[User]
 Test Your Might: Trial VIII
  Bracket: ECL 9-10
  Chain   vs.   TheCountAlucard

 Spoiler
Choose your buff time or lack thereof.

[User] Well Vanna, I'd like to go with all-day buffs.

[User]
 Spoiler
 Chain  has declared long buffs only. Prepare as appropriate.

[User]
 All righty...

Here's the map.
 Spoiler

It's outdoors, hours after sundown. No moon or stars are visible, but everything is in shadowy illumination because of the fireflies that flit about. Lots and lots of fireflies. As noted in the key, any square with "PC" in it is valid for you to place your characters in. The limit at which a Spot check is available to see something is  (2d8*10)[ 100 ]  feet. Position yourselves, and roll initiative. 😎

Several children in town have gone missing, stolen away shortly after a mysterious stranger came to town. The stranger disappeared, however, before he could be confronted, and thus the PCs were hired to find him and bring the children back.

 Observers Only
 Spoiler
The Caillteanas is in square E5.

[User]
 The Beatstick (here on known as "BS")   Initiative  - (1d20+5)[ 22 ]  is positioned at I13.
The Blaster Caster (here on known as "BC")   Initiative  - (1d20+3)[ 23 ]  is positioned at J15.
The Healbot (here on known as "HB")   Initiative  - (1d20+2)[ 12 ]  is on his horse positioned at J13-J14.
The Skillmonkey (here on known as "SM")   Initiative  - (1d20+3)[ 15 ]  is positioned at K15.

Who acts first?

[User]
 Originally Posted by Chain
 Who acts first?

 Observers Only
 Spoiler
😩 Man, forgot to roll initiative. I suck at this. 😛
  Caillteanas  - (1d20+7)[ 15 ]
 The Petals
 Spoiler
  Petal1  - (1d20+9)[ 28 ]
  Petal2  - (1d20+9)[ 16 ]
  Petal3  - (1d20+9)[ 21 ]
  Petal4  - (1d20+9)[ 25 ]
  Petal5  - (1d20+9)[ 22 ]
  Petal6  - (1d20+9)[ 13 ]
  Petal7  - (1d20+9)[ 23 ]
  Petal8  - (1d20+9)[ 27 ]
  Petal9  - (1d20+9)[ 29 ]
  Petal10  - (1d20+9)[ 19 ]
  Petal11  - (1d20+9)[ 20 ]
  Petal12  - (1d20+9)[ 18 ]
  Petal13  - (1d20+9)[ 26 ]
  Petal14  - (1d20+9)[ 23 ]
  Petal15  - (1d20+9)[ 25 ]
  Petal16  - (1d20+9)[ 11 ]

  Banshrae  - (1d20+7)[ 18 ]
  Redcap1  - (1d20+5)[ 14 ]
  Redcap2  - (1d20+5)[ 20 ]
  Redcap3  - (1d20+5)[ 10 ]
  Redcap4  - (1d20+5)[ 18 ]
  Redcap5  - (1d20+5)[ 13 ]
  Redcap6  - (1d20+5)[ 15 ]

EDIT: Okay, it'll be me, then BC, then me again, then BS, then me, then SM, then me again, then HB, followed by me. 😛

[User]
 Observers Only
 Spoiler
Petals 9, 1, 8, 13, 4, 15, 7, and 14 all make Hide checks.
  Petal9Hide  - (1d20+17)[ 35 ]
  Petal1Hide  - (1d20+17)[ 20 ]
  Petal8Hide  - (1d20+17)[ 28 ]
  Petal13Hide  - (1d20+17)[ 26 ]
  Petal4Hide  - (1d20+17)[ 30 ]
  Petal15Hide  - (1d20+17)[ 21 ]
  Petal7Hide  - (1d20+17)[ 29 ]
  Petal14Hide  - (1d20+17)[ 28 ]

Go ahead, your go.

[User] Is that my cue? Nervous about her surroundings and how difficult it is to see anything, BC uses Detect Hostile Intent.

[User] Yes, to the northeast, and to the west, there are creatures with hostile intent. Eight of them. Also would like some Spot checks.

[User]
 BC says "Stop. It's an ambush."

Spot Checks
  BS  - (1d20+15)[ 24 ]
  BC  - (1d20+4)[ 14 ]
  HB  - (1d20+2)[ 7 ]
  SM  - (1d20-1)[ 8 ]

[User]
 Observers Only
 Spoiler
Ad-hoc +4 to spot check because they know they're looking for something? Also, -1 penalty for every 10 feet of distance...

Petal 5 delays action until Initiative count 20.

Beatstick sees a pair of little petal-winged humanoid creatures in the underbrush in L12, wearing clothing made of leaves. Said creatures are under two feet tall, and hold daggers in their right hands.

Beatstick's move.

[User] BS uses his Ring of Invisibility and tumbles   Tumble  - (1d20+18)[ 34 ]  to K11.

[User]
 Observers Only
 Spoiler
New Spot check since Beatstick moved -   Beatstick  - (1d20+15)[ 35 ]

Petals 3, 11, and 5 (all in G10) hide while flying to E9.
  Petal3  - (1d20+17)[ 37 ]
  Petal11  - (1d20+17)[ 35 ]
  Petal5  - (1d20+17)[ 37 ]

Redcap 2 (N7) attempts to hide and snipe Beatstick with an eldritch stone.
  Redcap2Hide  - (1d20-6)[ -5 ]
  Redcap2Attack  - (1d20+3)[ 8 ]
  Potential Crit Confirmation  - (1d20+3)[ 10 ]
  If it hits  - (1d6+3)[ 8 ]

Petal 10 (G10) hides while flying to E9.   Petal3  - (1d20+17)[ 20 ]

Petal 12 (H5) flies over to F3, waving urgently to the Caillteanas.
Banshrae calls its flute into existance, and then readies an action to play his dread dirge if he sees anybody.

Beatstick's AC probably isn't 8, is it? 😛

A rock pings off Beatstick's armor, hurled from a sling by a toothy little old man in a red hat, standing in a treetop in N7.

Still my turn, hold on...

[User]
 Observers Only
 Spoiler
Redcap 4 (O3) will double-move, travelling along the trail until it reaches L9.

Petal 2 will join Petal 12.

Caillteanas will use his  invisibility  SLA, retrieve his  deck of illusions  from his bag of holding, and then take a 5-foot step out the door.

Redcap 6 (K6) will hide and then ready an action to hurl a stone at anyone who attacks Redcap 4 in melee.   Hide  - (1d20+14)[ 30 ]

Beatstick also spots one of the petal-winged creatures flitting over to E9, and then a second red-capped man appears, travelling along the trail until it reaches L10, at which point he bumps into Beatstick. He glares, a massive scythe at the ready.

Okay, your move.

[User]
 SM casts Haste defensively - on herself, BS, BC, HB and HB's mount.   Defensive Casting  - (1d20+20)[ 37 ]

(10 rounds remaining)

[User]
 Observers Only
 Spoiler
Redcap 1 (K7, typo) readies an action to attack anyone who approaches.
Petal 6 (H5) flies to G4, and readies an action to sing if any enemies approach.
Redcap 5 (J6) moves to J8.

Another red-capped gent emerges from the foliage in J8. He, too, wields a scythe.

Go ahead, Healbot.

[User] Now, wait, only BS can see the gent, or can everyone?

[User]
 Everyone can see all three gents. 😎

 Spoiler
Talic has pointed out to me in a PM that I've made some rule mistakes. In order to fix some of these, is it all right with you if I retroactively say that the fireflies are only on the trail, providing shadowy illumination out to 25 feet from the squares they occupy (i.e., the trail?)

[User]
 The Healbot readies her lance, charges forward, makes a slight turn at J11 (with the help of her Mount's Fleet of Foot feat) and charges into the Gent at L10. She continues on into the Light Terrain, unhindered by it as her horse floats about a foot off of the ground.

  Attack  - (1d20+20)[ 22 ]
  Damage  - (3d8+15)[ 32 ]

[User]
 As HB charges the geezer in L10, two rocks fly at him from the trees.

  Attack1  - (1d20+3)[ 9 ]
  Threat Confirm  - (1d20+3)[ 4 ]
  If Hit  - (1d6+3)[ 9 ]
  If Crit  - (1d6+3)[ 8 ]
  Attack2  - (1d20+3)[ 14 ]
  Threat Confirm  - (1d20+3)[ 19 ]
  If Hit  - (1d6+3)[ 8 ]
  If Crit  - (1d6+3)[ 6 ]

Nonetheless, the attack is effective, reducing the old man to a smear of blood and a single tooth.

[User]
 Sorry, should probably tell you their AC's.
BS's is 21. BC's is 22. HB's is 26 (would be 28, but she charged), and SM's is 21.

Also, I'm assuming it's still your turn.

[User]
 Yes, thanks.

 Observers Only
 Spoiler
Petals 16 moves to G4.
Redcap 3 (J4) climbs his tree.   Climb  - (1d20+2)[ 15 ]
Petals 1, 4, 8, 9, 13, and 15 delay until Initiative count 23.
Petals 4, 9, 8, and 13 then fly to H13 and sing.
Petals 1, 7, 14, and 15 all sing.

 Chain
 Spoiler
I'll need eight will saves from Healbot and her mount, four for Beatstick, eight for Blastercaster, and eight for Skillmonkey. If any of them have bonuses against enchantment, include them.

Four more of the little leaf-wearing humanoids smile softly as they float into H13. Their mouths open, and lilting, gentle music wafts through the trees as a half-dozen or more voices break out in song.

BC's turn.

[User] Using Detect Hostile intent she knows the direction of every creature within 30 ft who actively wishes her harm. I don't suppose I could persuade you to update the map?

[User]
 Spoiler
Here you go.

P represents the singing winged faerie thingies.
RC represents the hat-wearing old dudes.
I know, I suck at this. 😛

[User]
 It makes me nervous when you put things in spoilers. I'm not always sure I'm supposed to be looking at them.

BC drops an Empowered Ball of Cold (20-ft radius spread) centered on L5. Deals  (10d6+10)[ 43 ]  cold damage, Fort save DC 22 for half. Then she spends her move action to regain her Psionic Focus.

[User]
 Will saves
 Spoiler

BS
 (1d20+3)[ 23 ]   (1d20+3)[ 5 ]   (1d20+3)[ 13 ]   (1d20+3)[ 11 ]

BC
 (1d20+10)[ 18 ]   (1d20+10)[ 15 ]   (1d20+10)[ 28 ]  (1d20+10)[ 25 ]   (1d20+10)[ 19 ]  (1d20+10)[ 18 ]   (1d20+10)[ 18 ]   (1d20+10)[ 21 ]

HB
 (1d20+7)[ 19 ]   (1d20+7)[ 8 ]   (1d20+7)[ 20 ]   (1d20+7)[ 9 ]   (1d20+7)[ 21 ]   (1d20+7)[ 16 ]   (1d20+7)[ 14 ]   (1d20+7)[ 16 ]

Mount
 (1d20+7)[ 15 ]   (1d20+7)[ 22 ]   (1d20+7)[ 18 ]   (1d20+7)[ 25 ]   (1d20+7)[ 12 ]   (1d20+7)[ 8 ]   (1d20+7)[ 27 ]   (1d20+7)[ 18 ]

SM
 (1d20+7)[ 25 ]   (1d20+7)[ 16 ]   (1d20+7)[ 20 ]   (1d20+7)[ 13 ]   (1d20+7)[ 10 ]   (1d20+7)[ 9 ]   (1d20+7)[ 24 ]   (1d20+7)[ 16 ]

[User]
 Observers Only
 Spoiler
  Red Cap 1  - (1d20+3)[ 9 ]
  Red Cap 2  - (1d20+3)[ 18 ]
  Red Cap 3  - (1d20+3)[ 15 ]
  Red Cap 6  - (1d20+3)[ 23 ]
  Red Cap 5  - (1d20+3)[ 18 ]

Beatstick, Healbot, the mount, and Skillmonkey all yawn, beginning to grow bleary-eyed from the gentle music. Blastercaster, on the other hand, remains sharp and  asplodes the senior citizens with cold, psionic death , save for the one in K6, who nonetheless isn't looking too happy about it. Of each of the old men who died, only a single bloody tooth remains.

 Chain
 Spoiler
BS, HB, HB's mount, and SM all take a -5 penalty on Spot and Listen checks, as well as a -2 penalty on all Will saves against sleep effects.

[User]
 Spellcraft  - (1d20+14)[ 29 ]  Because of the Song?

 Spoiler
Unfortunately, it is 4:30 in the morning and I need to sleep. Now that we have it going can we treat this like a play-by-post game? Post whenever we get the chance>

[User]
 Spoiler
(Not a spell, sorry. Don't blame ya, though. 😁)

 Originally Posted by Chain
 Unfortunately, it is 4:30 in the morning and I need to sleep. Now that we have it going can we treat this like a play-by-post game? Post whenever we get the chance?

