+7)[ 13 ]  ( (4d8+23)[ 35 ]  if crit)

[User]
 Krax grins at the minotaurs equally bad swing, as he easely duck the axe ...

Krax launches a heavy swing to the head ...
Mountain hammer:
-  (1d20+21)[ 26 ]  vs 32; [roll]2d8+13[roll]

[User]
 the hammer misses (4-> 182 hp) and the minotaur swings again
 (1d20+19)[ 23 ]  vs 33 for  (2d8+7)[ 16 ]  ( (4d8+23)[ 46 ] )

[User]
 Both missing each other Krax tries to launch a thundering strike
 (1d20+21)[ 38 ]  vs 28 for  (1d8+11)[ 16 ]

[User]
 (16->166) now dazed and deafened, the minotaur doesn't care ...
Krax uses an action point and  (1d20+21)[ 28 ]  vs 28-2 for  (1d8+16)[ 24 ]  and 4 temp hp ...

the minotaur attacks ...
 (1d20+19)[ 24 ]  vs 33 for  (2d8+7)[ 15 ]  ( (4d8+23)[ 40 ] )

[User]
 142 hp left for the minotaur and Krax up 4 temp hp ...

Krax (140+4): (1d20+21)[33] vs 28-2 for (1d8+11)[19]+5
Minotaur (118): (1d20+19)[21] vs 33 for (2d8+7)[18] ((4d8+23)[38])
Krax (140+4): (1d20+21)[34] vs 28-2 for (1d8+11)[13]+5
Minotaur (100): (1d20+19)[37] vs 33 for (2d8+7)[21] ((4d8+23)[44])
Krax (123): (1d20+21)[39] vs 28-2 for (1d8+11)[19]+5 ; and 4 temp hp
Minotaur (76): (1d20+19)[23] vs 33 for (2d8+7)[16] ((4d8+23)[31])
Krax (123+4): (1d20+21)[36] vs 28-2 for (1d8+11)[19]+5
Minotaur (52): (1d20+19)[24] vs 33 for (2d8+7)[14] ((4d8+23)[44])
Krax (123+4): (1d20+21)[36] vs 28-2 for (1d8+11)[14]+5
Minotaur (33): (1d20+19)[35] vs 33 for (2d8+7)[23] ((4d8+23)[51])
Krax (104): (1d20+21)[33] vs 28-2 for (1d8+11)[15]+5; and 4 temp hp
Minotaur (13): (1d20+19)[24] vs 33 for (2d8+7)[12] ((4d8+23)[33])

[User] Krax:  (1d20+21)[ 33 ]  vs 28-2 for [roll]1d8+11+5[/roll]

[User]
 the minotaur goes downin a icy death, with a final attack of
 (1d20+19)[ 20 ]  vs 33 for  (2d8+7)[ 18 ]  ( (4d8+23)[ 50 ] )

[User]
 FLAWLESS VICTORY
end result:
- 36 hp lost (less then 1 healing surge)
- 1 action point spend

notes to self:
instead of flushing out encounter powers, try using Strength of stone (gain 4 temp hp) somewhat sooner, as it bufs 'm ...
(say... round 3 of combat) ((1) daily/encounter; (2) encounter (3) buff up; ...)

[User]
 Krax will use a healing surge. 140 hp .
============================================
next up ... 10 minutes later has time to rest up, a cyclops hewer shows up...

init:
Krax:  (1d20+10)[ 29 ]
Cycl:  (1d20+13)[ 18 ]

[User]
 - MOVE: Krax flies toward the cyclops (2 squares distance)
- MINOR: breath weapon  (1d20+18)[ 19 ]  vs 27 for  (2d6+4)[ 12 ]  ice/acid damage
- STANDARD headstrong breavery  (1d20+22)[ 30 ]  vs 33 (-2 if the first hits) for  (3d8+15)[ 31 ]  (+5 if the first hits)
- FREE: mark

[User]
 Cyclops: (1d20+23)[26] vs 33 for (1d12+7)[18] MISS
Krax: mountain hammer :(1d20+21)[33] vs 31 for (2d8+13)[23] + penalty
Cyclops (-23): (1d20+23)[30]-5 vs 33 for (1d12+7)[10]
Krax: X :(1d20+21)[36] vs 33 for (1d8+11)[17] + 4 temp hp
Cyclops (-45): (1d20+23)[36] vs 33 for (1d12+7)[11]
Krax (-7): X :(1d20+21)[32] vs 33-2 for (1d8+11)[18] + 4 temp hp
Cyclops (-68): (1d20+23)[38] vs 33 for (1d12+7)[14]
Krax (-7+4): X :(1d20+21)[34] vs 33 for (1d8+11)[16] + 4 temp hp
Cyclops (-68): (1d20+23)[43] vs 33 for (1d12+7)[11] CRIT
Krax: X (-22): (1d20+21)[28] vs 33 for (1d8+11)[12] + 4 temp hp
Cyclops (-79): (1d20+23)[33] vs 33 for (1d12+7)[15]
Krax: X (-37): (1d20+21)[38] vs 33 for (1d8+11)[19] + 4 temp hp
Cyclops (-98): (1d20+23)[25] vs 33 for (1d12+7)[13]
Krax: X (-37+4):(1d20+21)[27] vs 33 for (1d8+11)[19] + 4 temp hp
Cyclops (-107): (1d20+23)[31] vs 33 for (1d12+7)[14]
Krax: X (-37+4):(1d20+21)[23] vs 33 for (1d8+11)[13] + 4 temp hp
Cyclops (-111): (1d20+23)[27] vs 33 for (1d12+7)[15]
Krax: X (-37+4):(1d20+21)[36] vs 33 for (1d8+11)[15] + 4 temp hp
Cyclops (-126): (1d20+23)[40] vs 33 for (1d12+7)[13]
Krax: X (-46):(1d20+21)[25] vs 33 for (1d8+11)[15] + 4 temp hp
Cyclops (-130): (1d20+23)[38] vs 33 for (1d12+7)[16]
Krax: X (-62):(1d20+21)[26] vs 33 for (1d8+11)[15] + 4 temp hp
Cyclops (-134): (1d20+23)[28] vs 33 for (1d12+7)[17]
Krax: X (-62):(1d20+21)[40] vs 33 for (1d8+11)[13] + 4 temp hp
Cyclops (-147): (1d20+23)[26] vs 33 for (1d12+7)[11]

the cyclops dies next round (even a miss deals enough damage ...)


[User]
 this is for sum1won or dm only. if you are not either of them, skulks will kill you in your sleep. trust me, i have connections.

you recall that skulks are in fact human, or at least so closely related that all magical effects treat them as such. In addition, divinations have a hard time even detecting them. they resist them.

you have heard rumors of a gang of skulks in the docks who will abduct humans at night and kill them, leaving pieces of them all across the docks district the next morning. they have definitely earned the death penalty.

there is also a group of them operating in old town. About when they started controlling the gang activity in that part of town, children have been going missing on the new moon of each month, never to be seen again. It is very conspicuous that these two events were so closely linked time-wise.

[User]
 Timothy walks down to the docks, quarterstaff in hand.  Old town can wait.  The docks were a problem every night.

 Spoiler
Yeah, hes not sneakin' around just yet.  Spot modifier vs. them is 12, so not quite as high as it could be...

[User]
 Spoiler
what time of day do you do this? It's late morning/early afternoon when you arrive in town. How the docks residents respond to you depends on what time of day/night you meet with them.

[User]
 Spoiler
Evening. He's pretty ballsy. Oh, and a begging bowl, too.  He'll pretend to be a little helpless, at least.

[User]
 Spoiler
I think i remember that your guy isn't human, correct? If so, roll initiative and ignore the text, otherwise, read on.

You walk down the docks around evening. About three minutes into your walk, a thin, dark-skinned humanoid in nothing but a dirty loincloth who  is holding a dagger in each hand saunters over to you and asks, "What're ya doin' out so late?"

You notice two other humanoid-shaped shadows behind him.

[User]
 Spoiler
He is very much human.  They might not be able to tell right away, as he is wearing a nice, floppy hat that obscures his features somewhat.  But meh.   (1d20+3)[ 23 ] Initiative, if needed.  Also, readying an attack if any of them charge, if I can.
 (1d20+14)[ 15 ]  Sense motive check. +2 vs humans Honestly, shouldn't even need it, but they might be innocent skulks pestering humans while armed.  Right?

Oh, and sensing to see if there are any other humans within 60 feet.

Tomas holds a club in one hand, and his staff in another, and makes sure he is against a wall of sorts, to prevent easy flanking.

 I'm investigating a few disturbances at the docks.  You gentlemen wouldn't know anything about that, would you?  Or is there something I can help you with?

[User] He seems to be mocking you rather flagrantly. "Why, don'cha know? My brothers and i  own  thi' piece o' road. Gotta pay us a tax. In blood if ya is human."

[User] Had I money to give, I would give of it freely, though my blood shall remain tax free.  But this road is not yours to claim, so I must ask that you surrender yourselves, so that you may answer for this... mischief.

[User]
 Spoiler
 (1d20+3)[ 4 ]  Intimidate check.  Also, know: local check for Knowledge devotion feat  (1d20+10)[ 23 ]

Apparently, intimidate means to crack jokes at.

[User]
 he guffaws. "S'render? to one  human ? I think we'd rather jes' kill ya." He and his brothers prepare to strike at you with their knives.

 Spoiler
now combat starts. you go first (23 beats all their inits)

you will get your +2 bonus on attack and damage rols.

[User]
 Spoiler
How close are they?

[User] The one you spoke to is about five feet away from you. his cohourts are another ten feet back from that.

[User]
 Timothy drops the club as a free action and leaps forward, with a kick to the gut that he follows with a smack from his staff and an elbow.

 Spoiler

5 foot step, full attack.
 (1d20+9)[ 20 ] Attack 1,  (1d8+5)[ 9 ] Nonlethal
First attack is nonlethal stunning blow, DC19 if it hits.  If he fails the stunning blow check, he gets -2AC, loses his dex bonus, and takes an additional 2d6 damage for each of the next two attacks this round.
Second is lethal, with quarter staff
 (1d20+9)[ 13 ]  Attack 2  (1d6+5)[ 6 ]  Lethal  (2d6)[ 4 ]  (SA damage)
, third is nonlethal.
 (1d20+9)[ 25 ]  Attack 3  (1d8+5)[ 8 ]  Nonlethal  (2d6)[ 6 ]  SA damage

[User] with three solid blows, you knock him out. his buddies seem to get frenzied over the attack, and charge at you.  Your agile reflexes easily dodge their attacks, but you notice that their blades give off an evil purple glow when they stike near you.

