[User]
 Arena Tournament, Round 26:  Xirif Huntinghawk  vs.  Kurgan
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 All Combatants, please roll initiative.

[User]
 Initiatize! 😁
  initiative  - (1d20+3)[ 13 ]

[User]
 GM Kyeudo
 Kurgan is declared the Winner!


[User]
 Arena Tournament, Round 9:  Ledo  vs.  Zaknefein
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 All combatants, please roll initiative.

[User]
 We meet again.

 (1d20+3)[ 15 ]

[User]
 Ref Morbius

For the records I just sent a message to OniLever, hopefully he will show up here before we start DQing people again

[User]
 GM Kyeudo
 Zaknefein is declared the Winner!


[User]
 Arena Tournament, Round 43:  Dusker  vs.  Strit Acora
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Dusker - theTerran
 Strit Acora - Curtis
 All Combatants, please roll initiative.

[User]
 Strit Acora

 (1d201)[ 170 ]

[User]
 😁

You might consider rerolling your initiative...😉
  Initiative  - (1d20-2)[ 18 ]

[User]
 High Ref chilepepper
 Dusker is the winner.

[User]
 So I win the round on a DQ...what a bummer...

(edit)

Since he's said in his sig that he'll be gone, please reverse the DQ until he returns.

Thanks 😉

[User]
 Oops, my bad.  That'll teach me to check round while having a hectic night.

 DQ is reversed, with my apologies.

[User]
 I'm not sure if I'll be able to post again on my holiday, but  I might be able to ( might ).

Initiative:  (1d20+1)[ 15 ] , although I quite like the roll of 170. 😁

[User]
 @Everyone

 Spoiler
Purchases between last round and this.
Potion of Faith Healing, Potion of SoF, Boots of Stomping

 Dusker - Round 1

Starting in B14 with a Spiked Chain in one hand, and a Potion in the other, I will Chug the potion and move to H16.  I will place both hands firmly on the spiked chain.

End my Turn.

Stats:

 Spoiler
Location: H16
HP: 12/12
AC: 20  Touch: 16  FF: 16
Shield of Faith (1/10)
In Hand: Spiked Chain
Boots Usage (0/3)
Spell Slots:
Level 0 - 3/3
Level 1 - 3/3

[User] Don't forget us Curtis!

[User]
 Sorry.

Strit Acora - Round 1

Start on horse with lance, double horse move to N-O6-7.

Ent turn.

Stats:

 Spoiler

Hp:12/12
Ac: 16  Touch: 11  FF: 15

[User]
 Dusker - Round 2

Move to L12 and Ready an Action:

 Spoiler
If they come within 15ft of me, I will activate my Boots of Stomping (MiC Pg. 78) toward them.  Since the horse is the only one standing on the ground, it will need to make a Reflex Save DC13 or be thrown to the ground and take  (1d4)[ 4 ]  non-lethal damage.

End my Turn.

Stats:

 Spoiler
Location: L12
HP: 12/12
AC: 20 Touch: 16 FF: 16
Shield of Faith (1/10)
In Hand: Spiked Chain
Boots Usage (0/3)
Spell Slots:
Level 0 - 3/3
Level 1 - 3/3

[User]
 Sorry.

Strit Acora - Round 2

Horse move to L-M10-11. Attack!
To Hit:  (1d20+3)[ 12 ]
Damage:  (1d8+3)[ 10 ]

End turn.

Stats:

 Spoiler

Hp:12/12
Ac: 16  Touch: 11  FF: 15

[User]
 As your horse enters LM-9/10, it triggers my readied action, which is to activate my Boots of Stomping.

Your horse needs to make a Reflex Save DC13 or take 4 points of non-lethal damage (the roll was in my Round 2 spoiler, you may look in that spoiler if you like) and it falls prone.

[User] Bessie's Reflex Save:  (1d20+5)[ 10 ]

[User]
 Alright...Bessie falls and takes 4 damage...

Now you need a Ride check DC15 to fall "gracefully" and not take any falling damage...and if you fail that check you take 1d6 falling damage.

[User]
 High Ref chilepepper

Everything is correct.

 Originally Posted by SRD - Ride skill
  Soft Fall

You can react instantly to try to take no damage when you fall off a mount—when it is killed or  when it falls , for example. If you fail your Ride check, you take 1d6 points of falling damage. This usage does not take an action.

The DC is 15.

[User]
 Ride check:  (1d20+6)[ 11 ]
Fall damage:  (1d6)[ 1 ]

[User]
 Dusker - Round 3

Swift Action: Cast a Spell

 Spoiler
blade of Blood (1d6)

Standard Action: Attack w/ spike chain

  Attack  - (1d20+5)[ 18 ]  (Opponent has -4AC for being prone)
  Damage  - (2d4+1)[ 4 ]  +  (1d6)[ 4 ]

End my Turn.

Stats:

 Spoiler
Location: L12
HP: 12/12
AC: 20 Touch: 16 FF: 16
Shield of Faith (1/10)
In Hand: Spiked Chain
Boots Usage (0/3)
Spell Slots:
Level 0 - 3/3
Level 1 - 2/3

[User]
 Strit Acora - Round 3

Stand up (go ahead, AoO). Attack!
To Hit:  (1d20+3)[ 19 ]
Damage:  (1d8+3)[ 9 ]

End turn.

Stats:

 Spoiler

Hp:3/12
Ac: 16  Touch: 11  FF: 15

[User]
 AoO
  Attack  - (1d20+5)[ 20 ]
  Damage  - (2d4+1)[ 7 ]

Turn coming shortly.

(edit)

Or not...I believe that's game.

[User]
 GM Kyeudo
 Dusker is the Winner!


[User]
 Arena Tournament, Round 47:  Syran Silverskin  vs.  Kruk
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Fishy - Syran Silverskin
 expirement10k14 - Kruk
 All Gladiators, please roll initiative

[User]
 Woo!

Initiative:  (1d20-3)[ 7 ]

[User]
 High Ref Morbius

For the record I just PMed expirement10k14

[User]
 GM Kyeudo
 Syran is the Winner!


[User]
 Arena Tournament, Round 43:  Tordek the Bloody  vs.  Strit Acora
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Tordek the Bloody - Lord Henry
 Strit Acora - Curtis
 All Combatants, please roll initiative.

[User]
 High Ref Sam

This match ends in a double disqualification.

[User] Sooo... how does this work?

[User]
 That's incredible.

If the refs will allow it, want to just start now, since we're both here now?
(I just DQed both my matches because I had no internet for the last two weeks or so). So I'm back now and if you're willing and the refs are willing, I will make some purchases (probably) for Tordek and roll initiative.

[User]
 GM Kyeudo

If Curtis wishes, we can uncall this match and let the two of you fight it out. Your decision.

[User]
 How can i put this...

  HELL YEAH!
 Initiative   (1d20+1)[ 19 ]

[User]
 Tordek the Bloody
  Initiative  - (1d20+4)[ 16 ]
 Pre-combat free action:
Yell:  Ye think ye can stay on tha' thing long enough ta git over here an' figh' me like a Dwarf?

[User]
 Start in A-B13, horse double-move to O-P7.

Stats

 Spoiler

hp: 12/12
AC: 16 Touch: 11 FF: 15
Mounted, holding lance, wearing breastplate
Horse hp: 33/33
AC: 17 Touch: 10 FF: 16

[User]
 Tordek the Bloody

Start in Y13 holding a greatsword and a small bottle. Tordek drinks from the bottle as he walks casually to X10, and then drops into a ready stance, facing his opponent with the greatsword at the ready.

stats:

 Spoiler
HP: 13/13
AC: 20 (vs Strit, not that there are other opponents)
 10
+3 armor
+2 deflection (shield of faith potion, round 1)
+3 dex
+2 insight (I think) (Stance of Clarity) Holding: greatsword
Stance: stance of clarity
Readied action: none

[User]
 Strit Acora, Round 2

Horse double-move to X8-9.

Lance Attack!

Attack:  (1d20+3)[ 12 ]
Damage:  (1d8+3)[ 11 ]

Stats

 Spoiler

hp: 12/12
AC: 16 Touch: 11 FF: 15
Mounted, holding lance, wearing breastplate
Horse hp: 33/33
AC: 17 Touch: 10 FF: 16

[User]
 Tordek the Bloody, Round 2

OOC, @all
 Spoiler
I'm pretty sure you can't double-move and attack in the same round without charging, which can only be in a straight line. Not that you hit anyway, just saying.

Flames burst from Tordek's sword as he flourishes it behind him, his focus entirely on the man sitting haughtily upon his horse. Silly. Pausing to find the perfect time, Tordek drives his flaming sword up into his opponent's chest!

(OOC: hopefully)

@all
 Spoiler
Burning Blade gives an extra 1d6+1 fire damage this turn if Tordek hits.
Sapphire Nightmare Blade:
  Concentration  - (1d20+10)[ 29 ]     DC= Strit's AC. If successful, Strit is flat-footed against this attack, and the attack deals an additional 1d6 damage. If it is not successful, it deals normal damage with a -2 to hit.
  Attack  - (1d20+4)[ 6 ]
  Greatsword Damage  - (2d6+4)[ 15 ]
  Fire Damage  - (1d6+1)[ 3 ]
[roll=Extra Damage if applicable[/roll]

...well flat-footed he may be, but rolling a two on the attack just won't cut it.

 Move Action:  Tordek then turns and hustles off to U12, putting the glass between himself and his enemy.

Stats:
 Spoiler
HP: 13/13
AC: 20 (vs Strit, not that there are other opponents)
 10
    +3 armor
    +2 deflection (shield of faith potion, round 2)
    +3 dex
    +2 insight (I think) (Stance of Clarity)
Holding: greatsword
Stance: stance of clarity
Maneuvers Used: Sapphire Nightmare Blade (1), Burning Blade (1)
Readied Action: None

 End of Turn

[User]
 I'll post my moves later, but this came up in my last match. My horse double moves, not me. I think I need a ride check to guide with knees, though.

 (1d20+6)[ 21 ]  DC 5

[User] Don't worry about it, I have only fleeting knowledge of the mounted combat rules. That was just my initial impression (not that it will ever come up again, I would have to get two double-moves in between your turns to get far enough away for you to need to double-move to reach me :) silly base 20 land speed).

[User]
 Strit Acora, Round 2

Horse move to U13-14.

 What kind of a woman fights with a burning stick? And with those stubby legs you should buy a mount!

Lance Attack!

Attack:  (1d20+3)[ 15 ]
Damage:  (1d8+3)[ 8 ]

Stats

 Spoiler

hp: 12/12
AC: 16 Touch: 11 FF: 15
Mounted, holding lance, wearing breastplate
Horse hp: 33/33
AC: 17 Touch: 10 FF: 16

[User]
 Tordek the Bloody, round 3
 I'd sooner go the rest of me days withouta drop of ale!