No problem. 🙂

 Observers Only
 Spoiler
Petals 3, 11, 5, and 10 fly over the house and to 5C.

Petal 12 will delay until Initiative count 16.

The Banshrae will begin playing its gibbering sing-along.

Petals 2 and 12 will ready actions to throw their daggers if any strangers approach.

The Caillteanas will move to square G4 and throw a card from his  deck of illusions  into square G5, on the roof of the cabin.

  Card  - (1d34)[ 14 ]  - Ogre Mage

He wills it to behave realistically.

A massive brute appears a few feet above the roof, hovering in place. It is hard to see, but it resembles a big, demonic human with green skin, claws, and horns. The figure wields a greatsword and wears a chain shirt sized for an ogre. At the same time, a strange, catchy tune begins to play.

Roll me a Will save for each PC, as well as Healbot's mount. Skillmonkey's turn. 😎

[User]
 Will Saves
  Beat Stick  - (1d20+3)[ 4 ]
  Battle Caster  - (1d20+10)[ 11 ]
  Heal Bot  - (1d20+7)[ 23 ]
  Mount  - (1d20+7)[ 21 ]
  Skill Monkey  - (1d20+7)[ 16 ]

The Skill Monkey breaks her Feather Token: Whip, and a long whip appears next to the demon.

  Attack  - (1d20+11)[ 28 ]
  Damage  - (1d6+1)[ 6 ]
  Grapple  - (1d20+15)[ 33 ]


[User]
 Arena Tournament, Round 53:  Griff  vs.  Krung
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Griff Dull eyes Oberwold  - Ladorak
 Krung  - RandopmAction

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

[User]
 Here we go again. Good luck Ladorak.

Initiative:  (1d20+2)[ 8 ]

Reserve right to make reactionary purchases.

[User]
 GM Kyeudo

It apears that Griff has failed to apear for his match.

 Krung is the Winner!


[User]
 Arena Tournament, Round 52:  Grayven  vs  Croysp
 Map

 Spoiler

 XP Reward:  300 XP
 GP Reward:  300 GP

 Grayven  I  - Thrall_Of_Ao
 Croysp  - Psionic Dog

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

[User]
 Initiative  - (1d20+4)[ 22 ]

Hmm... No initial purchases.
May make a reactionary purchase if necessary, but otherwise Croysp is ready to start.

[User]
 GM Kyeudo
 Croysp is the winner!

[User]
 Next time, some notification would be nice...it's literally been months since my last match.

🫤


[User]
 Arena Tournament, Round 53:  Dorian Gorei  vs.  Mike
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Dorian Gorei  - Shriken
 Mike  - Mavian

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

[User]
 Wizard Eh?  I guess we go to plan b.

No purchases unless my opponent purchases anything.  Quick question though, how much did you pay to add the spells to your spellbook, I don't see it listed anywhere.

init:  (1d20+3)[ 18 ]

[User]
 "Well met, Master Mike. I have one question, though; shouldn't you have a license for being that ugly?" he says, grinning.

No purchases. (not that I have the money. 😛 )
Thanks for seeing that; I added prices now. (100 gp each)

(roll)1d20+3(/roll)

[User] Oh, great. What'd I do wrong this time? ☹

[User]
 Ah! of course!

[roll0]

thar she blows!!

[User]
 (1d20+3)[ 21 ]
SO SORRY

[User] No problem, it happens to all of us occasionally.

[User]
 😳

Well, it looks like I go first.

 Spoiler
I'll start in N2.
Standard action: Open door in N3.
Move action: Move to R5

Stats:

 Spoiler
HP: 6/6
AC: 14
Touch: 14
FF: 10
(+3 Dex, +1 Dodge feat)
Prepared spells:
Magic Missile x2
Acid Splash
Daze x2

[User]
 Mike - Round 1

 Spoiler

Starting in M25 with 2 Hammers and a Javelin drawn.

Move Action: Open Door
Move Action: M25 to M16

Stats for Refs:

 Spoiler

Hp: 13
Ac: 17
Loc: M16
Weapons: Main Hammer, Off-hand Hammer, Tail Javelin

[User] Should I get an LoS check?

[User] I asked for one, but I'm guessing we don't have it, unless you did something crazy like run straight at me :p

[User]
 Heehee. Arrighty then, assuming there's no LoS, I'll

 Spoiler

Move action: Move to T9 by way of T6, and then straight south.
I reserve the right to modify my turn if I get LoS.
Standard action: Ready to cast Magic Missile if Mike comes in range.

Stats:

 Spoiler

HP: 6/6
AC: 14
Touch: 14
FF: 10
(+3 Dex, +1 Dodge feat)
Prepared spells:
Magic Missile x2
Acid Splash
Daze x2

[User]
 High Ref chilepepper

Dorian
 Spoiler
No LoS

Mike
 Spoiler
No LoS

Game on Wayne.

[User]
 Mike - Round 2

 Spoiler

Move Action: M17 to J11
Standard Action: Will depend on if LoS is established.

Not done

[User] Did you post for an LoS, or should I?

[User]
 High Ref PsiDog

LoS Check:

LoS established when Mike reaches J-11.
Dorian is in T-9 with a readied action, which I believe is triggered.

[User]
 It is indeed.

Dorian mutters and gestures for a few moments, and then points his hand at Mike and calls out,  "Magic Missile!"
  damage  - (1d4+1)[ 2 ]

Stats:

 Spoiler

HP: 6/6
AC: 14
Touch: 14
FF: 10
(+3 Dex, +1 Dodge feat)
Prepared spells:
Magic Missile
Acid Splash
Daze x2

[User]
 Gah, low damage.🫤

Think it's still your turn.

[User]
 Well, that was rather annoying.

Standard Action:  Javelin toss from J11.

You've got cover, and I'm sure there are range penalties, so I'm just going to roll base and figure it out later :p.

Attack:  (1d20+2)[ 6 ]   That makes it easy.  I miss.
Damage:  (1d6+4)[ 6 ]

End of Turn:

Stats for Refs:

 Spoiler

Hp: 11
Ac: 17
Loc: J11
Weapons: Main Hammer, Off-hand Hammer,

[User]
 Dorian pulls out a small piece of wool from a pouch at his belt, mutters and gestures for a moment, and then says;  "Daze!"

Make a will save.

Move action: Pull out light crossbow.

Stats:

 Spoiler

HP: 6/6
AC: 14
Touch: 14
FF: 10
(+3 Dex, +1 Dodge feat)
Prepared spells:
Magic Missile
Acid Splash
Daze

End of turn.

[User]
 Will Save:  (1d20-1)[ 12 ]

Wait.... that's a close range spell, there is no way your only 25 feet from me...

[User]
 Hey... You're right... grunt. You would have failed your will save. 😛
I guess I'll cast magic missile instead.
  Damage  - (1d4+1)[ 3 ]
Your turn now.

Stats:

 Spoiler

HP: 6/6
AC: 14
Touch: 14
FF: 10
(+3 Dex, +1 Dodge feat)
Prepared spells:
Acid Splash
Daze x2

[User]
 "That's getting rather tiresome."

 Mike - Round 3

Move Action: J11 to R12, pulling another Javelin out with my tail.
Free Action: Ferocity
Standard Action: Throw Javelin.

Attack:  (1d20+4)[ 7 ]  You get a +4 AC for cover,
Damage:  (1d6+5)[ 10 ]

Wow, I can't roll for crap today.

End of Turn:

Stats for Refs:

 Spoiler

Hp: 8
Ac: 19
Loc: R12
Weapons: Main Hammer, Off-hand Hammer,
Ferocity: 1/6

[User]
 "You're about as subtle as a flying brick."

 Dorian - Round 4

Standard action: Fire my crossbow (no cover for you!)
  Attack  - (1d20+3)[ 19 ]
  Damage  - (1d8)[ 3 ]

Move action: reload

Holy crap! I hit!

[User]
 You did manage to hit... Unfortunately for you... You didn't kill me.

 Mike - Round 4
  "STOP!  Hammertime"
 Full Round Action:  Charge from R12 to U10
Attacks:
 Main:
Hammer:  (1d20+7)[ 25 ]
Damage:  (1d8+6)[ 14 ]
 Off:
Hammer:  (1d20+7)[ 16 ]
Damage:  (1d8+3)[ 5 ]
 Natural:
Tail:  (1d20+2)[ 16 ]
Damage:  (1d6+3)[ 5 ]

End of Turn:

Stats:

 Spoiler

Hp: 5
Ac: 19
Loc: U10
Weapons: Main Hammer, Off-hand Hammer,
Ferocity: 2/6

[User]
 HOLY ****ING ****! You knocked me unconscious with the first one to -8!

What's this ferocity?

[User] It's a rage substitute.  Locate  here .

[User] Oh, that's cool. But frustrating. Y'know; 😡

[User] Mike's only lost one fight, and that was due to DQ  back in the day,  pouncing with three attacks at first level is just mean.

[User] Yeah, I could have avoided the charge, at least, by moving out of your LoS.

[User] But I didn't think you could dish out that much damage.

[User]
 GM Kyeudo
 Mike is the Winner!

[User] Great work, Mavian; keep it up! 😏


[User]
 You all arrive to the village of Eterna the afternoon before the summer Equinox.  The first building you run into is, based on the wooden sign that hangs over the entranceway, The Eternal Pub.  The building is rather old, and looks like it could use a serious maintenance job.  Depending on how observant you are, it may not even have caught your eye, had it not been for the note pinned to the door.  The note, which stood out due to how new and crisp it was, compared to the ratty door, read as follows:

 Originally Posted by The Note
 I have made arrangements for anyone responding to my invite to stay here free of charge tonight.  Please meet me at my place midday tomorrow.

Thamior

 Spoiler
Please read the  OOC Thread  before posting IC.  Thanks!

[User]
 A well grommed dwarf wearing a black tunic arrived in town. Seeing the sign on the building he enter and approch the barman.
 "Hello, I'm Aurian Bloodrak, I have been invite by Thamior. I will need a room and I will take a strong ale to calm my thirst after this long journey"


[User]
 Map:

There's the basics.  Whatcha want for buffs?

[User]
 Five rounds and all day buffs running?

(Also, I realized that I had a few somewhat useful spells I could run all day instead of a few mediocre low level buffs, but that's neither here nor there.)

Do our characters know where the other character starts, or not? (not exactly, but that they start in the blue/red circle.)

[User] All day + 5 rounds it is.  I'll start in Red.  Buffs will be forthcoming.

[User]
 Buffs: (Observers only, spoilered):
 Spoiler
Previous day:
Extended Energy Immunity (Acid)
Extended Energy Immunity (Fire)

Current day:
Bite of the Werebear (DMM Persist)
Resistance, Superior
Favor of the Martyr (DMM Persist)
Divine Power (DMM Persist)
Extended Overland Flight

5 rounds:
Death Ward
Sheltered Vitality
True Seeing, drop satchel and sword
Invisibility Purge, Trollform (Trollform is Swift Action), pick up satchel
Draw Necklace from satchel, pick up sword from ground.

All-day buffs are benefitting from a Prayer Bead (Karma), which is also expended for the day)

[User]
 Buffs, Observers only.

 Spoiler

All day:
Energy Immunity (Acid)
Greater Magic Weapon
Magic Vestment
Longstrider.
Divine Insight (+13 to one skill check)

Buff Rounds:
Round 1: Activate Bead of Karma
Round 2: Cast True Seeing (18 min)
Round 3: Cast Fly (18 min)
Round 4: Cast Sheltered Vitality (18 min), DMM Quickened Death Ward (18 min)
Round 5: Activate Wand of Beastland Ferocity (10 rounds), DMM Quickened Delay Death (18 rounds)

[User]
 What class type, if I may be so bold?

Initiative:  (1d20-3)[ -2 ]

[User]
 Divine caster.

I win initiative (I have a plus seven modifier.)

I know the rough location of where you are, right?

Also, what do I see?

[User] A Troll with a greatsword.  Provided you have special sight modes, you may see more.

[User] I've got True Seeing, and it just barely reaches you with it's 120 feet range. Any illusions on you?

[User]
 No illusions, but you will see the true form of a character that's been shifted.

True form is a human.

[User]
 Joshua suddenly appears 20 feet in front of the Troll, and then begins speaking to himself. When he reaches the end of his chant, a word of pure evil and terror escapes his mouth.

Two spells, DC 22.

First:

 Spoiler
Greater Teleport.

Second:

 Spoiler
DMM Quickened Extraordinary Spell Aimed Blasphemy.

Take Strength damage:  (2d6)[ 4 ][ 4 ](8)
Strength duration:  (2d4)[ 1 ][ 2 ](3)
Paralyzed time:  (1d20)[ 15 ](15)

if non-evil.

[User]
 Uhh...

Paralyzed time:  (1d10)[ 3 ](3)
😳

EDIT: And dazed for a round.

[User]
 I make both Spellcrafts on a 1.

That said:  It's not Strength damage.  It's a reduced Strength.  Important difference, as I'm immune to strength damage. ;)

If I recall correctly, the time on that is 1d10 minutes for the paralyzation, not 1d20?

