[User] Please post your race here.

[User]
 Spoiler
 Mollotoid
 A brain   (4 points, +3 above default)   The Mollotoid is a social creature, hunting, foraging, and living in small packs of 12-32 members.  They have a decent memory, and use simple objects as tools.
A basic head  (1 point - default)   Semi-spherical.  Looks like a mushroom with teeth.
A basic neck  (1 point - default)   Short and stubby.
A basic torso  (1 point - default)   Round and ball-like.
Reproductive organs  (2 points - +1 above default)   Hermaphroditism, each creature is both male and female.
Heart, lungs digestive systm ect  (4 point - +3 above default)   Heartier and better able to maintain homeostatis.  Have many means on which to survive on less water, such as uric acid excrement.  Immune to ingested toxins.
Cat-sized  (1 point - default)   Meow.
Semi-Omnivore  (2 point - +1 above default)   Mostly a meat-eater, but willing and able to eat softer plants.
Three tentacles  (3 points)   Provide rudimentary locomotion and a means to capture prey.
Exoskeleton  (3 points)  Hard chitin covers its skin, providing significant protection and support.  Hollow tubular construct makes it very strong and provides insulation from harmful temperatures.
Sight  (2 points)  Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
Claws  (1 point)  Small but sharp spurs of chitin dot the underside of each tentacle.  An embrace is now quite painful, and will likely cause very minor bleeding.

185 Mollotoids.

Looking like a crusty volleyball with teeth and three spined tentacles, the Mollotoid crawls and, occasionally when the need arrives, throws itself across the forest.  When it comes across something it thinks it can consume, it does so, grappling it and biting it.  When it comes across a suitable mate, mating occurs.  It will give chase if it senses movement.

[User]
 Tunnel Spiders
Population 287 - 7 packs of 36, 1 packs o 35

A basic brain (6)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1, basic thought (planning)+1, basic tools +1, trap building +1, herding +1
A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
A neck (1)
A torso (2)- Exo Skeleton +1
Reproductive organs (2) Cluster egg laying +1
Heart, lungs digestive systm ect (4) +1 Cardio endurance, +1 internal anti freeze, +1 Reduced biological needs (air/water)
The size of a Dog (+2)
Carnivore (1)

Regeneration +1
Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1
Manipulative Digits +1

Each Den -
36 pop: 9 to guard den/breed/raise young, 18 in packs of 5 or more hunting, 9 to expand/improve tunnel network,

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population.

[User]
 Stirar
 Body Basics
Brain 4
Head 1
Neck 1
Torso 1
+Fur 1
Size 1 (cat)

 Major organ systems
Heart/lungs/ect 2
Digestive system 2
Reproductive organs 1

 Current Status/Behaviours
150 people
Herbivore

 Appendages
+Arms 3 (Grasping hands)
+Tail(prehensile) 1
+Legs 1

 Senses
+Eyes 2 (binocular)
+Ears 1

[User]
 Aquahabito

 Spoiler

 Brain (15): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants) (2). Mind waves (Collective mind, Illusions) (6). Underwater architecture (5).
Head (default)
Neck  (2) : Retractable.
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
250 people
The size of a lion  (3) : Bigger shell means more offspring. Bigger bulk means resistance to food scarcity.
Herbivore (default)

Shell  (4) : Hardened shell. Paralyzing layer of poison.
Claws  (1) : Main tool. Hygiene. Digging.

[User]
 Aephid

 Spoiler
 Size(3)  Aephids are about the size of a Lion.
  Mental
 Brain(11)  Speech (1), Religion (1), Tools (4), Agriculture (3), Aquahabito Speech(1), Underground Architecture (2), Herbal Medicine (2)
An Aephids' brain can compile simple thoughts and use objects found on the ground along with simple spears and such. They also have a polytheistic religion. They know how to plant and water plants, and know simple crop rotation. With some of these plants and fungi, they find ways to harness the healing abilities of some of these plants. Because they live near the Aquahabito, they can understand their speech, but not talk in their Tongue.
 Aephid Speech(1)  A Aephids Mandibles can produce clicking noises in various ways, and the Aephids have produced a language to communicate Thoughts and Ideas with.
 Psionics:
 Opticanesis(1) An Aephids' Brain can sense movements by electrons moving and they can see mostly gray scale but also bright colors(those usually associated with poison)

  Body
 A Head(1)  The Aephids have a bald face that shows no eyes, but a large coned head.
 A neck(2)  An Aephids' neck is almost non-existent, its breathing tube being inside the spine and it also allows a Aephid to turn its head 360.
 A torso(3)  An Aephids' torso is lined with small spikes that break off on contact, the Aephid's chitin is also very light, with small but many pockets of lighter than air gas.
 Limbs(2)  An Aephid has four hind legs and two arms with forward pointing pincers.
 Digging Claws(1)  The Aephids pincers are also hallowed out so they can dig with them.
 Reproductive organs(4)  An Aephid can reproduce asexually because it can produce both the sperm and the egg, They also flood their bodies with the sperm and egg to create more offspring.
 Heart(1)
 Lungs(2)  Aephids have a second pair of lungs which activate once a Aephid runs out of air under the water. These lungs are connected to gills.
 Digestive system(2)  An Aephids' Digestive tract is tougher than most and digests and breaks downs most digestible poisons(as they are mostly proteins.)
 Aephid Spew(1)  An Aephid does not need to produce feces, its stomach reroutes all solid materials with fibers from foods and makes a pasty building material in which a Aephid can use to make walls, pit-falls and huts

  Weapons
 Fiery Breath(1)  A Aephid can project a cone of fire spanning Two feet long by One foot wide, setting easily flammable materials aflame. This works because the major excess of methane in an Aephids' Stomach and its mandibles have a small sparker-like object in their mandibles.
 Pincers(2)  An Aephids claws are better adapted to rip into flesh and have thumbs. (Three fingers on each arm.)

  Life and Culture
 Omnivore(3)
 Population:  550, Split into 265 and 285
 Gods: Klil'kt, the Creator and Fire God, Kr'tkk The god of foods.

Other Times - Size +2, Brain +3, Pincers +2, Aephid Spew +1, Digestive +1 Tracts, reproduction +1 , Opticanesis +1 , Fiery Breath +1, Limbs, torso, and neck +1.
3/01/08 - +1 to Aephid Speech.
3/04/08 - +1 to Brain.
3/07/08 - +1 to Limbs(Digging Pincers)
3/08/08 - +1 to Reproduction
3/11/08 - +1 to Lungs(Gills)
3/13/08 - +1 to Torso
3/15/08 - +1 to Digestion.
3/17/08 - +1 to Brain, Agriculture.
3/20/08 - +1 to Brain, Agriculture.
3/22/08 - +1 to Brain, Aquahabito Speech
3/24/08 - +1 to Reproduction
3/26/08 - +1 to Brain, Underground Architecture
3/31/08 - +1 to Brain, Agriculture, Underground Architecture and +1 Digestion.
4/01/08 - +1 to Brain, Herbal Medicine.
4/03/08 - +1 to Brain, Herbal Medicine.

[User]
 Spoiler
The Nosslin

Brain (4 basic tool use)
Head (default)
Neck (default)
Reproductive system (default sex based)
Cardiovascular system (2 default +1)
Digestion (normal herbivore)
Sight (1 they have eyes)
Hearing (2)
Smell (1 they have noses now)
legs (3 faster)
Fur (1 point mostly brown)
Dexterous Digits (1 point)

Population: 150
The Nosslin rely on their ability to out think there predators more than anything, but being able to see and hear them coming and being decent runners helps to. Nosslin tend to travel in mating pairs equally sharing the responsibility of caring for and protecting their young. Nosslin mate for life. The Nosslin now have gained the ability to smell, this helps them to find food, avoid predators, keep tabs on their young, and when they leave the parents find potential mate. The Nosslin are starting to learn basic tool use, as they use tools their paws become more useful for this end.

[User]
 Landanemone

stats

 Spoiler

[population 180 (colonies of 95, 43, 42), fourteen total points into: reproduction 3, Digestion 5, neurotoxin 3, methane-sac 1, Connected Hyphae 1, tremor-sense 2, neural network 1, rest default]

Colonies

 Spoiler
 Three coral colonies on landanemones exist now. The largest is 85 members, and the smaller are 33 and 32 members. The largest is in the eastern section (of the northern forest according to that great map) near the lake at the base of the mountains, the other two colonies are west along the northern tip and in the south-west of the northern forest.

Behavior

 Spoiler
 The masses through their interconnective hyphae are just beginning to work out neural relays and behavior. An individual landanemone is simply a filter feeder with no real reactive behavior other than to sting, collect, and digest. The largest colony through seer number-intelligence has begun to work out basic stimuli-learning based behavior. The two smaller colonies also have this behavior but they are not at 'fast' in the learning or message spreading.

There is beginning to be simple division of labour according to position. Those in the center are specialized into reproductive towers to send out methane-sac floating spores in the wind. Those along the edges are exceedingly tentacled and hyphae laden to collect food and sense approaching activity.

Reproduction

 Spoiler

Central towers spew forth masses of methane-sac spores during ripe seasons and good wind conditions during cool evenings to float and recolonies a new coral on mass.

The edges of a colony also spread through vegetative budding up through the hyphae network.

Picture

 Spoiler

to come - hopefully

[User]
 Drabbits

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Brain  (3)
Head (default)
Torso (default)
Reproductive organs (default)
Heart/lungs  (2)
Digestive system (default)
50 people (default)
The size of a cat (default)
Herbivore (default)
 "Fire Breathing" (2)
Claws (1)
Fur(1)
Ear developement (1)
Ultrasound Emission (2)
Wing development (3)
 Points Remaining : 0

[User]
 The Symbionts

 Spoiler

(11 Points total  + 2 )

Amounts:
Stabe 20
Kenchow: 20
Changers: 70
Aephid: 20
Aquahabito: 20

 BRAIN   1
 HEAD  1
 NECK  1
 TORSO  1
 REPRODUCTION  3
A Symbiont can reproduce within its host asexually, as it has both male and female reproductive organs, usually it will pass on it's seed to another member of the same species of the host when it reproduces, either mixing it's genes with another symbiont in the other animal for sexual reproduction or just creating a new tiny symbiont into the other animal. As such the species is set up to spread at a reasonably fast pace.
 VITAL ORGANS
Heart 1
Strong Lungs 2
Able to draw oxygen from their hosts or from the air equally well.
Digestive System 2
carnivore, but also able to live of an animal host
 SIZE   2
The size of a Cat
The size of a Mouse (larval form) 1
 Limbs
Prehensile bodies: 1
Burrowing Jaws: 1
They are long and thin snakelike creatures able to slither over the ground or move inside a large animal using their jaws to dig their way in, but can use their bodies flexibility to easily move between organs and mussels to not hinder their hosts.
 SENSES
Heat Sense 1
They see find their hosts and are able to move inside their bodies using this as their guide.
Host Sense 1
A Symbiont can, by monitoring pheromones and neural impulses sense what is happening to its host.
 Special
Painless Bite 1
The symbiont bite is soft, a venom acting like an anesthetic is injected to prevent a host from waking up as a symbiont enters them. If the animal is attacked and hurt the release of this might mitigate pain for just long enough for the animal to get away.
Healthy 2
A Symbiont is highly resistant to disease and poison, it's body able to break down most of these into harmless substances. This is passed on to their hosts, whom effectively have a second liver or kidney inside their bodies filtering their blood. Hosts will generally live longer in good health and are thus likely to reproduce more with a symbiont inside them.

[User]
 Greeners

 Spoiler
17 Points Total
Population 84
Brain 2
head (basic)
neck (basic)
torso (basic)
Reproduction (basic
The size of a cat(if cats had wings)
Grasping legs (mostly for treetops, branches, and Grox fur)
Herbivore
Digestion: 2 Harder plants
Heart 3
Wings 3
Senses: Thermal Vision 2
Special: Photosynthesis 3
Camouflage 3: Plant and non-plant colors, at relatively rapid speed.
The Greeners are an insect like species that spends most of their time as high in the trees as they can. As they have developed a minor form of photosynthesis they prefer to spend most of their time in the treetops, and since they eat almost exclusively green leaves, they have relatively little trouble finding food in the forest. However their only real method of escape from predators is their natural camouflage and their ability to fly away. Their vision allows them to see thermal images instead of reflected light, and though they do not have the ability to distinguish fine details in anything, they are at least able to tell the difference between animals, plants, and rocks(most of the time), and they are able to more easily find thermal vents to allow them to gain altitude more rapidly.  The Greeners have four legs that are mostly useless, but provide them with a small ability to grasp onto branches and treetops while they are eating and resting.  The Greeners have large leaf-colored wings, which allow them a reasonable amount of manueverabilty for moving through the forest, and also a large area through which to absorb sunlight for use in their photosynthesis.  The Greeners are of course most active during the day, when they get the most energy from the sun, and they try to hide and rest during the night.  During the winter nights, some of the greeners are attempting to find heat by landing on large creatures that they deem to not be dangerous.

[User]
 Grox

 Spoiler

Population 30

Brain 2 (basic herd mentality)
Head (basic)
Neck (basic)
Torso (basic)
Cardiovascular System 2
Reproductive 3
Size Grande (9)
Claws 1
Herbivore

13 points total

Grox are huge quadrupedal behemoths. They travel in large herds consuming copious amounts of vegetation. If attacked they will circle up and try to protect the young. Their primary defense is to be too large for their predators to take down easily.


[User]
 The town of Oakhurst has been plagued by monsters. Small monstrous creatures have been harassing Oakhurst at night, stealing chickens, killing sheep, breaking windows and fence posts, and otherwise making nuisances of themselves.  The villagers haven’t seen the creatures except for red eyes glowing in the darkness, but the creatures left behind three-toed clawed track marked with lines indicating tails.

Teren IV, the elder, begs your help. 4 gold pieces each, and four sacks of grain. It isn't much, but it's all they can afford. You accept because you are brave adventurers.