[User]
 Timothy repeats another set of three strikes on one of the unfortunate souls in front of him.

 Ye have surely hurt many a good man with those blades!   Be filled with grief from mine touch!

 Spoiler
 (1d20+9)[ 24 ]  Stunning Fist,  (1d8+5)[ 7 ]
 (1d20+9)[ 14 ]   (1d8+5)[ 13 ]   (2d6)[ 5 ]
 (1d20+9)[ 29 ]   (1d6+5)[ 8 ]   (2d6)[ 8 ]

[User]
 you disable the second one. The one left strikes at you and manages to get in a lucky hit. The energies from the blade suffuse your wound, and cause agony.

 Spoiler
you take  (1d4+5)[ 6 ]  +  (2d6)[ 8 ]  damage.

[User]
 Infuriated by the cut, Timothy moves in again to attack, recklessly.

 Spoiler
No stunning fist this round.
 (1d20+9)[ 13 ]   (1d8+5)[ 6 ]
 (1d20+9)[ 21 ]   (1d6+5)[ 6 ]
 (1d20+9)[ 16 ]   (1d8+5)[ 11 ]

[User]
 you manage to bloody the skulk, but not disable it.

he in turn lashes out at you again with the wickedly glowing knife. he gives you another laceration for  (1d4+5)[ 6 ]  +  (2d6)[ 11 ]

[User]
 Thy assault is most unwelcome.  Surrender now!

 Spoiler
 (1d20+9)[ 19 ]   (1d6+5)[ 8 ]
 (1d20+9)[ 10 ]   (1d8+5)[ 8 ]
 (1d20+9)[ 26 ]   (1d8+5)[ 13 ]

[User] after being beaten to near-unconsciousness, he takes his dagger and slits his own throat.

[User]
 Timothy sighs in resignation, and searches the individuals for whatever they may have been carrying.  He uses their rags to bind them, and dumps the dead one in an alleyway, before dragging the other two back to the temple to face St. Cuthbert's judgement

 Spoiler
...Right.  I assume that means trying to heal him would be pointless.

[User]
 Spoiler
self coup de grace. sorry, he kinda failed a 2d4+12+2d6 plus the fort save of dc 10+all that damage.

all they had on them besides dirty loincloths is +1 human-bane daggers. each of them had one.

[User] Right.  I'm going to tie their wrists together with the dead one's loincloth, and then drag them to the Church.  Confiscating their daggers toward the same purpose.

[User] Thank you very much." The leader says to you. "What crime can you charge them with?"

[User]
 Assault, attempted murder, brigandru and attempted robbery.  They had claimed a street, and were demanding a fee of nonhumans using it.  I gained the impression that humans were simply attacked.  I captured these two, but the third killed himself sooner than submit.  They were carrying humanbane daggers, one each, and hit me twice with them.
I've got them here.

  If you can spare some healing, I would be very appreciative.  Their knives  hurt .

[User]
 "Of course. We have no shortage of healing potential here." he heals you himself with a single spell. spellcraft dc 21 to identify the lvl 6 healing spell.

"What you have done is a good beginning, but i doubt these three acted alone. They would not be so brazen if they did not have a gang behind them. Word of what you are doing might spread, and there very well could be a price on your head soon. I ask that you sleep in the temple where the protective wards against evil should help you not get murdered in your sleep. I do believe that the last human to do something so brazen as walk into the docks at sunset and walk back out was found dead the next week from knife wounds in the leg from which he had bled to death. his tongue had been mutilated to prevent him from being heard. "

[User]
 I accept your offer of protection gladly. Perhaps, when I next enter the docks, I shall wear a different face.

The larger organization sounds correct to me as well.  Their weapons, as I have said, were magical, and likely cost a small fortune.  That indicates a backer.

[User] "What will you do now?"

[User]
 I am thinking about trying to find out who that backer is, but that may prove dangerous without back up, and their nest is very much disturbed right now.  The fact that they successfully wounded me indicates that I need to continue training.  To that end, and to lull the skulks for now, I am considering looking for some honest work for a time, likely with the town guard or some other faction, at your recommendation.
 Spoiler
Did I get XP for brawling with three skulks?

[User]
 Spoiler
oh yeah. 1800

"I could put in a good word for you with Oskar Teige. He runs the mage's guild and is a personal friend of mine from my adventuring days."

[User] That would be kind of you.  I suppose that would be a good place to look for some work in the interim?

[User] "Should be Magi are always doing something that causes enemies."

[User]
 My thanks.  What is your name?  I shall need to say who sent me.

Timothy rests for the remainder of the night.  In the morning, he goes to visit the Mage's Guild.

[User]
 "Matthias" he says.

You make it to the mage's guild without incident. Their building is rather arcane in design. Inside, an imp with a pair of spectacles asks you "  Who are you looking for? "

[User] Oskar Teige.  I understand he is an important man, but Matthias recommended I see him.

[User] " Well, name dropping like that can take you places. third floor, third door to your right. " the imp says.

[User] A terrible explosion suddenly rocks the entire city, and the ground shakes as if an earthquake were tearing the city apart. The sky lights up from a blast many times the brightness of the sun, and you are certain that certain death has at last come to claim you. As the brightness fades, you look toward the Mages' Quarter and see the last remnants of the horror burning directly towards the sky in a seemingly endless stream of raw, burning mana which threatens to tear reality asunder. What seems like an eternity passes as you stare, though it is likely only a few seconds, and at last the blast fades away. In the distance, you hear a building collapse, and you are certain that something horrible has been unleashed upon the city.

[User]
 Timothy rolls into a defensive position.  Given he was in the mages guild, he looks around quickly to see what has happened.

 Spoiler

 (1d20+10)[ 26 ]  Spot
 (1d20+12)[ 28 ]  Hide

[User]
 The explosion seems to have come almost due east of your position. An entire city block is now a smoking crater.

" Wooee, quite the little bang there! " the imp says. He notices you once more and says, " So, can you make it up the stairs by yourself, or do i need to get you a nanny to help you up? "


[User]
 Arena Tournament Exhibition:  Nici  vs.  Sturmherz
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Nici  - Sallera
 Sturmherz  - TheFallenOne

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

[User]
 Sturmherz it is

Set HP to 15, remove Swordsage features(including chain weapon focus) and maneuvers, lower reflex and will by 2, -1 rank each in tumble, jump, concentration, handle animal and... listen I believe?

Initiative  (1d20+1)[ 2 ]  that doesn't bode well

so how about all the money Sturmherz got, reduce it to starting treasure?

Well no matter how we go about it, I'll buy 4 sunrods

[User]
 Aye, sounds good.

No purchases with my 5 silver.

 Nici, Round 1

Refs/LoS:
 Spoiler
Starting in B10, holding mandolin, with bow in mouth.
Standard: Start playing, Dragonfire style.
Move: To G9.
Hide:  (1d20+17)[ 23 ]
No point in moving silently, since I'm announcing my presence to anyone with half an ear left.

Stats:
 Spoiler
HP 6/6, AC19 (16, 14)
Active Effects: Dragonfire Inspiration

[User]
 I'll go with starting wealth

200 gp

100 dragonborn
25 spiked chain
50 faith healing
10 leather armor
5 spiked gauntlet
8 four sunrods
a pile of loaded slings

I think you'll see me at match start. Darkvision sure is useful on this map...

Starting location, held items

 Spoiler
Y11, holding sunrod and nothing else

  Sturmherz Turn 1

LoS

 Spoiler
Leave LoS to the north

 Spoiler
Move to Y7, getting running start
transfer sunrod to mouth
High jump 7 feet autosuccess
Grab edge(7 feet jump +8  vertical reach
Move: pull myself up. DC 15 climb  (1d20+8)[ 16 ]  hope this works...
If yes hide [roll]1d20-4[roll]

not done

[User]
 LoS continued

 Spoiler
swift: Enter Hunters Sense Stance
Broken Hide Roll  (1d20-4)[ 5 ]

 done

Stats

 Spoiler
Hp: 15/15
AC: Full 13, Flat-Footed 12, Touch 11(+1 Dex, +2 Armor)
Moment of Perfect Mind
Steely Strike
Sudden Leap

Hunters Sense ~

[User] Well, my darkvision's only 60ft, so I wouldn't see you at start unless you had a light up; did you?

[User] yeah, somehow made a mistake there with the interaction between Darkvision and Low Light Vision. No LoS of course. Your turn, the Ref question in the Waiting Room won't be relevant yet

[User]
 Nici, Round 2

Refs/LoS:
 Spoiler
Move: To H5.
Standard: Ready action:
 Spoiler
Move if Sturmherz comes within 15ft, readies an action, or ends turn in LoS.

Hide:  (1d20+12)[ 17 ]
Still playing.

Stats:
 Spoiler
HP 6/6, AC19 (16, 14)
Active Effects: Dragonfire Inspiration

Done.

[User] would you say a sunrod taking damage qualifies as it being struck?

[User] Heh, probably.  Tossing it?

[User]
 something like that

 Sturmherz Turn 2

LoS

 Spoiler
Hide all along my movement  (1d20-4)[ -3 ]
Swift: Activate Travel Devotion
partial Move and jump(autosuccess) to P7
drop sunrod into O8
continue move to P5
draw spiked chain as part of move
Move: draw another sunrod, hold it in mouth

unless  (1d6)[ 6 ]  damage is enough to destroy the rod, there'll be a bright light centered on O8

 done

Stats

 Spoiler
Hp: 15/15
AC: Full 13, Flat-Footed 12, Touch 11(+1 Dex, +2 Armor)
Moment of Perfect Mind
Steely Strike
Sudden Leap

Travel Devotion 10/10
Hunters Sense ~

[User]
 Well, since it's got 10 hardness, I think it's fine. 😛
 Nici, Round 3

Refs/LoS:
 Spoiler
Move: To K4.
Hide:  (1d20+12)[ 30 ]

Not done.  Let's see if we can find someone for LoS.