EDIT:  Gotcha.  Take 30 rounds of actions.  ;)

[User]
 I edited. So ok, your strength is reduced (not damaged) by 8, you are paralyzed for 30 rounds if for some reason you don't have freedom of movement, and dazed for the next.

Unless you are evil, in which case you could have just said that. >_<

[User]
 You don't have FoM on? Uhh... wow. Ok then.

First round: Divine Might.
Next 29 rounds: CDGs.

 (2d8+12)[ 7 ][ 7 ](26)
 (2d8+12)[ 1 ][ 6 ](19)
 (2d8+12)[ 8 ][ 8 ](28)
 (2d8+12)[ 2 ][ 7 ](21)
 (2d8+12)[ 3 ][ 5 ](20)
 (2d8+12)[ 4 ][ 4 ](20)
 (2d8+12)[ 2 ][ 6 ](20)
 (2d8+12)[ 7 ][ 8 ](27)
 (2d8+12)[ 6 ][ 3 ](21)
 (2d8+12)[ 2 ][ 8 ](22)
 (2d8+12)[ 2 ][ 6 ](20)
 (2d8+12)[ 2 ][ 8 ](22)
 (2d8+12)[ 5 ][ 2 ](19)
 (2d8+12)[ 2 ][ 2 ](16)
 (2d8+12)[ 4 ][ 1 ](17)
 (2d8+12)[ 2 ][ 5 ](19)
 (2d8+12)[ 3 ][ 4 ](19)
 (2d8+12)[ 6 ][ 4 ](22)
 (2d8+6)[ 8 ][ 7 ](21)
 (2d8+6)[ 1 ][ 7 ](14)
 (2d8+6)[ 1 ][ 5 ](12)
 (2d8+6)[ 5 ][ 7 ](18)
 (2d8+6)[ 3 ][ 4 ](13)
 (2d8+6)[ 4 ][ 4 ](14)
 (2d8+6)[ 2 ][ 6 ](14)
 (2d8+6)[ 4 ][ 6 ](16)
 (2d8+6)[ 2 ][ 5 ](13)
 (2d8+6)[ 5 ][ 7 ](18)
 (2d8+6)[ 7 ][ 2 ](15)

I might have rolled too many... start making those fort saves. Unless you are immune to criticals. But how would I know?

[User]
 Nope.  My PrC's forced me into goodness.  And no SR this time.  So, take 30 rounds.  See if you can drop this guy in that time (and I'm immune to daze).

EDIT:  The first Coup de Grace deals no damage.  Care to edit any others?

[User]
 If it's dealing no damage, then I'll not do the CDGs. What is your character wearing?

Still got 28 rounds left.

[User] Nothing.  He has a sword in hand, and a pendant in the other hand.

[User] Well I'll cast Greater Dispel Magic on him. How many checks are required?

[User]
 Thirteen checks should just about do it.

EDIT:  Misspoke.  He also has a satchel on his shoulder.  Forgot about the obligatory backpack.

[User]
 Ok, 13 checks...

 (1d20+18)[ 14 ](32)
 (1d20+18)[ 6 ](24)
 (1d20+18)[ 8 ](26)
 (1d20+18)[ 2 ](20)
 (1d20+18)[ 19 ](37)
 (1d20+18)[ 14 ](32)
 (1d20+18)[ 6 ](24)
 (1d20+18)[ 15 ](33)
 (1d20+18)[ 19 ](37)
 (1d20+18)[ 15 ](33)
 (1d20+18)[ 10 ](28)
 (1d20+18)[ 20 ](38)
 (1d20+18)[ 7 ](25)

[User]
 Start with Highest caster level effects, and go down?

buffs:
 Spoiler

(1d20+18)[14](32) << Blasphemy DC 29 to Dispel, Dispelled.
(1d20+18)[6](24) Bite of the Werebear, DC 28
(1d20+18)[8](26) Divine Power, DC 28
(1d20+18)[2](20)Extended Energy Immunity (Acid), DC 28
(1d20+18)[19](37) Extended Energy Immunity (Fire), DC 28 (Dispelled)
(1d20+18)[14](32) Favor of the Martyr, DC 28 (Dispelled)
(1d20+18)[6](24) Overland Flight, DC 28
(1d20+18)[15](33), Resistance, Superior, DC 28 (Dispelled)
(1d20+18)[19](37), Death Ward, DC 24 (Dispelled)
(1d20+18)[15](33), Invisibility Purge, DC 24 (Dispelled)
(1d20+18)[10](28), Sheltered Vitality, DC 24 (Dispelled)
(1d20+18)[20](38), Trollform, DC 24 (Dispelled)
(1d20+18)[7](25), True Seeing, DC 24 (Dispelled)

Where Caster levels were equal, I used alphabetical order to determine order of dispelling.

EDIT:  He returns to human form.

[User]
 Damn, I was hoping I would fail that one dispelling check... :/

Well, there go all my rounds. Not that I could do anything anyway.

So I'm pretty much toast. Is it your round?

[User]
 My action:

Activate Belt of Battle (it was melded into troll form and nonfunctional), 2 charges.  Extra Standard action.

Cast: (DC 19)
 Spoiler
Favor of the Martyr

Move action: Draw a small pouch out of sack.
Standard Action:  Throw it in the air.  (Dust of Sneezing and Choking)

Fort:  (1d20+10)[ 14 ]  vs DC 15 (you make one too)
Failure is:  (1d6)[ 3 ]  Con damage.

Either way:  (5d4)[ 7 ]  rounds of stunned for both of us.  Except I'm immune to stunning.

[User]
 Don't I get a move action before you get to act? It's still my turn after the dispelling.

If not, fine, I'm almost guaranteed to be dead.

[User] You can, however, you don't know that blasphemy was dispelled, as Dispel Magic doesn't reveal anythign about what was dispelled/not dispelled.

[User]
 Eh, true. Not that I could possibly hurt you anyway. Still, I do have one shot, so I might as well take it. Even if I win, you still probably would have won anyway.

I fly away. You don't have LoS to me. I'm headed towards the giant post.

[User] Fly away where?  Where do I lose LOS?

[User]
 I went behind the post just northwest of us. I don't think you have LoS to me, though you still know where I am because you saw me go there.

EDIT: OO

 Spoiler
Exact Square: R7

[User]
 Correct.  I then act:

 Spoiler
2 charges from belt,  Favor of the Martyr.  Move:  Draw pouch, move to near side of the NW post (not far side, where he went).
Standard:  Ready action to toss at him if LOS is gained.

Go ahead.

[User]
 Spoiler
Activate Wand of Beastland Ferocity.

I south 10 feet and try to see my foe.

[User] I'm at the pillar, SE side.  If you can see that, you can see me.  Can you?

[User] Yes, I can see you. I'm on the SW side.

[User]
 Gaining LOS trips my ready action. Same thing, dust at your location.

If I'm within 20 feet, I take it as well

Fort:  (1d20+10)[ 25 ]
Con Damage (on Fail):  (1d6)[ 4 ]
Stun:  (5d4)[ 16 ]

[User]
 Damn. Well, I'm dead unless you roll natural ones for 15 rounds, so good match.

Anyway, fort save: [rollv]1d20+12[/rollv]

[User] If you'd care, I have a less caster oriented Frenzied Berserker.  It has some casting, not a lot.

[User] Uh, Talic, Dust of Sneezing and Choking was banned a while ago in ToS.  Did you forget?

[User]
 Originally Posted by Saph
 Uh, Talic, Dust of Sneezing and Choking was banned a while ago in ToS.  Did you forget?

It was?  Then I concede the match.  I wasn't aware.

[User]
 Less caster oriented as in less good at killing casters, or less of a caster? >_>

Anyway, yeah, that was pretty bad for my character. At least I learned that my tactic would work on anybody who wasn't totally invincible to everything. And maybe if I had rolled better (worse?) on the dispelling check I would have lived.* Or I could have just taken all your items.

Actually, that's wrong; I read the SRD and you always succeed on a dispel magic check against spells you cast. >_<

EDIT: Bwah!? I won! I'm never going to let you live this down!

Actually, yeah, I didn't know either. So good game. I need to tweak this build some more; it's a good concept, but I realized that it needs to get it's CL up to the point where it instantly kills everybody, not just paralyzes them. Too many things are immune to paralysis.

[User]
 Originally Posted by Milskidasith
 Less caster oriented as in less good at killing casters, or less of a caster? >_>

Anyway, yeah, that was pretty bad for my character. At least I learned that my tactic would work on anybody who wasn't totally invincible to everything. And maybe if I had rolled better (worse?) on the dispelling check I would have lived.* Or I could have just taken all your items.

Actually, that's wrong; I read the SRD and you always succeed on a dispel magic check against spells you cast. >_<

No, you knocked out many of my armor buffs.

As for increasing CL?  It caps at 20.  You'd need 23.  Or 20, and Negative levels.

As in, the build is:  Barbarian 5/Cloistered Cleric 2/ Frenzied Berserker 6.  Though I did design it with casters in mind.  Scry and die tactics are less than optimal versus it.

[User]
 Originally Posted by Talic
 No, you knocked out many of my armor buffs.

As in, the build is:  Barbarian 5/Cloistered Cleric 2/ Frenzied Berserker 6

I meant better on the dispelling check as in I rolled lower on the "dispel my own blasphemy" check. But then I realized there isn't even a check; it automatically happens.

Also, my plan was kind of just "hope for a natural 20 on casting slay living." So unless you had a really low touch AC, I doubt that would have happened.

EDIT: Are you sure caster level caps at 20? It does for most spells, but it never mentions that in the entry for Blasphemy.

[User] I had a low touch AC, and, until the Dispel, I had Death Ward.

[User]
 Ah; immunity to everything means you don't need to dodge.

Also, besides the super stunning dust, how was this guy going to kill me?

[User]
 Originally Posted by Milskidasith
 Ah; immunity to everything means you don't need to dodge.

Also, besides the super stunning dust, how was this guy going to kill me?

Charging Power Attack for 13, redirecting it to AC with shock trooper, and hitting for around 100 damage?

Grapple, and drown you in the water? (Necklace is a necklace of adaptation).

[User]
 Ah. Those would both be very dangerous. Though neither of them would have killed me in less than 10 rounds (in fact, the drowning would have been totally worthless; Travel Domain). Yay for Beastland Ferocity + Delay Death!

I wonder how you would flavor text having -X (where X is a really high number) Hp and still being alive.

[User]
 Drowning bypasses Delay Death, I believe.

Wasn't worried about 10 rounds tho.  I'd have lived through it.

[User]
 Originally Posted by Talic
 Drowning bypasses Delay Death, I believe.

But not the fact it takes 36 rounds minimum (unless I failed the fort save on the powder, which is unlikely), which is far more than you could stun me for and also far more than you could grapple me for.

[User]
 Originally Posted by Milskidasith
 But not the fact it takes 36 rounds, which is far more than you could stun me for and also far more than you could grapple me for.

I had a 39 strength.  A solid hit, grapple belt of battle, pin, would have knocked out most caster options.

Wasn't worried about time tho.  If I survive and knock you severe negative?  I can wait out the delay death.  All my important buffs were 24 hour duration.

[User]
 Originally Posted by Talic
 I had a 39 strength.  A solid hit, grapple belt of battle, pin, would have knocked out most caster options.

Travel Domain: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability.

Add in a slay living once I get out just to be cheeky and hit your low touch AC and fort saves, and I had a shot! But I would have died to direct damage if you went that route.

Anyway, it's unimportant. It was a good exhibition match, and I learned a lesson; paralysis is not always the best option.

[User] Nice.  Care for a go at the Berserker I've got?

[User] It's 4am here... Cleric needs sleep badly.

[User] Ditto here.  I work graveyard.

[User]
 *Ba-dum tish* (because your avatar is a... yeah, it was going to be a bad joke.)

Anyway, I'll be fine with fighting you later, but you've seen all the tricks I've got. I need help optimizing this guy, not fighting more people.

And are you absolutely sure I can't get CL above 20 for these spells?

[User] Misread.  The CL cap in the 3.51 rules is only for UMD.


[User]
 Arena Tournament, Round 55:  Farkis Dardanos  vs.  Fyrin Mull
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Farkis Dardanos  - O2youeng
 Fyrin Mull  - gigz

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

[User]
 Farkis

"Rawwwr! Waiting make knee stiff!"

  Initiative  - (1d20+2)[ 20 ]

[User]
 Initiative!:  (d20-4)[ 10 ]

No purchases, reserve reactionary etc etc

"I'll try and make this painless."

[User]
 Farkis

Actions:

 Spoiler
Starting in M3
Free: Rage! [+4 str, +4 con]
Move and Standard actions: double moving to M19.