On the fourth day, you set out. Riardon Brightvale tracks the most recent trail, made by four of the creatures to a cave four miles to the north. There is a faint glow coming from the inside.

------------------------------------------------------

While in combat, please post an information block like so:

TIRA DUSKMEADOW
HP: 28/28; HEALING SURGE HP: 7; HEALING SURGES: 9/9
AC: 15; FORTITUDE: 13; REFLEX: 13; WILL: 15
INITIATIVE: +0; SPEED: 6
ENCOUNTER: Witchfire
DAILY: Curse of the Dark Dream
WEAPON FOR OPPORTUNITY ATTACKS: Dagger +3, 1d4

and cross out your encounter and daily powers with the strikethrough ([s][/s]) once you've used them.

All rolls are done by you, with the board's roller. Try to keep this moving as fast as possible, which means about one round a day while in combat. If you want you can also post future actions.

[User]
 Skamos follows the Ranger, trying to keep himself in the middle of the marching group and constantly suppressing the thought of them being overpaid exterminators. When the cave appears before them, he stops in his tracks, wets a finger and holds it up to determine the wind direction.
 "Sh...forest boy. Can you perceive anything from inside there?"

Skamos Redmoon
HP: 20/20; HEALING SURGE HP: 5; HEALING SURGES: 6/6
AC: 15; FORTITUDE: 10; REFLEX: 15; WILL: 13
INITIATIVE: +2; SPEED: 6
ENCOUNTER: Force Orb, Infernal Wrath
DAILY: Sleep
WEAPON FOR OPPORTUNITY ATTACKS: Dagger +3, 1d4

[User]
 Erais The Sunlord
  Rewards be damned, these people need help, and the power of Amaunator will be of great use here.    He says nothing aloud, but holds his mace at the ready in case it is needed.  He'll let the true warriors go ahead of him, but he'll stay close to the front to provide rapid support.

(( I'd also add action points to the stat block, putting mine up now for easy reference later; Healing Word can be used 2x per encounter, so I've simply added it twice. ))

ERAIS THE SUNLORD
HP: 24/24; HEALING SURGE HP: 6; HEALING SURGES: 8/8
AC: 16; FORTITUDE: 13; REFLEX: 12; WILL: 17
INITIATIVE: +1; SPEED: 5; ACTION POINTS: 1
ENCOUNTER: Cause Fear, Channel Divinity, Healing Word, Healing Word
DAILY: Cascade of Light
WEAPON FOR OPPORTUNITY ATTACKS: Mace +4, 1d8+2 (+1 damage if 2-handed)

[User]
 Riardon Brightvale

" So... nice weather we're having. "  The Eladrin ranger shifts a bit.

 Spoiler
Still working out the statblock and sheet stuff.  Will get that up later.  Also a bit short on time, which is why the short post.

[User]
 Tira Duskmeadow
 "Does anyone else hear blue?"  Tira offers up to no one in particular in her usual, shadowy voice.   "Or maybe..."  she pauses, sniffing the air like wine.   "No, orange.  Definitely orange."

 Spoiler

So nice to have mine done for me.
TIRA DUSKMEADOW
HP: 28/28; HEALING SURGE HP: 7; HEALING SURGES: 9/9
AC: 15; FORTITUDE: 13; REFLEX: 13; WILL: 15
INITIATIVE: +0; SPEED: 6
ENCOUNTER: Witchfire
DAILY: Curse of the Dark Dream
WEAPON FOR OPPORTUNITY ATTACKS: Dagger +3, 1d4

[User]
 Corrin Reedson

Following just behind Riardon, Corrin laughs at his attempted humor.   "Yes, well lets see if we can't get rid of the rainclouds that are tormenting that poor village."

 Spoiler
Corrin Reedson
HP: 27/27; HEALING SURGE HP: 6; HEALING SURGES: 11/11
AC: 20; FORTITUDE: 13; REFLEX: 14; WILL: 16
INITIATIVE: +1; SPEED: 5; ACTION POINTS: 1
ENCOUNTER: Channel Divinity: Divine Mettle  or  Divine Strength, Second Chance, Shielding Smite
DAILY: On Pain of Death
WEAPON FOR OPPORTUNITY ATTACKS: Shortsword +5 vs. AC, 1d6+2

[User]
 Riardon

" So what are we going to do about them creatures in there? "

 Spoiler
Riardon Brightvale
HP: 23/23; Healing Surge HP: 5; Healing Surges/Day: 6/6
AC: 17; Fortitude: 13; Reflex: 15; Will: 13
Initiative: +4; Speed: 6 Squares
Encounter: Fox's Cunning
DAILY: Split the Tree
Weapon for Opportunity Attacks: Longbow, +6 vs. AC, 1d10+4 Damage

[User]
 Skamos

The wizard shrugs.  "Well I  guess ..." his speech becomes slow and poignant "we  are  being paid to rid the town of those creatures so this is probably what we are going to do. Easiest and most reliable would be to make a nice cozy fire at the entrance, then shoot everthing that flees from the smoke. Then we wait until the air is clear again, run down the cave, take care of eventual survivors, and collect some trophies as proof for our glorious victory."  He looks at the others and picks up a dry twig from the ground ostentatiously.  "Everyone in favor may grab a twig herself."

Skamos Redmoon
HP: 20/20; HEALING SURGE HP: 5; HEALING SURGES: 6/6
AC: 15; FORTITUDE: 10; REFLEX: 15; WILL: 13
INITIATIVE: +2; SPEED: 6
ENCOUNTER: Force Orb, Infernal Wrath
DAILY: Sleep
WEAPON FOR OPPORTUNITY ATTACKS: Dagger +3, 1d4

[User]
 Corrin Reedson
 "Don't be so hasty Skamos!  We don't know just how many of these things are in there, and they may be fully able to retaliate with arrows of their own."   Looking down the dark entrance, Corrin shakes his head.   "On top of that, we have no idea how large that cavern is, and the fire may do nothing more than take away our advantage of surprise.  Especially since it appears that whatever is in there already has a fire going.  I think our wisest course is to go in quietly, and see what we're up against, first."

 Spoiler
Corrin Reedson
HP: 27/27; HEALING SURGE HP: 6; HEALING SURGES: 11/11
AC: 20; FORTITUDE: 13; REFLEX: 14; WILL: 16
INITIATIVE: +1; SPEED: 5; ACTION POINTS: 1
ENCOUNTER: Channel Divinity: Divine Mettle  or  Divine Strength, Second Chance, Shielding Smite
DAILY: On Pain of Death
WEAPON FOR OPPORTUNITY ATTACKS: Shortsword +5 vs. AC, 1d6+2

[User]
 Skamos
 "Yes...that was pretty much what I figured."  Skamos crosses his arms and leans against a tree, staring at the air above the cave.  "There might be Archers inside, sure. But I'd like to see the Archer who is able to fire arrows while breathing black smoke. Also, I am sure that claiming the element of surprise for us will be speculative, at best. We enter those creatures' home and I am sure that they will smell us before we will be able to see them."  He sighs and looks directly at Corrin:  "If you prefer to fight those creatures gallantly on equal terms, then just say so. Personally, I'm not above obtaining all the advantage I can get."

Skamos Redmoon
HP: 20/20; HEALING SURGE HP: 5; HEALING SURGES: 6/6
AC: 15; FORTITUDE: 10; REFLEX: 15; WILL: 13
INITIATIVE: +2; SPEED: 6
ENCOUNTER: Force Orb, Infernal Wrath
DAILY: Sleep
WEAPON FOR OPPORTUNITY ATTACKS: Dagger +3, 1d4

[User]
 Erais
 "Is the wind even blowing into the cave?  It seems like such a plan relies on too many assumptions about what is in there.  We should head inside instead to see what we're up against."

[User]
 Corrin Reedson
 "Well put Erais.  I have no problem with obtaining the advantage, Skamos.  And gallantry is for the tourney ring, not the battlefield."

 Spoiler
Corrin Reedson
HP: 27/27; HEALING SURGE HP: 6; HEALING SURGES: 11/11
AC: 20; FORTITUDE: 13; REFLEX: 14; WILL: 16
INITIATIVE: +1; SPEED: 5; ACTION POINTS: 1
ENCOUNTER: Channel Divinity: Divine Mettle  or  Divine Strength, Second Chance, Shielding Smite
DAILY: On Pain of Death
WEAPON FOR OPPORTUNITY ATTACKS: Shortsword +5 vs. AC, 1d6+2

OoC: Have we lost our DM?  I know we still don't have a fighter...I hope this picks up.

[User]
 Skamos

The wizard sighs loudly while looking into the forest absent-mindedly.  "I see your arguments. But still I'm not convinced. So far the worst case is that it doesn't work and we still would have to defeat the monsters inside the cave. Or are you actually planning to sneak up on them in there?"

Skamos Redmoon
HP: 20/20; HEALING SURGE HP: 5; HEALING SURGES: 6/6
AC: 15; FORTITUDE: 10; REFLEX: 15; WILL: 13
INITIATIVE: +2; SPEED: 6
ENCOUNTER: Force Orb, Infernal Wrath
DAILY: Sleep
WEAPON FOR OPPORTUNITY ATTACKS: Dagger +3, 1d4

[User]
 Riardon

" Well... they  are  the creatures we're supposed to be exterminating.  Right? "

 Spoiler
Riardon Brightvale
HP: 23/23; Healing Surge HP: 5; Healing Surges/Day: 6/6
AC: 17; Fortitude: 13; Reflex: 15; Will: 13
Initiative: +4; Speed: 6 Squares
Encounter: Fox's Cunning
DAILY: Split the Tree
Weapon for Opportunity Attacks: Longbow, +6 vs. AC, 1d10+4 Damage


[User]
 Arena Tournament, Round 55:  Notrigal  vs.  Kargi
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Notrigal  - Niezck
 Kargi  - Killerloop

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

[User]
 No purchases

Init:  (1d20-2)[ 4 ]

[User]
 Sorry, didn't even notice this :/

Initiative -  (d20+6)[ 14 ]

No purchases.

[User]
 Seems u begin then.

Good luck, you're up

[User]
 Notrigal

 Spoiler

Starting at M2, I cast Mage Armour, and move on over to E2.

Stats

 Spoiler

Currently at: E2
HP: 3
AC: 17 (+4 MA, +4 Dex, -1 Aggressive)
FF: 14
Touch: 14
 Spells Prepared:
Ray of Frost x2
Acid Splash
Magic Missile
Shield
True Strike
Scorching Ray

[User]
 Kargi

 Spoiler

Starting at M25, with loaded sling and other hand free.
Swift Action: Travel Devotion M25->M17.
Move Action: M17->M9
Ready a ranged attack action for shooting if my enemy appears on sight.

Stats (not for opponent eyes too):

 Spoiler

Currently at: M9
HP: 9
AC: 18
FF: 14
Touch: 18
Travel Devotion Rounds left: 9

[User] And now, for an LOS check ...

[User]
 High Ref Mav:

Need to Roll back a bit.

When Kargi gets to M17, LoS is established.

Kargi in M17, and Notrigal in E2.

Kargi may change the rest of his actions if he desires.

[User]
 Ok, so a little fight is in order.

Attack with sling, need 1 range increment and must defeat Ac18... so 18+2-4 = 16 to hit

Attack roll  (1d20)[ 5 ]
Eventual crit conf  (1d20)[ 20 ]
Damage  (1d4)[ 1 ]

[User]
 A miss, but i'm not done yet

 Kargi

 Spoiler

Move to K10

[User]
 Righto, my turn?

 Spoiler

Cast True Strike, and simply stand still.

Stats

 Spoiler

Currently at: E2
HP: 3
AC: 17 (+4 MA, +4 Dex, -1 Aggressive)
FF: 14
Touch: 14
 Spells Prepared:
Ray of Frost x2
Acid Splash
Magic Missile
Shield
Scorching Ray

Your turn, I stay exactly where I am.

[User]
 Kargi

 Spoiler

Swift action: travel devotion to J10

After this LOS?

 Spoiler

Currently at: J10
HP: 9
AC: 18
FF: 14
Touch: 18
Travel Devotion Rounds left: 8

[User] I stayed where I was, and your post didn't mention you've moved, so surely we still have LOS?

[User]
 Not sure, you are standing in open ground so if I stay in the mist you shouldn't be able to see me but I do.

Anyway, there is no reason to waste time.

Swift: Travel devotion back to K17
Move action: Reload Sling
Standard action: Ranged attack: AC18-4+2, i need a 16 (again)

Attack Roll:  (1d20)[ 10 ]
Eventual crit conf:  (1d20)[ 4 ]
Damage:  (1d4)[ 4 ]

After this I'm done.

Stats:

 Spoiler

Currently at: K17
HP: 9
AC: 18
FF: 14
Touch: 18
Travel Devotion Rounds left: 8

[User]
 Cool.

Move to G8, and fire my crossbow.

To hit -  (d20+24)[ 26 ]
Confirm Crit -  (d20+4)[ 16 ]
Damage -  (1d8)[ 7 ]

Your turn.

Stats

 Spoiler

Currently at: G8
HP: 3
AC: 17 (+4 MA, +4 Dex, -1 Aggressive)
FF: 14
Touch: 14
 Spells Prepared:
Ray of Frost x2
Acid Splash
Magic Missile
Shield
Scorching Ray

[User]
 High Ref Mav:

Hold Up.

Let's go back a sec.

At the end of round 1, Kargi breaks LoS moving SE into the mist.

When your making a move that breaks line of sight.  You still have to post the parts of it that are visible.

This means that Notrigal may redo his round if he desires, with No LoS

[User] Ahem... still your turn Niezck, I'm waiting for you.

[User]
 High Ref Talic

Barring a previously stated request for an extension, Niezck has had 5 days to post, and has not done so.

 Kargi is the victor by disqualification!


[User]
 Arena Tournament, Round 54:  Hunter Killer  vs.  Nuhk
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Hunter Killer  - Ganurath
 Nuhk  - arpin

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

[User]
 No purchases, reserve right to respond, you get the drill.