Tordek holds his ground and takes a mighty swing at Strit.

  Attack  - (1d20+4)[ 13 ]
  Damage  - (2d6+4)[ 13 ]

 Spoiler
This is a Stone Bones strike.  If it hits, Tordek gains DR 5/Adamantine until his next turn.

Tordek holds, staying directly where he is as he watches his (still friggin' unhurt) enemy.

Stats:
 Spoiler
HP: 13/13
AC: 20 (vs Strit, not that there are other opponents)

     10
    +3 armor
    +2 deflection (shield of faith potion, round 3)
    +3 dex
    +2 insight (Stance of Clarity)
Holding: greatsword
Stance: stance of clarity
Maneuvers Used: Sapphire Nightmare Blade (1), Burning Blade (1), Stone Bones (1)
Readied Action: None

[User]
 Strit Acora, Round 3
 If I can help it that won't be very long. Now let me show you the error of your ways!

Lance Attack!

Attack:  (1d20+3)[ 11 ]
Damage:  (1d8+3)[ 11 ]

Horse move to U19-20.

OOC: 20ft. movement rate. Heh.

Stats

 Spoiler

hp: 12/12
AC: 16 Touch: 11 FF: 15
Mounted, holding lance, wearing breastplate
Horse hp: 33/33
AC: 17 Touch: 10 FF: 16

[User]
 Tordek the Bloody, round 4
{technically, you went first so your next turn is the start of round 5 🙂}

 Hah! Ye can't hit me wi' tha' stick even when I'm standin' still!

Tordek charges across the battlefield, his shoulder down, and attempts to tackle Strit right off of his horse!

OOC (@all)
 Spoiler
This is a bull rush attempt, as part of a maneuver that I didn't mean to prepare =) It does not provoke an AoO, and I am targeting you, not your horse (naturally). I'm not 100% positive how that works so I'll probably call a ref unless you can point me to information on whether there are any changes for that (for instance, I doubt you get the horse's +4 bonus for extra legs, but maybe you do), whether I need to roll jump (would kinda make sense, but then again I can still attack you without, so I don't know), and so forth. Either way, roll STR :)

  Strength  - (1d20+5)[ 25 ]
 Probably need a ref (see spoiler)

EDIT: 😁

[User]
 ref chilepepper
Well, this is going to need a high ref.

1. Is bullrush legal since the first step is moving into the opponents square which is occupied by the horse also?

2. If the bullrush succeeds
  a. Does the rider fall prone and take damage for falling off the horse?
  b. Does the attacker fall prone because he now shares a space with the horse?

[User] My questions exactly. I can just roll a Jump check if that would make things easier? (not that I know that it would...)

[User]
 From the Waiting room, here's a high ref's ruling.

 Originally Posted by Talic
 You may not move into a hostile opponent's square without specific text allowing it.  If you attempt to bull rush the mount, you illegally enter the rider's space.  If you attempt to bull rush the rider, you illegally enter the mount's space.

[User]
 On a serious note:

 You can't get me, neh, neh, ne-neh, neh.

[User]
 Tordek the BLoody, round 4
[ooc]thanks Chilepepper & co, though no thanks for ruling my natural 20 STR check useless in every way :-p[/ooc]

Tordek charges across the battlefield, attempting to boringly slash his enemy with his sword!
(His speech remains the same, however)

  Attack  - (1d20+6)[ 22 ]
  Damage  - (2d6+4)[ 7 ]

Tordek ends his turn (therefore) in U18.

Stats:
 Spoiler
HP: 13/13
AC: 18 (vs Strit, not that there are other opponents)
     10
    +3 armor
    +2 deflection (shield of faith potion, round 4)
    +3 dex
    +2 insight (Stance of Clarity)
-2 (Charging)
Holding: greatsword
Stance: stance of clarity
Maneuvers Used: Sapphire Nightmare Blade (1), Burning Blade (1), Stone Bones (1)
Readied Action: None

[User]
 Strit Acora, Round 5
 Heh. That tickled.

Lance Attack!

Attack: [roll]1d20+3
Damage:  (1d8+3)[ 9 ]

Horse move to J-K19-20.

Stats

 Spoiler

hp: 5/12
AC: 16 Touch: 11 FF: 15
Mounted, holding lance, wearing breastplate
Horse hp: 33/33
AC: 17 Touch: 10 FF: 16

[User]
 Sorry

 (1d20+3)[ 23 ]

[User]
 Triple Post!

Crit. confirm:  (1d20+3)[ 9 ]
Crit. damage:  (2d8+6)[ 13 ]

[User]
 Tordek the Bloody, round 5
 Ha! hit an run, is it?

Tordek stands where he is, his eyes focused on Strit  and his sword, ready, but he doesn't move an inch.

 I'll be righ' here when you feel like coming back!

 Spoiler
Full-Round Action: Meditate to regain the use of Stone Bones.

Stats:
 Spoiler
HP: 4/13
AC: 20 (vs Strit, not that there are other opponents)

     10
    +3 armor
    +2 deflection (shield of faith potion, round 4)
    +3 dex
    +2 insight (Stance of Clarity)
Holding: greatsword
Stance: stance of clarity
Maneuvers Used: Sapphire Nightmare Blade (1), Burning Blade (1),  Stone Bones (1)  (refreshed)
Readied Action: None

[User]
 Strit Acora, Round 6
 Not coming to get me? No problem!

CHAAAAAAAAAARGE!!!!!

Attack:  (1d20+5)[ 19 ]
Damage:  (3d8+9)[ 29 ]

Charging to J-K19-20.

Stats

 Spoiler

hp: 5/12
AC: 16(14) Touch: 11(9) FF: 15(13)
Mounted, holding lance, wearing breastplate
Horse hp: 33/33
AC: 17 Touch: 10 FF: 16

[/QUOTE]

[User]
 Tordek the Bloody, round 6

 Spoiler
good lord, that was close!

 Ahh, finally comin' to yer senses now, I see!

Tordek legs stay firmly rooted to the ground as he strikes up at his adversary.

  Attack  - (1d20+4)[ 16 ]
  Damage  - (2d6+4)[ 12 ]

 Spoiler
Stone Bones!

Stats:
 Spoiler
HP: 4/13
AC: 20 (vs Strit, not that there are other opponents)

    10
    +3 armor
    +2 deflection (shield of faith potion, round 6)
    +3 dex
    +2 insight (Stance of Clarity)

Holding: greatsword
Stance: stance of clarity
Maneuvers Used: Sapphire Nightmare Blade (1), Burning Blade (1), Stone Bones (1x2)
Readied Action: None

[User] Thrown from his horse by the mighty blow, Strit crashes to the ground.  "Good fight, my..."  he coughs up a stream of blood.  "Friend. May your sword swing..."  With another gout of blood from his mouth, he falls, unconscious.

[User]
 Ref Terran
 Tordeck the Bloody Wins and collects the prize.


[User]
 What is left of the room is in shambles. A wall of rubble lays in what was once the middle of the room. You hear noises coming from the rubble, it's possible that there are people trapped under it.

The fire from the fireplace and smashed lanterns has begun to spread trapping the band and the singers behind the flames.  Also there are several people trapped under the some debris.

OOC: Okay roll Initiative.

[User]
 Evandis
  initiative  - (1d20+7)[ 19 ]

EDIT: neglected the warlord bonus (too bad they don't stack) so my corrected initiative is  21

[User]
 Zeal  staggers for a moment as the room splits asunder.  He quickly attempts to assess the situation, he and the others are currently in.  Hearing screams and moans from fallen debris, Zeal begins to move toward the sounds to see if he can assist in any way.

 Spoiler

  init  - (1d20+4)[ 14 ]

don't forget anyone within 10 sqaures of me or Araues gets a +2 power bonus to initiative, if Turbit considers them allies at this point.

  perception  - (1d20+1)[ 20 ]

[User]
 Araeus Arantius

Araeus stands.  "What in the name of -"

((  Initiative  -  (d20+4)[ 20 ](24)

My initiative roll counted my +2 warlord bonus. ))

[User]
 Berrus Voidstar

Berrus grabs at his scythe, a look of shock on his pale face, his mouth is clamped shut however.

OOC:

 INIT   (1d20+3)[ 7 ]

[User]
 (( It looks like I'm going first. If this is not the case, disregard this post. ))

Araeus pulls his chainmail tunic out of his pack and attempts to use it to beat down the flames surrounding the musicians.  "Try to find a way out of this! We need to get these people to safety!"

(( Strength check to beat them down? Don't know the DC or situational modifiers.  (d20+3)[ 9 ](12)

If there's a visible exit, then instead he says...  "Get to safety, quickly!"  ))

[User]
 Brianne

Initiative:  (1d20+3)[ 11 ]

[User]
 Evandis

(Assuming nothing changes before his initiative)
 "By the Ghaele, an earthquake?"
He quickly slings his swordbelt into position along his back and grabs his staff from the floor where it fell. Summoning forth a spectral hand, he uses it it to start clearing rubble away from the areas where it seems people are trapped.


[User]
 Arena Tournament, Round 34:  Sir Schwant  vs.  Chilie IV  vs.  Grawl  vs.   Kor
 Map

 Spoiler

 Awards:
 1st:  1200XP and 1100GP
 2nd:  400XP and 500GP
 3rd:  200xp and 200GP

 Bayar - Kor
 chilepepper - Chile IV
 KCiemir - Sir Schwant
 Bigmac - Grawl
 All combatants, please roll initiative.


[User]
 Day 112, Year 32 ABY, Noon

Location: Collective Commerce District (CoCo Town), Coruscant

For whatever reason, you are walking along the streets of CoCo Town, taking in the sights and smells, looking into the cantinas and restaurants, and looking at the window displays in the various stores. The smell of alcohol and unwashed clothing and beings mixes with the noise of thousands of beings talking at the same time. Among the talking can be heard almost every language in the galaxy, including the mechanical beeping and squealing of droids of every model and description, from the humble Power Droids to the ever famous R2 units.

Looking around you can see moving holographic advertisements of every sort, and clothing of every color and style imaginable, on beings of hundreds of species. Suddenly, near you, you hear blaster fire coming from inside a shop, and cries for help as whoever is shooting call to his buddy to get the goods.

[sorry for the crappy intro, but I gotta get the party together somehow, and this seems more fun than a tavern meeting or a pre-game railroad, you are all about 10 meters from the door of the shop. If you want to avoid the party for now, just move on or ignore what's going on.]

[User]
 Spoiler
What planet is this?

[User]
 Originally Posted by Levyathyn

 Spoiler
What planet is this?

 Spoiler
opps, I forgot that, it's coruscant

[User]
 Yovl Bagy

Before realizing what he hass done, Yovl moves to the side of the entryway with his back to the wall.   Security training can be your friend,   he thinks to himself as he smiles.