[User] right. The map looks nice enough, though I fear it will require quite a lot of LoS checks if we ever use it in a Round

[User] Yeah, but at least they're not difficult ones like on Sinking Island.  Should make for some fairly easy checks, actually.

[User] oh gods sinking island 😁 I tried to give a LoS check there when I was still fresh here, it almost made me drop out of the LoS buisness because I couldn't get my head around how it's supposed to work there

[User]
 High Ref 02youeng

Refs:

 Spoiler
Sturmherz Listen Check
  Listen  - (1d20-2)[ 13 ]

With the take 5 rule for MS checks, Sturmherz doesn't hear

Nici:

 Spoiler
You see Sturmherz in P5, lit sunrod in his mouth, wielding a spiked chain. A second sunrod burns in O7. He does not see you

Sturmherz:

 Spoiler
No LoS

Nici's turn

[User]
 Refs

 Spoiler
just as a note, Scent 30 feet is active since turn 1

edit: Still Nicis, Sallera wasn't done

[User]
 Sturmherz:

 Spoiler
My bad, didn't realise you had Scent.

You smell an enemy nearby

[User]
 Nici, Round 3 cont.

Refs/LoS:
 Spoiler
Free: Transfer bow to hand.
Free: Transfer mandolin to mouth.

Standard: Shoot Sturmherz with a dragonsbreath arrow, from hiding in K4.
Attack:  (1d20+6)[ 14 ]
Damage:  (1d4)[ 4 ]  +  (2d6+1)[ 10 ]  fire, Reflex DC15 or another  (1d6)[ 4 ]  fire

Stats:
 Spoiler
HP 6/6, AC19 (16, 14)
Active Effects: Dragonfire Inspiration 5 rounds

Done.

[User]
 with +4 cover from elevation that misses, phew. WOuld have brought me to 1 HP

  Sturmherz Turn 3

High Jump  (1d20+28)[ 34 ]

need result

[User]
 continue move to glide to K4+10(5 squares, minimum forward speed)

 Steely Strike   (1d20+12)[ 18 ]  +1 high ground. So... close
Damage  (2d4+9)[ 15 ]

done

[User]
 Pity I couldn't afford a longspear.  Or at least a second dragonsbreath arrow...

 Nici, Round 4

Standard: Shoot Sturmherz, provoking AoO.
Attack:  (1d20+6)[ 19 ]
Damage:  (1d4)[ 1 ]  +  (2d6)[ 3 ]  fire.

Stats:
 Spoiler
HP 6/6, AC19 (16, 14)
Active Effects: Dragonfire Inspiration 4 rounds

Done.

[User]
 Disarm as usual. Works so incredibly on small characters using a ranged weapon 😏
 (1d20+14)[ 25 ]  most likely won't even need a roll from you with size and ranged weapon penalties...

[User]
 Sturmherz Turn 4

Standard: attack  (1d20+8)[ 21 ]
damage  (2d4+9)[ 17 ]
Swift: glide to H4, ground level
hold chain in one hand, transfer sunrod to hand
Move: strike sunrod, transfer to mouth again, hold chain in both hands

done

hm... dead?

[User]
 Aye.  A reach weapon  would  have been in my purchases, if I wasn't broke. 😛

...and I would have tried to tumble away if I'd remembered I was actually playing a character that had it trained, for once.

[User]
 heh, yeah. Jumpglideattacking is a curse for meleers if I get the height advantage

Still, a full attack with that kobold can be quite devastating if the enemy doesn't have really good AC. Problem is getting a full attack on Sturmherz is a feat in and on itself... But I think the bard could perform quite well, depending on map

Why the masterwork instrument, though?

[User] Dragonfire Inspiration's damage bonus is based on the attack bonus granted by Inspire Courage.  A masterwork mandolin improves the attack bonus by 1 while decreasing the damage and save bonuses by 1, so without it I'd only have 1d6 fire damage.

[User] though you'd need to use the mandolin for that, right? 🤨 though if you can do that with one hand you could still claw/bite/tail, but I guess playing a mandolin requires two hands

[User] I was using it; I just drop it once I initiate combat, since the bonus lasts for 5 rounds after you stop playing.

[User]
 ah, OK, that was outside my LoS and I haven't reviewed your spoilers yet. Nice tactic

Incidentally, what would be the listen DC for a bardic instrument?

[User] Ah, did the LoS not mention it?  I'd assume 0; it's why I wasn't bothering with move silently checks.  Figured you'd hear me coming a hundred feet away, but that was fine as long as you didn't actually see me. 😛

[User] resuming the match, I think I should have heard you when the LoS check was made. But doesn't matter, you were in range of my Scent and revealed yourself with the attack anyway. Jumping up unto the ice walls was the match winner I think, otherwise your shot from hiding would have taken me out if I fail the reflex


[User]
 Arena Tournament, Round 94:  Goltoth  vs.  Symbol
 Map:
 Spoiler

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

 XP Award:  300 XP
 GP Award:  300 GP

 Goltoth  - Master Rahl22
 Symbol  - RandomAction

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

[User]
 Hello again Master Rahl, good luck.

Symbol, ini roll:  (1d20-4)[ 13 ]

No purchases, but reserve right to reactionary ones.

[User]
 My character's name is Goltoth, by the way.

Sup, Random.  We made a pretty good team, but there can be only one in this round. :)

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

Purchases:
2x Alchemist's Fire - 40gp

[User]
 Hm.....probably gonna regret this but no reactionaries.

Shall we begin............

 Symbol,R-1:
Refs/LoS:
 Spoiler

Start in A-10 shield is readied.
Cast a spell - standard.
Spellcraft DC:16
 Spoiler
Bless on myself.

Activate devotion feat bonus to AC - swift.
Move to F-13.

End turn.

Stats:
 Spoiler

Location F-13.
Bless 10/10
Law Devotion 10/10
Hp: 10/10
AC: 24 (8arm+2shield+1dex+3feat), T-14, F-23
Saves: F+5/R+2/W+4
Listen/Spot: +2/+2
Spells:
0 - Resistance, Light, Detect Magic
1 -  Bless , Summon Monster 1-Domain, Summon Undead

[User]
 We start with LOS on this map.

 Goltoth, Turn 1

Start in Y-11 with shield equipped, flail, loaded sling and 1 Alchemist's Fire on belt, 1 Alchemist's Fire held.

Move: Move to W-17
Standard: Ready an action

 Spoiler
Throw the Alchemist's Fire at Symbol if he comes within 20 feet of me

 End of turn

Stats:

 Spoiler

Location: W-17
HP: 13/13
AC: 18, FF: 16, Touch: 12 (+2 to all)
Buffs:
Notes:
Shield equipped, add 2 to ACP.

[User]
 Really, I thought the two trees blocked it at the start on the match. Oh well, just read the spoiler.

 Symbol,R-2:
5' step to G-14 - free.
Cast a spell - full round.
Spellcraft DC:16
 Spoiler
Summon Undead 1 @CL3

End turn.

Stats:
 Spoiler
Location G-14.
Bless 9/10
Law Devotion 9/10
Hp: 10/10
AC: 24 (8arm+2shield+1dex+3feat), T-14, F-23
Saves: F+5/R+2/W+4
Listen/Spot: +2/+2
Spells:
0 - Resistance, Light, Detect Magic
1 -  Bless , Summon Monster I-Domain, Summon Undead I(in progress)

[User]
 Goltoth, Turn 2

Move: Move to P-19
Standard: Ready an action

 Spoiler
Throw the Alchemist's Fire at Symbol if he comes within 20 feet of me

 End of turn

Stats:

 Spoiler

Location: P-19
HP: 13/13
AC: 18, FF: 16, Touch: 12
Buffs:
Notes:
Shield equipped, add 2 to ACP.

[User]
 I don't know if refs control a summoned undead creature or not, but in case I will tell it to attack Goltoth either way.

 Symbol,R-3:
A human Skeleton appears in L-18.

-Symbol's turn-
Order Skeleton to Attack - free(?)
Move to J-18.
Draw  Morning Star - move.

-Skeleton-
Moves to O-18.
Attacks Goltoth - standard.
Attack:  (1d20+1)[ 12 ]
Damage:  (1d6+1)[ 7 ]

End turn.

Stats:
 Spoiler

Location J-18.
Bless 8/10
Law Devotion, AC 8/10
Hp: 10/10
AC: 24 (8arm+2shield+1dex+3feat), T-14, F-23
Saves: F+5/R+2/W+4
Listen/Spot: +2/+2
Spells:
0 - Resistance, Light, Detect Magic
1 -  Bless , Summon Monster I-Domain,  Summon Undead I

[User]
 Skeleton misses.

 Goltoth, Turn 3

Full round: Withdraw to X-8

 End of turn

Stats:

 Spoiler

Location: X-8
HP: 13/13
AC: 18, FF: 16, Touch: 12
Buffs:
Notes:
Shield equipped, add 2 to ACP.

[User]
 Assuming skeleton continues to be agressive to Goltoth.

 Symbol,R-4:
-Symbol-
5' step to K-17 - free.
Drop weapon - free.
Cast a spell - full round.
Spellcraft DC:16
 Spoiler
Summon Monster 1 @CL4

-Skeleton-
Double move to W-13.

End turn.

Stats:
 Spoiler
Location K-17.
Bless 7/10
Law Devotion, AC 7/10
Summon Undead 2/3
Hp: 10/10
AC: 24 (8arm+2shield+1dex+3feat), T-14, F-23
Saves: F+5/R+2/W+4
Listen/Spot: +2/+2
Spells:
0 - Resistance, Light, Detect Magic
1 -  Bless , Summon Monster I-Domain,  Summon Undead I

[User]
 Goltoth, Turn 4

Double move to N-3, then Jump to J-3
  Jump  - (1d20+9)[ 29 ]
 End of turn

Stats:

 Spoiler

Location: J-3 (or less if Jump check is less that 15)
HP: 13/13
AC: 18, FF: 16, Touch: 12
Buffs:
Notes:
Shield equipped, add 2 to ACP.

[User]
 Symbol,R-5:
A celestial badger appears in E-13.