  Initiative  - (1d20+3)[ 13 ]

[User]
 Initiative:  (1d20-6)[ -3 ]

 Spoiler
Start Y13
Bow is equipped

[User]
 Hunter Killer

 Spoiler
Starting in A14, I'll take a double move action to F14 at half speed, making a Hide check.
  Hide  - (1d20+3)[ 4 ]

 Stats:

 Spoiler
HP: 9/9
AC: 16 Full, 13 Touch, 13 Flat-Footed, +3 Dex and +3 Armor
Skirmish +1d6, Death Devotion (DC 12) 1/day

Turn Complete.

[User]
 Spoiler
I move to U6

[User]
 High Ref PsiDog

LoS Check:

Hunter Killer

 Spoiler
No LoS

Nuhk

 Spoiler
No LoS

[User]
 Hunter Killer

 Spoiler
Move from F14 to F13, making a Hide check. Then, use a standard action to take a total defense action.
  Hide  - (1d20+3)[ 16 ]

 Stats:

 Spoiler
HP: 9/9
AC: 20 Full, 17 Touch, 13 Flat-Footed, +3 Dex, +4 Dodge, and +3 Armor
Skirmish +1d6, Death Devotion (DC 12) 1/day

Turn Complete.

[User]
 High Ref chilepepper

Hunter
 Spoiler
No LoS

Nuhk
 Spoiler
No LoS

[User]
 Spoiler
Time to go to U1

[User]
 @Hunter Killer

 Spoiler

No LoS

@Nuhk

 Spoiler

No LoS

[User]
 Hunter Killer

 Spoiler
Remain in hiding (DC 16) and wonder what's taking the dwarf so long.

 Stats:

 Spoiler
HP: 9/9
AC: 20 Full, 17 Touch, 13 Flat-Footed, +3 Dex, +4 Dodge, and +3 Armor
Skirmish +1d6, Death Devotion (DC 12) 1/day

Turn Complete.

[User]
 How much move is it to leave the bushes?

LoS please.

[User]
 @Armin

 Spoiler

The entering and moving in the bushes takes quadruple movement.  leaving the bushes is just normal movement.

No LoS

@Ganurath

 Spoiler

Just a little thing, could you add where you are in your stats?  Or reprint if you don't move.  Trying to figure out where you are for LoS can be difficult.

No LoS

[User]
 Spoiler
I enter the buses and try to hide  (1d20+1)[ 10 ]

[User]
 Hunter Killer

 Spoiler
Use a standard action to take a total defense action. Move from F13 to H13, making a Hide check.
  Hide  - (1d20+3)[ 5 ]

 Stats:

 Spoiler
HP: 9/9
AC: 20 Full, 17 Touch, 13 Flat-Footed, +3 Dex, +4 Dodge, and +3 Armor
Skirmish +1d6, Death Devotion (DC 12) 1/day

Turn Complete.

[User]
 LoS

Hunter Killer

 Spoiler
 No Los. Also  at H-13 you can no longer hide. Hiding requires cover or concealment which you no longer have.

Nuhk

 Spoiler
No LoS. Next time you post your turn, please remember to post a stat block and what square Nuhk.

[User]
 High Ref Talic

@We3kings/Hunter:
 Spoiler
Cover/concealment is determined relative to an opponent.  If there's no LOS, then there's always either total cover or total concealment.(often both)

[User]
 Spoiler
I try to hide better  (1d20+1)[ 2 ]

[User]
 Hunter Killer

 Spoiler
Move action from H13 to H5, then a quarter-speed move action to Hide and Move Silently to H3, using the cliff edge as cover. Arpin, if you read this after the match, you should have put your question about moving through the bushes in spoilers. Of course, this bit of advice would seem misplaced if you're in the southern bushes... But your bridge access tile is north, which also happens to be closer to me, so I feel good about my odds.
  Move Silently  - (1d20+3)[ 10 ]
  Hide  - (1d20+3)[ 18 ]

 Stats:

 Spoiler
HP: 9/9
AC: 16 Full, 13 Touch, 13 Flat-Footed, +3 Dex and +3 Armor
Skirmish +1d6, Death Devotion (DC 12) 1/day

Turn Complete.

[User]
 I need an LoS check

 Spoiler
HP:27/27 AC:17 FF:15 Touch:11

[User]
 High Ref PsiDog

Ref Notes:

 Spoiler

Ok, the combatants are 70 ft apart. (vertical diagonals add +5 ft)

  Nuck Spot  - (1d20)[ 5 ]
DC 18 + 6 distance = 24. Hunter isn't seen.

At H3 the DC is 10 + 6 distance for 16
At H5 the DC is 5 + 7 distance + 5 (big stone mass less obstructing than a full wall) = 17
16 is the low point.
  Nuck Listen  - (1d20+4)[ 23 ]
Nuck makes this by less than 10. He hears movement to the west.

  Hunter Spot  - (1d20+6)[ 11 ]
DC 2 + 6 distance = 8. Nuhk is seen.

Hunter

 Spoiler
You see Nuhk in T-1.

Keep in mind that while your MS/Hide plan works for the H4-H3 segment, you would still have the -5 penalty over the H13-H5 segment where you moved full speed.

Nuhk

 Spoiler
No LoS.
You hear movement to the west.

I'm assuming you are in T-1. Please list your location in a stat block in future posts, particularly ones where you don't move, so the refs don't have to search or guess.

[User]
 Spoiler
I'm staying in T1 and trying, once again to hide  (1d20+1)[ 8 ]

[User]
 Hunter Killer

I'll take a move action from H3 to P3, then use a standard action for a total defense action. Kitty waves hello to the hairy midget as a free action. "Guess who made their Spot check!"

 Stats:

 Spoiler
HP: 9/9
AC: 20 Full, 17 Touch, 13 Flat-Footed, +3 Dex, +4 Dodge, and +3 Armor
Skirmish +1d6, Death Devotion (DC 12) 1/day

Turn Complete.

[User] I move to Z7.

[User]
 Hunter Killer

Standard action for total defense, then a move action to U3, Jumping and Tumbling down the 20 ft cliff. DC for both checks is 15.

  Jump  - (1d20+6)[ 18 ]
  Tumble  - (1d20+7)[ 16 ]
  One  - (1d6)[ 2 ]
  Both  - (1d6)[ 5 ]
 Stats:

 Spoiler
HP: 9/9
AC: 20 Full, 17 Touch, 13 Flat-Footed, +3 Dex, +4 Dodge, and +3 Armor
Skirmish +1d6, Death Devotion (DC 12) 1/day

Turn Complete.

[User]
 Just a note.   Jumping down  is an either/or situation you can't make both checks.

Relevant Section:

 Spoiler

If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A  DC 15 Jump check or DC 15 Tumble  check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumped, he takes 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Jump or Tumble check, he takes only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge.

[User] Ah, alright. So, take 2 nonlethal from the 1d6 then?

[User]
 I fire an arrow  (1d20+3)[ 8 ]   (1d8+2)[ 4 ]

I move to Z11

I think the 2 damage is lethal.

[User]
 Hunter Killer

The material the ref posted clearly states that the first 1d6 of damage from falling is nonlethal if the jump is deliberate, even if the check is unsuccessful. It's trivial in these circumstances, though. As for the present, HK charges to Y9. Attack!

  Charge  - (1d20+5)[ 11 ]
  Spear  - (1d8+2)[ 7 ]
  Skirmish  - (1d6)[ 6 ]
  Confirm  - (1d20+5)[ 22 ]
  Critical  - (2d8+4)[ 15 ]
 Stats:

 Spoiler
HP: 7/9, 2 nonlethal
AC: 14 Full, 11 Touch, 11 Flat-Footed, +3 Dex, -2 Charge, and +3 Armor
Skirmish +1d6, Death Devotion (DC 12) 1/day

Turn Complete.

[User]
 I think that when you charge you double your spear damage. Not that it matters.

I'm going to take a 5-foot step to Y10, switch for my axe (and, if possible, my shield) rage and attack

 (1d20+5)[ 15 ]   (1d10+4)[ 5 ]

[User]
 It only doubles damage when I'm mounted. Judging by the actions section of the SRD, you can draw your ax and are without your shield, provided you dropped your unspecified ranged weapon rather than sheathing it. In any case, your movement provokes an AoO, and I still get the charge bonus and skirmish.

  AoO  - (1d20+5)[ 18 ]
[roll=Damage1d8+2[/roll]
  Skirmish  - (1d6)[ 4 ]
  Confirm  - (1d20+5)[ 17 ]
  Critical  - (2d8+4)[ 13 ]

Assuming you survive the AoO, your attack hits and brings me down to 2. Anything else?

[User]
 Well, that's a hit even if you had the shield, but I screwed up the damage roll.

  Damage  - (1d8+2)[ 7 ]

[User]
 Ref Mav:     is a font of rules knowledge

Actually.  5 foot steps never provoke AoO's.

[User] Even when he's exiting a square I threaten?

[User]
 Here.

 Originally Posted by d20srd
 Take 5-Foot Step
You can move 5 feet in any round when you don’t perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity.

Unless you happen to be in Thicket of Blades stance, no AoO.

[User]
 Ah. No damage done, then.

 Hunter Killer

In that case, I will take a total defense action as the standard action, then Tumble from Y9 to X9 to X12.

  Tumble  - (1d20+7)[ 26 ]
 Stats:

 Spoiler
HP: 2/9, 2 nonlethal, 5 lethal
AC: 20 Full, 17 Touch, 13 Flat-Footed, +3 Dex, +4 Dodge, and +3 Armor
Skirmish +1d6, Death Devotion (DC 12) 1/day

Turn Complete.

[User]
 I believe you have taken 5 damage?

Anyway, I pick up my bow, dropping my axe, and fire  (1d20+3)[ 5 ]   (1d8+2)[ 6 ]

[User]
 5 from your attack, 2 nonlethal from the fall. It's all there in the stats block.

 Hunter Killer

I will attack, fighting defensively, then move from X12 to X17 to U17.

  Attack  - (1d20+1)[ 6 ]
  Damage  - (1d8+2)[ 3 ]
  Confirm  - (1d20+1)[ 16 ]
  Critical  - (2d8+4)[ 20 ]
 Stats:

 Spoiler
HP: 2/9, 2 nonlethal, 5 lethal
AC: 20 Full, 17 Touch, 13 Flat-Footed, +3 Dex, +4 Dodge, and +3 Armor
Skirmish +1d6, Death Devotion (DC 12) 1/day

Turn Complete.

[User]
 Am I in your range? OK.

Assuming it's legal, I move next to you, pick up my axe, and attack  (1d20+5)[ 19 ]   (1d10+4)[ 11 ]

If not, I move next to you and shoot an arrow  (1d20+3)[ 20 ]   (1d8+2)[ 3 ]

[User] Depending on which square you're moving to, I'm not sure you can even get LoS on me without a double move action, and the stairs are blocking any chance of a charge. May want to call in a judge, though. Don't forget, you dropped your ax!

[User] I sheath my bow and pick up my axe.

[User]
 Hunter Killer

Ten thousand curses upon my circuit breaker. I had just finished coding the rolls when the power went. Go back to X12 the way I came, then attack. Once again, fighting defensively.

  Attack  - (1d20+1)[ 16 ]
  Damage  - (1d8+2)[ 6 ]
  Skirmish  - (1d6)[ 3 ]
  Confirm  - (1d20+1)[ 11 ]
  Critical  - (2d8+4)[ 8 ]
 Stats:

 Spoiler
HP: 2/9, 2 nonlethal, 5 lethal
AC: 20 Full, 17 Touch, 13 Flat-Footed, +3 Dex, +4 Dodge, and +3 Armor
Skirmish +1d6, Death Devotion (DC 12) 1/day

Turn Complete.

[User]
 All right, that didn't hurt much.

I take a 5-foot step next to him, and attack  (1d20+5)[ 9 ]   (1d10+4)[ 10 ]

[User] Are you in Y11, then? Also, you're at 18/27 then?

[User] I am in Y11. I'm at 20/29.

[User]
 Hunter Killer

Five foot step to W12, then attack. Once again, fighting defensively.

  Attack  - (1d20+1)[ 5 ]
  Damage  - (1d8+2)[ 9 ]
  Confirm  - (1d20+1)[ 9 ]
  Critical  - (2d8+4)[ 10 ]
 Stats:

 Spoiler
HP: 2/9, 2 nonlethal, 5 lethal
AC: 20 Full, 17 Touch, 13 Flat-Footed, +3 Dex, +4 Dodge, and +3 Armor
Skirmish +1d6, Death Devotion (DC 12) 1/day

Turn Complete.

[User]
 I five foot step to X12 and attack  (1d20+5)[ 17 ]   (1d10+4)[ 12 ]

I believe my rage lasts for 4 more rounds.

[User]
 Hunter Killer

Tumble from W12 to W13 to V13, then attack. Once again, fighting defensively. With the high ground bonus!

  Tumble  - (1d20+7)[ 14 ]
  Attack  - (1d20+2)[ 14 ]
  Damage  - (1d8+2)[ 4 ]
  Skirmish  - (1d6)[ 3 ]
  Confirm  - (1d20+2)[ 20 ]
  Critical  - (2d8+4)[ 12 ]
 Stats:

 Spoiler
HP: 2/9, 2 nonlethal, 5 lethal
AC: 20 Full, 17 Touch, 13 Flat-Footed, +3 Dex, +4 Dodge, and +3 Armor
Skirmish +1d6, Death Devotion (DC 12) 1/day

Turn Complete.

[User] Well, looks like you take 7 damage, unless your attack of opportunity kills me.

[User]
 AoO:  (1d20+5)[ 20 ]   (1d10+4)[ 9 ]

14 doesn't beat even my decreased AC.

I five foot step next to him and attack  (1d20+4)[ 19 ]   (1d10+4)[ 7 ]

The fight is over.

"A dwarf would have survived more hits"

Good game.

[User] A 14 actually does, since you never readied your shield, but the point is moot. Your win.