The sullustan eases his head around the corner in order to get a look inside as he loosens the blaster in its holster.

 Spoiler
  Search  - (1d20+6)[ 22 ]
  Spot  - (1d20+8)[ 28 ]

[User]
 Vorren Kas

Vorren Kas is nervous, this being his first time to visit Couruscant. He's much more used tot he jungles of Yavin IV, where he trains physically and mentally under Master Skywalker. Suddenly he hears screams, decides now is the time to act. " Remember the teachings... " Lightsaber not in hand, but ready, he steps inside the place with open palms and decides to see if he can resolve the situation peacefully.

[User]
 Nana

     The sound of blaster fire was not a welcoming sound among the others,  'So much for things being peaceful...'  she thought,  'Might as well check it out.'  She briskly headed towards where the gun fire came from.

[User]
 As you come into the building you see that it is a jewelry store. Four people wielding blasters over the store, two are grabbing as much merchandise as they can, as well as going through and grabbing jewelery from the customers, the other two are covering, one by the register, the other has her gun pointed at the door and ready to fire. As the Jedi comes through the door she fires.

[rol=attackl]1d20+2[/roll]
  damage  - (3d6)[ 8 ]

[initiatives please]

[User]
 ugh, I really hate typos.

  attack  - (1d20+2)[ 4 ]

[User]
 initiative
d20-1= 8
((ugh))

[User]
 Yovl Bagy

Yovl glances at the person walking in apparently unarmed.   That's brilliant,   he muses with a perplexed look on his face even as he notices another person approaching, this time armed.

 Spoiler
  Initiative  - (1d20+4)[ 21 ]

[User]
 Vorren Kas

 Spoiler
  initiative  - (1d20+2)[ 10 ]

Dodging the shot, Vorren draws his lightsaber and turns it on in one smooth motion.

[User]
 [OOC]The other member of the party so far is away at the moment, so I'll NPC his character until he gets back home from his trip, and for simplicity sake the enemies will all be going on one initiative. [/OOC]

Jarred will go to the opposite side of the door from Yovl and using enhance ability for an enhancement to DEX.

  enhance ability  - (1d20+4)[ 20 ]

[edit] opps, was supposed to be +6 not +4, oh well [/edit]

Initiative Order:
Yovl Bagy- 21
Jarred Mongo-17
Vorren Kas-10
Enemy NPCs-10
Nana-8

Unfortunatly I haven't found a good way to make maps, so I know this isn't pretty, but it'll do for now:

   | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10| 11| 12 | 13| 14| 15|
A | C | F | F | F | F | F | F | F | F |  F | F | SK |  F | F |  F |
B | C | F | F | F | F | F | F | F | F |  F | C |  C  | C | C  | C |
C | C | F | F | F | F | F | F | F | F |  F | F | E1 |  H |  F | C |
D | C | H | H | F | F | F | F | F | F |  F | H |  F |  F  | F | C |
E | C | F | F | F | F | F | F | F | F |  F |  F |  F |  F  | F | C |
F | C | F | F | F | F | F | F | F | F |  F |  F |  F |  F  | F | C |
G | C |E2| F | F | F | F | F | F | F |  F |  F |  F |  F  |E3 | C |
H | C | F | F | F | F| F | F | F | F | F  |  F | F  |  F  | F | C |
I | C | F | H | H | H | F| F | F | F | F  |  F | F  |  F  |  F | C |
J | C | F | F | F | F | F | F | F | F |  F |  F |  F |  F  | F | C |
K | C | F | F | F | F | F | F | F |E4 |  F |  F |  F |  F  | F | C |
L | C | F | F | F | F | F | F | F | F |  F |  F |  F |  F  | F | C |
M | C | F | F | F | F | F | F | F | F |  F |  F |  F |  F  | F | C |
N | C | C | C | C | C | C | C | C | V |  C | C | C |  C  | C | C |
   | W|W |W |W | W |W |W | W |D | W |W |W |  W  |W |W |
O | F | F | F | F | F | F  | F | Y | F | J | F  | F |  F  | F  |  F|
P | F | F | F | F | F | F  | F | F | F | F | F  | F |  F  | F  |  F|
Q | F | F | F | F | F | F  | F | F | F | N | F  | F |  F  | F  |  F|
R | F | F | F | F | F | F  | F | F | F | F | F  | F |  F  | F  |  F|

F= Clear Floor
C= Counter
SK= Shopkeeper
H= Hostage
E#= Enemy
W= Wall (Doesn't actually take up a square, it's just in your way)
D= Door

Y= Yovl Bagy
V= Vorren Kas
J= Jarred Mongo
N= Nana

[User]
 Nana

Nana moves over a little bit so that she is in line with the door, then waves her hand at the woman who just fired on Vorren.  "You want to lay down your gun and surrender"

1d20+4=21

[User]
 Yovl Bagy

The Sullustan shakes his head, steeling himself, before tumbling into the room, moving to the left of the door before firing his blaster at the nearest armed thief.

 Spoiler
  Tumble  - (1d20+8)[ 11 ]  to N-8.
  Attack  - (1d20+4)[ 5 ]  shooting at E4.
  Critical  - (1d20+4)[ 24 ]  I don't remember if this is necessary! Ignore if not.
  Damage  - (3d6)[ 9 ]

As an aside, Katasi, you might consider coloring the moving parts: PCs and NPCs alike, so they stand out better on your grid.


[User]
 Arena Tournament, Round 26:  Irind  vs.  Doctor Spikenburg
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 FlyMolo - Irind

Seribo - Doctor Spikenburg
 All Combatants, please roll initiative.

[User]
 Posting to say I'm here.

  "initiative"  - (1d20+3)[ 23 ]

No purchases to make, I have no money anyway.

[User]
 You rolled a 23, I aint even going to make an initiative roll against that with my -2 modifier... You go ahead and tell me when its my turn

And may the best gladiator win.

[User]
 Irind Round 1

I'll start at M2.

 Spoiler
Double move to V8. He can't see me, that cliff is 15 ft high.

Stats
 Spoiler
 7/7, AC 19, touch 13

You know, it just occured to me that my only invocation is totally useless against a warmage with no weapon. And there's no point in shattering your armor, because my best attack is a touch attack. 🤢

Edit: done.

[User]
 Spoiler
full turn action: run to U18

stats:
hp: 9
touch AC: 15
saves: F3/R4/W1
location: U18

end of round 1

beginning of round 2: outer ring (light yellow) becomes shallow water
your turn

[User]
 Spoiler
 Half a move action to W12, LOS check needed. 15 feet of move remain.

Stats
 Spoiler
7/7, AC 19, touch 13

I need a LoS check, I'll go requisition one.

Not Done.

[User]
 Ref Mav:

@Irnid

 Spoiler

No LoS

@Dr. Spikenburg

 Spoiler

No LoS

Still Irnids turn.

[User]
 Irind round 2

 Spoiler
 I finish up the last three squares of my move at U13. I ready an action triggered upon seeing Dr. Spikenburg cast a spell, to move to Q9. Oh, and I declare my dodge on Dr. Spikenburg.

Edit: Done. (I keep forgetting to put this in.)
Stats
 Spoiler
7/7, AC 20, Location U13.

[User]
 @Flymolo:

 Spoiler
What spell are you using?  You're a warlock. 🤨
I need to know before I tell you about LoS.

[User]
 @Paladin

 Spoiler

His action is to move if his opponent casts a spell, not casting a spell himself.

[User] I'm using Shatter. Why would that affect Los? It's an invocation, not a spell. I'm a little bit confused here.

[User]
 @FlyMolo:

 Spoiler
I got your wording all jumbled when I read it.  Thought you were going to ready an action to use some kind of spell to move. Sorry.

In that case, unless I'm wrong, you see him in U18 and he sees you as you round the bend at W13.

[User]
 Alright, in that case, I invoke shatter on Dr Spikenburg's armor. DC 14 will save to keep the armor from breaking, and a Dc 14 fort save to avoid being stunned for one round and deafened for one minute.

I'm standing in U13.

All done. Your go.

stats
 Spoiler
7/7 AC 20, Location U13

[User]
 will (1d20+2)[ 5 ]
fort (1d20+4)[ 24 ]

[User]
 that is by by armor, but I do resist the stunning

now, you die:

sudden maximized, sudden empowered magic missile with warmage edge:
(4+1)x1.5+1= 8 damage, no save, no attack roll

[User]
 What? What?

that's crazy talk. 😦

Ah well. I knew I should have done something smarter. If you'd only have failed that fort save, instead of rolling a nat 20. Ah well. good game. I'll go request a ref come call it.

[User]
 GM Kyeudo

 Originally Posted by Seribro
 that is by by armor, but I do resist the stunning

now, you die:

sudden maximized, sudden empowered magic missile with warmage edge:
(4+1)x1.5+1= 8 damage, no save, no attack roll

Your damage calculation is off. It should be 4(sudden Maximize)+1/2(1d4)(sudden Empower)+1+3(Warmage Edge). Since that is still more than enough to kill Irind though,

 Docter Spikenburg is the Winner!

[User]
 I'm not really sure how to beat this guy. My only hope is that some more powerful warrior beats him, then I fight that guy.

Seriously, I can't even hit you with anything at a range of 110 feet, much less kill you in one shot no save no attack roll.

[User] How about Bobthefighter in round 14 with a fell drain sonic snap?  No save instant death.  Its been a total mess trying to find a way to avoid it and strike back. ungghh... 😩

[User] A shield spell?

[User]
 The real trouble here is that my DR 3/bludge synergizes terribly with my shatter invocation. If they're hitting me with a weapon, I've already done something suck. If they're not, I get an AoO unless they're a monk, and.. ohh. I just realized the unarmed strike damage for a medium character is 1d3. yay for invulnerability. Now I need a matchup with a barbarian or somesuch. Daddy needs a masterwork mace!

(And some way of avoiding/dodging spells.)

V: Hey, it can't as bad as this. I could deal with standard magic missiles, and all the orb spells. On balance, I should have taken eldritch spear, not shatter, as my invocation.

[User] Your in bad luck. your next opponent will either be another warmage or a duskblade


[User]
 Arena Tournament, Round 26:  Grall  vs.  Shooter
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Tortise262 - Grall Greenskin
 Faithfreebible - Shooter Mcgavin
 All Combatants, please roll initiative.

[User]
 Spoiler
init:  (1d20+3)[ 9 ]

[User] initiative:  (1d20+3)[ 9 ]

[User]
 Spoiler
Start on N2. If I act first, or don't get LOS by my turn, then, double move to V8

Hide:  (1d20-1)[ 12 ]
MovS:  (1d20-1)[ 10 ]

HP = 12/12 (100%)
AC = 14 (ff) ; 18 (using Dodge on my action)

Grall has a swim speed, so is it possible for him to move 30 feet in shallow water as a single move action?