-Symbol-
Pick up mornigstar - move.
Move to F-14 - move.
Order badger to attack Goltoth - free(?)

-Skeleton-
Double move to R-6.

-Celestial Badger-
Double move to G-4.

Done.

Stats:
 Spoiler

Location F-14.
Bless 6/10
Law Devotion, AC 6/10
Summon Undead 1/3
Summon Monster 4/4
Hp: 10/10
AC: 24 (8arm+2shield+1dex+3feat), T-14, F-23
Saves: F+5/R+2/W+4
Listen/Spot: +2/+2
Spells:
0 - Resistance, Light, Detect Magic
1 -  Bless, Summon Monster I-Domain, Summon Undead I

[User]
 Goltoth, Turn 5

Full round: Charge to H-3 and attack the badger
  Attack  - (1d20+6)[ 13 ]
  Damage  - (1d8+3)[ 10 ]
 End of turn

Stats:

 Spoiler

Location: J-3
HP: 13/13
AC: 18, FF: 16, Touch: 12 (-2 for one turn)
Buffs:
Notes:
Shield equipped, add 2 to ACP.

[User]
 Refs:

 Spoiler
I just realized that I was holding Alchemist's Fire and my flail was sheathed.  Does that make the charge illegal?  Do I need to redo my turn?

[User]
 Goltoth:
 Spoiler
Well, the charge and attack weren't illegal, since your unarmed strike was still available; just different numbers (and an AoO).

[User]
 Refs:

 Spoiler
So do I need to reroll the attack and/or damage?  Who takes care of the AoO?

[User] We can probably unspoiler this.  Just roll the unarmed damage, the attack roll stands.  Symbol can roll the badger's AoO.

[User] why roll the damage? The attack roll misses 🤨

[User]
 Here is the AoO for the badger,

Attack:  (1d20+4)[ 13 ]
Damage:  (1d2-1)[ 1 ]

And here is my turn, as well.

 Symbol,R-6:
-Skeleton-
Double move to I-2.

-Badger-
Full attack vs Goltoth with flanking.
Claw#1 attack:  (1d20+6)[ 25 ]
Damage:  (1d2-1)[ 0 ]
Claw#2 attack:  (1d20+6)[ 12 ]
Damage:  (1d2-1)[ 0 ]
Bite attack:  (1d20+1)[ 9 ]
Damage:  (1d3-1)[ 0 ]

-Symbol-
Double move to F-5.

Skeleton disappears at end of turn.

Done.

Stats:
 Spoiler
Location F-14.
Bless 5/10
Law Devotion, AC 5/10
Summon Monster 3/4
Hp: 10/10
AC: 24 (8arm+2shield+1dex+3feat), T-14, F-23
Saves: F+5/R+2/W+4
Listen/Spot: +2/+2
Spells:
0 - Resistance, Light, Detect Magic
1 -  Bless, Summon Monster I-Domain, Summon Undead I

[User]
 AoO misses, and apparently the badger picked up a feather to full attack with. 😁
 Goltoth, Turn 6

Full round: Withdraw to the following squares:
G-2, F-2, E-3, D-4, down to D-9, C-10 to C-13, D-13

 End of turn

Stats:

 Spoiler

Location: D-13
HP: 13/13
AC: 18, FF: 16, Touch: 12
Buffs:
Notes:
Shield equipped, add 2 to ACP.

[User] remember that the minimum damage per attack is 1, regardless of strength malus

[User] Which really makes rolling it unnecessary, doesn't it?

[User] In that case, Goltoth takes 1 damage.  His turn stands as is.  Symbol is up.

[User]
 Originally Posted by hustlertwo
 Which really makes rolling it unnecessary, doesn't it?

yeah, kinda as unnecessary as spoilering a spell and posting spellcraft DC to identify it although it's painfully obvious which spell is cast. People still do it, don't know why

[User]
 Well, I don't think I can charge from here so......

 Symbol,R-7:
-Badger-
Double move to C-12.

-Symbol-
Double move to E-14, provoking AoO.

End turn.

Stats:
 Spoiler
Location E-14.
Bless 4/10
Law Devotion, AC 4/10
Summon Monster 2/4
Hp: 10/10
AC: 24 (8arm+2shield+1dex+3feat), T-14, F-23
Saves: F+5/R+2/W+4
Listen/Spot: +2/+2
Spells:
0 - Resistance, Light, Detect Magic
1 - Bless, Summon Monster I-Domain, Summon Undead I

[User]
 Goltoth doesn't take the AoO

 Goltoth, Turn 7

5ft step to C-14
Standard: Throw Alchemist's Fire at Symbol
  Attack vs touch AC  - (1d20+3)[ 8 ]
  Damage  - (1d6+1)[ 2 ]  fire damage
Move: Draw flail

 End of turn

Stats:

 Spoiler

Location: C-14
HP: 12/13
AC: 18, FF: 16, Touch: 12
Buffs:
Notes:
Shield equipped, add 2 to ACP.

[User]
 *facepalm*
  Miss direction  - (1d8)[ 5 ]

I believe that means it lands in G-14, thus not harming anybody.  Go ahead with your turn.

[User]
 Almost got me with splash damage, thank you DR though, 😁
 Symbol,R-8:
-Badger-
Full attack vs Goltoth - full round. ~flanking~
Claw 1:  (1d20+6)[ 21 ]
Damage:  (1d2-1)[ 0 ]
Claw 2:  (1d20+6)[ 13 ]
Dmage:  (1d2-1)[ 1 ]
Bite:  (1d20+1)[ 20 ]
Damage:  (1d3-1)[ 2 ]

-Symbol-
Shift devotion bonus to attack - free.
Attack Goltoth - standard. ~flanking~
Attack:  (1d20+9)[ 14 ]
Damage:  (1d8+3)[ 11 ]
Shift bonus back to AC - free.

Endturn.

Stats:
 Spoiler

Location E-14.
Bless 3/10
Law Devotion, AC 3/10
Summon Monster 1/4
Hp: 10/10
AC: 24 (8arm+2shield+1dex+3feat), T-14, F-23
Saves: F+5/R+2/W+4
Listen/Spot: +2/+2
Spells:
0 - Resistance, Light, Detect Magic
1 -  Bless, Summon Monster I-Domain, Summon Undead I

[User] Assuming DR means damage resistance, I don't think it would reduce damage from an Alchemist's Fire, either directly or splash-wise.  It's an energy attack, and all energy attacks, even nonmagical ones, are not impacted by damage reduction.

[User] First, yes DR wouldn't help against alchemist's fire, but this landed 2 squares away so I'm pretty sure it was too far away.  Second, neither the badger nor Symbol have reach, so they couldn't have attacked me.  I'm not sure whether Symbol just loses his turn then, or what.

[User] C14 to E14 is only one range increment, though, so it would still deal 1 splash damage.  And yes, Symbol's attack is wasted.  The badger would have stepped closer, though, since technically Symbol is only ordering it to attack rather than controlling it directly.

[User]
 Ok, so the badger's first claw and bite hit, for 3 total damage.

 Goltoth, Turn 8

5ft step to B-15
Free: Drop flail
Move: Draw Alchemist's Fire
Standard: Ready an action

 Spoiler
Throw the alchemist's fire at Symbol if he comes within 10 ft of me, or if he goes farther away than 20ft from me

 End of turn

Stats:

 Spoiler

Location: B-15
HP: 9/13
AC: 18, FF: 16, Touch: 12 (+2 all)
Buffs:
Notes:
Shield equipped, add 2 to ACP.

[User]
 I really need to pay more attention to my opponent's movement. Oh, well that happens, glad Symbol didn't hit.

 Symbol,R-9:
-Badger-
Since he was considered to have 5' stepped and then attacked, He will do the same again this round, his last sadly.

5' step to C-14 from C-13.
Full attack - full round.
Claw 1:  (1d20+4)[ 14 ]
Damage:  (1d2-1)[ 0 ]
Claw 2:  (1d20+4)[ 18 ]
Damage:  (1d2-1)[ 0 ]
Bite:  (1d20-1)[ 6 ]
Damage:  (1d3-1)[ 0 ]

He disappears at the end of this turn.

-Symbol-
Move to A-16, triggering AoO - move.
Shift devotion to Attack - free.
Attack Goltoth - standard.
Attack:  (1d20+9)[ 23 ]
Damage:  (1d8+3)[ 4 ]
Return devotion bonus to AC - free.

End turn.

Stats:
 Spoiler
Location A-16.
Bless 2/10
Law Devotion, AC 2/10
Hp: 10/10
AC: 24 (8arm+2shield+1dex+3feat), T-14, F-23
Saves: F+5/R+2/W+4
Listen/Spot: +2/+2
Spells:
0 - Resistance, Light, Detect Magic
1 -  Bless, Summon Monster I-Domain, Summon Undead I

[User]
 The badger disappears at the beginning of this turn, actually, so no attacks.

Edit: Also, you took 1 damage from the alchemist's fire.

[User]
 Symbol's movement triggers my readied action.  Putting rolls in next post cause I posted too quickly. 🫤

Waiting on a ref question before deciding whether or not to take the AoO, and what to do on my turn.

[User]
 Attack vs touch AC  - (1d20+2)[ 22 ]
  Damage  - (1d6+1)[ 7 ]

[User]
 Crit confirm  - (1d20+2)[ 3 ]
  Extra damage  - (1d6+1)[ 6 ]

That extra 1 splash may or may not happen again, not sure.

LOL and it doesn't matter.  Ok, waiting on ref question for AoO and my turn.

[User]
 Ref question answered, I will not take the AoO.

 Goltoth, Turn 9

Free: Rage
Free: Shift
Free: Drop shield
Full round: Full attack
  Bite  - (1d20+7)[ 18 ]
  Damage  - (1d6+6)[ 8 ]
  Claw  - (1d20+2)[ 5 ]
  Damage  - (1d4+6)[ 10 ]
  Claw  - (1d20+2)[ 11 ]
  Damage  - (1d4+6)[ 7 ]
 End of turn

Stats:

 Spoiler

Location: B-15
HP: 7/13
AC: 14, FF: 12, Touch: 10 (+2 all)
Buffs:
Rage 7/7
Shifting 10/10
Notes:

[User] removing an equipped shield is a move action

[User] Ok, then shield is still on, and I lose one of the claw attacks.