[User]
 High Ref Mav:

Nuhk wins, gets the loot.


[User]
 Arena Tournament, Round 54:  Ravenok  vs.  Yoshi
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Ravenok  - Trodon13
 Yoshi  - Mavian

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

[User]
 Just posting to remind myself that this is here later.  I grabbed a couple of alchemist fires, but don't know if I'll grab anything else until you buy stuff.

@Refs:

 Spoiler

Bumping speed to 40

[User] i'm here and i'm going to buy a few potions oh and INI  (1d20+5)[ 9 ]

[User] I'm going to end up grabbing a pouch and 2 more alchemist fires.  You need to buy anything else?

[User] nope i'm good

[User]
 Let's get it on.

 Yoshi Round 1:

 Spoiler

Starting in Y14 with an alchemist fire in each hand.
Double move action: Y14 to U26

End of Turn:

Stats for Refs:

 Spoiler

Hp: 5
Ac: 21
Speed: 40
Loc: U26

[User]
 Ravenok round 1

 Spoiler
potion of magic weapon in left hand scourge in right start at C14 double move to H14

LOS?

End turn

stats

 Spoiler
   Ravenok
M TN Human Fighter,  Level  1,  Init  +5,  HP  11/11,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  Fort  +4,  Ref  +1,  Will  -1,  Base Attack Bonus  1
 +2 to disarm checks Scourge(main hand) Note: Rvenok never attacks with both of his weapons in a single round   +5 (1d8+4, X2)
 +2 to disarm checks Scourge(off hand) Note: Rvenok never attacks with both of his weapons in a single round   +5 (1d8+4, X2)
   Scale mail  (+4 Armor, +1 Dex)
 Abilities  Str 18, Dex 12, Con 14, Int 14, Wis 8, Cha 8
 Condition  None

[User]
 High Ref PsiDog

LoS Check

Yoshi

 Spoiler
 No LoS

Ravenok

 Spoiler
 No LoS

[User]
 Yoshi - Round 2

 Spoiler

Move Action: U26 to T26 Hide:  (1d20+8)[ 19 ]
Standard Action: No action

End of Turn

Stats

 Spoiler

Hp: 5
Ac: 21
Speed: 40
Loc: T26

[User]
 Ravenok round 2

 Spoiler
start at H14 double move to S13

end turn

LOS?

stats

 Spoiler
   Ravenok
M TN Human Fighter,  Level  1,  Init  +5,  HP  11/11,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  Fort  +4,  Ref  +1,  Will  -1,  Base Attack Bonus  1
 +2 to disarm checks Scourge(main hand) Note: Rvenok never attacks with both of his weapons in a single round   +5 (1d8+4, X2)
 +2 to disarm checks Scourge(off hand) Note: Rvenok never attacks with both of his weapons in a single round   +5 (1d8+4, X2)
   Scale mail  (+4 Armor, +1 Dex)
 Abilities  Str 18, Dex 12, Con 14, Int 14, Wis 8, Cha 8
 Condition  None

[User]
 Yoshi - Round 3

 Spoiler

Move Action: No action
Standard Action: No action

End of Turn

Stats

 Spoiler

Hp: 5
Ac: 21
Speed: 40
Hide: I screwed up when I rolled it, should've been +19 instead of +8 so thats a 30, not a 19
Loc: T26

[User]
 High Ref chilepepper

Ravenok
 Spoiler
No LoS

Yoshi
 Spoiler
No LoS

[User]
 Yeah... lets just ignore all this

 Yoshi - Round 4

 Spoiler

I hate waiting, but if I try to go toe to toe, it's just going to end badly, so driving my opponent insane is the plan.

Move Action: No action
Standard Action: No action

End of Turn

Stats

 Spoiler

Hp: 5
Ac: 21
Speed: 40
Hide: 30
Loc: T26

[User]
 you skipped my turn...

Ravenok round 3

 Spoiler
start at S13 double move to X20

end turn

stats

 Spoiler
   Ravenok
M TN Human Fighter,  Level  1,  Init  +5,  HP  11/11,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  Fort  +4,  Ref  +1,  Will  -1,  Base Attack Bonus  1
 +2 to disarm checks Scourge(main hand) Note: Rvenok never attacks with both of his weapons in a single round   +5 (1d8+4, X2)
 +2 to disarm checks Scourge(off hand) Note: Rvenok never attacks with both of his weapons in a single round   +5 (1d8+4, X2)
   Scale mail  (+4 Armor, +1 Dex)
 Abilities  Str 18, Dex 12, Con 14, Int 14, Wis 8, Cha 8
 Condition  None

should i take my next turn because you skipped me?

[User] Wow, that was weird.  Sorry man.

[User]
 it's fine

Ravenok round 4

 Spoiler
start at X20 move to X26 and i'll make a spot check to see anything in the undergrowth [roll]-1[/roll]

end turn

LOS?

[stats]   Ravenok
M TN Human Fighter,  Level  1,  Init  +5,  HP  11/11,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  Fort  +4,  Ref  +1,  Will  -1,  Base Attack Bonus  1
 +2 to disarm checks Scourge(main hand) Note: Rvenok never attacks with both of his weapons in a single round   +5 (1d8+4, X2)
 +2 to disarm checks Scourge(off hand) Note: Rvenok never attacks with both of his weapons in a single round   +5 (1d8+4, X2)
   Scale mail  (+4 Armor, +1 Dex)
 Abilities  Str 18, Dex 12, Con 14, Int 14, Wis 8, Cha 8
 Condition  None[/spoiler]

[User]
 Heh, now my turn got skipped.

Yoshi - Round 4

 Spoiler

I hate waiting, but if I try to go toe to toe, it's just going to end badly, so driving my opponent insane is the plan.

Move Action: No action
Standard Action: No action

End of Turn

Stats

 Spoiler

Hp: 5
Ac: 21
Speed: 40
Hide: 30
Loc: T26

[User]
 High Ref PsiDog

LoS Check

Ref Notes:

 Spoiler
Ravenok can't beat Yoshi's hide even on a 20, and Yoshi isn't moving so no Listen checks.

Yoshi

 Spoiler

Round 3: You see Ravenok move to X-20.

Does this change your round 4 action?

If your action does not change then:

 Spoiler

Round 4: You see Ravenok move to X-26

Ravenok

 Spoiler
No LoS

I believe it is now Yoshi's turn.

[User]
 @Refs:

 Spoiler

It might have, but if I change my action, he'll know that something was up, which would make hiding silly.

 Yoshi - Round 5

 Spoiler

Move Action: Slip slowly back to S26.  Hide:  (1d20+19)[ 21 ]  MS:  (1d20+15)[ 31 ]  He's close enough to actually have a chance to hear me.
Standard Action: He's got a negative spot check, so I don't think he'll be able to spot me, meaning I should have successfully hidden.   Which should allow me to snipe.

Ranged Touch Attack:  (1d20+2)[ 11 ]  -4 for range, but he should be denied dex.
Damage:  (1d6)[ 4 ]
Hide:  (1d20-1)[ 19 ]

End of Turn:

Stats:

 Spoiler

Hp: 5
Ac: 21
Speed: 40
Hide: 30
Loc: S26

[User]
 Ravenok round 5

 Spoiler
start at X26 double move to X14

end turn

 Spoiler
   Ravenok
M TN Human Fighter,  Level  1,  Init  +5,  HP  11/11,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  Fort  +4,  Ref  +1,  Will  -1,  Base Attack Bonus  1
 +2 to disarm checks Scourge(main hand) Note: Rvenok never attacks with both of his weapons in a single round   +5 (1d8+4, X2)
 +2 to disarm checks Scourge(off hand) Note: Rvenok never attacks with both of his weapons in a single round   +5 (1d8+4, X2)
   Scale mail  (+4 Armor, +1 Dex)
 Abilities  Str 18, Dex 12, Con 14, Int 14, Wis 8, Cha 8
 Condition  None

[User]
 High Ref PsiDog

Ref Notes

 Spoiler

  Ravenok Spot  - (1d20-1)[ 4 ]

LoS deleted.
Good catch on the sniping chile.

[User]
 High Ref chilepepper

Hold on.  Slight rewind back to Yoshi's last turn.

Yoshi
 Spoiler

Sniping is a move action.  Rewind back to after your move, before your standard action.

Still Yoshi's turn.

[User]
 @Chile, Refs

 Spoiler

Wow, I completely missed that part, I should pay more attention.   I'll still throw the fire and everything, just no hiding for me I guess.  At least I was smart enough to back out of his range.

[User]
 High Ref PsiDog

LoS Check Reprise:

Ravenok is hit by surprise by an alchemist fire flask, taking 4 points of damage and catching on fire.

Yoshi is in S-26.

Rewind to the beginning of Ravenok's Round 5 move.
Ravenok is up.

[User]
 Ravenok round 5

Ravenok will charge Yoshi moving 4 squares  (1d20+7)[ 27 ]
damage  (1d8+4)[ 8 ]
crit conformation if needed  (1d20+7)[ 24 ]

end turn

stats

 Spoiler
Ravenok
M TN Human Fighter, Level 1, Init +5, HP 7/11, Speed 30ft
AC 15, Touch 11, Flat-footed 14, Fort +4, Ref +1, Will -1, Base Attack Bonus 1
+2 to disarm checks Scourge(main hand) Note: Rvenok never attacks with both of his weapons in a single round +5 (1d8+4, X2)
+2 to disarm checks Scourge(off hand) Note: Rvenok never attacks with both of his weapons in a single round +5 (1d8+4, X2)
Scale mail (+4 Armor, +1 Dex)
Abilities Str 18, Dex 12, Con 14, Int 14, Wis 8, Cha 8
Condition None

[User] You can't charge into the undergrowth.

[User]
 ah crap i'll take a double move action to move to T26

end turn

[User]
 Yoshi - Round 5

Burning:  (1d6)[ 3 ]

Full Round Action:  Withdraw .  S-26 to N-26

End Turn

 Spoiler

Hp: 5
Ac: 21
Speed: 40
Loc: N26

[User]
 i'll make a ref save to put out the flames and i'll roll on the ground for the extra +2  (1d20+3)[ 18 ]

then i'll move to S26

end turn

stats

[spoiler]   Ravenok
M TN Human Fighter,  Level  1,  Init  +5,  HP  4/11,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  Fort  +4,  Ref  +1,  Will  -1,  Base Attack Bonus  1
 +2 to disarm checks Scourge(main hand) Note: Rvenok never attacks with both of his weapons in a single round   +5 (1d8+4, X2)
 +2 to disarm checks Scourge(off hand) Note: Rvenok never attacks with both of his weapons in a single round   +5 (1d8+4, X2)
   Scale mail  (+4 Armor, +1 Dex)

[User]
 Actually, the flames only last one round, so your not on fire anymore.

If you want, you can revise that action.

[User]
 alright then

i'll double move to p26

end turn

[User]
 Yoshi - Round 6

Move Action: N26 to L26
Standard Action: Hurl Alchemist fire
Attack:  (1d20+6)[ 9 ]   No range penalties added.
Damage:  (1d6)[ 4 ]  Skirmish:  (1d6)[ 5 ]
Concealment:  (1d100)[ 83 ]  Below 30 is a miss.

[User]
 Well, lets see where this ends up.

Splash Miss  (1d8)[ 2 ]

[User]
 Ravenok round 6

i'll take a run action to run to M26

end turn

[User] Once again, you can't run or charge in the undergrowth.

[User] Dammit i'll take a double move action to M26

[User]
 Yoshi - Round 7

Full Round Action:  Withdraw .  L-26 to H-26

End Turn

 Spoiler

Hp: 5
Ac: 21
Speed: 40
Loc: H26

[User]
 Ravenok round 7

move action take out a potion
standard action drink the potion of cure light wounds (1d8+1)[ 5 ]

Edit:
stats

 Spoiler
   Ravenok
M TN Human Fighter,  Level  1,  Init  +5,  HP  9/11,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  Fort  +4,  Ref  +1,  Will  -1,  Base Attack Bonus  1
 +2 to disarm checks Scourge(main hand) Note: Rvenok never attacks with both of his weapons in a single round   +5 (1d8+4, X2)
 +2 to disarm checks Scourge(off hand) Note: Rvenok never attacks with both of his weapons in a single round   +5 (1d8+4, X2)
   Scale mail  (+4 Armor, +1 Dex)
 Abilities  Str 18, Dex 12, Con 14, Int 14, Wis 8, Cha 8
 Condition  None

end turn

[User]
 Poke you at a great distance

 Mavian - Round 8

Standard Action: Throw a Shuriken at you
Attack:  (1d20+2)[ 16 ]
Conceal:  (1d100)[ 58 ]
Damage: 1 point

  "Haha, Take THAT!!"

Move Action: Draw Alchemist Fire

 Spoiler

Hp: 5
Ac: 21
Speed: 40
Loc: H26

[User] My turn?...

[User]
 Yeah, it is.

Stuff to make post post

[User]
 Ravenok round 8

double move to J26

end turn

stats

 Spoiler
   Ravenok
M TN Human Fighter,  Level  1,  Init  +5,  HP  8/11,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  Fort  +4,  Ref  +1,  Will  -1,  Base Attack Bonus  1
 +2 to disarm checks Scourge(main hand) Note: Rvenok never attacks with both of his weapons in a single round   +5 (1d8+4, X2)
 +2 to disarm checks Scourge(off hand) Note: Rvenok never attacks with both of his weapons in a single round   +5 (1d8+4, X2)
   Scale mail  (+4 Armor, +1 Dex)
 Abilities  Str 18, Dex 12, Con 14, Int 14, Wis 8, Cha 8
 Condition  None

[User]
 Yoshi - Round 9

Move Action: H26 to F26
Standard Action: Throw Shuriken
Attack Roll:  (1d20+4)[ 23 ]
Conceal:  (1d100)[ 81 ]
Damage:  (1d6+1)[ 3 ]

End of Turn:

Stats for Refs:

 Spoiler

Hp: 5
Ac: 21
Speed: 40
Loc: F26
Shuriken Used: 2

[User] um... a Shuriken dose 1d2 damage for medium characters and 1 point of damage for small damage

[User] Skirmish deals 1d6 if I've moved 10 feet.