  Move Silently  - (1d20-5)[ 9 ]  [includes -5 for moving more than half speed]
  Hide  - (1d20-2)[ 16 ]
  Spot  - (1d20-1)[ 14 ]
  Listen  - (1d20-1)[ 13 ]

Stats:

 Spoiler
HP:  16/16
AC: 6 [FF 6, Touch 6]

Javelin in one hand, Guisarme in the other

Rage: 8/8 round remaining
Shift: unused
Animal Devotion: unused

Your go

[User]
 Fyrin

Movement:
 Spoiler
Starting in M26, shield readied, spear held in off hand. Taking a 5 foot step to L25.

Action:
 Spoiler
 Scanning the area west (including the air) intensly, readying an action to cast a spell at any glimpse of my opponent.

Spot:  (1d20+2)[ 5 ]
Listen:  (1d20+2)[ 12 ]

Done.

Stats:

 Spoiler

In L25, HP 9
AC 17 (t12, ff15)
F+2/R+2/W+2
Spells- 5 zero level, 4 first level
Sudden Maximize unused
Sudded Empower unused

[User]
 Right...with your three spaces of movement, you gotta be able to see me this round, so...

Movement [part 1]

 Spoiler
Move from M19 to M21

I'll ask for a LoS check, turn not done yet.

[User]
 @Farkis
 Spoiler
your opponent is standing in L25, with an action readied

@Fyrin
 Spoiler
You see your oponent step out of the clouds into M21.  I think you need to be more specific of the spell you readied, but I'm not sure.

Fyrin's readied action triggers, if he chooses to use it.

[User]
 You don't need to keep posting in spoilers once LoS's been established, can get mucky if both people keep posting in spoilers thinking they haven't been seen.

Also, Fyrin's readied action as posted is illegal.

[User] Should we rewind, or does he not get his action?

[User] I could be much more specific, I just saw other matches recently where the exact spell didn't need to be claimed so I figured that was fine. My apologies, should I rewind and claim the spell or are we proceeding a different way?

[User] Hehe, just cast whatever spell you want, rewinding so you can specify which won't change my actions.

[User] Then Fyrin casts his Sudden Empowered and Maximized Magic Missile. 2d4+2 damage base, 8+2 Maximized, 12+2 Empowered, and totalling 12+2+3 including Warmage Edge for a grand total of 17 points of damage.

[User] 1d4+13, Empower and Maximize don't stack like that.

[User]
 I must object here.

2d4 damage Magic Missile means that it's being cast at CL3. However, Spell Themantics applies to only 1 spell - and you haven't specified which spell that is. He could apply that +1 CL to any of his spells, whenever it's best for him.

[User]
 High Ref Talic

Agreed on Spell Thematics.  Spell Thematics is not currently listed as applying to Magic Missile.  Between matches, it may be edited in to choose a specific spell.  Until one has been specified, however, it does not apply.

Base damage: 1d4+1
Maximize: 4+1
Empower: 1d2
Edge: +3

Final Damage= Maximized + Empowered + 3
 = 5+1d2+3
 = 8+1d2

Were it CL 3, it would be:

 Spoiler

Base: 2d4+2
Max: 8+2
Empower: 1d4
Edge: +3
Final: 1d4+13, as posted by Sallera.

[User]
 Very well. The fact the spell is the only one on my list with an asterick seems to denote it, but that's fine.
 (1d2+8)[ 9 ]

[User]
 Righty ho...on with my turn.

 Farkis, round 2 [part 2]

Free: Drop my javelin in M21
Free: Wield my Guisarme
Move action: Move to L24
Free action: Shift [+2 str, Bite attack]
Swift action: Activate Animal Devotion [+2 str]

Also, I'm already raging

Standard action: Bull rush. You get an AoO against me [but it doesn't stop my attack]

  Opposed Str test  - (1d20+8)[ 24 ]

Stats:

 Spoiler
HP:  7/16
AC: 6 [FF 6, Touch 6]

Javelin in one hand, Guisarme in the other

Rage: 7/8 round remaining
Shift: 8/8 rounds remaining
Animal Devotion: 10/10 rounds remaining

[User] So yeah...roll a 20 on that AoO, or the Str test, or go falling

[User]
 No AoO, weapon still in off hand.

Opposed Strength:  (d20)[ 8 ]

gg

[User]
 GM Kyeudo
 Farkis is the Winner!


[User]
 Arena Tournament, Round 61:  Chuck  vs.  McLovin
 Map:
 Spoiler

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

 XP Award:  300 XP
 GP Award:  300 GP

 Chuck  - theterran
 McLovin  - Samb

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

[User]
 No new stuff
rolling for init
 (1d20+4)[ 14 ]

good luck, I don't think this toon of mine is that good so it should be an easy win for you.

[User] I'll post up either tomorrow or Monday as I'm pressed for time now.

[User]
 Chuck - Initiative
  Init  - (1d20+4)[ 11 ]

[User]
 mclovin' round 1

 Spoiler

standard action: manifest metaphysical weapon on all my bolts
move: start at b2 move to k2
swift action: dimentional hop to M4

stats

 Spoiler

hp=6
AC=18
metaphysical weapon 10/10
light xbow in main
buckler in off (no penalty to shoot)
focus= yes
PP=4/6

[User]
 @Samb
Your movement makes no sense as your not starting in a starting block.  Also, LoS is established at the start of the map.

[User]
 mclovin' round 1
Move: start at b11 move to g13
manifest a power
psicraft DC of 13 to see

 Spoiler
metaphysical weapon

end turn
stats

 Spoiler

hp=6
AC=18
metaphysical weapon 10/10
light xbow in main
buckler in off (no penalty to shoot)
focus= yes
PP=5/6

[/QUOTE]

[User]
 🫤

I'll take my turn as soon as coyotecode comes back online...

[User] Stop making excuses and admit you are stalling because you are scared. BTW your sheets looks fine.

[User]
 😁😦

Yeah...I noticed it's up now..
 Chuck Round 1

Guide my Mount to W17 w/ my knees
Ride Check

 Spoiler
  Ride  - (1d20+8)[ 19 ]  vs. DC5

Once there, I will begin casting a spell...

End my Turn.

Stats:

 Spoiler
Location:  W17
HP:  9/9
AC:19
Spells:

 Spoiler
Lvl 0 - Cure Minor Wounds x3
Lvl 1 - SNA I x2

[User]
 Round 2 mclovin'
Move to L20
standard: attack with light crossbow
 (1d20+6)[ 9 ]
Done

stat

 Spoiler
Later will update

[User]
 Chuck - Round 2

Spell Finishes Casting and a Wolf appears in R18.

Wolf moves to N19 and attacks.
Attack rolls:

 Spoiler
  Attack  - (1d20+8)[ 13 ]
  Damage  - (1d6+3)[ 5 ]  +   Cold  - (1d6)[ 3 ]

If Hits...
  Trip  - (1d20+3)[ 9 ]

In the meantime, I will guide my riding dog to S19 w/ my knees.
  Ride  - (1d20+8)[ 22 ]

Stats:

 Spoiler
Location: S19
HP: 9/9
AC:19
Spells:

 Spoiler

Lvl 0 - Cure Minor Wounds x3
Lvl 1 - SNA I

Wolf (summons)
Location - N19
HP -17
AC -14
Duration - 1/4

[User] Could you explain how you summoned and moved? Ride costs an action while summon is full round.  Please explain your feats as I dont have the books

[User]
 High Ref Mav

Mounted casting rules in spoiler.

 Spoiler

Casting Spells while Mounted
You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you’re casting the spell while the mount is moving, and you have to make a Concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your Concentration check is more difficult due to the violent motion (DC 15 + spell level).

[User] Has nothing to do with feats...I started the summons in the previous round w/ a standard action...and finished it in this round with a standard action, then I moved.  It was a full round casting.

[User]
 Round 3 mclovin'

standard action: entangling ecto on wolf, ranged touch attack
[roll]1d20+4[[/roll]

[User]
 (1d20+4)[ 12 ]
trying again

[User]
 Manifesting creates AoOs...right?

Wolf AoO

 Spoiler
  Attack  - (1d20+8)[ 22 ]
  Damage  - (1d6+3)[ 7 ]  +   Cold  - (1d6)[ 1 ]

Not sure if I can trip in an AoO...but just in case
If hits:

 Spoiler
  Trip  - (1d20+3)[ 5 ]

[User]
 It does provoke AoO which reminds me, doesn't your casting provoke one from me as well?

Doesn't matter if your trip works or not I'm down to negatives.

Not that it matters but how does your wolf get +8 on attack when I see +3 on SRD?

[User]
 Originally Posted by Samb
 It does provoke AoO which reminds me, doesn't your casting provoke one from me as well?

Doesn't matter if your trip works or not I'm down to negatives.

Not that it matters but how does your wolf get +8 on attack when I see +3 on SRD?

If you were adjacent to me, then yes, my casting would have provoked an AoO...

And the +8 to attack comes from 2 different feats...Augument Summoning gives a +4 to Str and another feat gives a +3 Luck bonus (Don't remember if it's Ashbound or Beckon the Frozen)...

[User]
 Ashbound, beckon the frozen adds the cold damage.

 High Ref Mav:

Chuck wins and gets the loot.


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

 XP Award:  300 XP
 GP Award:  300 GP

 Rangore  - Trodon13
 Kargi  - Killerloop

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

[User]
 High Ref PsiDog

Wah-wah-wah...

 Double DQ Issued.


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

 XP Award:  300 XP
 GP Award:  300 GP

 Oskidod  - 02youeng
 Tael Surefoot  - ZaneLaCoix

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

[User]
 Oskidod

Checking in and rolling Init. Bought some stuff recently, so here's the list:

Chain Shirt: -100g
Heavy Wooden Shield: -7g
Potion of Shield of Faith +2: -50g
Grappling Hook: -1g
50ft of Silk Rope: -10g
10 Javelins: -10g

And, mah Initiative

  Initiative  - (1d20+3)[ 4 ]

Yeaaaah...that's you first, without even needing to roll

[User]
 Thanks for the PM, youeng.

Init, just because it's requested:
 (1d20+5)[ 8 ]

As the above is a 4, and Tael's modifier is a +5, I'll assume without argument he goes first.

So, without further buys...

On EDIT: Fixing a bit of code.

 Tael Surefoot - Round 1
 Start  P-21
 Spoiler

 Move  To P-17
 Double Move  To Q-11

End

 Spoiler
HP: 12/12
AC: 21

Maneuvers:

 Spoiler
Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

Active Stance: None

[User]
 No fun in winning by DQ, that and your character will be a nice challenge, hehe.

 Oskidod, round 1

Actions:

 Spoiler
Start in L6, heavy wooden shield in one hand, Shield of Faith +2 potion in t'other, wearing chain shirt and Sundark Goggles.

Free: 5-foot step to M7
Standard: Drink Shield of Faith +2 potion
Free: Drop vial
Move: Materialise Mindblade, wielding it

  Move Silently  - (1d20-1)[ 17 ]
  Hide  - (1d20-1)[ 7 ]
If I am correct, the wall grants cover against L8 and L9, so let's see if I can catch him unawares.

  Listen  - (1d20-2)[ 3 ]
  Spot  - (1d20-2)[ 0 ]

Stats:

 Spoiler
HP - 13/13
AC - 21 [16 Touch, 18 FF]

Power Points - 2
Essentia - 2
Psionically Focused

[User]
 Just gettin' LoS, and it's your go

[sorry for the double post, but it looks bad to edit game posts]

[User]
 @Oskidod

 Spoiler

No LoS

@Tael

 Spoiler

No LoS

[User]
 Tael - Round 2

 Spoiler
 Start : Q-11
[u]Double move[/b]: See below

 Spoiler

Ready action to declare  Dodge  when he can see his opponent

End

[User] Gonna ask for another LoS before my actions - just cos it's physically possible for us to cross paths by now, and rewinds are awkward.

[User] Backing up to the middle of Tael's turn, LoS is established as Tael enters L8, with Oskidod in M7.  Tael may revise the rest of his turn as he wishes.

[User]
 Tael Surefoot - Round 2

 Spoiler
 Start  Q-11
 Move

 Spoiler

Visibility acquired at L-8 as noted above.

 Free  "En garde!"

 ????  Declare  Dodge
 Swift  Surefoot Stance
 Standard  Lunge to poke with rapier.
  ToHit  - (1d20+8)[ 16 ]
  Damage  - (1d6+2)[ 4 ]
If Crit:
  ToHit  - (1d20+8)[ 24 ]

End

 Spoiler
HP: 12/12
AC: 21 +1 dodge +2 Surefoot Stance =  24

Maneuvers:

 Spoiler
Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

Active Stance: Surefoot Stance

[User]
 Free: "Have at you!"

Standard: Expending Psionic Focus to use Psionic Weapon

  Attack  - (1d20+7)[ 10 ]
  Damage  - (3d6+6)[ 10 ]
  Crit confirm  - (1d20+7)[ 22 ]
  Crit damage  - (1d6+6)[ 7 ]

Stats:

 Spoiler
HP - 13/13
AC - 21 [16 Touch, 18 FF]

Power Points - 2
Essentia - 2

And...Surefoot stance? I can't find it anywhere

[User]
 Sorry. >.<  Stone foot Stance is what I meant.
The level 1 Stone Dragon stance.