[User]
 you guys crack me up....
freebible, initiative usually isn't put in a spoiler since both players require to know the others initiative in order to asteblish who goes first. In this case, both of you have rolled a 9 and both of you have a +3 modifier so that makes it a perfect tie. Please reroll initiative or flip a coin or something like that.

[User]
 Heh, I knew I was supposed to see his init, but I didn't want to peek at any other stuff that might've been under there.

init:  (1d20+3)[ 7 ]

What about my question? Is there an arena room Q&A board?

[User] Only the waiting room I'm afraid.  If you don't want your opponent to know your tactics then ask the question in a spoiler that says 'don't read this ____'.  The honor system is the only reassurance.  However, you could always PM a High Ref who is good with RAW (Kyeudo, Mavian, Bronz, ect.).

[User]
 According to Seribro (who made the map) the water rises to a character's chest in the shallows (if just barely).  This means that you recieve all the benefits and penalties of water combat (which includes a swim speed).

Just a note.  Continue the match.

[User] Er... I'm waiting for faithfreebible to reroll initiative. (and I posted my first move already, anyway)

[User]
 High Ref Paladin Latham

Due to inactivity Shooter is disqualified.  He has one more shot in the losers bracket.

 Grall is declared the winner and recieves 300xp and 300gp.


[User]
 Arena Tournament, Round 26:  Andek Firebeard  vs.  Grey Wolf
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Andek Firebeard - Dragonstar
 Grey Wolf - Olidimmara
 All Combatants, please roll initiative.

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

Let's get it on!

[User]
 High Referee Paladin Latham

Unfortunately Olidimmara hasn't posted in a while and is unlikely to do so soon.  Thus for inactivity, Grey Wolf is disqualified.

 Andek Firebeard is declared the winner and recieves 300xp and 300gp.


[User]
 Arena Tournament, Round 30:  Redmoon  vs.  Daluth
 Map

 Spoiler

 XP Award:  600 XP
 GP Award:  600 GP

 All combatants, please roll initiative.

[User]
 Woot! Another level 2 round.  Let's see how this goes.

  init  - (1d20-4)[ 13 ]

Still might buy something.

[User]
 I think this is a conspiracy...how do I always get stuck fighting the "Moons"  😩

I'll post init when I have access to my sheet.

[User]
 Initiative  - (1d20+3)[ 7 ]

Still might buy stuff.

[User]
 RedMoon   - round 1

Honestly, I don't think you have much to worry about with RedMoon.  It's not like he can one shot you.

I'm not going to worry about any equipment.  I don't think there's much that could help me, anyway.

Start: Start on B11 with two Javelins in hand.
Move: Move to I10 via the bridge.
Free: Rage
Standard: Toss Javelin

  attack  - (1d20+8)[ 28 ]  (-2 for range)
  dmg  - (1d6+7)[ 12 ]

Stats!

 Spoiler

HP: 25/25
AC: 17  (+2 from tree)
Current Buffs:  Rage 1/8
Current Location: I10

[User]
 I take that back.  I guess there is a slight possibility. 😦
Good thing I didn't use the spear.

  crit confirm  - (1d20+8)[ 20 ]
  crit dmg  - (1d6+7)[ 11 ]

[User] Ouch, I hope you didn't buy anything!

[User]
 You suck. 😛

I didn't...Nice match...I guess...😩

[User] Complete fluke, but it does happen.  I was just hoping to cut your hp in half and got lucky it seems.

[User] Yeah...that was redonkulous.

[User]
 Zoinks!

 Redmoon is declared the winner and collects thr first prizes doled out from round 30.


[User]
 Arena Tournament, Round 26:  Clamber  vs.  MitS
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Morbius - Monster in the Shadows
 Clamber - Stimpus
 All Combatants, please roll initiative.

[User]
 Clamberer

Reserving right to purchase something after you.

  Initiatve  - (1D20+5)[ 13 ]

Good luck.

[User]
 High Ref Paladin Latham

Sorry Morbius but MitS is disqualified for inactivity.

 Clamberer is declared the winner and recieves 300xp and 300gp.


[User]
 Arena Tournament, Round 48:  Silverhand  vs.  Froy
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Bitzeralisis - Silverhand
 The Chilli God - Froy
 All Gladiators, please roll initiative.

[User]
 ...Wait, what the hell is this? Didn't Froy lose this one by default or something?

Oh well. Anyway, Bitz, you're going down to the Shirtless Commoner, mate!

  Init  - (1d20+2)[ 7 ]

[User]
 Init  - (1d20+4)[ 7 ]

Eh... I'll play this one anyways, I guess. :\

[User]
 7 vs 7, but you have the higher init.

Your move.

[User]
 Spoiler

Start in  N2 .  Stance of Clarity .

I'm sure I have enough experience to say that you get LoS when I move into  N14 . Now all I need to know is what square  you  start in...

 Stats:

 Spoiler

 Location:  N14
 HP:   10/10
 AC:   18 (+1) ; Touch:  14 (+1) ; FF: 14
 Buffs:  Stance of Clarity (+2 AC vs. Froy); Desert Wind Dodge 1 (+1 AC and fire damage)
 Abilities:  Desert Wind Dodge; Vital Recovery (1/1)
 Readied Maneuvers
Burning Blade [B]
Distracting Ember [B]
Wind Stride [B]
Shadow Blade Technique [S]

Also:  selvr. hand. bredi .i le go'i catra froi.

[User]
 I'll pick N25.

Assuming that your turn is over, Froy will charge to N15 and attack Silverhand with his pitchfork.
  To Hit  - (1d20+1)[ 8 ]
  Damage  - (1d8+2)[ 5 ]
AC is 10 till Froy's next move. Which makes him a dead man if this isn't a crit.
Also: "Not going to question your lingo, mate!"

If, however, your turn is not over, then assume this is the action he takes when your turn is over.

Edit: Gah dammit, Steve!
Also: I just realized that Froy should have been wielding his pitchfork in both hands, giving him an extra +1 to damage. It doesn't matter this time, though, because he missed, but just a note for any potential future rounds.

[User]
 Burn, Froy, burn! *activates  Burning Blade *

  Atk1  - (1d20)[ 19 ]
[roll=Dmg1]1d8+1+1d6+1[/roll]
  Atk2  - (1d20)[ 12 ]
[roll=Dmg2]1d8+1+1d6+1[/roll]

 Stats:

 Spoiler

 Location:  N14
 HP:   10/10
 AC:  17 ; Touch: 13; FF: 14
 Buffs:  Stance of Clarity (+2 AC vs. Froy);  Desert Wind Dodge (+1 AC and fire damage)
 Abilities:  Desert Wind Dodge; Vital Recovery (1/1)
 Readied Maneuvers
Burning Blade [B]
Distracting Ember [B]
Wind Stride [B]
Shadow Blade Technique [S]

[User]
 It's mathematically impossible for Froy to stay conscious after that, but I'll roll for overkill amount anyways. 😏 Plus, the weapon dice should have been 1d6.

  Dmg1  - (1d6+1)[ 4 ]
  Fire1  - (1d6+1)[ 5 ]
  Dmg2  - (1d6+1)[ 6 ]
  Fire2  - (1d6+1)[ 5 ]

Edit: This kills Froy. Ooh! He just needed 13 hit points to survive that! 😁 😛

[User]
 Hm. Well, it's not like Froy hasn't died quicker than that. Like that one time Froy walked out of the arena doors in his first round then got WTFPWND by a readied action.

But hey. Legitimate win for Bitz! Because I remember there was a time you were starved for legitimate wins. 😏

[User]
 High Ref Morbius
 Silverhand is declared the winner after toasting Froy


[User]
 Okay, here's the list of people who are accepted. Should be quite a few but in theory that makes it less likely we will get stuck. (Though I should let everyone know that I'm a lazy guy so any help from players to move stuff along will help.)

As for the setting right now

You are on a Greatship right now which can carry 200 medium creatures and 500 tons of cargo. The statistics for it can be found in Adventurers Vault under vehicles. I have the Adventurers Vault book so items and vehicles and stuff from that are available now. (though now you will have to build or enchant items to make them)

As for the map, its incomplete right now but you can fill it in as you go, I would venture that each square is 10 or 20 miles. (wrote it up really quick with AutoRealm when I barely know how to use it. A cookie to anyone who guesses what real-world area I crudely copied the area from) As the adventure continues, the map will get filled in. (mostly from suggestions you guys make. If anyone want to be in charge of filling out features on the map then feel free to let me know.)

Anyway, lets see if this game works out.

[User] That would be northeast Canada. Sanabel and Sahuaginsland=Nova Scotia, Fiends Isle=Prince Edward Isle, Seterland=Quebec.

[User]
 I guess I should ask about Alchemist...

 Originally Posted by CustServ
 Technically, the feat does not state that it gives you the starting rituals (or later bonus rituals that a Wizard would get from his spellbook), so unfortunately the answer is no.

However, this does seem like a reasonable thing to discuss with your DM and see if he would allow you to have. I know I'm allowing it in the game I run with an alchemist.

Yea or nay?

[User]
 Originally Posted by Jokes
 I guess I should ask about Alchemist...

Yea or nay?

Hmmm... if your wizard takes the Alchemist feat then I would say that each level that he gains rituals for ritual casting he gains an equal number of alchemical formulas that he can create.

So, if a wizard takes the alchemist feat, then he gains three level 1 formulas and two formulas of level five or below. then two formulas at each level he would get two rituals. Unless he replaces ritual caster with alchemist in which case he just gets formulas instead of rituals.

[User] Hey all, Sorry, I didn't post earlier, had 2 major exams today, so was studying quite intensely (Pure Mathematics AND History on the same day!) I should be posting in about 10-20 minutes. 🙂

[User]
 I can't believe that I didn't notice that I didn't level up Yuri... I also forgot to give them their magic gear...😳 I forgot we started at level 5 😏

That being the case, I will stick to ritual caster, taking alchemist at level 2 and paying for recipes. It's not like they are expensive.

[User] Holy crap I just roll a natural 20 + 4 on a Perception check. My first roll  of the game rocks baby! 🙂

[User] Countered your 20 with a 3 of my own...☹

[User] Aww, it's ok. Knowing my luck, I'll start to have suck rolls at the worst possible moment. 😛


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

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

On the map, green is open terrain, yellow is difficult terrain, red/brown is the cliffs

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

Touchstone

 Spoiler
start at L13

Kilan

 Spoiler
start at Y33

[User]
 Touchstone

Touchstone, hovering invisible in the air, announces himself, and looks at his foe.  "Of course,"  he remarks sardonically,  "I get the guy with more brawn than the rest of the world's brains put together. Joy."  Touchstone reaches into a pocket and pulls out a small metal sphere, while adopting a fighting stance.