[User]
 ah alright

Ravenok round 9

move to I 26
attack (finally)  (1d20+5)[ 22 ]
damage  (1d8+4)[ 5 ]
crit conformation if needed  (1d20+5)[ 20 ]

end turn

stats

 Spoiler
   Ravenok
M TN Human Fighter,  Level  1,  Init  +5,  HP  5/11,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  Fort  +4,  Ref  +1,  Will  -1,  Base Attack Bonus  1
 +2 to disarm checks Scourge(main hand) Note: Rvenok never attacks with both of his weapons in a single round   +5 (1d8+4, X2)
 +2 to disarm checks Scourge(off hand) Note: Rvenok never attacks with both of his weapons in a single round   +5 (1d8+4, X2)
   Scale mail  (+4 Armor, +1 Dex)

[User] I'mma gonna let you redo your turn... cause you missed the part where I moved to F-26

[User]
 oh ok thanks

take a double move to G26 end turn

[User]
 Yoshi - Round 10

Withdraw from F26 to C11

 Spoiler

Hp: 5
Ac: 21
Speed: 40
Loc: C11
Shuriken Used: 2

[User]
 Ravenok round 10

double move to C15

end turn

[User]
 Yoshi - Round 10

Run Run Away

Double Move Action: C11 to G1

End turn

Stats:

 Spoiler

Hp: 5
Ac: 21
Speed: 40
Loc: C11
Shuriken Used: 2

[User]
 Ravenok round 10

 "Come on you cowered fight me!"

double move to C3

end turn

[User]
 Yoshi - Round 11
 Yeah, like that'll happen.

Standard Action: Hurl a Shuriken
Attack:  (1d20+4)[ 11 ]
Damage: 1

I'm pretty sure this breaks LoS

Move Action: Head deeper into the undergrowth.

 Spoiler

G1 to I1

End of Turn

Stats:

 Spoiler

Hp: 5
Ac: 21
Speed: 40
Loc: I1
Shuriken Used: 3

[User]
 Ravenok round 11

double move to as far into the undergrowth at i can meaning H1 do i see you?

End turn

stats

 Spoiler
Ravenok
M TN Human Fighter, Level 1, Init +5, HP 4/11, Speed 30ft
AC 15, Touch 11, Flat-footed 14, Fort +4, Ref +1, Will -1, Base Attack Bonus 1
+2 to disarm checks Scourge(main hand) Note: Rvenok never attacks with both of his weapons in a single round +5 (1d8+4, X2)
+2 to disarm checks Scourge(off hand) Note: Rvenok never attacks with both of his weapons in a single round +5 (1d8+4, X2)
Scale mail (+4 Armor, +1 Dex)

[User]
 Right next to ya.

Withdraw to M1

[User]
 Ravenok round 12

double move to J1

end turn

[User]
 I'll attempt to light you on fire,

Yoshi - Round 13

Standard Action: Throw Alchemist Fire
Attack:  (1d20+4)[ 13 ]
Damage:  (1d6)[ 5 ]
Conceal:  (1d100)[ 48 ]
Miss:  (1d8)[ 1 ]

Move Action: Run, Run Away
M1 to O1

Stats for Refs:

 Spoiler

Hp: 5
Ac: 21
Speed: 40
Loc: O1
Shuriken Used: 4

[User]
 Ravenok round 13

double move to M1

end turn

[User]
 That fire hit you, no?  It's against your Touch Ac.

Burn Damage:  (1d6)[ 4 ]

Yoshi - Round 14

Move Action: O1 to Q1

Standard Action: Shuriken
Attack:  (1d20+4)[ 22 ]
Damage:  (1d6+1)[ 6 ]

End of Turn

Stats:

 Spoiler

Hp: 5
Ac: 21
Speed: 40
Loc: Q1
Shuriken Used: 5

[User] oh touch ac... yeah you just knocked me to 0 hp i'll ask for a ref call good game

[User]
 GM Kyeudo

You are not unconcious at 0 hp. You are only staggered. Negative hp is where unconciousness usually starts.

[User] Yep, you can take a move action without dropping yourself to -1.  Of course... your also on fire :P

[User] alright then i'll try to put the flames out  (1d20+1)[ 2 ]

[User] That's a bad time to roll a 1.

[User] yes yes it is good game

[User] If it makes you feel any better about missing the roll for putting out the flames, you appear to have been already dead anyhow.  You were at 4 HP when the Alchemist's Fire hit, and it dealt 5 damage, so that was really the end of the match right there.

[User]
 Initiate ref Arpin

Yoshi wins and gets the loot.

[User]
 Initiates can do many important things like LoS and sheet checks, but calling matches is one of those few things that needs a high ref.

  High Ref PsiDog

Yoshi Wins!


[User]
 Warning : this adventure has adult themes and parts of it may be frightniting.

You wake up becouse of a loud scream. It takes you a few seconds to understand that you where the one screaming. You had a truly horrid dream. When walking into an old shad, you found the boddy of an elfen child of no more than 70 years, her wrist and enkels tide to a chair. Her head had been taken, she was raped and beaten and non distinct marks where made on her boddy. When you lookt further in the shad, you found a youmen baby, stil alive bud dehydrated and starving. You pickt the child up and left only to find and eldery dwarf hanging dead from a stick ride in frond of the door. Then an unnaturall pain in your head made you drop to your  knees and it was asif the world turnt into water while from the core of you a dark living shadow took a hold of you and askt you if you where proud.

So there you lay while someone is knoking on your door asking you if you are alright and only one thought is coming to your mind, an old shrine half a mile outside the hamlet you hafe seen last as an totler. An overwelming desier comes to you to go there, asif the Gods them selfs want you to.
 And then sudenly you know that you where not the only one ho has had this dream.


[User]
 Spoiler
This is yet another god game, but with a few differences. You don't have to ask to join, though you can only have one god, there is a world, though it is completely empty, there is no plot, and most importantly of all,   I AM NOT PLAYING.   No restrictions but those in the rules, no saying, "You can't have this god because [insert reason here]" That's it. Read the rules, get started.

 Spoiler
Rules:
No plot.
Only one God per player.
Only one war at a time.
No adding powers to your god after your first post.
No plot.
You must detail your god in the first post.
No plot.

[User] I don't get why you created this game if you don't plan to take part in it. And those rules are kinda...lacking lol.


[User]
 Warmth came on the wind, flowing through Luca into the broken hearts of her people.  If there was a Spirit who was the city, today she smiled as the sun's warmth caressed her face. Balloons swirled and bounced around one another, launched into the sky by an opportunistic child with a restless pair of scissors.  Lost in the clouds, Eron Di'ibers hadn't noticed until it was too late; he was the 'Moogle' mascot in charge of the front of the Blitzball statium.  Those balloons were meant for the festival-goers, his responsibility.

There they were -- flying away without a care -- and those had been the main attraction.  Those balloons were popular!  Think fast, Eron-san, you'll come up with something...

Children chose just that moment to swarm the hapless, overheated man in the Moogle.  Chants of   Balloons! Balloons!   filled the facade.

It may only have been the first day of the Happy Fitness festival, the mood was no less jubilant than the final day of the festival, the Blizball championship.

The stall vendors laughed and waved.  An especially cute young woman standing nearby seemed extra infatuated with the Moogle.  She smiled and winked when a young boy said,  "Moogle-dono, please give me a blessing! Moogles are magical."
 Spoiler
Roll a Perform, Diplomacy, or Intimidate check at DC 15 to deal with your immediate situation.  Those Balloons were important!
You can also roll a  DC 8 Wisdom Check  for a special solution.

 "Oh, look at all the pretty balloons in the sky!"
 "Soon Moogle-san will give us some just like them."  A big sister reassured her little sister.  Something told you this was a very important moment, like a life-changing, fate-altering once-in-a-year kind of decision.  "He makes them just for good girls like you."


[User]
 Arena Tournament, Round 53:  Kanoe Naomi  vs.  Crazy Ed
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Kanoe Naomi  - strawberryman
 Crazy Ed  - Psionic Dog

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

[User]
 Purchasing one acid flask.

No other purchases planed, but reserving right to reactionary purchases etc.

  Initiative  - (1d20+3)[ 11 ]

[User]
 Oh, wow. Okay, hopefully not too late:

 (1d20+4)[ 24 ]

No purchases. And maybe this time I can manage to not get disqualified. >_>;

[User]
 Naw, you made it in on time and it looks like you get the start.

If anything does come up, just put a notice in your signature. Extensions of up to 1 week may be granted if requested in advance.

[User]
 Sweet.

 Spoiler
Start at N2.

 Maneuvers Readied:  Burning Blade, Blistering Flourish, Sapphire Nightmare Blade, Wind Stride.

 Actions:  Enter Step of the Wind stance, Kick the door open, Move to Q5.

[User]
 GM Kyeudo

Strawberryman, could you please put up a stat block for ease of future LoS checks?

In case it needs be said, it's Crazy Ed's turn.

[User]
 Crazy Ed- Round 1

 Spoiler

Starting in N-25 holding a powerstone-force screen in one hand and a loaded crossbow in the other.

Move: Open door.
Standard: Manifest Force Screen from the powerstone.

  Hide  - (1d20+6)[ 23 ]

Done.

Stats:

 Spoiler

HP: 8/8
AC: 22 (+1 size +3 dex + 1 natural +3 armor +4 shield)
PP: 4/4

Crossbow Ammunition: 10
Force Screen 1/10

[User]
 Ref Mav:

@Kanoe

 Spoiler

No LoS, but you see the opposite door open

@Crazy

 Spoiler

No LoS, but your opponents door is open.

[User]
 GM Kyeudo

Strawberryman, could you please put up a stat block for ease of future LoS checks?

Right, sorry. Anyway.

 Kanoe Naomi

 Spoiler
Actions: Move to R8, apply magic weapon oil to scimitar.

 Status:

 Spoiler
 HP:  9/9
 AC:  15 (+2 armor, +3 Dex), touch 13, flat-footed 12

 Buffs:  Magic Weapon(scimitar)
 Stance:  Step of the Wind
 Maneuvers Readied:  Burning Blade, Blistering Flourish, Sapphire Nightmare Blade, Wind Stride.

[User]
 Crazy Ed - Round 2

 Spoiler

Assuming no LoS,
Double move to R-20
  Hide  - (1d20+1)[ 7 ]

Done.

LoS?

Stats:

 Spoiler

HP: 8/8
AC: 22 (+1 size +3 dex + 1 natural +3 armor +4 shield)
PP: 4/4

Crossbow Ammunition: 10
Force Screen 2/10

[User]
 GM Kyeudo

LoS Check:

Kanoe

 Spoiler

No LoS

Crazy Ed

 Spoiler

No LoS

[User]
 Kanoe Naomi

 Spoiler
Actions: Double move to R12. (Half speed to avoid Hide penalty)

Hide Check?:  (1d20+7)[ 26 ]

 Status:

 Spoiler
 HP:  9/9
 AC:  15 (+2 armor, +3 Dex), touch 13, flat-footed 12

 Buffs:  Magic Weapon(scimitar)
 Stance:  Step of the Wind
 Maneuvers Readied:  Burning Blade, Blistering Flourish, Sapphire Nightmare Blade, Wind Stride.

[User]
 Crazy Ed - Round 3

 Spoiler
Again, assuming no LoS:

Move to U-18.
Ready Action:

 Spoiler
Manifest a wild-surged energy ray if Kanoe approaches within 30 ft without cover.

  Hide  - (1d20+1)[ 3 ]
  MS  - (1d20-3)[ 3 ]
  Passive Listen  - (1d20+6)[ 23 ]

He's out there-somewhere. For now I'll try sneaking but if that doesn't work it may be necessary to stand out in the middle taking total defense and scream "come and eat me". So, U-18 seems a pretty good spot. I think precedent says the trees don't interfere with LoS at ground level, so Ed should be able to see most of arena south of the alter.

Done.
LoS?

Stats

 Spoiler
Location: U-18
HP 8/8
AC: 22 (+1size +3 armor +4 shield +3 dex +1 natural)
PP: 4/4
Psionic Focus? Yes
Crossbow ammunition: 10
Force Screen: 3/10

[User]
 Kanoe Naomi

 Spoiler
Actions: Move to S15, spend other move action on Spot check.

 Spot:  (1d20+3)[ 5 ]
And, if needed.
 Hide:  (1d20+7)[ 19 ]

 Status:

 Spoiler
 HP:  9/9
 AC:  15 (+2 armor, +3 Dex), touch 13, flat-footed 12

 Buffs:  Magic Weapon(scimitar)
 Stance:  Step of the Wind
 Maneuvers Readied:  Burning Blade, Blistering Flourish, Sapphire Nightmare Blade, Wind Stride.

[User]
 Crazy Ed - Round 4

 Spoiler

Assuming that there still is no LoS and that Ed didn't hear anything...

Move to R-16

Ready Action

 Spoiler
Manifest a wild-surged energy ray if Kanoe approaches within 30ft without cover

  Hide  - (1d20+1)[ 7 ]
  Move Silently  - (1d20-3)[ 12 ]
  Listen  - (1d20+6)[ 22 ]
  Spot  - (1d20+8)[ 22 ]

Done.
LoS check Please?

Stats

 Spoiler
Location: R-16
HP 8/8
AC: 22 (+1size +3 armor +4 shield +3 dex +1 natural)
PP: 4/4
Psionic Focus? Yes
Crossbow ammunition: 10
Force Screen: 4/10

[User]
 GM Kyeudo

@Refs

 Spoiler

Kanoe's Spot: (1d20+3)[ 19 ]
Ed's Spot: (1d20+8)[ 10 ]

We need to rewind slightly. The missed LoS check caused a small problem, so it is Strawberryman's turn again at the top of round 4.

Kanoe

 Spoiler

You are back in R12.
You see Ed in U18. He doesn't see you.