 Tael Surefoot - Round 3
 Start  L-8
 Standard  Lunge to poke with rapier. Using Sapphire Nightmare Blade.

  Concentration  - (1d20+5)[ 6 ]  vs Opponent AC

If success:   ToHit  - (1d20+8)[ 18 ]
  Extra Damage  - (1d6)[ 5 ]

If fail:   ToHit  - (1d20+6)[ 14 ]
  Damage  - (1d6+2)[ 7 ]

If Crit:
  ToHit  - (1d20+8)[ 16 ]

End

 Spoiler
HP: 12/12
AC: 21 +1 dodge +2 Stonefoot Stance =  24

Maneuvers:

 Spoiler
 Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

Active Stance: Stonefoot Stance

[User]
 No worries, it happens. Darn your pesky AC.

Free action: Blow a raspberry at you
Standard action: Attack with mah Mindblade

  Attack  - (1d20+7)[ 15 ]
  Damage  - (1d6+6)[ 9 ]
  Crit confirm  - (1d20+7)[ 14 ]
  Crit damage  - (1d6+6)[ 12 ]

Stats:

 Spoiler
HP - 13/13
AC - 21 [16 Touch, 18 FF]

Power Points - 2
Essentia - 2

Shield of Faith +2: 8/10 round remaining

[User]
 I'm sure it could be worse some how. Just currently this is as high as I can figure.

Also, you only have a 5% worse chance than I, from what I can figure.

 Tael Surefoot - Round 4
 Start  L-8
 Standard  Lunge to poke with rapier.

  ToHit  - (1d20+6)[ 10 ]
  Damage  - (1d6+2)[ 5 ]

If Crit:
  ToHit  - (1d20+8)[ 15 ]

End

 Spoiler
HP: 12/12
AC: 21 +1 dodge +2 Stonefoot Stance =  24

Maneuvers:

 Spoiler
 Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

Active Stance: Stonefoot Stance

[User]
 Hehe, we'll get there eventually

 Oskidod, round 4

Standard action: Attack with Mindblade

  Attack  - (1d20+7)[ 11 ]
  Damage  - (1d6+6)[ 9 ]
  Crit confirm  - (1d20+7)[ 19 ]
  Crit damage  - (1d6+6)[ 10 ]

Stats:

 Spoiler
HP - 13/13
AC - 21 [16 Touch, 18 FF]

Power Points - 2
Essentia - 2

Shield of Faith +2: 7/10 round remaining

[User]
 It's just going to take a while

 Tael Surefoot - Round 4
 Start  L-8
 Free  "Feisty foe!"
 Standard  Lunge to poke with rapier.

  ToHit  - (1d20+6)[ 12 ]
  Damage  - (1d6+2)[ 6 ]

If Crit:
  ToHit  - (1d20+8)[ 19 ]
  Damage  - (1d6+2)[ 3 ]

End

 Spoiler
HP: 12/12
AC: 21 +1 dodge +2 Stonefoot Stance =  24

Maneuvers:

 Spoiler
 Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

Active Stance: Stonefoot Stance

[/QUOTE]

[User]
 Oskidod. round 5

Free: Tasty morsel!

  Attack  - (1d20+7)[ 20 ]
  Damage  - (1d6+6)[ 7 ]
  Crit confirm  - (1d20+7)[ 27 ]
  Crit damage  - (1d6+6)[ 12 ]

Stats:

 Spoiler
HP - 13/13
AC - 21 [16 Touch, 18 FF]

Power Points - 2
Essentia - 2

Shield of Faith +2: 6/10 round remaining

[User]
 Close, but no cigar.

 Tael Surefoot - Round 4
 Start  L-8
 Free  "I am not food!"
 Standard  Lunge to poke with rapier.

  ToHit  - (1d20+8)[ 19 ]
  Damage  - (1d6+2)[ 3 ]

If Crit:
  ToHit  - (1d20+8)[ 28 ]
  Damage  - (1d6+2)[ 7 ]

End

 Spoiler
HP: 12/12
AC: 21 +1 dodge +2 Stonefoot Stance =  24

Maneuvers:

 Spoiler
 Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

Active Stance: Stonefoot Stance

EDIT: RAWR! Crit on the Crit confirm!

[User]
 Hehehe, I did that too

 Oskidod, round 6
  Attack roll  - (1d20+7)[ 14 ]
  Damage roll  - (1d6+6)[ 12 ]
  Crit confirm  - (1d20+7)[ 14 ]
  Crit damage  - (1d6+6)[ 11 ]

Stats

 Spoiler
HP - 13/13
AC - 21 [16 Touch, 18 FF]

Power Points - 2
Essentia - 2

Shield of Faith +2: 5/10 round remaining

[User]
 Tael Surefoot - Round 4
 Start  L-8
 Standard  Lunge to poke with rapier.

  ToHit  - (1d20+8)[ 9 ]
  Damage  - (1d6+2)[ 3 ]

If Crit:
  ToHit  - (1d20+8)[ 15 ]
  Damage  - (1d6+2)[ 4 ]

End

 Spoiler
HP: 12/12
AC: 21 +1 dodge +2 Stonefoot Stance =  24

Maneuvers:

 Spoiler
 Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

Active Stance: Stonefoot Stance

[User] I hate to interrupt, but I feel like  I've seen this before...

[User]
 Hehe...let's hope I get the Destruction spell first

 Oskidod, round 7
  Attack roll  - (1d20+7)[ 13 ]
  Damage roll  - (1d6+6)[ 12 ]
  Crit confirm  - (1d20+7)[ 12 ]
  Crit damage  - (1d6+6)[ 12 ]

Stats

 Spoiler
HP - 13/13
AC - 21 [16 Touch, 18 FF]

Power Points - 2
Essentia - 2

Shield of Faith +2: 4/10 round remaining

[User]
 Waiting for it...

I also notice my COPYPASTA skills fail these past few days.

 Tael Surefoot - Round 8
 Start  L-8
 Standard  Lunge to poke with rapier.

  ToHit  - (1d20+8)[ 11 ]
  Damage  - (1d6+2)[ 7 ]

If Crit:
  ToHit  - (1d20+8)[ 13 ]
  Damage  - (1d6+2)[ 6 ]

End

 Spoiler
HP: 12/12
AC: 21 +1 dodge +2 Stonefoot Stance =  24

Maneuvers:

 Spoiler
 Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

Active Stance: Stonefoot Stance

[User]
 Oskidod, round 8
  Attack roll  - (1d20+7)[ 8 ]
  Damage roll  - (1d6+6)[ 11 ]
  Crit confirm  - (1d20+7)[ 15 ]
  Crit damage  - (1d6+6)[ 10 ]

Stats

 Spoiler
HP - 13/13
AC - 21 [16 Touch, 18 FF]

Power Points - 2
Essentia - 2

Shield of Faith +2: 3/10 round remaining

[User] Wow.... you guys kinda suck 😛  Can either of you roll higher than a 10?

[User] Appearently not

[User]
 Look at our crit confirm numbers, those are higher.
But under every single rule, we cannot count those unless one of us gets a high enough number (me 18-20, him, 20?) for it to count.
Otherwise... This fight, in numbers, is pathetic. XD

... youeng, what did we do to anger the Dice Gods?

 Tael Surefoot - Round 9
 Start  L-8
 Standard  Lunge to poke with rapier.

  ToHit  - (1d20+8)[ 18 ](26)
  Damage  - (1d6+2)[ 8 ]

If Crit:
  ToHit  - (1d20+8)[ 3 ](11)
[roll]Damage]1d6+2[/roll]

End

 Spoiler
HP: 12/12
AC: 21 +1 dodge +2 Stonefoot Stance =  24

Maneuvers:

 Spoiler
 Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

Active Stance: Stonefoot Stance

[User]
 A correction the last roll
[roll0]

[User]
 Booping boards slowing my posting, and screwing up my rolls. >.<
 (1d6+2)[ 6 ]

[User]
 Think I need a 17 to hit you, you a 14 [the roll that is, not the result]

 Oskidod, round 9
  Attack roll  - (1d20+7)[ 18 ]
  Damage roll  - (1d6+6)[ 10 ]
  Crit confirm  - (1d20+7)[ 10 ]
  Crit damage  - (1d6+6)[ 7 ]

Stats

 Spoiler
HP - 13/13
AC - 21 [16 Touch, 18 FF]

Power Points - 2
Essentia - 2

Shield of Faith +2: 2/10 round remaining

[User]
 Which means, didn't I hit you on round 9?

 Tael Surefoot - Round 10
 Start  L-8
 Standard  Lunge to poke with rapier.

  ToHit  - (1d20+8)[ 11 ](19)
  Damage  - (1d6+2)[ 8 ]

If Crit:
  ToHit  - (1d20+8)[ 10 ]
  Damage  - (1d6+2)[ 5 ]

End

 Spoiler
HP: 12/12
AC: 21 +1 dodge +2 Stonefoot Stance =  24

Maneuvers:

 Spoiler
 Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

Active Stance: Stonefoot Stance

[User] No one has hit anyone so far.  In fact, I feel fairly confident that should either of your characters attend a birthday party, the pinata would defeat you.

[User]
 High Ref Mav:

Actually, I'm fairly certain the 26 Zane rolled in round 9 hits.

The [1d20+8](18)[26] is just a rollv to see the dice,

[User] Well, then I guess that means the pokefest continues, except Oskidod is down to 5 HP.

[User] The number in brackets isn't part of the roll, it was written there. Look at all the other rolls - none have a second number in brackets next to them

[User] No, when you quote his post it just says 'roll'.  If he had typed it in, it would show separate from the roll, I would think.  I just wasn't aware this was possible (nor do I know what the point of it is, unless it's just for people who are ungood at math).  I'm not 100% sure on this, but Mav seems to know about it, and he's a high ref, so let's go with that.

[User]
 It's the rollv command.  Instead of just typing {roll} you use {rollv} It's used to show what you rolled before the modifer.

Ex.

 (1d20+8)[ 5 ](13)
[roll]1d20+8[/roll\

It mainly for things like 4d6 reroll ones, because it lets you see all the dice seperately.
 (4d6)[ 3 ][ 1 ][ 5 ][ 1 ](10)

[User]
 Eh, fair doos then, me on 5HP

 Oskidod, turn 10
  Attack  - (1d20+7)[ 15 ]
  Damage  - (1d6+6)[ 9 ]
  Crit confirm  - (1d20+7)[ 25 ]
  Crit damage  - (1d6+6)[ 12 ]

Stats:

 Spoiler
HP - 5/13
AC - 21 [16 Touch, 18 FF]

Power Points - 2
Essentia - 2

Shield of Faith +2: 1/10 round remaining

[User]
 I'm putting rollv for the first ToHit roll for ease of reading to tell if the Crit roll is to be read or not. It's not because I think anyone is poor at math, it's just easier to read [dice roll + modifier] (roll) [total], in my opinion.
I don't put it on the other rolls because I feel it is not necessary to see what the number is rolled, but merely the total.

 Tael Surefoot - Round 10
 Start  L-8
 Free  "First blood has been drawn! Haha!"
 Standard  Lunge to poke with rapier.

  ToHit  - (1d20+8)[ 14 ](22)
  Damage  - (1d6+2)[ 6 ]

If Crit:
  ToHit  - (1d20+8)[ 28 ]
  Damage  - (1d6+2)[ 8 ]

End

 Spoiler
HP: 12/12
AC: 21 +1 dodge +2 Stonefoot Stance =  24

Maneuvers:

 Spoiler
 Sapphire Nightmare Blade
Stone Bones
Moment of Perfect Mind

Active Stance: Stonefoot Stance

[User] And that's me at -1HP. Good game

[User]
 Quite so, good game to you as well.
Perhaps some time down the line (different bracket, or just exhibition) we may have a rematch?

[User] I think I'm going to retire this character - I realised just before we started that I picked two attacks that use my psionic focus, so I gimped myself a little. But I'd happily play you on any characters - or we can can have an Expedition fight at any point, I won't delete this character sheet.

[User]
 High Ref Mav:

Tael wins and gets the loot.


[User]
 Arena Tournament, Round 57:  Dox & Chim  vs.  Chrono & flaler
 Map:
 Spoiler

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

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

 Dox d'Lyran  - Random Action
 Chim Kimble  - SirGre
 Chrono  - ZaneLaCoix
 flaler  - Redmagus

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

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

[User]
 reporting in

initiative
 (d20-8)[ 7 ]

[User]
 Well not enough money for any purchases.

Dox, Ini
 (1d20+2)[ 19 ]

[User]
 No add'l purchases

 (1d20+3)[ 10 ]

[User]
 Nothing here.
  Init  - (1d20+3)[ 11 ]

If everyone is all set and without complaints, I do believe that this is the order:
RandomAction
ZaneLaCoix
SirGre
redmagus

[User] no complaints here, and no purchases

[User]
 Well, I am guessing that we start with LoS. So here I go and good luck everyone.
Side note: WOW! That is a lot of Hp there Redmagus.