 Spoiler
Standard action: pull out Iron Bands. Swift action, assume Assasin's stance. Maneuvers prepared, Warblade/Bloodclaw Master: Dancing Mongoose, Pouncing Charge, Rabid Bear Strike, Death from Above, Iron Heart Surge. Maneuvers prepared, Swordsage: Emerald Razor, Ruby Nightmare Blade, Fleshripper, Soaring Raptor Strike. Init:  (1d20+16)[ 20 ]

[User]
 An eight foot tall humanoid grins a mawful of fangs. Somewhere between an anthro tiger and a dragon, it growls softly, The hunt is on. Pray to whatever god you worship that my claws don't find your flesh.

Init:  (1d20+6)[ 25 ]

[User]
 Fly up 70', then move to Y21, land on the cliff.

Turn

[User]
 Touchstone

Touchstone flies 60 feet straight up into the air. Activate Leaps And Bounds (+6 bonus to jump, balance, and tumble checks).

EDIT: Touchstone declares Kilan his dodge target, and will always do so (Damn, Dodge is hard to remember).

[User] Move to O18 and land, using the cliff as total cover. Ready an action for breath attack if you get within 20 feet.

[User]
 Touchstone

Sighing as his opponent dodges out of sight behind cover, Touchstone moves up another 60 feet and puts his sphere behind his back. Ending the invisibility, Touchstone calls to his opponent.  "OY, BRUTE! YOUR MOTHER HAD FLEAS AND YOUR FATHER HAD BAD BREATH!!!"

 Spoiler
Ready an action to throw the Iron Bands if Kilan gets close enough to Touchstone to use his claws.

[User]
 He stands still, but shouts back,
 MY FATHER DIDN'T MIND YOUR MOTHER'S FLEAS WHEN HE SHOWED HIS DRACONIC SUPERIORITY TO HER!!!

Full Defense Action, still holding action.

[User]
 Touchstone

Touchstone sighs, and flies back 60 feet.  "I can keep this up all day. If you don't come at me, I'm going to be able to chip away at you until you collapse."

 Spoiler
Move to square D5, ready an Eldritch Spear to be used as soon as Kiran is in range and Touchstone has line of sight.

[User]
 Move North, than East to G11, still staying out of the line thanks to the cliffs.

 Too bad. A true hunter can wait for days.

[User]
 Touchstone

Flying south, Touchstone sighs. He had hoped for an interesting fight.  "Look, you're going to have to come at me eventually. So, quit stalling, or the scary robed man might get miffed."

 Spoiler
Move to P5, ready the Iron Bands for if/when Kilan comes within ten feet of Touchstone. EDIT: Or whatever is close enough for Kilan to claw Touchstone.

[User]
 Fly to L5, 20' away from you.  If you are so impatient to die, than be my guest. Lets see how well you burn.

Fire Breath, DC22 Reflex for Half damage.

Blink miss chance: Highs miss 81-100  (1d100)[ 88 ]

Damage  (6d8)[ 29 ]  Fire

Edit: At least, I assume that the Supernatural ability is affected by the etherealness. May need a ruling.

[User]
 Touchstone

Reflex Save:
 (1d20+21)[ 35 ]

When did you activate your blinking?

EDIT: Also, what was the ruling on 24-hour buffs? If we're allowed to keep them up all the time, I guess it won't affect this fight, but it would be good to know in the future.

[User] Its a ring, its always on. If not, just make it the standard action I didn't use for before the fight.

[User]
 Ring of Blinking requires a command (standard action that does not provoke attacks of opportunities), and lasts for seven rounds before needing to be reactivated. It can be used as many times per day as you want to.

However, since your character would've been blinking in the beginning, my actions would probably have been somewhat different. I would've used my See the Unseen invocation. It's a 24 hour buff anyway, so I probably could have had it active the entire time anyway. So, you get to retcon in blinking, I get to retcon in See the Unseen?

[User] Deal, and I have... three rounds of this Blink left.

[User]
 Touchstone

Touchstone blinks as the flames turn etheral right before touching him. Dropping a bit, he flies south some more.  "Oh, please now. Fighting at a distance? Are you afraid to get too close? C'mon, you ***** cat!"  Touchstone shouts to his opponent.

 Spoiler
Drops 5 feet and moves to V5, readying the sphere in the same manner I've readied it every single other time.

Also, I find the censor on this quite amusing. You can probably figure out what I was trying to say, though.

[User]
 Well then, I guess it is time to end this.  The lycan's wings open in a menacing manner as he takes flight and charges toward you.

Pending shenannigans, I full attack.

 Spoiler

Claw, Claw, Bite, Rake, Rake, Grapple
 (1d20+30)[ 48 ]
 (1d20+30)[ 40 ]
 (1d20+29)[ 38 ]
 (1d20+27)[ 34 ]
 (1d20+27)[ 35 ]
 (1d20+37)[ 47 ]

Damage, same order.

 (1d8+20)[ 27 ]
 (1d8+20)[ 27 ]
 (2d6+10)[ 16 ]
 (1d8+11)[ 18 ]
 (1d8+11)[ 13 ]

[User]
 Oh, I forgot ethereal miss. Highs miss again.

 (1d100)[ 8 ]
 (1d100)[ 10 ]
 (1d100)[ 65 ]
 (1d100)[ 44 ]
 (1d100)[ 71 ]

[User]
 Touchstone

Shenanigans time, though I'm feeling unlucky. If the bands hit, you're helpless, and this happens as soon as you're in range, so if I succeed, the attacks didn't happen.

Ranged Touch:  (1d20+23)[ 28 ]

Etheral miss chance, 81-100 misses:  (1d100)[ 84 ]

[User]
 Touchstone

While his heart sinks from seeing the bands pass through suddenly empty space, he is relieved to find that only one of his opponent's attacks succeed. Closing the distance between the two, Touchstone becomes invisible once more, unsheathes his weapons, adopts a more defensive stance, and strikes out with his full force.

 Spoiler
Dammit. However, only the first claw hits, for 17 points of damage after DR.

Five foot step, resume invisibility, free action unsheathe weapons, adopt Stance of Clarity (EDIT: Just to be clear, Kilan is the target of the stance😛), Rabid Bear Strike.

To hit:  (1d20+23)[ 37 ]

Damage:  (1d3+6)[ 9 ]  +  (10d6)[ 30 ]

Miss chance, same as before:  (1d100)[ 9 ]

[User] Hold on since I hit you with one of my attacks, I got to grapple you as a free attempt. So you have to beat my grapple roll.

[User]
 You don't get improved grab or rake in hybrid form.

EDIT: Actually, you can't pounce either. Which doesn't really affect this time anyway, as only your first attack hit.


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

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

On the map, green is open terrain, yellow is difficult terrain, red/brown is the cliffs

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

Hettar

 Spoiler
You start at I5

Alya Montane

 Spoiler
You start at AK39

[User]
 After hearing her name called, Alya exclaims: " Ah, another fight! Maybe this one will last for more than 20 seconds! "

With that, Alya once again assumes the form of a huge cactus and unleashes the beasts within!

Initiative:
 (1d20+11)[ 20 ]

Preparations:

 Spoiler
Standard Action: Wildshape into Sanguaro Sentinel
Swift Action: Initiate Devotion
Free Action: Rage
Free Action: Feral Trance
Free Action: Cloak
Always On: Flame's Blessing

Description:

 Spoiler
In her present shape, Alya is a 15' tall humanoid cactus-like creature. Visible equipment includes a Crown of some sort, a Necklace, a Belt, a Cloak, Boots and a Robe. The towering figure radiates strength and confidence, with extremely focused eyes piercing an observer's mind. She stands in a martial artist's stance.

EDIT: I'll need to know your creature type for Knowledge Devotion and Favored Enemy.

[User]
 Originally Posted by Eldariel
 EDIT: I'll need to know your creature type for Knowledge Devotion and Favored Enemy.

OOC So do I, Hettar is a Humanoid (Elf).

Hettar replies,  "I hope not, if I wish to survive."

Standard Action: activate cloak for invisibility, 2 charges, 3 rounds for both me and the bat.

Init: take best of both  (1d20+19)[ 22 ]   (1d20+19)[ 27 ]

[User]
 OOC How do you keep your Items in wild shape?

Hettar mounts his bat (free action), and the bat "runs" to 10 ft above S22 If he sees his opponent (which he does), the bat continues on to AF 38. free action to dismount and activate boots of speed. after full attacking, he activates Belt of battle (swift action) and makes another full attack action.
 (1d20+31)[ 42 ]  damage:  (1d8+15)[ 18 ] + (10d6)[ 40 ]
 (1d20+31)[ 40 ]  damage:  (1d8+15)[ 19 ] + (10d6)[ 46 ]
 (1d20+31)[ 41 ]  damage:  (1d8+15)[ 16 ] + (10d6)[ 32 ]
  (1d20+31)[ 32 ]  damage:  (1d8+15)[ 21 ] + (10d6)[ 33 ]   edit: I hate natural ones.
 (1d20+31)[ 50 ]  damage:  (1d8+15)[ 17 ] + (10d6)[ 36 ]
 (1d20+31)[ 34 ]  damage:  (1d8+15)[ 19 ] + (10d6)[ 26 ]
 (1d20+26)[ 42 ]  damage:  (1d8+15)[ 16 ] + (10d6)[ 40 ]
 (1d20+26)[ 40 ]  damage:  (1d8+15)[ 22 ] + (10d6)[ 30 ]
 (1d20+21)[ 29 ]  damage:  (1d8+15)[ 22 ] + (10d6)[ 45 ]
 (1d20+21)[ 32 ]  damage:  (1d8+15)[ 17 ] + (10d6)[ 36 ]

aditional 2 to attack if you can't see invisibility, and you loose your dex to AC. if you are mh, ooze, construct, undead, elemental, +4 damage per attack.

[User] OOC: Wilding Clasps. So far, one of those seems to be a hit. It still has a 50% miss chance though.

[User]
 Originally Posted by Eldariel
 OOC: Wilding Clasps. So far, one of those seems to be a hit. It still has a 50% miss chance though.

why? My longbow is a seeking longbow.

[User]
 OOC: I'm not entirely sure how Displacement and Seeking interact. On one hand, Displacement says it's "like total concealment", which Seeking ignores, but on the other hand, Seeking states that the arrow must still be aimed at the correct square while Displacement relocates, and Displacement stipulates you need True Seeing to locate the creature. Let's assume it hits - it seems about as reasonable an interpretion as the opposite. I'll take 17 points of Bow-damage, but I've got Plant-immunities so I'm immune to Skirmish (unless you have means to overcome the immunity of a Humanoid (Human) with Plant-immunities).

Knowledge Devotion (with Collector of Stories):  (1d20+26)[ 35 ]

[User] seeking ignores ALL miss chance. how high is your AC?