Crazy Ed

 Spoiler

You are back in U18.
No LoS, but you hear him somewhere to the northwest.

[User]
 Oh, okay then~

 Kanoe Naomi

 Spoiler
Actions: Double move to X15. Hopefully I could see if he moves from there.

 Status:

 Spoiler
 HP:  9/9
 AC:  15 (+2 armor, +3 Dex), touch 13, flat-footed 12

 Buffs:  Magic Weapon(scimitar)
 Stance:  Step of the Wind
 Maneuvers Readied:  Burning Blade, Blistering Flourish, Sapphire Nightmare Blade, Wind Stride.

[User]
 Crazy Ed - Round 4  (take 2)

 Spoiler

North West. I guess that eliminates south of Ed or East behind the wall.

Assuming that there is still no LoS,

Move to R-16.

Ready Action:

 Spoiler
Manifest a wildsurged energy ray if Kanoe approaches within 30 ft without cover

  Hide  - (1d20+1)[ 2 ]
  Passive Spot  - (1d20+8)[ 27 ]
[roll=Passive Listen]1d20+6

Done.
LoS?

Stats

 Spoiler
Location: R-16
HP 8/8
AC: 22 (+1size +3 armor +4 shield +3 dex +1 natural)
PP: 4/4
Psionic Focus? Yes
Crossbow ammunition: 10
Force Screen: 4/10

[User]
 High Ref chilepepper

Backing up to the end of Kanoe's turn.

Kanoe
 Spoiler
I can't get to your sheet right now, so I'll just have to ask.  What is your movement?  R12 to X15 is 65'.  If your move is 30' then you can only get to X14 on a double move.  Either let me know that your move is higher than 30' or that you are in X14.

Ed
 Spoiler
You see Kanoe cross from R12 to T10, breaking LoS.

I need a quick clarification from Kanoe, then Ed can take his turn in Round 4 (again).

[User]
 Originally Posted by chilepepper
  High Ref chilepepper

Backing up to the end of Kanoe's turn.

Kanoe
 Spoiler
I can't get to your sheet right now, so I'll just have to ask.  What is your movement?  R12 to X15 is 65'.  If your move is 30' then you can only get to X14 on a double move.  Either let me know that your move is higher than 30' or that you are in X14.

 Spoiler
Movement is 40, thanks to the Quick trait.

[User]
 So... Is it Crazy Ed's turn?

Assuming no major changes...
 Crazy Ed - Round 4  (take 3)

 Spoiler

Move 15 ft to T-16.

Ready Action:

 Spoiler
Manifest a wildsurged energy ray (manifested on the defensive if threatened) if Kanoe approaches within 30 ft without cover.

  Hide  - (1d20+1)[ 9 ]

Done.

Stats

 Spoiler
Location: T-16
HP 8/8
AC: 22 (+1size +3 armor +4 shield +3 dex +1 natural)
PP: 4/4
Psionic Focus? Yes
Crossbow ammunition: 10
Force Screen: 4/10

[User]
 Kanoe Naomi

 Spoiler
Actions: Move to S20, throw Caltrops in T19. Are there any rules on intentionally making a noise to get his attention, a la Solid Snake? ;p

Waiting on a clarification before I finalize my move, assuming that's legal. If not, I'll just stick with it.

 Status:

 Spoiler
 HP:  9/9
 AC:  15 (+2 armor, +3 Dex), touch 13, flat-footed 12

 Buffs:  Magic Weapon(scimitar)
 Stance:  Step of the Wind
 Maneuvers Readied:  Burning Blade, Blistering Flourish, Sapphire Nightmare Blade, Wind Stride.

[User]
 Ref Talic

@Kanoe:
 Spoiler
Move silently checks while running take a -20 penalty, which would make you audible.

Talking (free action) generally carries a DC of 0.

Performing actions while explicitly not moving silently would have a similar DC.

Providing clarification.  Turn is still strawberryman's.

[User]
 Originally Posted by strawberryman
  Kanoe Naomi

 Spoiler
Actions: Move to S20, throw Caltrops in T19. Are there any rules on intentionally making a noise to get his attention, a la Solid Snake? ;p

Waiting on a clarification before I finalize my move, assuming that's legal. If not, I'll just stick with it.

 Status:

 Spoiler
 HP:  9/9
 AC:  15 (+2 armor, +3 Dex), touch 13, flat-footed 12

 Buffs:  Magic Weapon(scimitar)
 Stance:  Step of the Wind
 Maneuvers Readied:  Burning Blade, Blistering Flourish, Sapphire Nightmare Blade, Wind Stride.

 Spoiler
I'm guessing I'll need to put this in a spoiler, first, so Ed can make a check...

Naomi whistles loudly.

Turn over.~

[User]
 Crazy Ed - Round 5

 Spoiler

Assuming no LoS, moving 20ft to S-13.

  Hide  - (1d20+1)[ 15 ]  (Including -5 for moving full speed)
  Reactionary Spot  - (1d20+8)[ 21 ]  (if needed)

Will declare rest of turn once I know if LoS was established.

Not Done.
LoS check needed.

[User]
 @Psionic Dog

 Spoiler

No LoS but at the beginning of your turn you hear a loud whistle from the south.

@Kanoe

 Spoiler

No LoS

[User]
 Spoiler

Ready Action,

 Spoiler
Fire Wild-Surged energy ray at Kanoe (defensively cast if threatened) if she approaches within 30 ft without cover.

Done.

Stats

 Spoiler
Location: S-13
HP 8/8
AC: 22 (+1size +3 armor +4 shield +3 dex +1 natural)
PP: 4/4
Psionic Focus? Yes
Crossbow ammunition: 10
Force Screen: 5/10

[User]
 Kanoe Naomi

 Spoiler
Actions: Double move (half speed) to N17.

 Status:

 Spoiler
 HP:  9/9
 AC:  15 (+2 armor, +3 Dex), touch 13, flat-footed 12

 Buffs:  Magic Weapon(scimitar)
 Stance:  Step of the Wind
 Maneuvers Readied:  Burning Blade, Blistering Flourish, Sapphire Nightmare Blade, Wind Stride.

Done.

[User]
 GM Kyeudo

Kanoe

 Spoiler

No LoS

Crazy Ed

 Spoiler

No LoS

[User]
 @Kyeudo/Refs

 Spoiler

Are you sure?  My lining up of things has Kanoe getting spotted around Q20, or wherever he comes around the rock.

[User]
 Sooo... Crazy Ed's up?

 Crazy Ed - Round 6

Free banter: "   Marco!   "

 Spoiler
Free: Speak from S-13

Move 10ft (half speed) to R-12.

Ready Action:

 Spoiler
Fire a wild-surged Energy Ray if Kanoe approaches within 30 ft without cover.

[roll=Hide]1d20+6
  Passive Spot  - (1d20+8)[ 27 ]
  Passive Listen  - (1d20+6)[ 11 ]

Stats:

 Spoiler
Location: R-12
HP 8/8
AC: 22 (+1size +3 armor +4 shield +3 dex +1 natural)
PP: 4/4
Psionic Focus? Yes
Crossbow ammunition: 10
Force Screen: 6/10

[User]
 Spoiler

Let's try that again...   Hide  - (1d20+6)[ 22 ]

Done.

[User]
 Kanoe Naomi
Naomi does not indulge in responding. 😛

 Spoiler
Action: Can I use a Listen check to tell which general area he's in?

Waiting on clarification.

 Spoiler
 HP:  9/9
 AC:  15 (+2 armor, +3 Dex), touch 13, flat-footed 12

 Buffs:  Magic Weapon(scimitar)
 Stance:  Step of the Wind
 Maneuvers Readied:  Burning Blade, Blistering Flourish, Sapphire Nightmare Blade, Wind Stride.

[User]
 GM Kyeudo

Hold on one sec. Looks like I may have screwed the LoS up.  This is why I usually leave this to other people.

@Refs

 Spoiler

Spot: (1d20+3)[ 16 ]
Looks like Kanoe spotted Crazy Ed.

We have LoS established during Kanoe's turn in Round 5, as he moves into Q20. He successfully spots Crazy Ed in S13.

Kanoe gets to redo the rest of that turn, then Crazy Ed gets his Round 6 turn.

[User]
 All right.

 Kanoe Naomi
 Action:  Use Wind Stride (Swift), Move to S14 (Move), Attack with Blistering Flourish.

Attack Roll:  (1d20+4)[ 23 ]

If that hits, Damage roll:  (1d6+3)[ 8 ]
And, Crazy Ed needs to make a Fort save,

 Spoiler
DC14, can clarify if I need to unspoiler this.

Or be Dazzled.

 Spoiler
 HP:  9/9
 AC:  15 (+2 armor, +3 Dex), touch 13, flat-footed 12

 Buffs:  Magic Weapon(scimitar)
 Stance:  Step of the Wind
 Maneuvers Readied:  Burning Blade, Sapphire Nightmare Blade.

[User]
 Ouch...

That's a hit and if you were swinging with a scimitar probably a critical threat too.

But! Crazy Ed was holding a readied action, which you probably should have seen. Would that knowledge have changed your action?

[User]
 I'm feeling lucky. Are you? :P

Crit Confirm:  (1d20+4)[ 6 ]

...sweet, sweet irony. -_-;
Action stays, anyway.

[User]
 Cool.

 Crazy Ed (Readied Action)

Just as Naomi reaches S-14 Ed's readied action triggers.

Free: Crazed banter:   "FREEZE! Your IT! HAHAHAHA...  "

Manifesting Wild-surged Energy Ray, cast defensively.
Expending Psionic focus to take 15 on the concentration check for a successful 21.

  Touch Attack  - (1d20+5)[ 10 ]
  Cold Damage  - (2d6+3)[ 12 ]
  Surge  - (1d100)[ 45 ]  Dazed on 1-5.

If you're still standing to make the above attack,
  Fort Save  - (1d20+2)[ 9 ]
Does this save?

[User]
 Ref Mav:

It was DC14, although you didn't really need to spoiler it Strawberry

[User]
 Argh, forget one bloody backslash and the diceroller just kicks you. >_>

Roll of 10 on Touch attack is a miss. And the save doesn't make it.

...And I forgot some extra fire damage from Desert fire. And 1 extra fire damage from Desert Wind Dodge, because I moved 10 feet and am using a Scimitar.

 (1d6)[ 1 ]

Not too late to call that, is it?

[User]
 High Ref Mav:

Technically Kanoe never ended his turn. As Crazy Ed's action took place before Kanoes action did.

[User]
 I'm kind of biased here, so don't ask me, 'cause if the answer is 'yes' then that would drop Ed in one shot. ☹

Anyway, I've requested an unbiased ref opinion over in the waiting room.

While we wait, feel free to post another action. If you get the extra damage he's down, and if you don't then Ed's still dazed. Either way, he isn't doing anything this turn.

EDIT:
Then... Crazy Ed's down.
 I'm not certain where half the damage is coming from, but if you are willing to post the damage break down then Crazy Ed will admit defeat.

EDIT EDIT: Nevermind, I think I know where all the damage is coming from. Good Fight.

[User] Well, that'd be a yes. Not counting on getting much better luck than this. Same actions. *waits*

[User]
 Double Ninja'd 😛
 See edit above.

After a few googlings I think I see where everything is coming from and can find no objections.

Good Fight.

Unless another ref sees something... Kanoe wins.
They really need a :wistful: smily for occasions like this.

[User]
 Initiate ref arpin

Psionic dog (Crazy Ed) is the winner and gets the loot.

[User]
 GM Kyeudo

Technically, initiate refs aren't allowed to call matches. Also, that's the wrong winner.

 Kanoe Naomi is the Winner!


[User]
 Arena Tournament, Round 68:  Violent Roses  vs.  Sam Jones
 Map:

 Spoiler

 XP Award:  300xp
 GP Award:  300gp

 Madtinker - Violent Roses
 Master_Rahl22 - Sam Jones
 All Combatants, please roll initiative and declare any final purchases.  Remember that this is a single elimination Endurance tournament; all damage and effects carry over, with one hour between matches.

[User]
 VR, initiative:   (1d20+3)[ 8 ]

No purchases, reserve, etc.  Haven't I seen you somewheres before?

[User]
 Initiative  - (1d20+5)[ 16 ]

No purchases.  Were you in the FFA where I decided to go after the Elan with 20 HP?  *sigh*  Good luck!

[User]
 Sam Jones, turn 1

Actions:

 Spoiler

Start in O-21 holding morningstar, shield, and holy symbol.
Standard: Cast Light of Lunia
Move: Move to H-23

End of turn.

Stats:

 Spoiler

Location: H-23
HP: 12/12
AC: 17, FF: 16, Touch: 11

Buffs: Light of Lunia
Rebuke Undead: 5 left

Spells prepared:
Cure Minor Wounds 0/2
Light 0/1
Light of Lunia 1/1
Shield of Faith 0/1
Domain: Doom 0/1

[User]
 VR

Yeah, that was the one.
Actions
 Spoiler
starting with sling drawn and loaded.  move L6-M10, sneakily-ish.
Hide (1d20-4)[ 9 ]
MS (1d20-3)[ 16 ]
Ready an action to
 Spoiler
 shoot the cleric if he begins casting any spell, or if he sees me at the end of his turn, or enters LoS and begins to exit.

Reactive spot/Listen
 Spoiler
spot (1d20-2)[ 6 ]  Listen (1d20-3)[ -1 ]

Done

Stats
 Spoiler
   Violent Roses
M NE Water Orc Barbarian (Bear Totem),  Level  1,  Init  +3,  HP  19/19,  Speed  30
 AC  18,  Touch  13,  Flat-footed  15,  Fort  +6,  Ref  +3,  Will  -3,  Base Attack Bonus  1
   Bastard Sword   6 (1d10+5, 19-20x2)
   Sling (18 bullets)   +4 (1d4+5, x2)
   Chain Shirt ,    Light Wooden Shield  (+4 Armor, +1 Shield, +3 Dex)
 Abilities  Str 20, Dex 16, Con 18, Int 8, Wis 4, Cha 4
 Condition  None

[User]
 LoS

Violent

 Spoiler
No LoS

Sam

 Spoiler
No LoS

[User]
 Sam Jones, turn 2

Actions:

 Spoiler

Move: Move to P-22
Ready an action to release both bolts from Lights of Lunia if Violent comes within 30 feet.