 Dox, R-1, 1st
 Whispering to partner:

 Spoiler
Time to knock out the barbarian. Stay within 10' of me, so we can co-ordinate our attacks.

Starting in  X-11  holding longspear in one hand.
Move to  V-14
Cast a spell at Flaler.
Spellcraft DC:16
 Spoiler
Cast Magic Missile, boosted by warmage edge ability.

Damage:  (1d4+2)[ 6 ]
Grasp spear with both hands-free action.

End turn.

Stats:

 Spoiler

Current position: V-14
Hp: 8/8
AC: 15, T-12, F-13
Attack: +0 Longspear, 1d8, x3, 10' reach
Saves: Fort +2, Ref +2, Will +2
Spells remaining:
5/5 0-level
3/4 1-level

[User]
 Chrono - Round 1

Start - B-11
Move - H-14  double  to L-17
END

 Spoiler
Current position: V-14
Hp: 10/10
AC: 20, T-13, F-17
Stance: Martial Spirit
Maneuvers:

 Spoiler
1 Crusader's Strike
2 Charging Minotaur
3 Stone bones
4 Douse the Flames
5 Vanguard Strike

 (1d5)[ 5 ]
1 Crusader's Strike
2 Charging Minotaur
3 Stone bones
4 Douse the Flames
 5 Vanguard Strike
 (1d4)[ 2 ]
1 Crusader's Strike
 2 Charging Minotaur
3 Stone bones
4 Douse the Flames
 (1d3)[ 1 ]
 1 Crusader's Strike
3 Stone bones
4 Douse the Flames

[User] I just noticed a mistake on my post, I should have started in Y-11 and not X-11.

[User]
 Chim  - Round 1

Start at  Z11  with Shortbow in hand
Move to  V13

End turn.

Stats

 Spoiler
Hp: 9/9
AC: 16, ff 13, t 13 (+3 armor, +3 dex)
Saves: Fort +3, Ref +5, Will +2

[User]
 start in A11 greatsword in hand
move to I18

done

stats

 Spoiler

HP: 17/23
AC: 9

[User]
 Thinking......

 Dox, R-2, 1st
Whisper to partner:

 Spoiler

Hold your fire until they move.

Switch to one handed grip - Free action.
Cast a spell - Standard action.
Spellcraft DC: 16

 Spoiler
Cast Truestrike. Gain +20 insight bonus to attack roll.

Return to two hand grip on spear - Free action
Move to  S-17 .

End turn.

Stats:

 Spoiler

Current position: V-14
Hp: 8/8
AC: 15, T-12, F-13
Attack: +0 Longspear, 1d8, x3, 10' reach
Saves: Fort +2, Ref +2, Will +2
Spells remaining:
5/5 0-level
2/4 1-level

[User]
 Question for Refs

 Spoiler
If I will be gone for a week, could I allow my partner to control my character for that week?

[User]
 If there's any problems with this, I'll try to think of something different.

 Chrono - Round 2

Full: Charging Minotaur

Breaking it down:

Move: Charge to R-18 with a Bull Rush at Dox
  Strength  - (1d20+6)[ 22 ]
If success:
  Bludgeon  - (2d6+4)[ 13 ]

 Spoiler
Current position:
Hp: 10/10
AC:  18 , T-13, F-17
Stance: Martial Spirit
Maneuvers:

 Spoiler
Crusader's Strike
Charging Minotaur
Vanguard Strike

[User] For a bull rush, doesn't it have to be a straight line to the target?

[User] The straightest line you can make, but I think the shallow bog prevents any charge or bull rush attempts.

[User]
 I'm just realizing now that I'll be camping for the next week, this Sunday to August 1st. I have a question regarding activity for the refs (copied from above).

 Spoiler
If I will be gone for a week, could I allow my partner to control my character for that week?

[User]
 High Ref Mav:

Thou shalt not charge through difficult terrain.

 Rules here.

@SirGre

 Spoiler

I don't honestly know, but post it in the waiting room, you'll get a better answer.

[User]
 Altering to fit...

 Chrono - Round 2

Move: Double to R-18
End

 Spoiler

Hp: 10/10
AC: 20, T-13, F-17
Stance: Martial Spirit
Maneuvers:

 Spoiler
Crusader's Strike
Charging Minotaur
Vanguard Strike

[User]
 Here is the AoO, for when Crono passes through  Q-18 :

Attack -  (1d20+20)[ 32 ]
Crit check, if needed -  (1d20+20)[ 39 ]
Damage -  (1d8)[ 1 ]
Crit damage, if needed -  (3d8)[ 14 ]

[User]
 High Ref chilepepper

Sirgre
 Spoiler
No, you may not have another person control your character.  The match will go on hold once it becomes your turn, and wait until you have returned.

[User]
 Chim - Round 2

Attacking Chrono with shortbow

 (1d20+4)[ 11 ]
Damage
 (1d6)[ 2 ]

End turn.

Stats

 Spoiler
Hp: 9/9
AC: 16, ff 13, t 13 (+3 armor, +3 dex)
Saves: Fort +3, Ref +5, Will +2

 Not a duplicate

[User]
 Ref question

 Spoiler

if he is able to stand on the little bit of land at V13 would i be able to do the same at R17?

[User]
 @Redmagus

 Spoiler

Yes

[User]
 enter rage

Move to R17
jumping over the difficult terrain
jump-20 feet with 20 foot running start, DC 20
jump (d20+28)[ 45 ]

assuming that is successful

attack Dox

greatsword (d20+9)[ 27 ]
damage (2d6+12)[ 14 ]

should be done, assuming all movement is in order

stats

 Spoiler

hp 25
AC 7

currently in rage round 1/8

[User] Ach! I'm dead. Ok, I would like to retire Dox, so I may buiild a new character.

[User]
 Quickest. Death. Ever.

Map for sanity:

 Spoiler

 Chrono - Round 3

Steely Resolve: 1
 Start:  R-18
 Move:  V-14
 Standard:  Strike with Sword at Chim. Boosted with Furious Counter Strike.
  ToHit  - (1d20+7)[ 21 ]
  Damage  - (1d8+4)[ 9 ]
And in case of crit:
  ToHit  - (1d20+7)[ 18 ]
  Damage  - (1d8+4)[ 8 ]
If hit Chrono heals 2 points of damage, which would removed the one point in Steely Resolve with Martial Spirit.

End

Steely Resolve's total goes to HP

 Spoiler

HP: 9/10  OR  10/10 if hit
Stance: Martial Spirit
Maneuvers:

 Spoiler
Crusader's Strike
Charging Minotaur
Vanguard Strike

[User]
 I think I'll retire as well.
😏

[User] its technically still your turn or should  we just call it

[User] I'm disabled, and I doubt that I can take you two on, so I call it.

[User] okay, good match

[User]
 High Ref Mav:

Chrono and Flaler get the in and the loot


[User]
 Arena Tournament,  Exhibition  Match:  Gareth  vs.  Zkai Daihber
 Map

 Spoiler

 Gareth  - Schism
 Zkai Daihber  - Scorer

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

[User]
 Initiative:  (1d20+3)[ 19 ]

Purchasing a powerstone (Force Screen) and a psionic tattoo (Metaphysical Weapon)

[User]
 Start in B-13 with a powerstone in one hand and greataxe strapped to back.

Standard: Activate power stone (force screen), gain +4 shield bonus to AC.

Free: Drop used power stone.

Move: To J-13.

Turn done.

Stats: (Observers Only)

 Spoiler
HP: 8/8 - PP: 10/10
AC: 21 full, 14 touch, 18 FF
Currently in: J-13

[User]
 Zkai 1st Turn

Start in  Y14

Double move to  X22
 End of turn

STATS

 Spoiler

HP 10/10
AC 13 (+2 Dex, +1 Size)

Spel Slots
Level 0 - 5/5
Level 1 - 4/4

[User]
 Gareth, round 2

Move: Draw greataxe.

Standard: Activate psionic tattoo (Metaphysical Weapon), granting greataxe a +1 bonus on attack and damage rolls.

Done.

Stats: (Observers only)

 Spoiler
HP: 8/8 - PP: 10/10
AC: 21 full, 14 touch, 18 FF
Currently in: J-13
Buffs: Force Screen 2/10, Metaphysical Weapon 1/10

[User]
 Zkai 2nd Turn

Move to  V22

Ready an Action

Action Readied:

 Spoiler

Fire an Acid Splash to Gareth  if  Line of Effect is cleared  and  he is within spell range (25')

 End of Turn

[User]
 Gareth, round 3

Double move to U-20.

Done.

Stats: (Observers only)

 Spoiler
HP: 8/8 - PP: 10/10
AC: 21 full, 14 touch, 18 FF
Currently in: U-20
Buffs: Force Screen 3/10, Metaphysical Weapon 2/10

[User]
 Zkai 3rd Turn

Readied Action didn't trigger.

Yells: Ahhhhhhhhh!

Double move to  Q25
 End of Turn

STATS

 Spoiler

HP 10/10
AC 13 (+2 Dex, +1 Size)

Spel Slots
Level 0 - 5/5
Level 1 - 4/4

[User]
 Gareth, Round 3

Free: Mutters under breath: "Huh. Runs fast for a midget."

Standard:  HULK SMASH GLASS PANE!

Damage:  (1d12+7)[ 10 ]

And since there's no way it didn't break this time...

Move: Full-speed to Q-26.

Free: Smile wickedly.

Stats: (Observers only)

 Spoiler
HP: 8/8 - PP: 10/10
AC: 21 full, 14 touch, 18 FF
Currently in: Q-26
Buffs: Force Screen 4/10, Metaphysical Weapon 3/10

[User] Doesn't the map description say that if you're next to the glass when it shatters you receive 2d6 slashing damage?  I thought I remembered reading that before with the Glass Arena.  Or maybe that's just another version of it.

[User] That's the other map (not that it matters to Gareth. Yay Elan Resilience abuse! 😁)

[User]
 I knew I forgot something.....

😛 May I say My familiar has been in start area and doing nothing?

[User]
 You can, or you may say it's in your square, whichever you prefer.

Edit: Wait, it's not Diminutive. An adjacent square, then.

[User]
 Zkai 4th Turn

(btw, yours last turn was 4, not 3 😁)

My familiar is at  R25

Attacks
 (1d20+5)[ 23 ]
Damage
 (1d4-2)[ 2 ]
If Crit
 (1d20+5)[ 11 ]
Crit Damage
 (1d4-2)[ -1 ]

and stays there

Zkai takes Concentration check for Defensive casting....

 (1d20+7)[ 22 ]

Posting the rest of turn in the next message....

[User]
 Zkai 4th turn  part two

Casts a spell

 Spoiler

Casts Shield

Finally 5' step to  R26
 End of Turn
STATS

 Spoiler

HP 10/10
AC 17 (+2 Dex, +1 Size, +4 Shield)

Spel Slots
Level 0 - 5/5
Level 1 - 3/4

Active Spell "Shield" Rounds 10/10

[User]
 Gareth, round 5

Spend 1 power point to negate the familar's damage.

In the interest of  fair play  prolonging the gnome's suffering, Gareth turns and plays whack-a-hawk with the familiar.

Standard:  HULK SMASH!

Attack:  (1d20+5)[ 25 ]

Damage:  (1d12+7)[ 18 ]

Not done, checking outcome.

[User]
 Well then.

Crit confirm:  (1d20+5)[ 14 ]

Bonus damage:  (2d12+14)[ 31 ]

Edit: Shame... I wonder what the bird would have looked like after that.

5-ft step to R-25, stepping on the hawk. 😁

Turn done.

Stats:

 Spoiler
HP: 8/8 - PP: 9/10
AC: 21 full, 14 touch, 18 FF
Currently in: R-25
Buffs: Force Screen 5/10, Metaphysical Weapon 4/10

[User]
 Only feathers left... I guess

5' step to  S25

Again Concentration to cast spell defensively
 (1d20+7)[ 13 ]

to be continued...

[User]
 Ok... I lost my spell.. Great =P

 End of Turn

STATS

 Spoiler

HP 10/10
AC 17 (+2 Dex, +1 Size, +4 Shield)

Spel Slots
Level 0 - 4/5
Level 1 - 3/4

Active Spell "Shield" Rounds 9/10

[User]
 Gareth, round 6

5-ft step to S-24.

Free: Grin wickedly.

Standard:  HULK SMASH!

Attack:  (1d20+5)[ 7 ]

Damage:  (1d12+7)[ 11 ]

Done.

Stats: (Observers only)

 Spoiler
HP: 8/8 - PP: 9/10
AC: 21 full, 14 touch, 18 FF
Currently in: S-24
Buffs: Force Screen 6/10, Metaphysical Weapon 5/10

[User] Bad Hulk, bad. Aim better when you're trying to decapitate your opponent next time! 😡

[User]
 Zkai 6th Round

Few.....

I'm taking the odds... not good to lose more spells to Concentration checks.