[User]
 Ok a total of 7 points of damage so far. 1 from the prior splash and 6 just then. Not sure where the +1 is coming from.

 Symbol,R-10:
Shift devotion to Attack - free.
Attack Goltoth - standard.
Attack:  (1d20+7)[ 20 ]
Damage:  (1d8+3)[ 7 ]
Return devotion to AC - free.
End turn.

I guess I roll for the fire damage now, or is it the area of the attacker/Ref?
 (1d6)[ 6 ]

Stats:
 Spoiler
Location A-16.
Bless 1/10
Law Devotion, AC 1/10
Hp: 3/10
AC: 24 (8arm+2shield+1dex+3feat), T-14, F-23
Saves: F+5/R+2/W+4
Listen/Spot: +2/+2
Spells:
0 - Resistance, Light, Detect Magic
1 -  Bless, Summon Monster I-Domain, Summon Undead I

[User] You mean the fire damage for the next turn?  I've seen it both ways; you can roll it, or he can.  Of course, there's no guarantee he'll take it, if he decides to roll around and makes the roll to extinguish the flames.

[User]
 Random is the one who would take the 6 fire, which would be enough to take him down while Rahl is at 0 HP after Randoms last attack. We came very close to a bleed-off here...

edit: actually no, forgot the con boost from Rage on Rahl

[User] ... and the Shifter Ferocity feat that lets me act as normal until -10.  So, match call?

[User] I tend to wait for the other player to admit defeat or point out any mistakes/rule fu that might allow him to keep standing

[User]
 Go ahead and call it, I should have let you roll the extra fire damage maybe you would have gotten a lower roll, but anyways.

Good match though, hope to see you again for a rematch.

[User]
 High Ref TheFallenOne

The Shifter brings the Warforged to the melting point!


[User]
 Shoompe Vs One-Shot Steve

You are in your quarters, resting, when the Architect's disembodied voice, soft and androgynous, rings inside your heads.

     Shoompe, One-Shot Steve. You have been chosen to fight. Prepare yourselves.

Six seconds later, you are teleported to the  Arena .

Forests aren't supposed to be like that, not even at night. There are shadows everywhere, and not the usual ones. Darker, somehow. The trees and bushes have come to life, writhing their branches and snapping at everything that moves. This isn't right. Groves are supposed to be peaceful. Aren't they?

Bad moon rising over the Druid's Grove.

 The Procedure:

 Spoiler

 Part I (how to begin) :

 Agree to play with an opponent OR ask the DM to match you up randomly.
 Roll and find out in which Arena you'll play. Study the map.
 You have a turn to prepare (one swift and one full-round action OR one swift, one move and one standard action). You don't know yet what your opponent looks like.
 You are teleported to a random square of the Arena. (DM rolls secretly.) If you have a mount and you didn't mount it during the prep round, it's on an adjacent square. (If you  did  mount it, it's obviously between your legs.) If you have an animal companion, it's on an adjacent square. If you have a familiar, or any other sidekick, it's nowhere to be found.
 Roll initiative. If both contestants are aware of each other, begin round 1. If a contestant is not aware of his or her opponent, a surprise round applies as normal.

  Special :   Martial Adepts must choose a default stance and maneuver selection. The stance is considered active and the maneuvers are considered readied even before the preparation round. They can change their selection in between fights (informing the DM), but they must do so BEFORE learning where and with whom they'll fight next. From that moment on, they need to spend actions (swift for a new stance, full-round for Adaptive Style) to change anything.

 Part II (DM-supervised duels) :

 The DM informs you whether there is Line of Sight.
 The first time your opponent becomes aware of you, you must describe your appearance in reasonable detail, as it would seem to an observer with eyes and nothing else (no true seeing, no blindsight etc). If your opponent has any such abilities, it's the DM's job to provide the correct description in secret.
 All your rolls will be made inside spoiler tags. Keep private the results that would not be perceived by your opponent (Hide/Move Silently, Spot/Listen, Sense Motive, Knowledge, Martial lore, saves etc). Make public the results that would (attack/damage, grapple/disarm/trip etc). For damage in particular, provide a break-down: how much is Power attack, how much is precision damage, how much is energy damage, whether it's slashing/piercing/bludgeoning, whether it's steel/cold iron/adamantine, etc.
 Every time you post an action (assuming you are visible at the time), you must describe it in reasonable detail. If you charge or tumble, you must say so explicitly. Provide coordinates for your exact movement. If you don't know whether you are visible or not, put everything inside spoiler tags, and it's the DM's job to tell your opponent what he sees.
 If you need your opponent to roll a save or opposing check, ask him to do so but don't give him the DC. It's the DM's job to tell him what happens if he fails.
 Make the DM's job easier: Every time you roll, provide a break-down for all modifiers, including type. E.g.,  "I attack with -5 from Power Attack, +2 insight from Knowledge Devotion, +7 sacred from Law Devotion, +3 competence from Cunning Insight."  Also, always include spoiler tags with your stat block, maneuvers left, and anything else you find appropriate.

 Part III (honor system) :

 If the DM's absent, you know what to do. Takes out the mystery, but admittedly it's faster...

 Shoompe:

 Spoiler
Position:  B-10/C-11 . You stand on light undergrowth, shadowy illumination (20% miss chance).
LoS: You can see One-Shot Steve opposite of you, at  AC-10 , beyond what appears to be a ring of Entangle. It's an unarmored halfling dual-wielding daggers, with a crossbow hanging from his belt.

 One-Shot Steve:

 Spoiler
Position:  AC-10 . You stand on light undergrowth, shadowy illumination (20% miss chance).
LoS: You can see Shoompe opposite of you, at  B-10/C-11 , beyond what appears to be a ring of Entangle. He is a large half-ogre, dual-wielding whips that seem to be made of light. He wears a breastplate, and an animated shield hovers in front of him.

  Roll initiative.
 OOC: Since you got this map, I'd like to remind you a relevant TGGWAT houserule: Precision damage CAN be used Vs targets with concealment, provided it's 20% or less.

[User]
 Shoompe readies himself for battle.

All:

 Spoiler
Shoompe spends his prep-round drawing his whips.

Initiative check:
 (1d20+4)[ 4 ](8)

DM Only:

 Spoiler
Stat Block:

 Spoiler
   Shoompe
Male Chaotic Neutral Half-Ogre Bear Totem Barbarian 15//LA 2/Fighter 12/Exotic Weapon Master 1,  Level  15,  Init  +4,  HP  133/133,  DR  3/-,  Speed  20ft
 AC  33,  Touch  15,  Flat-footed  29,  Fort  +14,  Ref  +10,  Will  +5,  Base Attack Bonus  +15/+10/+5,    Action Points  -
 2 Large +1 Brilliant Energy Whip Daggers (-)  +24|+22 (1d8+11|+6, 19-20/x2)
 +1 Large Armor Spikes (-)  +24 (1d8+10, 20/x2)
 2 Large Masterwork Gauntlets (-)  +24|+22 (1d4+10|+5, 20/x2)
 +3 Large Breastplate ,  Large +2 Animated Darkwood Shield  (+8 Armor, +4 Shield, +4 Dex, -1 Size, +6 Natural, +2 Deflect)
 Abilities  Str 30, Dex 19, Con 14, Int 13, Wis 8, Cha 6
 Condition  None

[User]
 Lyndworm:

 Spoiler
First, I don't know if you saw it already, but I added a rough description of One-Shot Steve (what you can make out in the darkness) above.

Second, why STR 36 and CON 19? Did you enter rage already?

[User]
 DM:

 Spoiler
I saw the description; thank you. I assume that PId6 received a similar description of Shoompe.

As for the stats, that was a mistake. I'll fix it right away.

Okeydoke, I fixed the statblock.

[User]
 Readying himself for battle, the halfling twirls the daggers in his hand, grinning at the ogre on the other side of the grove.

 DM Only:

 Spoiler
  Initiative  - (1d20+31)[ 37 ]

Spend prep round drawing daggers.

 All:

 Spoiler
Initiative = 37. I'm guessing I'm up first.

[User]
 DM Only:

 Spoiler
Knowledge Devotion with Collector of Stories and an inspiration point:

Knowledge: Nature = 24 base + 5 Collector of Stories + 8 Cunning Knowledge
  Knowledge: Nature  - (1d20+37)[ 56 ]  vs DC 36 :P

That will be +5/+5.

[User]
 As soon as the battle begins, the halfling drops his daggers, pulling out the crossbow at his belt. Grinning, he moves his hands rapidly, faster than the eye can see. Within moments, a barrage of bolts are launched at the ogre still unreacting at the other side of the grove, and each bolt splits in twain in the air, always into to perfect copies of their original self.

 DM Only:

 Spoiler
Full attack rapid shot with crossbow. He's one range increment away, so that will be -2. My attacks ignore cover and concealment. (IP) indicates spending an inspiration point (for damage, only applies if it hits). If any attack misses, all subsequent attacks are at +4.

  Attack  - (1d20+33)[ 41 ]  [roll=Damage (IP)]1d6+23[/roll]   Confirm  - (1d20+33)[ 53 ]    Crit  - (1d6+23)[ 28 ]
  Attack  - (1d20+33)[ 45 ]  [roll=Damage (IP)]1d6+23[/roll]   Confirm  - (1d20+33)[ 41 ]    Crit  - (1d6+23)[ 27 ]
  Attack  - (1d20+33)[ 48 ]  [roll=Damage (IP)]1d6+23[/roll]   Confirm  - (1d20+33)[ 53 ]    Crit  - (1d6+23)[ 28 ]
  Attack  - (1d20+33)[ 42 ]  [roll=Damage (IP)]1d6+23[/roll]   Confirm  - (1d20+33)[ 35 ]    Crit  - (1d6+23)[ 24 ]
  Attack  - (1d20+28)[ 44 ]  [roll=Damage (IP)]1d6+23[/roll]   Confirm  - (1d20+28)[ 43 ]    Crit  - (1d6+23)[ 27 ]
  Attack  - (1d20+28)[ 31 ]  [roll=Damage (IP)]1d6+23[/roll]   Confirm  - (1d20+28)[ 41 ]    Crit  - (1d6+23)[ 27 ]
  Attack  - (1d20+23)[ 43 ]  [roll=Damage (IP)]1d6+23[/roll]   Confirm  - (1d20+23)[ 36 ]    Crit  - (1d6+23)[ 26 ]
  Attack  - (1d20+23)[ 36 ]  [roll=Damage (IP)]1d6+23[/roll]   Confirm  - (1d20+23)[ 39 ]    Crit  - (1d6+23)[ 28 ]

 All:

 Spoiler
Results of attacks coming soon.