[User] OOC: Over 50. Flat-footed + invisibility gets you one hit (the roll of 50). You can check out my sheet after the fight. I assume it's my turn since you spent full-round action and swift action?

[User] Yes it's your turn. just to make it easy for you, my AC now is 41

[User]
 " Arrows?! ", Alya roars, " I  hate  arrows! "

With that, she explodes at Hettar.

Free Action: Activate Boots of Speed
Swift Action: Dual Stance into Hearing the Air + Flame's Blessing
Full-Round Action: Bounding Assault, move to AE35-AG37 (Huge) and Pounce on Hettar

Primary Unarmed Strikes:
 (1d20+43)[ 49 ]  for  (4d8+27)[ 44 ]  Miss (take better):  (1d100)[ 53 ]   (1d100)[ 30 ]
 (1d20+43)[ 61 ]  for  (4d8+27)[ 50 ]  Miss (take better):  (1d100)[ 32 ]   (1d100)[ 35 ]
 (1d20+38)[ 49 ]  for  (4d8+27)[ 46 ]  Miss (take better):  (1d100)[ 9 ]   (1d100)[ 87 ]
 (1d20+33)[ 46 ]  for  (4d8+27)[ 46 ]  Miss (take better):  (1d100)[ 96 ]   (1d100)[ 91 ]

Secondary Natural Attacks:
Slam:  (1d20+33)[ 52 ]  for  (2d6+24)[ 34 ]  Miss (take better):  (1d100)[ 81 ]   (1d100)[ 68 ]
Slam:  (1d20+33)[ 53 ]  for  (2d6+24)[ 34 ]  Miss (take better):  (1d100)[ 90 ]   (1d100)[ 70 ]
Bite:  (1d20+33)[ 41 ]  for  (1d6+24)[ 28 ]  Miss (take better):  (1d100)[ 5 ]   (1d100)[ 47 ]

[User]
 Rerolling second miss chance with Luck-domain's granted power:  (1d100)[ 28 ]

Critical Threat:  (1d20+33)[ 52 ]

EDIT: Unarmed Strikes 1, 3, 4 and both slams hit. The second Slam is a Critical (x2). The damage total is 238.

[User]
 that kills me, I believe.

where are those Wild clasps?

Edit: found them, never mind. can you PM me your sheet?

[User]
 OOC: Very well.

With Hettar whisked out of the arena, Alya assumes her normal Humanoid shape and sighs: " 6 seconds... People really should be made of something tougher. I was just getting started! "

[User]
 Wilding Clasps are on Magic Item Compendium pg. 190. 4000gp and attached to an item, basically make me able to keep items even when Wildshaped.

EDIT: Done.


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

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

On the map, green is open terrain, yellow is difficult terrain, red/brown is the cliffs

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

Frenzy

 Spoiler
You start at D7

Kortesh

 Spoiler
You start at AG40

[User]
 Kortesh smiles, showing his large blocky teeth. An auburn-haired human armed with a gleaming falchion, his form is disguised by a deep green shawl with an intricate vine pattern.

After hearing his name called, Kortesh focuses his senses. Drawing in a breath, his form shimmers and contracts. Suddenly, Kortesh is a man no longer. Now a Will-o Wisp, he blinks into obscurity.

(Mechanics)

 Spoiler
Swift: Hunter's Stance
Standard: Wildshape (Will-o Wisp)
Free: Natural Invisibility

Initiative: [roll0]1d20+13

Zack

[User]
 Screwed up Initiative, sorry.

[roll0]1d20+13

😡

Zack

[User]
 Last time. (I hope.)

 (1d20+13)[ 24 ]
😡

Zack


[User]
 Map: Any Preference?

Buff Rounds: 3+All Day work for you?

[User] I can do 3+ All day.  No map preference, really.  Just something with a little space.

[User]
 Basic Map:
X 1 2 3 4 5 6 7 8 9 10
A
B
C
D
E
F
G
H
I
J

That work?

Buffs
 Spoiler
All Day: GMW on Weapons, GMV on armor
Round 1: Potion of Barkskin
Round 2: Potion of Shield of Faith
Round 3: Potion of Conviction

Initiative  (1d20+4)[ 17 ]  (+1=18)

[User]
 Sure, I suppose.  I'll start in B2.

Buffs:
 Spoiler
No All day buffs.
Round 1: Manifest Schism (7pp)
Round 2 (Schism): Vigor, Augmented to 10 pp (+50HP)
Round 2: Activate Boots of Temporal Acceleration, 2 rounds
TA Round 1: Fly (Altitude +30)
TA Round 2: Blink, Greater (Altitude +60)
Round 3 (Schism) Touchsight, Augmented to 9pp (80 foot range)
Round 3: Invisibility, Superior, Altitude +90

At end of buff rounds, I'm not visible to normal vision.

[User] Init:  (1d20+4)[ 22 ]

[User]
 Im in E5.  You go first.

Sorry, I didnt know you were back on...

[User]
 EDIT:  No problem.  I figured you were AFK for a bit.

Actions:
 Spoiler
Schism: Inertial Armor, Augmented to 9pp
Move 60 feet down, Temporal Acceleration, Augmented to 2 Rounds, Overchannel +2 ML, Damage to me:  (3d8)[ 14 ]
TA Round 1: Channeled Lifetheft
TA Round 2: Continue Casting Channeled Lifetheft (2 round casting, will take effect at the start of my next turn)

Done.

[User]
 Ok then...do I see anything with

Spot  (1d20+15)[ 24 ]
Listen  (1d20+15)[ 23 ]

[User]
 Listen will hear me somewhere to your northwest and above you.  I'm assuming those are reactive for your turn, and not a pair of move actions.

Spot will detect nothing, with standard vision.  If you have additional vision modes/detection methods, let me know.

[User]
 Damn, I forgot blindsight that covers the whole area.

Where are you?

[User] Well, distance may be increased vertically, what's the range?

[User] 60ft Blindsight.

[User] B2, Altitude +30.  I'm faint, as if blinking in and out rapidly.

[User]
 Whats your misschance?  Im full attacking?

And how far away are you, exactly?

[User]
 Current range is 45 feet.

Miss chance if you're full attacking, and can See Invisibility (as you can) is 20%.

[User]
 Ok, the man in the black suit raises his guns and fires at you.

 (1d20+20)[ 34 ] ,  (1d5)[ 3 ]  1 misses,  (1d6+6)[ 8 ]
 (1d20+20)[ 39 ] ,  (1d5)[ 4 ]  1 misses,  (1d6+6)[ 11 ]
 (1d20+20)[ 38 ] ,  (1d5)[ 5 ]  1 misses,  (1d6+6)[ 11 ]
 (1d20+20)[ 33 ] ,  (1d5)[ 5 ]  1 misses,  (1d6+6)[ 10 ]
 (1d20+20)[ 36 ] ,  (1d5)[ 5 ]  1 misses,  (1d6+6)[ 12 ]
 (1d20+20)[ 35 ] ,  (1d5)[ 1 ]  1 misses,  (1d6+6)[ 10 ]
 (1d20+20)[ 39 ] ,  (1d5)[ 1 ]  1 misses,  (1d6+6)[ 8 ]
 (1d20+20)[ 32 ] ,  (1d5)[ 2 ]  1 misses,  (1d6+6)[ 8 ]
 (1d20+15)[ 35 ] ,  (1d5)[ 3 ]  1 misses,  (1d6+6)[ 9 ]
 (1d20+15)[ 17 ] ,  (1d5)[ 1 ]  1 misses,  (1d6+6)[ 9 ]
 (1d20+10)[ 16 ] ,  (1d5)[ 2 ]  1 misses,  (1d6+6)[ 9 ]
 (1d20+10)[ 18 ] ,  (1d5)[ 4 ]  1 misses,  (1d6+6)[ 11 ]

Sorry, Ive been in another match.  Turn not over.

[User]
 As the first round is fired, I manifest Anticipated Strike.  I steal my next turn, and take it... now.

First:  You are exhausted.  There is no save to that effect.
Second (my turn):
 Spoiler
Manifest Death Urge, fully Augmented
Schism: Manifest Psionic Dimension Door.  My new location is: B9, Altitude +60

Second:  I need a DC 25 Will save.
Third:  I disappear from your Blindsight.

[User]
 Oops.

Sorry...

Will Save  (1d20+11)[ 21 ]

My one weak point...

[User]
 Wait up a sec, man, a lot of needless rolls are being made.

EDIT:  You have Failed a will save versus an Augmented Death Urge.  For the next three rounds, you have the wonderful pleasure of having the following action.

On your turns, you must take a full round action to attack yourself with whatever weapon you have in hand right now.  This will result in one attack, which automatically crits.

[User]
 Yeah, didnt notice you updated until after I posted, sorry.

Deleted them.

[User]
 Ok, I automatically unload 588 bullets into my chest this next turn.

 (2352d6+14112)[ 22378 ]

And I reflect it to myself, giving myself a total of 44756 damage 😁

[User] Does that kill you?

[User]
 Yes, it does 😛

Im not a full caster this time...

[User] ...wow.  Just... wow.  I never anticipated Lightning Mace for my opponent.  That power destroys that build.

[User]
 That was so awesome...

I think I broke the ubercharger record there...

[User] Amen.  I was anticipating getting a few rounds to pew-pew you, not to watch you atomize yourself.

[User]
 Originally Posted by Olo Demonsbane
 Ok, I automatically unload 588 bullets into my chest this next turn.

[roll0]

And I reflect it to myself, giving myself a total of 44756 damage 😁

Okay, how did you do that?

[User]
 Necromancer!

Olo has Lightning Maces and an Aptitude weapon. The effect is that he gains an extra attack every time he threatens a critical. Since every attack he makes against himself from Death Urge crits, well, he can just go on forever. I think here he ran out of ammo.


[User]
 In which we discover just how much Glyph of Warding needs to be banned.

-

Preferences regarding map or buff rounds?

[User]
 You asked for two rounds in the chat, and that's... acceptable.  I can't promise I'll do anything intelligent with them though.

Setting... whatever.  A random roll selected the Temple, and I'm ok with that.

[User]
 Map:
 Spoiler

Buff rounds:
 Spoiler
All day:
 Spoiler
None. I'm using precisely two spells for the purpose of this little experiment.

Round 1:
 Spoiler
Cast Fly. Fly up to +30.

Round 2:
 Spoiler
Cast Superior invisibility from scroll. Fly up to +60.

[User]
 Buff Rounds

 Spoiler

I place a tree at X 13 and another at X 14.  They are 60' high and 40' in diameter at the top, with 5' diameter trunks.  How the tree tops interact is not something I want to think about.

Initiative:
 (1d20+5)[ 8 ]

You'll see the results of my buff rounds as soon as the match starts, so feel free to look then.