Move to  W25

If I survive the AoO:

Cast  Acid Splash
 Ranged Touch attack
 (1d20+3)[ 15 ]
 Damage
 (1d3)[ 1 ]

STATS

 Spoiler

HP 10/10
AC 17 (+2 Dex, +1 Size, +4 Shield)

Spel Slots
Level 0 - 3/5
Level 1 - 3/4

Active Spell "Shield" Rounds 8/10

[User]
 HULK SMASH PUNY MAN TRYING TO RUN AWAY!

AoO:  (1d20+5)[ 8 ]

Damage:  (1d12+7)[ 17 ]

Edit: I am so disappointed in you, Gareth.

Edit the second: Turn done, I presume?

[User] Oh yes, sorry,  End of Turn

[User]
 Gareth, round 7

Move: To V-24.

Standard: Hulk  SMASH  with delicate precision!

Attack:  (1d20+5)[ 22 ]

Damage:  (1d12+7)[ 11 ]

Done.

Stats: (Observers only)

 Spoiler
HP: 8/8 - PP: 9/10
AC: 21 full, 14 touch, 18 FF
Currently in: V-24
Buffs: Force Screen 7/10, Metaphysical Weapon 6/10

[User]
 Zkai 7th Turn

Ok, Using Diehard I decide to stay up.

5' step to  X25
 Magic Missile!
 (1d4+1)[ 2 ]

Taking 1 Damage

 End of Turn

STATS

 Spoiler

HP -1/10
AC 17 (+2 Dex, +1 Size, +4 Shield)

Spel Slots
Level 0 - 3/5
Level 1 - 2/4

Active Spell "Shield" Rounds 7/10

[User]
 Spend 1 pp, negate the damage, etc, etc.

 Gareth, round 8

Standard:  HULK SMASH PUNY MAN WHO WON'T DIE!

Attack:  (1d20+5)[ 14 ]

Damage:  (1d12+7)[ 12 ]

Done.

Stats:

 Spoiler

HP: 7/8 - PP: 8/10
AC: 21 full, 14 touch, 18 FF
Currently in: V-24
Buffs: Force Screen 8/10, Metaphysical Weapon 7/10

[User] You can't move and attack while disabled, it's one or the other.😛

[User]
 Zkai 8th Turn

And Im still alive! =D

Even if you did a hit, which you didn't... you were far far away from me =P

Move to  Y21

Fire Magic Missle!
 (1d4+1)[ 2 ]

Lose another 1 hp

 End of Turn

STATS

 Spoiler

HP -2/10
AC 17 (+2 Dex, +1 Size, +4 Shield)

Spel Slots
Level 0 - 3/5
Level 1 - 1/4

Active Spell "Shield" Rounds 6/10

[User] Yeah, I didn't read that you had moved (Since, you know, you can't move and attack while disabled...) So Gareth would have 5-ft stepped to W-24. But he didn't, because you can't. 😛

[User]
 I checked the rules... it says you can't do a move action and a standard... it says nothing about 5' steps... So you didn't hit anyways....😁

And dismiss that Move action from turn 8, instead another 5' step to  Y24  and apply the missle damage

[User]
 *shrug* Either way.

 Gareth, round 9

Spend 1 pp to negate damage.

Move: to X-24.

Standard:  Fatality!

Attack:  (1d20+5)[ 11 ]

Damage:  (1d12+7)[ 12 ]

Stats:

 Spoiler
HP: 7/8 - PP: 7/10
AC: 21 full, 14 touch, 18 FF
Currently in: X-24
Buffs: Force Screen 9/10, Metaphysical Weapon 8/10

Edit: Forgot to mention damage negation.

[User]
 Poor Hulk, must start to feel frustrated... so many attacks and can't hit the poor little gnomish squeaky....😁
 Zkai 9th Turn

5' Step to  Z23
 Last Magic Missile! (Not a 1 again please)
 (1d4+1)[ 4 ]
Takes 1 Damage

 End of Turn

STATS

 Spoiler

HP -3/10
AC 17 (+2 Dex, +1 Size, +4 Shield)

Spel Slots
Level 0 - 3/5
Level 1 - 0/4

Active Spell "Shield" Rounds 5/10

[User]
 Gareth, round 10

Spend 1 pp to negate the damage.

5-ft step to Y-24.

Standard:  Hulk strength... fading... must SMASH!

Attack:  (1d20+5)[ 14 ]

Damage:  (1d12+7)[ 9 ]

Done.

Stats:

 Spoiler
HP: 7/8 - PP: 6/10
AC: 21 full, 14 touch, 18 FF
Currently in: Y-24
Buffs: Force Screen 10/10, Metaphysical Weapon 9/10

[User]
 It's a miss again...

 Zkai 10th Turn

5' Step to  Z22

Fire  Ray of Frost!
Ranged Touch Attack
 (1d20+3)[ 4 ]
Damage
 (1d3)[ 2 ]

Loses 1 more HP

 End of Turn

STATS

 Spoiler

HP -4/10
AC 17 (+2 Dex, +1 Size, +4 Shield)

Spel Slots
Level 0 - 2/5
Level 1 - 0/4

Active Spell "Shield" Rounds 4/10

[User]
 I should just let you kill yourself with standard actions. 😛
 Gareth, round 10

5-ft step Y-23.

Attack:  (1d20+5)[ 11 ]

Damage:  (1d12+7)[ 13 ]

Done.

Stats:

 Spoiler
HP: 7/8 - PP: 6/10
AC: 17 full, 14 touch, 14 FF
Currently in: Y-23
Buffs: Metaphysical Weapon 10/10

[User]
 Zkai 11th Turn

Run away to  Z19

After all, Hulk is not aiming well today....

 End of Turn

STATS

 Spoiler

HP -4/10
AC 17 (+2 Dex, +1 Size, +4 Shield)

Spel Slots
Level 0 - 2/5
Level 1 - 0/4

Active Spell "Shield" Rounds 3/10

[User]
 Gareth, round 12

Free: "Should've chopped you up instead of the bird."

Move: to Y-19

Standard: Keeeel.

Attack:  (1d20+4)[ 8 ]

Damage:  (1d12+6)[ 15 ]

Craft (Gnomish Mincemeat Pie):  (1d20-1)[ 17 ]

Done.

Stats:

 Spoiler
HP: 7/8 - PP: 6/10
AC: 17 full, 14 touch, 14 FF
Currently in: Y-19

Edit: Fixed round numbering. Gareth isn't very bright. 😩

[User]
 Nice Pie... Too bad you lack the main ingredient...

 Zkai 12th turn
 Concentration
 (1d20+7)[ 20 ]

If 15 or more:

 Ray of Frost!
 (1d20+3)[ 9 ]
 (1d3)[ 3 ]

If 14 or less, lose the spell

Anyways...

1 hp less

STATS

 Spoiler

HP -5/10
AC 17 (+2 Dex, +1 Size, +4 Shield)

Spel Slots
Level 0 - 1/5
Level 1 - 0/4

Active Spell "Shield" Rounds 2/10

[User]
 D'oh, I forgot to take my AoO earlier. Curses! 😡
 Gareth, round 13

Spend 1 pp, negate the damage. 😁

Attack:  (1d20+4)[ 20 ]

Damage:  (1d12+6)[ 9 ]

Stats:

 Spoiler
HP: 7/8 - PP: 5/10
AC: 17 full, 14 touch, 14 FF
Currently in: Y-19

[User]
 Perform (Victory Dance):  (1d20-2)[ -1 ]

Craft (Gnome-bone Necklace):  (1d20-1)[ 1 ]

[User]
 Ok, now you have your ingredient 😛

Zkai is at
-14

Good Game... though, you could have ended it so much earlier 😁

Edit: Terrible Dance... Terrible Necklace...

[User]
 It was a great pair of games, had a lot of fun 😁😁😁

Have to sleep now....😩

Good Night! 🙂


[User]
 The author is not responsible for any spelling, grammar, punctuation.

Please state your preferred map and buff time.

*votes for a steel cage*

[User]
 If you can find a steel cage map, go right ahead. I'll let you decide the map. =P

As for buffs, I only need all day, but I'm willing to concede a round or two if necessary.

 Spoiler

UMD for All-Day:
Greater Mighty Wallop (CL12)
UMD: (1d20+30)[ 37 ]
If Fail: (1d20+30)[ 49 ]
If Fail AGIN: (1d20+30)[ 42 ]

Greater Luminous Armor (CL12)
UMD: (1d20+30)[ 34 ]
If Fail: (1d20+30)[ 32 ]
If Fail AGIN: (1d20+30)[ 38 ]
Ability Damage: (1d3)[ 2 ]

Eternal Wand of Lesser Restoration
UMD: Autosuccess
 (1d3)[ 3 ]
 (1d3)[ 3 ]

Carmendine Scripture : Damage

[User]
 eh, I'me to lazy to ms paint one up so lets use this one:

all day only is fine with me.

 Spoiler

none, zip, nada.

choose a corner.

[User]
 Yay, this map AGAIN! =P

Y11 seems like a decent choice. When you see Jane, you notice that she's an Aasimar with really, really shiny translucent armor.

 Initiative:   (1d20+4)[ 12 ]

[User]
 guess that puts me in B11, she be an elf also in glittering armor.

  inititive  - (d20+6)[ 8 ]
 And now for some annoying backround music...

[User]
 That is kickass battle music.

While moving to  R19 , Jane eventually notices the presence of the elf, and adopts a combat stance, pulling a wand out of her pack. Shadows flare up, slightly obscuring her form.

 Spoiler
Child of Shadow Stance

(In other news, I just realized my Cull Wand Essence feat is pointless, as I got rid of all my wands that weren't eternal. Nifty.)

[User]
 Jill will take a double move to draw her Longsword and a hand axe, and shift into combat mode

 Spoiler

Robiler's gambit

[User]
 You didn't start with weapons drawn? Interesting...

Jane moves to  J17 , and being in no hurry, braces herself for an attack. She might be fast on her feet, but she's still gotta walk. Shadows continue to dance around her form.

 Spoiler
Total Defense, +6 dodge bonus to AC.

[User]
 Jill hurls the hand axe at you

  consealment  - (d100)[ 95 ]  misses on 80+, ignore this if I'm guessing your stance wrong.
  attack  - (d20+13)[ 26 ]
  comfirm  - (d20+13)[ 17 ]
  damage  - (d6)[ 4 ]
  vampiric property  - (d6)[ 3 ]

Jill will move to B6 afterwards. her stance remains the same.

[User]
 The handaxe completely misses, and yes, you guessed my stance correctly. =P

 Come back here!  the monk shouts, moving to C10 and once again bracing herself. Having objects thrown at her isn't quite fun.

 Spoiler
Once again, Total Defence

[User]
 you see the hand axe fly back to her waiting hand.  Be careful what you ask...

and she charges to B9 swinging with the longsword.

  concealment  - (d100)[ 37 ] misses below 20
  attack  - (d20+13)[ 27 ]
  confirm  - (d20+13)[ 21 ]
  damage  - (d8+12)[ 19 ]
  vampric property  - (d6)[ 6 ]

 Spoiler

expertising for 6
roblier's gambit still on

 You might get it!

[User]
 Deftly dodging the blow, Jane roundhouse kicks her opponent, weird magic and ki focusing in to her blow!

Emerald Razor Manuever
Melee Touch Attack:  (1d20+15)[ 23 ]
Damage: (8d8+4)[ 45 ]
In case of threat(20):  (1d20+15)[ 31 ]
Crit? Damage:  (8d8+4)[ 41 ]

If you are hit, read the following Spoiler:

 Spoiler

Stunning Fist Burned: DC 23 Fort
Additionally, list the DCs of whatever may be affected by a Greater Dispel Magic. The DCs alone will do, as I'd rather not know what buffs you have on.

Regardless of success or failure, Jane proceeds to accelerated tumble  (1d20+23)[ 30 ]  to  I-16

[User]
 as you use your maneuver Jill swings back with both weapons. (robiler's gambit, double strike)

  longsword  - (d20+13)[ 26 ]
  comfirm  - (d20+13)[ 15 ]
  damage  - (d8+12)[ 18 ]
  vp  - (d6)[ 5 ]
  hand axe  - (d20+13)[ 24 ]
  comfirm  - (d20+13)[ 27 ]
  damage  - (d6+6)[ 10 ]
  vp  - (d6)[ 4 ]

If both hit I get a free trip attempt (highsword /low axe)
  touch attack  - (d20+13)[ 32 ]
  streath check  - (d20+8)[ 28 ]
I'll roll up the free attack from improved trip if I got you

your technique misses. and that is one hell of a tumble mod, 33 base? yikes.

[User] Miss, Miss, and Drat, you've got a high touch AC.

[User] whoops didn't notice that was touch, you hit all day. gimme a second.

[User]
 total DC of spells efecting jill is...

there are no spells :P

[User]
 Wow.

Anyway, ZE STUNNING KICK?

[User]
 stunning  - (d20+15)[ 16 ]

thank god massive damage isn't core...

edit: a 1, really, REALLY?