Turn not necessarily over yet after this.

[User]
 DM Only:

 Spoiler
Weird, I didn't even edit that post. Probably the damage rolls with parenthesis in them screwed things up. I'll leave it there as is for now. Here's a reroll (all spending IP):

  Damage  - (1d6+23)[ 27 ]
  Damage  - (1d6+23)[ 24 ]
  Damage  - (1d6+23)[ 24 ]
  Damage  - (1d6+23)[ 27 ]
  Damage  - (1d6+23)[ 28 ]
  Damage  - (1d6+23)[ 25 ]
  Damage  - (1d6+23)[ 27 ]
  Damage  - (1d6+23)[ 29 ]

Attack = +30 Base + 5 Knowledge Devotion - 2 Range Increment
Damage = 1d6+10 Base + 5 Knowledge Devotion + 2 Favored Enemy + 6 Cunning Insight

 All:

 Spoiler
Eight attacks, piercing and magical:

Attack: 41, Damage: 27
Attack: 45, Damage: 24
Attack: 48, Damage: 24
Attack: 42, Damage: 27
Attack: 44, Damage: 28
Attack: 31, Damage: 25
Attack: 43 (Nat 20), Damage: 27, Confirm: 36, Crit Damage: 26
Attack: 36, Damage: 29

If any one of these attacks miss, each subsequent one is at +4 attack (same for confirmation).

If you're still alive after this, tell me which ones hit. Also, turn not necessarily over yet.

[User]
 PId6:

 Spoiler
Great. And now, I'd like a breakdown for every roll. 😛 E.g. 1d20 + 24 (knowledge) + 5 (collector of stories) + 8 (inspiration, Factotum levels). Attack rolls, damage rolls, the works.

Also, resources. How many IP did you spent, and how many you have left.

Also, I'd like you to include somewhere on your character sheet your build. Level by level breakdown was awesome, but I'd like to know at a glance how many Factotum levels you have, for example.

Also, a stat block. I know the Tangled Web doesn't generate one, so I don't need a big production. Only HP, AC (including Touch and Flat-Footed) and saves.

Apart from the first one (breakdown for your rolls), these are mostly for the next fight, because I don't expect this one to last long. 😛
Thanks. :)

[User]
 DM Only:

 Spoiler
Roll breakdowns are edited in now. All "Base" modifier breakdowns are in the sheet (Other Notes section), and are always active. Only the extra modifiers from situational bonuses are calculated here.

Stat block, resources, etc are all at the top of the "Other Notes" section in the sheet. Not quite sure how many inspiration points are left, since that depends on how many of the shots hit. Class levels are added in right below that.

[User]
 Testing:

 Spoiler
Curious about the roller, so testing here:

[roll=Over 9000 (Test)]1d20+9000[/roll]

Apparently, parenthesis screws up the roller, but you can edit in the roll afterward with [ roll0].

  Over 9000 (Test)  - (1d20+9000)[ 9007 ]

[User]
 The half-ogre falls, riddled with bolts. The only sound he ever made was the thud as his back hit the ground. Shoompe is dead.

All:

 Spoiler
Every attack except #6 hit Shoompe, for a total of 212 points of raw damage.

Out of curiosity, how did you manage to reload both hand crossbows without dropping either of them?

[User]
 Seeing his opponent fall, the halfing puts his crossbow away and then picks up his daggers once more. Whistling a cheery tune, he finds a nice spot to sit down and waits patiently for the next battle.

 Spoiler
There's only one crossbow, not two (and it's light, not hand). However, you  can  dual wield them using a Spare Hand (MIC). It's a free action to move items between hands, so you can move one xbow to the hand, free action reload, then move it back.

[User]
 Lynd:

 Spoiler
One-Shot Steve dropped both daggers and took out a single crossbow, not two. With Rapid Reload (and a free hand) he can full attack with it normally.

PId6:

 Spoiler
Excellent, thank you.

  Match finalized.
Victor: One-Shot Steve.


[User]
 You start to recover movement, and you can see that the cloud was more like a wall of clouds, blakness covering all over.
You reach a small town, or better, what appears to be a small town, as you can see that it is barricated.

As you approach you can see that almost all it's defenses are directed to the wall.

You pass through the the town, and into the outskirts.
they take you to one small building, apparently a farmhouse, waving the flag of Karranath in all it's windows.
once you are there you the man shouts again:
 Get them off!
and the cadaver collectors throw you to the ground
The man offers his hand to Tevash:
 Sorry for the my rough manners...
but you would not listen.

[User]
 Sitting on the ethereal plane, Crais gets a good look around.
ooc: how many soldiers are there?

[User]
 I, too, will be looking around.  I am curious as to the circumstances at the moment.  Also, I'm going to take another sense motive check.
 (1d20-1)[ 5 ] Still appears trustworthy...

[User] There mappears to be an inmensive cuantyties of soldiers, but not only them, Wizards and Psions and different quinds of schoolars are also here, all near one room, a very small room with a man in it

[User]
 Crais attempts to posses the soldier nearest to the man. (DC 23)
Far easier to fake your death if they don't know your a ghost.

[User]
 The Nearest Soldier is on another room, with a window overlooking to the room, and a door into the Room.  you posses his being

For the rest of the group, Aldous stands up, eyes fully open

[User]
 The soldier mutters something, and disappears from view.

 Spoiler
Cast invisibility, and then walk into room. I want to see what the guy says, mainly because he's been really violent up till now.

[User]
 Before anyone reacts, Aldous extends his mechanical fist towards Tevash.
he appears to be suffering, and trying to pull his fist back

[User]
 As he lurches forward, Aldous' eyes dart open.   "No!  Mister Tevash is my friend!"  he shouts.  However, as the child screams this, he moves to attack Tevash.  [B]"Why are you making me do this?!" he cries as he flies through the air and pounces upon Tevash.

 (1d20+15)[ 16 ]  Will save.  And a natural 1.  Of course. 😡

[User]
 OOC: For the record, I'm dead set against this whole "attack the party thing," but Slayed tells me it will advance the plot and I'm apparently being dominated.  Here comes a full attack routine.  By the way, Aldous still considers you all allies, so anyone within 60 ft reaps the benefits of Recitation: +2 AC, saves, and attacks or +3 if you worship the Sovereign Host.

@Tevash:

 Spoiler
Aldous attacks you three times for a total of 53 damage if all attacks hit, as follows:

 38 vs touch AC for 32 damage
 36 vs touch AC for 9 damage
 30 vs touch AC for 12 damage

ROLLS:

 Spoiler
 (1d20+18)[ 36 ]  Knowledge: local check against Tevash
 (1d20+15)[ 30 ]  charge attack vs touch AC +5 from Knowledge Devotion, +3 from Recitation
 (1d20+15)[ 26 ]  charge attack vs touch AC +5 from Knowledge Devotion, +3 from Recitation
 (1d20+10)[ 22 ]  charge attack vs touch AC +5 from Knowledge Devotion, +3 from Recitation
 (1d8+3)[ 6 ]  Damage 1 +5 from Knowledge Devotion
 (5d6)[ 21 ]  Divine Sacrifice damage 1
 (1d8+3)[ 4 ]  Damage 2 +5 from Knowledge Devotion
 (1d8+3)[ 7 ]  Damage 3 +5 from Knowledge Devotion

Spells/effects (Spellcraft check to read):

 Spoiler
Divine Power CL 10
Lion's Charge CL 6
Detect Magic CL 3
Detect Secret Doors CL 3
Detect Undead CL 3
Divine Sacrifice CL 4
Luminous Armor CL 5
Silverbeard CL 3
Haste, Swift, CL 6
Master Air CL 5
Wraithstrike CL 5
Shield CL 3
See Invisibility CL 5
Blessing of Bahamut CL 7
Lesser Visage of the Deity CL 7
Recitation CL 7

@DM:

 Spoiler
Aldous takes 10 damage from Divine Sacrifice, getting rid of his temporary HP from Divine Power.

[User]
 A soldier appears, and drops to the floor in the room as a ghostly image Dives out of him and into Aldous. (DC 23, Malevolence)

OOC: The soldier is alive, but regained control after I spent a free action to drop prone. Can't have him bugging me now, Can I?
Also Take a 1 on the save, You want me to control you, it's better than the "something" *cough*arm*cough*

[User]
 Aldous breathes a long, deep gasp as the ghost flies into him.   "CRAAAAAAIS,"  he rasps as he inhales,  "HELLLLLLP."
 OOC: Thank you!  I wasn't going to pull any punches, but the damage from Divine Sacrifice would have had me down in 4 rounds.  Of course, you can do some damage in 4 rounds.  This will be much better.  I 1-out this save.

[User]
 Aldous closes his eyes and then falls abruptly to the floor.
He slowly starts opening his eyes, as if he was waking up from a dream

[User] Crais floats out of Aldous's body, looking very angry.   "I don't want to jump to conclusions, but you've been really violent so far. You have 10 seconds to start explaining."   Says Crais to the man commanding the Cadaver Collectors. Crais Has drawn his Glowing Longsword, and is pointing it at the man.


[User]
 Arena Tournament Exhibition:  Nici  vs.  Blue
 Map:
 Spoiler

 Nici  - Sallera
 Blue  - Cadian 9th

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

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

No purchases.

[User]
 Init:  (1d20+3)[ 4 ]

No purchases. I notice your bard is Neutral, might want to change it to Chaotic.

EDIT: And you go first.

[User]
 Bards only have to be nonlawful, not chaotic.

 Nici, Round 1

Refs/LoS:
 Spoiler
Starting in B11, holding mandolin, with bow in mouth.
Standard: Start playing, Dragonfire.
Move: To G12.