[User]
 I win initiative automatically. I can see over the center of the temple. What would normal vision reveal?

There be ninjas about.

[User] Two trees next to each other at X 14 and X 13.  The tops seem pressed together, almost as though this was poorly planned.

[User]
 I am standing in Y 13.  9 DC 20 Spellcraft checks will identify these glowy things I have.

Other things of note are the chain shirt and heavy steel shield.  No wielded weapon.  Also lots of equipment, ask if it becomes an issue.

[User]
 Spoiler
Fly over to Y-12, +40, then upend the sack of rubber balls.

195 rubber balls drop to the ground in Y-12.

Make 50 fort saves. I'll adjucate the effects of the others if you survive or are immune to the effects of Flesh to Stone.

[User]
 Oh, how I love the test of spite.  Grouped in 10's for your reading pleasure.

 Spoiler

 (1d20+19)[ 22 ]
 (1d20+19)[ 37 ]
 (1d20+19)[ 21 ]
 (1d20+19)[ 25 ]
 (1d20+19)[ 35 ]
 (1d20+19)[ 31 ]
 (1d20+19)[ 33 ]
 (1d20+19)[ 25 ]
 (1d20+19)[ 21 ]
 (1d20+19)[ 28 ]

 Spoiler

 (1d20+19)[ 30 ]
 (1d20+19)[ 22 ]
 (1d20+19)[ 37 ]
 (1d20+19)[ 26 ]
 (1d20+19)[ 38 ]
 (1d20+19)[ 28 ]
 (1d20+19)[ 26 ]
 (1d20+19)[ 22 ]
 (1d20+19)[ 22 ]
 (1d20+19)[ 38 ]

 Spoiler

 (1d20+19)[ 29 ]
 (1d20+19)[ 31 ]
 (1d20+19)[ 26 ]
 (1d20+19)[ 22 ]
 (1d20+19)[ 24 ]
 (1d20+19)[ 22 ]
 (1d20+19)[ 25 ]
 (1d20+19)[ 23 ]
 (1d20+19)[ 25 ]
 (1d20+19)[ 35 ]

 Spoiler

 (1d20+19)[ 34 ]
 (1d20+19)[ 22 ]
 (1d20+19)[ 31 ]
 (1d20+19)[ 27 ]
 (1d20+19)[ 24 ]
 (1d20+19)[ 28 ]
 (1d20+19)[ 33 ]
 (1d20+19)[ 33 ]
 (1d20+19)[ 32 ]
 (1d20+19)[ 26 ]

 Spoiler

 (1d20+19)[ 32 ]
 (1d20+19)[ 24 ]
 (1d20+19)[ 26 ]
 (1d20+19)[ 28 ]
 (1d20+19)[ 34 ]
 (1d20+19)[ 20 ]
 (1d20+19)[ 38 ]
 (1d20+19)[ 21 ]
 (1d20+19)[ 34 ]
 (1d20+19)[ 39 ]

[User] Aaaand you're a statue.


[User]
 Arena Tournament, Exhibition:  Chile VI  vs  Mr.Isle
 Map

 Spoiler

 Chile VI  - chilepepper
 Ms. Isle  - Koury

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

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

Starting in A14.

[User]
 Start in Y14. I can't beat your init, you're up.

PermaLoS? Or character knowledge?

[User] Should read Ms.Isle, sorry.

[User] This glass arena doesn't have any vision blocker, so unless you one of us casts something that blocks LoS, it's Perma.

[User]
 Round 1

Casting a spell - DC 16 Spellcraft check to open spoiler

 Spoiler
Expeditious Retreat

 Done

Stats, refs only

 Spoiler

Hp 9/9
AC 11,11,10
Spells 5/3
Expeditious Retreat 1/20

[User]
 I was joking about the Mr. thing 😁

You're up good sir.

Ninja.

Round 1

[roll=Spellcraft]1d20+7[/roll]

Double move to N16

End turn.

[User] ninja'd you with my round 1 turn

[User]
 Can't edit in a roll, duh.

  Spellcraft  - (1d20+7)[ 17 ]

[User] So, Exp.Retreat.  It's your turn.

[User] Edited my ninja'd post after I saw it was ninja'd. Sorry, wasn't trying to cause edit-confusion 😁

[User]
 Round 2

Move to D1

Cast another spell, DC 16 spellcraft again

 Spoiler
Fist of Stone

stats for refs
 Spoiler

Also activate Law Devotion:AC
HP 9/9
AC 14,14,13
ExpRetreat 2/20
Fist of Stone 1/20
Law Devotion 1/10

Done.

[User]
 Move to N12

Ready Action
 Spoiler
LoE=MM

End.

[User]
 Round 3

Move to G10 around the north side of the wall.

Cast a spell, no need for the spellcraft since I become a large creature.

Done.

[User]
 During your move, I gain temporary LoE, triggering my action.

  Damage  - (1d4+4)[ 6 ]

Spellcraft DC 16 OR Int of ~4 IRL
 Spoiler
MM

Move to N16.

Cast Spell again.

  Damage  - (1d4+4)[ 7 ]

Spellcraft DC 16 OR Int of ~4 IRL
 Spoiler
MM

End.

[User]
 Round 4

Move to M17-N18.

Grapple
Provoke AoO
Touch Attack  (1d20+9)[ 13 ]
Grapple Check  (1d20+13)[ 25 ]
Unarmed Damage  (1d4+7)[ 11 ]

Done, pending your rolls.

[User]
 You hit my touch AC exactly, jerk. 🫤

I am technically unarmed, so no AoO.

I can't beat that grapple check.

11 damage puts me at -4/10 (Rageclaws)

Whats your HP? I was hoping I got you.

It seems all my spells have somatic components. I'm unfamiliar with grapples, so I don't know what to roll to try and cast a spell, if possible at all.

[User]
 I have Blood Talons, which is the same as Rageclaws for the purposes of HP.

 Cast a Spell

You can attempt to cast a spell while grappling or even while pinned (see below), provided its casting time is no more than 1 standard action, it has no somatic component, and you have in hand any material components or focuses you might need. Any spell that requires precise and careful action is impossible to cast while grappling or being pinned. If the spell is one that you can cast while grappling, you must make a Concentration check (DC 20 + spell level) or lose the spell. You don’t have to make a successful grapple check to cast the spell.

edit: and you'd be at -1/10 HP right?
eidt2: I'm at -4/9

[User]
 You hit me for 11 and I had 7. Should be -4/7 (I put -4/10 think of my -10 HP limit, my bad).

All my spells have somatic components. I can't do anything.

Not sure what I need to do to break grapple, if I even can.

 (1d20)[ 11 ]
+0 STR
-4 grapple mod
+1 Escape Artist

I don't know what I'm supposed to do. Those are the mods I could think of as possibly mattering.

[User]
 Escaping takes an opposed grapple check instead of one attack, but you can roll an escape artist check instead as a standard action.  Since your BAB is low enough that you only get one attack, they are essentially the same.  You'd use your escape artist since it's higher.

Your result of 12 isn't enough to beat my +13 grapple check though.

On my turn, I squeeze you for  (1d4+7)[ 8 ]  damage and you're dead.

[User]
 Oops, forgot the grapple check.   (1d20+13)[ 30 ]

edit: You can't beat that.  And that's how to make a melee wizard.

[User]
 Figured I was about to die ☹

At least I got in a cool double shot 😛

Good one. I'm 4-3 now. You, Tanaric and Sallera beat me. I've beaten userpay, Eurus (x2) and Mavien.

I know you care about that 😉


[User]
 Arena Exhibition:  Stergan Mish  vs.  Ms. Isle
 Map:
 Spoiler

 XP Award:  0 XP
 GP Award:  0 GP

 Ms. Isle  - Koury
 Stergan Mish  - Eurus

 All Combatants, please roll initiative and declare final purchases, if any
 I'll edit this post once I got your stuff.  What now? 🤨