End of turn.

Stats:

 Spoiler

Location: P-22
HP: 12/12
AC: 17, FF: 16, Touch: 11

Buffs: Light of Lunia 99 rounds
Rebuke Undead: 5 left

Spells prepared:
Cure Minor Wounds 0/2
Light 0/1
Light of Lunia 1/1
Shield of Faith 0/1
Domain: Doom 0/1

[User]
 VR

 Spoiler
Move M10-M16, hide  (1d20-4)[ 11 ]
MS (1d20-3)[ 1 ]  (with penalties for full speed)
Ready action
 Spoiler
attack opponent if he begins casting any spell or if he ends movement within LoS, or begins to exit LoS

Stats
 Spoiler
Violent Roses
M NE Water Orc Barbarian (Bear Totem), Level 1, Init +3, HP 19/19, Speed 30
AC 18, Touch 13, Flat-footed 15, Fort +6, Ref +3, Will -3, Base Attack Bonus 1
Bastard Sword 6 (1d10+5, 19-20x2)
Sling (18 bullets) +4 (1d4+5, x2)
Chain Shirt, Light Wooden Shield (+4 Armor, +1 Shield, +3 Dex)
Abilities Str 20, Dex 16, Con 18, Int 8, Wis 4, Cha 4
Condition None

Edit: Done

[User]
 Sam Jones, turn 3

Actions/LOS:

 Spoiler

Move: Move to R-20.  Check for LOS.  If I see him, I'll finish my move action next post.  If I don't see him, finish the move action by moving to O-20.  Check for LOS there too.

Not done, need LOS.

Stats:

 Spoiler

Location: R-20 or O-20
HP: 12/12
AC: 17, FF: 16, Touch: 11

Buffs: Light of Lunia 98 rounds
Rebuke Undead: 5 left

Spells prepared:
Cure Minor Wounds 0/2
Light 0/1
Light of Lunia 1/1
Shield of Faith 0/1
Domain: Doom 0/1

[User]
 @Violent

 Spoiler

No LoS

@Sam

 Spoiler

No LoS

[User] I don't have this map saved, and can't see the picture at work.  I'll finish my turn tonight.

[User]
 Sam Jones, turn 3

Actions/LOS:

 Spoiler

Move: Move to O-19, O-18, O-17, N-16, N-15, N-14, N-13, N-12.  If I see VR, spend a free action to activate Hatred as soon as I see him.

LOS/End of turn.

Stats:

 Spoiler

Location: O-19 through N-12
HP: 12/12
AC: 17, FF: 16, Touch: 11

Buffs: Light of Lunia 98 rounds
Rebuke Undead: 5 left

Spells prepared:
Cure Minor Wounds 0/2
Light 0/1
Light of Lunia 1/1
Shield of Faith 0/1
Domain: Doom 0/1

[User]
 High Ref Scorer

@refs

 Spoiler

Sam Jones' Reactive Spot
 (1d20+6)[ 12 ]

LoS established as Sam Jones enters O19...and then continues up to N12

VR is hiding on M16...

I beleive Sam Jones can revise his turn from O19

[User]
 Sam Jones, turn 3 revised

Revised Move: O-20, leaving LOS.

Remaining actions:

 Spoiler

Remaining move: Move to K-21
Free action: Activate Hatred vs VR

End of turn.

Stats:

 Spoiler

Location: K-21
HP: 12/12
AC: 19, FF: 18, Touch: 13

Buffs: Light of Lunia 98 rounds, Hatred 10 rounds
Rebuke Undead: 5 left

Spells prepared:
Cure Minor Wounds 0/2
Light 0/1
Light of Lunia 1/1
Shield of Faith 0/1
Domain: Doom 0/1

[User]
 You leaving LoS triggers my readied action to shoot you. Post #8.
As such:  shoot to kill  (1d20+4)[ 13 ]
Damage (1d4+5)[ 6 ]

Regular turn:
 Spoiler
Move: load sling.  Standard: Ready an action
 Spoiler
attack Sam if he begins casting a spell, ends turn within LoS, enters then exits LoS, or approaches within ten feet of me.

Stats
 Spoiler
   Violent Roses
M NE Water Orc Barbarian (Bear Totem),  Level  1,  Init  +3,  HP  19/19,  Speed  30
 AC  18,  Touch  13,  Flat-footed  15,  Fort  +6,  Ref  +3,  Will  -3,  Base Attack Bonus  1
   Bastard Sword   6 (1d10+5, 19-20x2)
   Sling (17 bullets)   +4 (1d4+5, x2)
   Chain Shirt ,    Light Wooden Shield  (+4 Armor, +1 Shield, +3 Dex)
 Abilities  Str 20, Dex 16, Con 18, Int 8, Wis 4, Cha 4
 Condition  None

Done

[User]
 Miss.

 Sam Jones, turn 4

Move: Move to O-19.

Not done, need LOS

Stats:

 Spoiler

Location: O-19
HP: 12/12
AC: 19, FF: 18, Touch: 13

Buffs: Light of Lunia 97 rounds, Hatred 9 rounds
Rebuke Undead: 5 left

Spells prepared:
Cure Minor Wounds 0/2
Light 0/1
Light of Lunia 1/1
Shield of Faith 0/1
Domain: Doom 0/1

[User]
 High Ref PsiDog

@Refs

 Spoiler
Don't forget about distance modifiers.
They were 20ft apart. If that's interpreted as -1 distance, they see each other as posted but if it had been interpreted as -2 distance the spot check would have failed.

Violent Roses is still in M-16 and is holding a loaded sling and readied action.

play on.

[User]
 Sam Jones, turn 4 continued

Standard: release both bolts from Light of Lunia.
  Attack vs touch AC  - (1d20+3)[ 11 ]    Damage  - (1d6)[ 3 ]
  Attack vs touch AC  - (1d20+3)[ 12 ]    Damage  - (1d6)[ 4 ]

End of turn.

Stats:

 Spoiler

Location: O-19
HP: 12/12
AC: 19, FF: 18, Touch: 13

Buffs: Hatred 9 rounds
Rebuke Undead: 5 left

Spells prepared:
Cure Minor Wounds 0/2
Light 0/1
Light of Lunia 1/1
Shield of Faith 0/1
Domain: Doom 0/1

[User]
 Triggered another ready action
Shoot to kill, for realsies this time
 (1d20+4)[ 16 ]
damage (1d4+5)[ 6 ]

Both attacks missed my touch AC.

Free: drop Sling
Free: rage
Then I move to N18, drawing Bastard sword as part of movement.
Attack  (1d20+8)[ 28 ]
Damage (1d10+7)[ 16 ]

Stats
 Spoiler

Note: I guess I never said I was carrying a shield, but I am.  In any case, the Touch AC doesn't change.
Violent Roses
M NE Water Orc Barbarian (Bear Totem), Level 1, Init +3, HP 19/19, Speed 30
AC 16, Touch 11, Flat-footed 13, Fort +6, Ref +3, Will -3, Base Attack Bonus 1
Bastard Sword 6 (1d10+5, 19-20x2)
Sling (17 bullets) +4 (1d4+5, x2)
Chain Shirt, Light Wooden Shield (+4 Armor, +1 Shield, +3 Dex)
Abilities Str 20, Dex 16, Con 18, Int 8, Wis 4, Cha 4
Condition rage round 1/10

[User]
 In case it matters for any reason, crit confirm for the bastard sword attack:
 (1d20+8)[ 22 ]
Damage (1d10+7)[ 15 ]

[User] Dang!  I forgot this was endurance.  Probably shouldn't have raged.  But this is game, no?

[User] Wow, that sucks.  GG.

[User]
 High Ref Scorer
 Violent Roses wins and takes the Loot!


[User]
 Map: Any Preference?

Buff Rounds: 4+All Day work for you?

[User] Make that 5 buff rounds + all day? Any map is good for me.

[User]
 That works.

Buffs
 Spoiler
All Day: Magic Vestmant on Armor and Shields
Round 1: Eternal Wand of Beastland Ferocity (CL 2)
Round 2: Summon Undead (4 Specteres), DMM Quickened True Seeing
Round 3: Summon Undead (4 Specteres), DMM Quickened Death Ward
Round 4: Summon Undead (2 Greater Shadows), DMM Quickened Freedom of Movement
Round 5: Summon Undead (Dread Wraith), Delay Death

Map:
 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C ||||| C | C ||
 11 |
 12 |||||||||||[/table]
I'll take the lower half.

[User]
 Buff rounds:

 Spoiler

Round 1: Standard action to activate Bead of Karma. +4 to caster level.
Round 2: Cast Giant Vermin to summon 3 Huge monstrous centipedes.
Round 3: Cast Anti-life shell.
Round 4: Cast Crawling Darkness.
Round 5: Cast Sudden Extended Holy Star. Spell turning:  (1d4+3)[ 4 ]

I'll be starting in C2. If you are not hiding behind a pillar, you can see

 Spoiler
3 huge monstrous centipedes appear, one in each space between the pillars. Let me know if you need clarification on the location, I just thought it be simpler to state it this way.

Initiative:
 (1d20+1)[ 7 ]

[User]
 Creature Type 1:
 Spoiler
Dread Wraith; F7-G8, 5ft down

Creature Type 2:
 Spoiler
Greater Shadows; E7, H7, both 5ft down

Creature Type 3:
 Spoiler
Spectres; E8, H8, E9, F9, G9, H9, B8, K8

Dragon: F11-G12, 30ft up
Me: On the dragon.

Initiatives:
1:  (1d20+13)[ 24 ]
2:  (1d20+2)[ 22 ]
3:  (1d20+7)[ 24 ]
D:  (1d20-1)[ 18 ]
Me:  (1d20+1)[ 8 ]

What senses do you have?  I have True Seeing up.

[User] You go first, apparently. I currently have Scent out to 60 ft.

[User]
 Well, you smell...death.  Dun dun dun dun...

 OO
 Spoiler
Sahir flys over to F1-G2 and casts Greater Dispel Magic.  Undead move down to the other end, the specteres crowding around him and the wraith and the shadows spring attacking him.

A giant dragon swoops over by you (F1-G2, 30ft up), and its rider, a man wearing imposing armor carrying a shield and a spear, salutes you coldly before pointing his spear at you.  A beam of white light shoots from its tip and strikes you draining any enhancements that you already have cast.

Greater Dispel Magic, Im afraid, could you please list your buffs (in a spoiler) and tell me how many there are?

[User]
 Character description (at the moment):

 Spoiler
In C2, you see a cloud of dark, writhing tentacles. Although it is hard to tell, the shape is the size of a medium creature, possibly a humanoid.

An interesting question: can you use Targeted spells on creatures with concealment? True Seeing does not negate this effect.

In case I'm wrong, and you can - here's my buff list. A total of 3 buffs:

 Spoiler
1: Holy Star, CL 17.
2: Crawling Darkness, CL 17
3: Anti-life shell, CL 17.

[User]
 Im almost certain you can.  I looked it up, and nothing contradicted it...

Dispel 1  (1d20+13)[ 33 ]
Dispel 2  (1d20+13)[ 14 ]
Dispel 3  (1d20+13)[ 17 ]

After the dispel goes off, you see that you are surrounded by 8 ghostlike creatures.  Two Shadows swoop past you, and a large cloud of smoke travels right next to you.  They all seem to be reaching for your life force.

 Ghost Touch Attack   (1d20+8)[ 11 ]
Damage  (1d8+2)[ 3 ]  and 2 negative levels
 Ghost Touch Attack   (1d20+8)[ 23 ]
Damage  (1d8+2)[ 9 ]  and 2 negative levels
 Ghost Touch Attack   (1d20+8)[ 10 ]
Damage  (1d8+2)[ 10 ]  and 2 negative levels
 Ghost Touch Attack   (1d20+8)[ 10 ]
Damage  (1d8+2)[ 9 ]  and 2 negative levels

 Ghost Touch Attack   (1d20+8)[ 26 ]
Damage  (1d8+2)[ 9 ]  and 2 negative levels
 Ghost Touch Attack   (1d20+8)[ 21 ]
Damage  (1d8+2)[ 6 ]  and 2 negative levels
 Ghost Touch Attack   (1d20+8)[ 16 ]
Damage  (1d8+2)[ 10 ]  and 2 negative levels
 Ghost Touch Attack   (1d20+8)[ 16 ]
Damage  (1d8+2)[ 3 ]  and 2 negative levels

 Shadow Touch Attack   (1d20+8)[ 24 ]
Damage  (1d8)[ 3 ]  Strength damage
 Shadow Touch Attack   (1d20+8)[ 27 ]
Damage  (1d8)[ 4 ]  Strength damage

 Smoke Touch Attack   (1d20+18)[ 37 ]
Damage  (2d6+2)[ 13 ]  and make a DC 25 Fortitude save or take  (1d8)[ 3 ]  Constitution drain.

End Turn.

[User]
 Even if that doesn't kill me, the next round surely will, despite your horrible, horrible rolls. 😉

Want a quick rematch, without the ability of summoning on buff rounds?

EDIT: To sum it up: 10 negative levels, 37 damage, 7 strength damage. Actually, that does kill my character.

[User]
 Not right now, I have to go to bed.

OTOH, tommorow I'll fight, if you want, though with a different character, this guy is very limited without his summons.

[User]
 Originally Posted by Olo Demonsbane
 Not right now, I have to go to bed.

OTOH, tommorow I'll fight, if you want, though with a different character, this guy is very limited without his summons.

Okay.  10chars.

[User]
 Map:
 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C ||||| C | C ||
 11 |
 12 |||||||||||[/table]
Buff Rounds: No summoning, I can do up to 6+All Day, depending on your preference.