Stats:
 Spoiler
HP 6/6, AC19 (16, 14)
Active Effects: Dragonfire Inspiration

Done.

[User]
 k.

 Blue, round 1.

Refs/LOS

 Spoiler

Move from Y10 to S10. (Move)
Standard: Move from Y10 to M10.

Stats:

 Spoiler

HP 18/18, AC17 (14, 13)
Active Effects: Blindsight 20ft DV 60ft LLV.

Spells:
1st 3/3
0th 4/4

Done.

EDIT: I think we need a ref for LoS. As you can see in my sheet, I have Blindsense, Darkvision and LLV, So do you (Well, not the Blindsight)

[User]
 Nici, Round 2

Refs/LoS:
 Spoiler
Heh, forgot to hide last turn.  Ah well, with luck he didn't charge straight over here.
Double move at half speed to G15 -> J14.
Hide:  (1d20+17)[ 32 ]
Still playing.

Stats:
 Spoiler
HP 6/6, AC19 (16, 14)
Active Effects: Dragonfire Inspiration

Done.

[User]
 that's... rather straightforward. Wonder why Sallera didn't hide 🤨

anyway, you see each other once you're in range of your 60 feet darkvision. Nici is in G12, playing mandolin and bow in mouth, Blue moved to  V R10. Back to Blue

sorry, did a mistype there

[User]
 Fallen

 Spoiler

Aren't I at M10, or was I under a special effect?

[User]
 Cadian

 Spoiler
we rewind to the point when LoS was established, you can revise the rest of your turn from there. You're free to still move to M10 or do something else

[User]
 K

 Blue: Round 1 Rewind

Revised Actions:
Refs/Los

 Spoiler

Ready an action:

 Spoiler
Move if I see Nici or 4 seconds pass into his turn.

Done.

[User] um, as I said you see each other. Also, X seconds into someones turn is no valid trigger since there are no time increments for move, standard etc actions and thus it's impossible to tell when the trigger would occur exactly

[User]
 Okay, revise to "just before my turn starts?" or dropping it if that's easiest.

Sorry Salera, bear with me.

[User] readied actions need a trigger that is discernible for your character. You can use "Nici ends turn" as trigger, though that only works while you have LoS on Nici. If you don't, you never notice when she does and thus the readied is wasted. Best look through some matches to get an idea what triggers work

[User]
 Ahhh, kay. For simplicities sake:

 Blue, Turn 1 (Rewind)
 " Come out Kobold, I see you, sense you. You cannot hide! "  She says, full of adolescent confidence. And dragon fire.

Move to M10. End Turn.

[User]
 Nici, Round 2

Move: To G13, breaking LoS, then sneak back to G12 again.
Hide:  (1d20+17)[ 33 ]
If you fail to beat that, the following attack is against FF AC.
Free: Shift bow to one hand.
Free: Shift mandolin to mouth.
Standard: Shoot Blue with a dragonsbreath arrow.
Attack:  (1d20+6)[ 18 ]
Damage:  (1d4)[ 3 ]  +  (2d6+1)[ 9 ]  fire, and Reflex DC15 or catch on fire, taking another  (1d6)[ 1 ]  fire

Stats:
 Spoiler
HP 6/6, AC19 (16, 14)
Active Effects: Dragonfire Inspiration

Done.

[User]
 Either hits my AC.

I take 12 damage.

Reflex DC 15:  (1d20+3)[ 17 ]
 Blue, Round 2

Move up to G10
 " BAHHHH! "  She says, breathing fire all at you (Standard Action)

You take  (2d6)[ 12 ]  acid damage, halved, and Reflex DC 15 half. You are entangled for a number of rounds.

Refs Only:

 Spoiler

Entangle Duration:  (1d4)[ 2 ]

 "... Is that the best you can do? "

Stats

 Spoiler
HP 6/18, AC17 (14, 13)
Active Effects: Blindsight 20ft DV 60ft LLV.

Spells:
1st 2/3
0th 4/4

Done.

At the start of your turn, you take  (1d6)[ 4 ]  flame damage.

[User] Well, max damage.  That gets me regardless.  Edit: Wait, using Entangling Exhalation halves the damage.  Shouldn't that be 1d6 damage?

[User]
 Good Game.

EDIT: Yes. 2d6/2 , then a reflex save DC 15 to halve it again. I like 2d6/2 rather than 1d6, it makes me feel good. 😎

I was a little confused when you attacked me. Even on max damage, I'd need to fail a DC 15 reflex and then you'd need to roll 3+ to kill me.

As to the map, I thought it had potential. Both of us having DV sortoff offsetted the need for candled areas, but I haven't played in any other arenas, your thoughts?

[User] Well, if I'd remembered to rage first, I'd have survived the attack with a successful save, and then I'd have gotten another 4 attacks on you.  But yes, it's a good map.

[User]
 Hm, wait a minute, that extra damage is at the start of  your  turn, not mine.  So I still live, for now.  Reflex:  (1d20+7)[ 27 ]
 Nici, Round 3

Free: Rage.
5ft step to G11.
Free: Drop mandolin and bow.
Full attack.
Claw 1:  (1d20+5)[ 13 ]
Damage:  (1d3+4)[ 5 ]  +  (2d6)[ 5 ]  fire
Claw 2:  (1d20+5)[ 21 ]
Damage:  (1d3+4)[ 5 ]  +  (2d6)[ 7 ]  fire.
Bite:  (1d20)[ 20 ]
Damage:  (1d3+2)[ 5 ]  +  (2d6)[ 6 ]  fire.
Tail:  (1d20)[ 19 ]
Damage:  (1d4+2)[ 3 ]  +  (2d6)[ 8 ]  fire.

Stats:
 Spoiler
HP 1/8, AC19 (16, 14)
Active Effects: Dragonfire Inspiration 4 rounds

Done.

Edit: Ah, forgot I can't 5ft step.  Never mind, then, only the first claw happens... and that's pretty much game anyway, with 1hp left.

[User]
 Hmmm, wow. Where is Passion's Flame from?

I like Entangling, by my look the 4 attacks would be very hard to hit with, what with +2 attack and multiattack penalties, but I would be dead if you got a hit. That's a neat build.

Map has little to encourage DV players to use the candled areas. Maybe if the areas were magical darkness we would have to maneouver around candles, which would be cool.

EDIT: Wow, Swordsage post. In that case, wow. I am lucky for entangle, did you apply the neg 2?

EDIT2: As far as I know, entangle does not prohibit you from making 5ft steps, nor does darkness since you have darkvision. Therefore, Blue dies, I think, on the second hit.

[User]
 Passion's Flame is a sovereign archetype from Dragons of Eberron; only available to true dragons, which dragon-wrought kobolds qualify as due to poor wording.

I kind of like the normal darkness.  The range limit on darkvision means there's still an element of stealth for anyone, and the candles' placement in most of the best areas will draw people to them even if they don't need light to see.  And tossing light sources around could be useful even for characters with darkvision, since it can reveal people out of range or limit their movement options.

[User]
 Originally Posted by Cadian 9th
 EDIT: Yes. 2d6/2 , then a reflex save DC 15 to halve it again. I like 2d6/2 rather than 1d6, it makes me feel good. 😎

Take note that because of the tendency of 2d6 towards a normal curve, 2d6/2 does not map perfectly to 1d6. To whit: (assuming rounding down)

There is a clear trend toward the center of the distribution, and by my calculations you actually short yourself .25 expected value.

[/STATISTICS]

It's probably okay for an exhibition match, but you'd likely get called on it in an official one.

[User] yeah, while your less likely to get the extremes on the damage scale, you lose average damage since uneven numbers get rounded down

[User]
 Originally Posted by Sallera
 Passion's Flame is a sovereign archetype from Dragons of Eberron; only available to true dragons, which dragon-wrought kobolds qualify as due to poor wording.

I kind of like the normal darkness.  The range limit on darkvision means there's still an element of stealth for anyone, and the candles' placement in most of the best areas will draw people to them even if they don't need light to see.  And tossing light sources around could be useful even for characters with darkvision, since it can reveal people out of range or limit their movement options.

Fantastic, I thought the whole Dragonwrought madness was banned. Thank you. See my note on Snow Tiger berserker.

True. Would it be practical to fly in this map, since the True darkness above would make those flyers rather constrained. It would mean Flyers must remain low enough, perhaps, into almost melee range.


[User]
 Vinlauk Vs One-Shot Steve

You are in your quarters, resting, when the Architect's disembodied voice, soft and androgynous, rings inside your heads.

     Vinlauk, One-Shot Steve. You have been chosen to fight. Prepare yourselves.

Six seconds later, you are teleported to the  Arena .

There's no wind. There's no high water. But the clouds are heavy above your heads and the sunlight barely passes through them. It's the calm before the storm. When it comes, a Jolly Roger will proudly unfurl from the mast.

This ship has seen a lot, and another storm won't impress her. Neither another death.

 THE PROCEDURE

 Spoiler

 Part I (how to begin) :

 Agree to play with an opponent OR ask the DM to match you up randomly.
 Roll and find out in which Arena you'll play. Study the map.
 You have a turn to prepare (one swift and one full-round action OR one swift, one move and one standard action). You don't know yet what your opponent looks like.
 You are teleported to a random square of the Arena. (DM rolls secretly.) If you have a mount and you didn't mount it during the prep round, it's on an adjacent square. (If you  did  mount it, it's obviously between your legs.) If you have an animal companion, it's on an adjacent square. If you have a familiar, or any other sidekick, it's nowhere to be found.
 Roll initiative. If both contestants are aware of each other, begin round 1. If a contestant is not aware of his or her opponent, a surprise round applies as normal.

  Special :   Martial Adepts must choose a default stance and maneuver selection. The stance is considered active and the maneuvers are considered readied even before the preparation round. They can change their selection in between fights (informing the DM), but they must do so BEFORE learning where and with whom they'll fight next. From that moment on, they need to spend actions (swift for a new stance, full-round for Adaptive Style) to change anything.