[User]
 Init  - (1d20-4)[ 6 ]
  Changes to Ms Isle
HP increases from 7 to 12 (d6 average +2)
Base will +1. Saves now 2/2/2
BAB +1
All skills currently with ranks increased by 1
Spells per day now 6/5
 Purchases
Potion of Fly - 750
Potion of Mage Armor - 50
Potion of Invisibility - 300
Potion of Blur - 300
Potion of CLW x 2 - 100
~~~~~~~~~~~~~~~
Total spent: 1500
Total remaining: 1

I'll revise this if its too much of a lame move on my part 😏

[User] ...I won't use invisibility if you don't. Flight is fine, though. 😛

[User] OK. Swapped out for Fox's Cunning, same price.

[User]
 Okay,  sheet here . I opted to go with a Manticore Belt totemist over a Girallon Arms one.  My  assortment of potions is listed on the sheet. 😉

See any particularly obvious errors?

[User]
 Oh, and initiative.

 (1d20+4)[ 11 ]

[User]
 I knew I'd be dealing with shield. Jerk.  😡😏

No, nothing obvious. You're up. PermaLoS? Character knowledge?

[User]
 Hey, Shield is a perfectly common and useful spell. It's not just there to spite you, I swear. 😏

Perma LoS works for me. This character isn't stealth based.

Starting in B-13. Quaffing a potion of Reduce Person as a standard action. Moving to J-13 as a move action. Activating Travel Devotion as a swift action, to move to M-9. End turn.

[User]
 Start Y13. Two potions in hand. Blur and Fly

Drink potion of Blur.

Move to U14.

[User]
 Move action: Move to N-7.
Standard action: Activate Manticore Belt to shoot three spines. You should be 55 feet away, so that's a -2 range penalty.
Swift action: Move to K-9 with Travel Devotion.

  Attack 1  - (1d20+6)[ 24 ] ;   Damage 1  - (1d6)[ 2 ] ;   Miss chance 1  - (1d100)[ 71 ]
  Attack 2  - (1d20+6)[ 25 ] ;   Damage 2  - (1d6)[ 2 ] ;   Miss chance 1  - (1d100)[ 39 ]
  Attack 3  - (1d20+6)[ 18 ] ;   Damage 3  - (1d6)[ 1 ] ;   Miss chance 1  - (1d100)[ 61 ]

End turn.

[User]
 So 5 damage. OK. Is high or low miss? Not that it affects those rolls.

Drink Fly. Ascend 20 ft. Move to T10 (I'm unsure how movement is counted in 3d. I counted my up as 40 of my 60 ft (since 30 ft is max ascend speed, aka 2:1) and moved forward 20 ft for a total of 60.)

[User]
 I've always assumed that the default was low misses, so that's what I'll be going with.

Move: Draw potion of Expeditious Retreat.
Standard: Drink it.
Swift: Move to E-11.

I like high move speeds. 😏

[User]
 Move to J9.

Blast ceiling panel above me.

End turn.

[User]
 Swift: Move to F-13.
Standard: Shoot three spines at you.
Move: Move to F-21.

  Attack 1  - (1d20+8)[ 15 ] ;   Damage 1  - (1d6)[ 6 ] ;   Miss 1  - (1d100)[ 37 ]
  Attack 2  - (1d20+8)[ 19 ] ;   Damage 2  - (1d6)[ 6 ] ;   Miss 2  - (1d100)[ 35 ]
  Attack 3  - (1d20+8)[ 18 ] ;   Damage 3  - (1d6)[ 5 ] ;   Miss 3  - (1d100)[ 3 ]

End turn.

[User]
 1 and 3 miss, assuming those aren't touch attacks.

11 Damage total.

Float up 5 ft then over to H8.

Draw potion. CLW.

End

[User]
 They're normal attacks, not touch. Range increment 30 feet, piercing damage.

Standard: Throw grappling hook up. Use Rope DC 14.
 (1d20+5)[ 21 ]

Move: Draw potion of Shield.
Swift: Move to J-25. Yes, I'm leaving the rope in F-21.

End turn.

[User]
 Drink potion

  Heal  - (1d8+1)[ 4 ]

Move to N5, float down 10 ft.

End.

[User]
 Standard: Drink potion of Shield.
Move: Draw potion of Cure Light Wounds.
Swift: Move to E-18.

End turn.

[User]
 Buff fest time, eh?

Draw and drink potion of Fox's Cunning. Int +5 now.

Float up 10 ft and S 15 ft to N8

End

[User]
 Free: Drop the potion. By the rules, it doesn't break if it falls less than 10 feet. 😏
Move: Start by moving to F-21. Then climb 20 feet, taking a -5 penalty (giving me a modifier of +1, for a DC of 0 to climb a knotted rope). End this move in F-20, on the glass ceiling.

Standard: Shoot you with the spines.

  Attack 1  - (1d20+4)[ 10 ] ;   Damage 1  - (1d6)[ 3 ] ;   Miss 1  - (1d100)[ 60 ]
  Attack 2  - (1d20+4)[ 12 ] ;   Damage 2  - (1d6)[ 4 ] ;   Miss 2  - (1d100)[ 60 ]
  Attack 3  - (1d20+4)[ 13 ] ;   Damage 3  - (1d6)[ 1 ] ;   Miss 3  - (1d100)[ 45 ]

Swift: I may regret this, but I'll jump off the roof down back to E-18. Auto-pass the jump check to reduce falling damage by 1d6, and the first 1d6 is nonlethal since I'm intentionally jumping instead of falling. So I take:

  Nonlethal  - (1d6)[ 2 ]

End turn.

[User]
 All three miss. Draw and drink Mage Armor.

End.

[User]
 You know what? I'll do the exact same thing as last time. Run up, shoot you, hop down.

  Attack 1  - (1d20+4)[ 21 ] ;   Damage 1  - (1d6)[ 1 ] ;   Miss 1  - (1d100)[ 57 ]
  Attack 2  - (1d20+4)[ 5 ] ;   Damage 2  - (1d6)[ 5 ] ;   Miss 2  - (1d100)[ 97 ]
  Attack 3  - (1d20+4)[ 22 ] ;   Damage 3  - (1d6)[ 4 ] ;   Miss 3  - (1d100)[ 74 ]

And I take   Damage  - (1d6)[ 1 ]  again.

[User]
 2 hits, 5 damage.

Draw and drink CLW #2 (and my last potion)

  Heal  - (1d8+1)[ 7 ]

End

[User]
 Once more, with feeling!

  Attack 1  - (1d20+4)[ 16 ] ;   Damage 1  - (1d6)[ 3 ] ;   Miss 1  - (1d100)[ 96 ]
  Attack 2  - (1d20+4)[ 13 ] ;   Damage 2  - (1d6)[ 2 ] ;   Miss 2  - (1d100)[ 14 ]
  Attack 3  - (1d20+4)[ 24 ] ;   Damage 3  - (1d6)[ 3 ] ;   Miss 3  - (1d100)[ 35 ]
  Nonlethal  - (1d6)[ 4 ]

[User]
 1 hit for 3 damage. I'm at 8 damage, for the record. You're at 7 nonlethal.

Move to J16. Attack panel with your hook on it. It shatters.

End

[User]
 Pick up CLW potion, drink it, move to J-13. End turn.

  Healing  - (1d8+1)[ 2 ]

[User]
 Move to J9 and down 5 ft (should be 30 ft away. I don't feel like measuring the 3d-ness really. I move closer if your not in range)(hovering over broken panel).

Cast Spell

  Ranged Touch  - (1d20+4)[ 5 ]  vs AC 15
  Damage  - (2d8+5)[ 16 ]

With a little luck, this could be game. I need to hit AND deal 12 damage. 11 staggers you.

[User]
 Sadly, you completely botch it. 😛 And I retaliate with some more spines as a standard action. But I believe my Reduce Person and Travel Devotion have  both  worn off.

  Attack 1  - (1d20+6)[ 24 ] ;   Damage 1  - (1d6)[ 6 ] ;   Miss 1  - (1d100)[ 91 ]
  Attack 2  - (1d20+6)[ 21 ] ;   Damage 2  - (1d6)[ 4 ] ;   Miss 2  - (1d100)[ 49 ]
  Attack 3  - (1d20+6)[ 11 ] ;   Damage 3  - (1d6)[ 2 ] ;   Miss 3  - (1d100)[ 88 ]

My move action will be to go to E-19.

[User]
 Move to E16 and down to +10 ft

Cast Spell

  Damage  - (3d4+5)[ 15 ]

Reflex DC 16 for half.

End

[User]
 Ow ow ow. Let's hope I make it. >_>

  Reflex  - (1d20+9)[ 24 ]

[User]
 Okay, I'm still up. But my Expeditious Retreat has worn off, so I can't keep running. Let's hope this works, then; one last attack.

  Attack 1  - (1d20+4)[ 21 ] ;   Damage 1  - (1d6)[ 2 ] ;   Miss 1  - (1d100)[ 74 ]
  Attack 2  - (1d20+4)[ 19 ] ;   Damage 2  - (1d6)[ 3 ] ;   Miss 2  - (1d100)[ 76 ]
  Attack 3  - (1d20+4)[ 11 ] ;   Damage 3  - (1d6)[ 1 ] ;   Miss 3  - (1d100)[ 18 ]

End turn.

[User]
 I take 5 more damage. I'm at -1/12 (Rageclaws).

Close distance and finish the fight. You have 5 nonlethal and 7 lethal. You're down in 5 damage. On an extreamly low roll you can reflex and live.

  Damage  - (3d4+5)[ 15 ]

Should be game.

[User] Yup. Good game. I can't seem to win a fight to save my life, though. 😁

[User] And I literally JUST realized something about one of my feats that I didn't know before. I should pretty much only lose battles at level one when I get one-shotted now.

[User] What, Fell Drain? I've been wondering why you haven't just thrown around Fell Drain Acid Splashes, or something...

[User]
 Yeah, I didn't know I could make higher slots then I had. I just took Fell Drain because I planned on Fell MMing eventually. Apparently I can do that at lvl 3.

EDIT: I took Versatile Spellcaster just because higher slot > 2 lower slots 90% of the time. Lucky synergy I guess.

[User]
 Originally Posted by Koury
 Yeah, I didn't know I could make higher slots then I had. I just took Fell Drain because I planned on Fell MMing eventually. Apparently I can do that at lvl 3.

EDIT: I took Versatile Spellcaster just because higher slot > 2 lower slots 90% of the time. Lucky synergy I guess.

Yup. You should be golden, then. If Fell Drain Magic Missile doesn't work, Fell Drain Hail of Stone almost certainly will.

[User]
 My Evo caster level is +1 from spellgifted too, so at level two I toss out two missiles with MM. That'll be nice for FFAs. Sadly that doesn't allow me to drain two levels from one spell though.

Is there something I can get that allows me to gain from levels I drain?

[User]
 Originally Posted by Koury
 My Evo caster level is +1 from spellgifted too, so at level two I toss out two missiles with MM. That'll be nice for FFAs. Sadly that doesn't allow me to drain two levels from one spell though.

Is there something I can get that allows me to gain from levels I drain?

With metamagic? Not that I know of. I think in Libris Mortis there are some feats that let you benefit from drained levels, but they only work for racial energy drain abilities.

[User]
 Save DCs are based on regular spell level, right? Fell Drained Burning Hands is still save vs level one spell?

What about Spellcraft DC to identify?

[User]
 Originally Posted by Koury
 Save DCs are based on regular spell level, right? Fell Drained Burning Hands is still save vs level one spell?

What about Spellcraft DC to identify?

Right. Fell Drained Burning Hands  is  a level 1 spell, for all intents and purposes, so unless something specifically says otherwise, the DC to identify should be normal. I don't know if identifying a spell identifies metamagics on it or not, though.


[User]
 Arena Exhibition:  Tiel  vs.  Ms. Isle
 Map:
 Spoiler

 XP Award:  0 XP
 GP Award:  0 GP

 Ms. Isle  - Koury
 Tiel  - Ozgun

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

I'll edit this post once I got your stuff.

[User]
 Are we going PermaLoS or based on what our character can see?

  Init  - (1d20-4)[ 2 ]

No purchases, as I have 1 GP.

[User]
 Initiative for  Tiel
 (1d20+2)[ 14 ]

Tiel double-moves to O17, your turn.

[User]
 Well, let's see here.

Move to T14.

Cast Spell
Spellcraft DC 15 to open.
 Spoiler
Fell Drain Ray of Frost

  Ranged Touch  - (1d20+3)[ 7 ]
  Damage  - (1d3+3)[ 5 ]

End Turn

[User]
 Nitpick on your build: Can't double up on the Pathetic flaw on one stat. You can take it twice just fine, but it needs to be on two different stats.

EDIT: Uh, I just realized my turn was illegal. I took a full round action after moving. We can roll with it this one time, since I failed horribly anyway, or we can rewind.

[User]
 Act like one of the 'pathetic' s are one Wisdom, changing in a sec. Your touch attack is an obvious miss.

Tiel charges you. He's now at R16.

Attack
 (1d20+8)[ 17 ]
Damage
 (1d8+8)[ 12 ]

Your turn.

[User]
 I'm alive, but hurt badly. Can't take another one of those.

5 ft step back. Cast Spell.

Spellcraft DC 15
 Spoiler
Fell Drain Ray of Frost

  Ranged Touch  - (1d20+3)[ 4 ]  vs Touch AC 12
  Damage  - (1d3+3)[ 6 ]

EDIT: A one. Really? 🫤 I've blown my load, by the way. Unless your rolling turns atrocious, I have no chance.

[User]
 5ft step forward, attack!

 (1d20+4)[ 21 ]
 (1d8+6)[ 8 ]

That should kill, good game! :)