[User]
 Just woke up. 6 am here, hope I'm not too late. 6+all day works for me. 🙂

Buff rounds:

 Spoiler

Round 1: Standard action to activate Bead of Karma. +4 to caster level.
Round 2: Cast Shield of Faith.
Round 3: Cast Anti-life shell.
Round 4: Cast Crawling Darkness.
Round 5: Cast True Seeing.
Round 6: Cast Sudden Extended Holy Star. Spell turning:  (1d4+3)[ 4 ]

Initiative:
 (1d20+1)[ 11 ]

Starting in, say, J2.

Description, if you gain LoS:

 Spoiler

In C2, you see a cloud of dark, writhing tentacles. Although it is hard to tell, the shape is the size of a medium creature, possibly a humanoid. A bright star hovers over it, a spark of light revealing nothing.

EDIT: Oh, and senses this time include True Seeing in addition to the 60 ft Scent.

[User]
 Buffs
 Spoiler
All Day: Oils on Weapons and Armor, Leading the Charge Stance
Round 1: Drink Potion of Barkskin
Round 2: Drink Potion of Shield of Faith
Round 3: Drink Potion of Conviction
Round 4: Drink Potion of Fly
Round 5: Drink Potion of Shield
Round 6: Drink Potion of Haste

Initiative  (1d20+4)[ 19 ]

Starting at F7.

I have blindsight 60ft.

[User]
 F7? I thought you were supposed to start at one end of the map, not the middle of it?

Anyway, you win initiative.

[User]
 I guess I go first.

 Spoiler
Move to F2, Ready an action to attack if you try to cast a spell, use White Raven Tactics to use Pouncing Charge with Burning Blade.

A man wielding two kukris runs around past the collum (to F2), then charges you.

 Kukri   (1d20+25)[ 37 ]
Damage  (1d4+24)[ 25 ]
Extra Fire  (1d6+7)[ 12 ]
 Kukri   (1d20+25)[ 27 ]
Damage  (1d4+24)[ 27 ]
Extra Fire  (1d6+7)[ 13 ]
 Kukri   (1d20+20)[ 40 ]
Damage  (1d4+24)[ 25 ]
Extra Fire  (1d6+7)[ 12 ]
 Kukri   (1d20+15)[ 24 ]
Damage  (1d4+24)[ 26 ]
Extra Fire  (1d6+7)[ 10 ]
 Kukri   (1d20+25)[ 34 ]
Damage  (1d4+21)[ 25 ]
Extra Fire  (1d6+7)[ 8 ]
 Kukri   (1d20+25)[ 37 ]
Damage  (1d4+21)[ 22 ]
Extra Fire  (1d6+7)[ 11 ]
 Kukri   (1d20+20)[ 21 ]
Damage  (1d4+21)[ 23 ]
Extra Fire  (1d6+7)[ 8 ]

Turn not yet over.

[User]
 Crit Conformation  (1d20+20)[ 26 ]
Extra Damage  (3d4+72)[ 81 ]

Extra Attack  (1d20+20)[ 24 ]
Damage  (1d4+24)[ 28 ]
Extra Fire Damage  (1d6+7)[ 11 ]

Now, assuming you arent dead, tell me how many attacks hit, and I'll tell you what else happens to you 😦

[User]
 A) Read my post about the starting position.
B) Roll for concealment, if you can do that from the other end of the map. (20% miss chance.)

[User]
 A) I know.  I actually took more than one full round action that turn.

B) Is it an illusion or anything similar?  Because blindsight negates that.

[User]
 Originally Posted by Olo Demonsbane
 A) I know.  I actually took more than one full round action that turn.

B) Is it an illusion or anything similar?  Because blindsight negates that.

Oh, okay. And no, it is not an illusion: it is Conjuration (creation), actually.

And becouse of being a bit dumbfounded by the massive attack, I almost forgot one of my major buffs. Anti-life shell. Do you have 10 ft reach, or are you a construct, elemental, outsider, or undead?

[User]
 Um...no.

So...um...does that count as my move action, and I can take a standard once I stop within 10ft of you?

[User]
 Originally Posted by Olo Demonsbane
 Um...no.

So...um...does that count as my move action, and I can take a standard once I stop within 10ft of you?

Sure, go ahead.

[User]
 Spoiler
I ready an action to attack you if you move next to me, and switch my stance to Pearl of Black Doubt.

End Turn.

[User] So, did you do anything visible, e.g. move? Are you still in front of my character?

[User] No, I didnt do anything visible.  Yes, Im within 10ft of you.

[User]
 All righty then.

First, the small star hovering over the tentacled mass burns brighter, and suddenly releases a ray of fire on you.

Ranged touch attack:
 (1d20+8)[ 26 ]
Damage (fire):
 (8d6)[ 27 ]

Then, taking a 5-foot step back, you hear sounds of a spell cast from inside the shadows, and a vertical column of fire descends down upon you. Take 90 damage, half of which is fire damage and half divine power. Reflex save DC 22 for half.

Breakdown of actions:

 Spoiler
Free action to designate Holy Star to Fire Bolt mode, 5-foot step back, standard action to cast Sudden Maximized Flame Strike.

EDIT: End of turn.

[User]
 Ok...this kinda sucks.  Can you believe that I forgot to buy a ranged weapon?

Reflex Save  (1d20+22)[ 32 ]

The man seems much less injured than you hoped he would be.  He does grimace a little bit though.

Tallis reaches down and picks up a few stones off the ground.  He then chucks one at the blob.

Attack  (1d20+11)[ 30 ]  (+1 = 31)
Miss chance  (1d5)[ 5 ] , 1 misses
Damage  (1d3+9)[ 11 ]

 Spoiler
Regained manuevers

End Turn.

[User]
 Weell, I was pretty much counting on it that most melee characters will forget ranged options. I know I did when I first encountered the spell. (Won anyway, though. Managed to whoop his ass on the casting time.)

The star fires again. It's a bit like that shouldercannon of the Predators. 😁

Ranged touch attack:
 (1d20+8)[ 19 ]
Damage (fire):
 (8d6)[ 28 ]

And then, let's see. You hear sounds of casting - again - and a flail made out of force appears out of thin air, attempting to smack you over the head.

Attack:
 (1d20+14)[ 30 ]
Damage :
 (1d8+5)[ 6 ]

End of turn.

EDIT: The stone misses, by the way. You hear a plink, as if hitting armor.

[User]
 The flail misses, though the bolt of fire connects.

Putting his rocks away for now, Tallis quickdraws his kukris and  fullattacks himself , intentionally missing.

End Turn.

EDIT: I didnt realize how one of my abilities worked...can I undo this turn?

[User]
 I have a feeling there's some sort of shenanigan going on here...

You know the drill. Shouldercannon fires, blah-blah-blah.

Ranged touch attack:
 (1d20+8)[ 13 ]
Damage (fire):
 (8d6)[ 26 ]

Flail attacks:

Attack:
 (1d20+14)[ 15 ]
Damage:
 (1d8+5)[ 8 ]

Again, sounds of casting echo from the darkness. Then a dreadfully loud noise, a shrill cry echoes forth, striking you like a lance. 80 damage, make a fortitude save DC 21 for half.

How injured do you look?

OO:

 Spoiler
Sudden maximized Sound lance. Other actions need no explanations, I think.

[User]
 Originally Posted by Olo Demonsbane
 The flail misses, though the bolt of fire connects.

Putting his rocks away for now, Tallis quickdraws his kukris and  fullattacks himself , intentionally missing.

End Turn.

EDIT: I didnt realize how one of my abilities worked...can I undo this turn?

Okay, go ahead.. My own turn stands, unless you make some dramatic changes in yours.

[User]
 Tallis starts chucking rock.  Assuming they're reasonably roundish...

+13/+13/+8/+3/+13/+13/+8

Attack  (1d20+13)[ 19 ]
Damage  (1d3+9)[ 12 ]
Attack  (1d20+13)[ 14 ]
Damage  (1d3+9)[ 10 ]
Attack  (1d20+13)[ 21 ]
Damage  (1d3+9)[ 11 ]
Attack  (1d20+13)[ 16 ]
Damage  (1d3+9)[ 11 ]
Attack  (1d20+8)[ 28 ]
Damage  (1d3+9)[ 12 ]
Attack  (1d20+8)[ 13 ]
Damage  (1d3+9)[ 10 ]
Attack  (1d20+3)[ 6 ]
Damage  (1d3+9)[ 12 ]

When the first of the +13s miss, if any, I use Lightning Ritochet to reroll.

Attack  (1d20+13)[ 32 ]

[User]
 Wow, bad rolling.

Crit Conformation  (1d20+8)[ 23 ]
Extra Damage  (1d3+9)[ 11 ]

[User] 2 of the rocks hit something softer than armor, others mostly rain down on hard armor, judging from the sound of it. See my turn above, and then take yours again.

[User]
 Fortitude Save  (1d20+19)[ 24 ]

Tallis falls unconcious.

Nice going...I cant believe I forgot to include a throwing weapon 😡

[User]
 Mr. Chest sits down and thinks long and hard about the effects of his protective spell. Then he proceeds to blow the rest of his offensive spells on the corpse, before going to loot it. (This includes another Sound Lance, Searing Light, Blade barrier, a few more shots of the Holy star, several blows from the flail, and summoning 3 monstrous centipedes to poke at the corpse.)

Anyway, unless you're really faking it, good match. I really thought you had me there before I remembered Anti-life shell. 🙂

[User]
 Heh, not to mention the fact that for every two times I hit you, you would be having to make 2 Fortitude saves against status effects...and I'd get to trip you...

I was at -7.  No, I wasnt faking it, though that would have been a decent idea.

[User]
 Originally Posted by Olo Demonsbane
 Heh, not to mention the fact that for every two times I hit you, you would be having to make 2 Fortitude saves against status effects...and I'd get to trip you...

I was at -7.  No, I wasnt faking it, though that would have been a decent idea.

Jeah. I was pretty much counting on the Anti-life shell to save my ass, and so the last round's undead summons caught me offguard pretty bad.

Now, I would be very curious on hearing your best guess on my character's class combination (and possibly tier, if you can be bothered.) 😏

[User] Allright...you are a cleric...thats tier 2?

[User]
 Originally Posted by Olo Demonsbane
 Allright...you are a cleric...thats tier 2?

Nope. Does it help if I tell you that the first 5 levels are Divine Bard 3/Duskblade 2? 😛

[User]
 Ive spent a long time thinking about it...I got nothing.  Closest was a Folychan Lyrist build.

EDIT: Actually, that sounds like an awesome FL build.  I think I may go do that 😁


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

 Spoiler

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

 XP Award:  300xp
 GP Award:  300gp

 Glunk Too  - SoD
 Quork  - Sallera

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

[User]
 Glunk Too, pre-round antics
  initiative  - (1d20+2)[ 12 ]

Holding the right for reactive purchaces.

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

No purchases if you've got none.

[User]
 Glunk Too

I'll buy a potion of Owl's Wisdom. And nothing else.

[User] No purchases, then.

[User]
 Glunk Too

Start in Y11, unarmoured, weilding heavy crossbow. "Glunk Too have a strange feeling of de ja vu again."

Standard Action; Fire!   attack  - (1d20+3)[ 4 ]  damage   damage  - (1d20)[ 6 ]

"Argh! Crossbow not work! After Glunk Too win's, he will Water Orc Orc it to death!"

Move northeast to
 Spoiler
S7

Unsheathing Great Falchion en route.

End turn.

Stats;
 Spoiler
HP; 16/16
AC; 12 (touch 12)
Position; S7.

[User]
 Did you mean northwest, by chance?

 Quork, Round 1

Starting in B10, holding scroll.

As I'm fairly sure there's no way this could not establish LoS, no sense in spoilering.
Move to D4.
Free: Declare Hatred on Glunk.
Swift: Presuming I can see you from here and you're in range, cast a quickened Doom (DC14).  If not, cast a quickened
 Spoiler
Shield of Faith.

Standard: Ready an action:
 Spoiler
Cast Hold Person if Glunk is within 10ft.

Stats:
 Spoiler
HP 7/7, AC19 (15, 16) (+2 if SoF was cast instead of Doom)
PP: 2/2
Psionically focused
TU attempts:6/11
Spells:
0th:
Virtue
Guidance
Inflict Minor Wounds
1st:
Doom
Shield of Faith
Light of Lunia

Done.

[User]
 Glunk Too

"Glunk Too not know north from west. He in S7."

  will  - (1d20-2)[ 18 ]

[User]
 Glunk Too, round too

Free; rage.

Charge to D5, swinging great falchion wildly. Wait...haven't we allready done this bit?

  attack  - (1d20+8)[ 24 ]
  damage  - (1d12+12)[ 20 ]

Stats;

 Spoiler
HP; 18/18
AC; 10 (touch 10)
Position; B5.
Rage; 1/13

[User]
 High Ref Scorer

Match rewind to first turn

You cannot be on S7, that would would be on top on post... And I see no Climb roll

[User]
 I presume that was as much a typo as northeast.

Readied action goes off once you're within 10ft.  Hold Person, CL check, DC4:  (1d20+1)[ 2 ]   If that succeeds, DC12 Will save.  Not that  that's  going to help against Glunk.

*facepalm*  That's match, then.  Again.

[User] Mishap check, because it may be amusing...  (1d20+3)[ 23 ]

[User]
 Originally Posted by Scorer
   High Ref Scorer

Match rewind to first turn

You cannot be on S7, that would would be on top on post... And I see no Climb roll

Actually, no that was deliberate. I thought, seeing as they give total concealment, that was if we were in the square, like the posts. Just a misunderstanding of the map. Do we want to rewind to first turn, Sal?

[User]
 Eh, I can't see as how it'd make any difference.  My turn wouldn't have changed if you moved to T6 instead, and presumably yours wouldn't have either.

Edit: Only way it'd make any difference is if you would have moved to somewhere where you couldn't charge.

[User]
 High Ref Mav

Glunk Too gets first, and Quork gets second.