 Part II (DM-supervised duels) :

 The DM informs you whether there is Line of Sight.
 The first time your opponent becomes aware of you, you must describe your appearance in reasonable detail, as it would seem to an observer with eyes and nothing else (no true seeing, no blindsight etc). If your opponent has any such abilities, it's the DM's job to provide the correct description in secret.
 All your rolls will be made inside spoiler tags. Keep private the results that would not be perceived by your opponent (Hide/Move Silently, Spot/Listen, Sense Motive, Knowledge, Martial lore, saves etc). Make public the results that would (attack/damage, grapple/disarm/trip etc). For damage in particular, provide a break-down: how much is Power attack, how much is precision damage, how much is energy damage, whether it's slashing/piercing/bludgeoning, whether it's steel/cold iron/adamantine, etc.
 Every time you post an action (assuming you are visible at the time), you must describe it in reasonable detail. If you charge or tumble, you must say so explicitly. Provide coordinates for your exact movement. If you don't know whether you are visible or not, put everything inside spoiler tags, and it's the DM's job to tell your opponent what he sees.
 If you need your opponent to roll a save or opposing check, ask him to do so but don't give him the DC. It's the DM's job to tell him what happens if he fails.
 Make the DM's job easier: Every time you roll, provide a break-down for all modifiers, including type. E.g.,  "I attack with -5 from Power Attack, +2 insight from Knowledge Devotion, +7 sacred from Law Devotion, +3 competence from Cunning Insight."  Also, always include spoiler tags with your stat block, maneuvers left, and anything else you find appropriate.

 Part III (honor system) :

 If the DM's absent, you know what to do. Takes out the mystery, but admittedly it's faster...

 Vinlauk :

 Spoiler
Position:  G-15 . You stand on slippery deck, shadowy illumination.
LoS: You can see One-Shot Steve opposite of you, at  BC-15 . He is an unarmored halfling dual-wielding daggers, with a crossbow hanging from his belt.

 One-Shot Steve:

 Spoiler
Position:  BC-15 . You stand on slippery deck, shadowy illumination.
LoS: You can see Vinlauk opposite of you, at  G-15 . He is a goliath, unarmed and unarmored, carrying what appears to be a huge sack.

  Roll initiative.
 OOC: Since you got this map, I'd like to remind you a relevant TGGWAT houserule: Precision damage CAN be used Vs targets with concealment, provided it's 20% or less.

[User]
 The teleport finds Steve cutting his nails with two daggers. Suddenly finding where he is, he stops the idle posture and adopts a more combative one, even as he unwittingly starts whistling a spirited tune.

 DM Only:

 Spoiler
Daggers out.

  Initiative  - (1d20+31)[ 36 ]

Light undergrowth?

 All:

 Spoiler
Initiative = 36.

[User]
 PId6:

 Spoiler
Uhg, sorry, typo. That's slippery deck.
EDIT: Hey, I corrected a typo with a typo! It's not "uhg", it's "ugh". We now return to our regular program. 😛

[User]
 Raw Roll

 Spoiler

not going to win this.
 (1d20+6)[ 23 ]

 Public

 Spoiler

23 initiative

[User]
 Retcon needed. Please wait.
EDIT - Wow, this sounded more urgent than I meant. :)

[User]
 ARabidHobo:

 Spoiler
Read the rules again. Your prep round happens BEFORE teleportation. If you opened the sack then, you have no rocks around you, they stayed behind. And since you lost initiative, it's not your turn yet. You haven't acted yet and you are flat-footed.

I'm assuming you have nothing else useful to do during your prep round, so I'm telling PId6 to proceed. Please correct me if I'm wrong.

 PId6: proceed.

[User]
 DM

 Spoiler
I apologize. Guess I'm a little excited to see how long I survive, and I assumed a move action would be acceptable. In that regard, I will edit out and place that action at the start of my turn, unless you protest.

[User]
 ARabidHobo:

 Spoiler
Not at all. Sorry again, it sounded a lot more urgent than it was. It's just good to know the procedure. No big deal now, but if you had won initiative, for example, and if you were within range, it would be important. :)

[User]
 DM Only:

 Spoiler
Knowledge Devotion with Collector of Stories and an Inspiration:

24 Base + 5 Collector of Stories + 8 Cunning Knowledge = +37
  Knowledge: Nature  - (1d20+37)[ 38 ]  vs DC 36

+5/+5

[User]
 Seeing his opponent, the halfling immediately drops his daggers onto the floor of the ship with a clatter, then swirls his arm around himself with a dramatic flourish, causing him to vanish into thin air. After no time at all, a torrent of bolts fire from where he had stood just a moment ago, each splitting into two in midair before reaching the goliath.

 DM Only:

 Spoiler
 Free Action:  Drop daggers.
 Swift Action:  Initiate Cloak of Deception.
 Free Action:  Draw crossbow.
 Free Action:  Activate Whirling Frenzy.
 Free Action:  Activate Boots of Speed.
 Full-Round Action:  Full attack Rapid Shot.

 Distance:  240 ft away, so 3 range increments (-4 penalty).

 Attack:  +30 Base + 5 Knowledge Devotion + 1 Haste (Boots of Speed) + 2 Greater Invisibility (Cloak of Deception) - 2 Whirling Frenzy - 4 Range Increment = +32, and enemy is flat-footed.
 Damage (all spending IP):  10 Base + 5 Knowledge Devotion + 6 Cunning Insight = 1d6 + 21.

 Full BAB:
  Attack  - (1d20+32)[ 38 ]    Damage  - (1d6+21)[ 27 ]    Confirm  - (1d20+32)[ 45 ]    Crit  - (1d6+21)[ 24 ]
  Attack  - (1d20+32)[ 34 ]    Damage  - (1d6+21)[ 25 ]    Confirm  - (1d20+32)[ 41 ]    Crit  - (1d6+21)[ 22 ]
 Haste:
  Attack  - (1d20+32)[ 40 ]    Damage  - (1d6+21)[ 27 ]    Confirm  - (1d20+32)[ 42 ]    Crit  - (1d6+21)[ 22 ]
  Attack  - (1d20+32)[ 46 ]    Damage  - (1d6+21)[ 27 ]    Confirm  - (1d20+32)[ 37 ]    Crit  - (1d6+21)[ 24 ]
 Rapid Shot:
  Attack  - (1d20+32)[ 47 ]    Damage  - (1d6+21)[ 23 ]    Confirm  - (1d20+32)[ 38 ]    Crit  - (1d6+21)[ 25 ]
  Attack  - (1d20+32)[ 51 ]    Damage  - (1d6+21)[ 22 ]    Confirm  - (1d20+32)[ 33 ]    Crit  - (1d6+21)[ 22 ]
 Whirling Frenzy:
  Attack  - (1d20+32)[ 33 ]    Damage  - (1d6+21)[ 25 ]    Confirm  - (1d20+32)[ 42 ]    Crit  - (1d6+21)[ 23 ]
  Attack  - (1d20+32)[ 52 ]    Damage  - (1d6+21)[ 26 ]    Confirm  - (1d20+32)[ 46 ]    Crit  - (1d6+21)[ 25 ]
 BAB -5:
  Attack  - (1d20+27)[ 34 ]    Damage  - (1d6+21)[ 26 ]    Confirm  - (1d20+27)[ 29 ]    Crit  - (1d6+21)[ 26 ]
  Attack  - (1d20+27)[ 47 ]    Damage  - (1d6+21)[ 27 ]    Confirm  - (1d20+27)[ 34 ]    Crit  - (1d6+21)[ 24 ]
 BAB -10
  Attack  - (1d20+22)[ 32 ]    Damage  - (1d6+21)[ 22 ]    Confirm  - (1d20+22)[ 26 ]    Crit  - (1d6+21)[ 26 ]
  Attack  - (1d20+22)[ 27 ]    Damage  - (1d6+21)[ 25 ]    Confirm  - (1d20+22)[ 42 ]    Crit  - (1d6+21)[ 25 ]

 All:

 Spoiler
Turn invisible, then launch a bunch of bolts into the air. If you can see invisibility, then -2 to each of these attacks. Damage is magical and piercing. The first time one bolt misses, every bolt after that gains a +4 bonus to attack.

Attack: 38, Damage: 27
Attack: 34, Damage: 25
Attack: 40, Damage: 27
Attack: 46, Damage: 27
Attack: 47, Damage: 23
Attack: 51, Damage: 22
Attack: 33 (Natural 1) - All attacks after this already include the +4 bonus for a miss, though previous attacks do not.
Attack: 56 (Natural 20), Damage: 26, Confirm: 50, Crit: 25
Attack: 38, Damage: 26
Attack: 51 (Natural 20), Damage: 27, Confirm: 38, Crit: 24
Attack: 36, Damage: 22
Attack: 31, Damage: 25

If you're still alive, please tell me which bolts hit. Turn is not necessarily over.

[User]
 Hit/Miss

 Spoiler
Attack: 38, Damage: 27
miss
Attack: 34, Damage: 25
miss
Attack: 40, Damage: 27
ouch
Attack: 46, Damage: 27
oof
Attack: 47, Damage: 23
that was solid
Attack: 51, Damage: 22
ulp
Attack: 33 (Natural 1) - All attacks after this already include the +4 bonus for a miss, though previous attacks do not.
Attack: 56 (Natural 20), Damage: 26, Confirm: 50, Crit: 25
ooh! right in the face! confirm crit
Attack: 38, Damage: 26
miss
Attack: 51 (Natural 20), Damage: 27, Confirm: 38, Crit: 24
that almost hurt more! (no crit)
Attack: 36, Damage: 22
getting sloppy, thank goodness. last 2 miss.
Attack: 31, Damage: 25

damages that hit:
27,27,23,22,26,25,27
total:dead. simple rounding skills tell me that.
actual total is 177. That is one impressive move.

Weaving through bolts to the very end, the towering warrior falls to the deck without taking a step towards his foe.

[User]
 As soon as his foe falls, Steve reappears with crossbow in hand, blowing a bit of smoke from its triggering device. Stowing the bow, he takes his time picking up the daggers from the wooden deck, then makes his way to the side of the ship to look out onto the sea.  The storm will be coming soon , he thinks, then smiles, knowing that he is ready for it.

 All:

 Spoiler
That's a pretty impressive AC. I have to say, I'm glad you didn't have a chance to retaliate, since those rocks you had out just screams Hulking Hurler. Ouch! 😛

[User]
 Match Finalized.
Victor: PId6