[User]
 Wow, that really really sucks. o.o

Well then, I suppose it's my turn again? o.O

[User]
 yes, yes it is.

... oh picking up my weapons will be  fun.

[User]
 Jane idly walks back to  F13 .  Oh?  she asks, raising an eyebrow?  Hit by just that much? Oh well...

A single tendril of shadow from her form lances out to choke you!

Shadow Garrote Maneuver:
Ranged Touch Attack:  (1d20+11)[ 27 ]
Confirm?: (1d20+11)[ 28 ]
Damage?: (5d6)[ 20 ]
If hit, DC 13 or be flat-footed until your next turn.

Also, I'm not THAT mean. >>

[User]
 fort save  - (d20+15)[ 26 ]

double move to pick up my weapons.

(you so have this won, it's hillarious.)

[User]
 (Not if you have decent AC. Those were all my touch attacks.)

Jane mosies over to  I-11 .  Come on, do put up a decent fight or I'll feel horrible about myself.  She readies an action.

 Spoiler
Fire off her wand of Earthbind if her opponent starts flying.

[User]
 then come over here and fight , is all she can squeake out.

move to b11 and readies and action

 Spoiler

to melee attack the Jane when she can.

[User]
 Jane shrugs off the taunt.  Nah. Not when I can do this:  she says, holding up her wand. A ray suddenly shoots out of it!

...Naturally, I fumble too:
|
V

[User]
 ...goddamn it. First I accidentally post it on the Test of Spite page, now I mess it up AGAIN. Gahhhh

Ranged Touch:  (1d20+11)[ 12 ]
Damage: (3d6)[ 10 ]

[User]
 dodges the death ray, moves to g12, 5ft's to h12, swings.

  longsword  - (d20+14)[ 30 ]
  comfirm  - (d20+14)[ 23 ]
  damage  - (d8+12)[ 13 ]
  vp  - (d6)[ 5 ]

 Spoiler

expertiesing for 4
robliers is active

[User]
 Still a miss. AC 29 with a -4 on your melee attacks.

Jane lets loose a flurry of kicks!

Attack: (1d20+15)[ 17 ]
Damage:  (8d8+4)[ 45 ]
Crit?: (1d20+15)[ 34 ]
Crit Damage:  (8d8+4)[ 38 ]

Attack 2: (1d20+15)[ 25 ]
Damage:  (8d8+4)[ 37 ]
Crit?: (1d20+15)[ 25 ]
Crit Damage:  (8d8+4)[ 43 ]

Attack 3: (1d20+10)[ 25 ]
Damage:  (8d8+4)[ 30 ]
Crit?: (1d20+10)[ 18 ]
Crit Damage:  (8d8+4)[ 37 ]

[User]
 will robilers save me? I don't know!

Attack 1:
  longsword  - (d20+14)[ 18 ]
  comfirm  - (d20+14)[ 16 ]
  damage  - (d8+12)[ 16 ]
  vp  - (d6)[ 5 ]
  hand axe  - (d20+14)[ 26 ]
  comfirm  - (d20+14)[ 16 ]
  damage  - (d6+6)[ 12 ]
  vp  - (d6)[ 4 ]

attack 2
  longsword  - (d20+14)[ 17 ]
  comfirm  - (d20+14)[ 34 ]
  damage  - (d8+12)[ 17 ]
  vp  - (d6)[ 5 ]
  hand axe  - (d20+14)[ 15 ]
  comfirm  - (d20+14)[ 19 ]
  damage  - (d6+6)[ 12 ]
  vp  - (d6)[ 6 ]

attack 3
  longsword  - (d20+14)[ 34 ]
  comfirm  - (d20+14)[ 23 ]
  damage  - (d8+12)[ 18 ]
  vp  - (d6)[ 3 ]
  hand axe  - (d20+14)[ 25 ]
  comfirm  - (d20+14)[ 21 ]
  damage  - (d6+6)[ 8 ]
  vp  - (d6)[ 1 ]

and I'm dead, dubious benifits indeed.

[User]
 Your normal AC is beaten by a 25? o.o

Anyway, good game. I think you were at a bit of disadvantage though, what with the 'only hitting on a 20' and me being able to deflect thrown weapons...

Also, how'd you manage a 5-foot after a move action?

[User]
 Originally Posted by Signmakerens
 Your normal AC is beaten by a 25? o.o

Anyway, good game. I think you were at a bit of disadvantage though, what with the 'only hitting on a 20' and me being able to deflect thrown weapons...

without me expertising you could hit me on a 20, but yeah, not being able to hit you did me in, if the first two hit, a successful trip would have saved my ass. But I didn't buff ac that much, and that was a mistake; but now I know, generic UA warrior > int and dex to damage.

[User] I honestly think your build is a bit all over the place. You've got a pretty low attack roll, and from what I saw, no way to stop people that are concealment-mirrorimage users. Gonna need to figure something out.

[User]
 Originally Posted by Signmakerens
 I honestly think your build is a bit all over the place. You've got a pretty low attack roll, and from what I saw, no way to stop people that are concealment-mirrorimage users. Gonna need to figure something out.

when I'm not gimping the attack its +18 while twf, for concealment is a "depending on source" kinda deal with a stormfire ring. I wasn't sure the trade offs I made, like being able to just 5ft away from big, damaging kicks, for upped damage would be worth it, and they ultimately weren't.

[User]
 I see.

Well, it was a nice try.


[User]
 Map: Any preference?

Buff Rounds: 2+All Day Work?

[User]
 Preferably a form of columns, maybe try out the new one?

Buffs are fine

[User]
 Ok, sure, you would have to find it though...

Buffs:
 Spoiler
All Day: Greater Magic Weapon +5s on Gauntlets, Greater Mighty Wallop (CL 16)s on Gauntlets, Drink Potion of Greater Mage Armor
Round 1: Drink Potion of Shield of Faith, Moment of Alacrity
Round 2: Drink Potion of Conviction, Crack Achelmical Tooth

[User]
 Here it is
 {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 | C | C | C | C ||
 11 |||||||||| C
 12 |||||||||| C ||
 13 |
 14 ||| C |
 15 ||| C |||||||||
 16 ||| C | C | C | C | C | C | C | C ||
 17 ||| C | C ||||| C | C ||
 18 |
 19 ||||||||||||
 20 |
 21 |
 22 ||||||||||||
 23 ||| C | C ||||| C | C ||
 24 ||| C | C ||||| C | C ||
 25 |
 26 |||||||||||[/table]
Buffs

 Spoiler
All days - Greater Magic Weapons on daggers and Magic Vestments on armor
1 - potion of barkskin
2 - potion of shield of faith

[User]
 I'll take bottom half...say...21F

 Spoiler
UMD  (1d20+7)[ 27 ]  vs DC 20

Initiative  (1d20+27)[ 36 ]  (+5 Nerveskitter = 41)

[User]
 Hiding  (1d20+32)[ 37 ]

 Spoiler
starting in D5

Initiative  (1d20+15)[ 29 ]

[User]
 Takes first 70ft of move to end in C8.

 Spoiler
Activate Careful Sun's True Seeing

Hide  (1d20+13)[ 17 ]
Reactive:
Spot  (1d20+15)[ 18 ]
Listen  (1d20+15)[ 24 ]

I have true seeing...if that helps.

First move action not yet over...I need to know if I see or hear anything.

[User]
 WORD OF DM

Sharnian, it's not your turn. You also didn't ready an action. Therefore, no attacks.

 Originally Posted by Olo Demonsbane
 First move action not yet over...I need to know if I see or hear anything.

[User] While we're giving out rulings: Olo, you need to move 80 feet to get from F21 to C8. Remember that you can not cut corners when moving.

[User]
 Sorry didn't see that... Undo that.

You see no thing and hear no thing

[User]
 Spoiler
Use Empty Body, Move to B10

Zephyr dissapears.

End Turn.

[User]
 Spot  (1d20+20)[ 36 ]

Do I see anything (I have See Invisibility)

 Spoiler
drink potion of see invisbility which I drew as I moved to C5

hide (1d20+32)[ 36 ]
move silently  (1d20+22)[ 35 ]

[User]
 You see a small wavering figure in B10.  He wears no armor, and has two feathered wings on his back.

Reactionary:
Spot (cant beat)
Listen  (1d20+15)[ 35 ] -I get your general direction

End Turn?

[User]
 You hear some light steps to the North of you

your turn.

[User]
 Sharnian:

 Spoiler
Potions are not weapons, and cannot be drawn as part of a move. It actually takes the whole move action. Therefore, you cannot have moved.

[User]
 Sofa:

 Spoiler
Right then, no movement for me, Still at D5

[User]
 The figure races around past you, ducks back, going through your space, and ends in his starting space.  Then he races and hides in
 Spoiler
C10

...dissapearing around the corner.  As he hides, fires erupt all around you.

 Spoiler
Use Ring of Fire. 18 rounds of ethrealness left.

[User]
 Forgot damage...

 (12d6)[ 44 ]  fire damage, Reflex Save DC 15 for half

[User]
 Reflex save  (1d20+23)[ 26 ]

How do you know my exact space?

Spot  (1d20+20)[ 32 ]
Listen  (1d20+20)[ 39 ]

[User]
 You take 22 damage, and dont see anything.

I dont need to...Its an  AOO  AoE manuever.

End Turn.

[User]
 Hide  (1d20+32)[ 37 ]
Move Silently  (1d20+22)[ 42 ]

 Spoiler
Move to C6 while drawing eggshell grenade. Ready action to throw at whoever attacks me

Your turn

[User]
 Spoiler
Refresh manuevers.
17 rounds of ethrealness left.

End Turn.

[User]
 Spoiler
Activate Hunter's Sense stance

Scent

If you're within 30ft of C6, I know your general direction
If you're within 5 ft, your pinpointed

I'll finish turn based on what I learn.

[User] You dont smell anything.

[User]
 Spoiler
Move to B8

Your turn.

[User]
 Spoiler
5ft step out of the pillar, reactive listen/spot.

Listen  (1d20+15)[ 26 ]
Spot  (1d20+15)[ 27 ] ; True Seeing

Hide  (1d20+18)[ 24 ]
MS  (1d20+18)[ 23 ]

You get to make a reactive a Spot/Listen check, and, assuming you were still hiding, make a Hide/MS check.

Turn only just beginning.

[User]
 Move Silently  (1d20+22)[ 26 ]
Hide  (1d20+32)[ 51 ]

Spot  (1d20+20)[ 24 ]
Listen  (1d20+20)[ 37 ]

[User]
 Ok...I hear your general direction...and you see a rapidly moving figure coming out from behind the long stream of collums 10C to 10J.

Where are you?  Can you give me a 15ft by 15ft square where you might be?

[User]
 You hear footsteps to the West.

I'm somewhere from B6 to D9.

[User]
 Ok, the figure starts moving, fire trailing behind him.

I assume you readied an action?  If so, now would probably be the opportunity to take it.

[User] Unfortunately, I don't have a readied action. You may continue.

[User]
 He flys around from B6 to D9, then goes back behind the corner, and you lose sight of him.

 Spoiler
Ring of Fire, continuing into the wall in C10.

As he crosses his path from before, fire erupts again.

 (12d6)[ 32 ]  fire damage, Reflex save DC 15 for half.

[User]
 Scent from B8

 Spoiler
5ft step to B9 and ready action to throw eggshell grenade when I see enemy within 10ft of me

Spot  (1d20+20)[ 35 ]
Listen  (1d20+20)[ 24 ]
Hide  (1d20+32)[ 36 ]
Move Silently  (1d20+22)[ 31 ]

[User] You dont see anything.

[User] Right then, your turn

[User]
 Spoiler
Recover maneuvers.

Your turn.

[User]
 Move-action spot  (1d20+20)[ 28 ]

 Spoiler
 Maintain Readied action

Hide  (1d20+32)[ 34 ]

Forgot Reflex save from earlier

 (1d20+23)[ 43 ]

[User]
 You dont see anything.

 Spoiler
5 ft step, ring of fire if nessecary.

Spot:  (1d20+15)[ 17 ]
Listen:  (1d20+15)[ 24 ]
Hide:  (1d20+18)[ 28 ]
Move Silently  (1d20+18)[ 22 ]

Rest of my turn will depend on those actions.

[User]
 You don't see anything or hear anything

Move Silently  (1d20+22)[ 42 ]

[User]
 Forgot perception rolls,
Spot  (1d20+20)[ 36 ]
Listen  (1d20+20)[ 22 ]

[User]
 He starts moving around the same area he did last time, trailing fire.

Any readied action?

[User]
 Yeah, when you come Within 10ft, I throw an eggshell grenade

Ranged Touch Attack
 (1d20+11)[ 25 ]
If it hits, you're blind for
 (1d4)[ 4 ]  rounds

[User]
 You miss, and doing this reveals your location, so my actions change as follows:

 Spoiler
Zephyr finishes the ring of fire around you, deactivates incorprobility, then uses White Raven Tactics.  He follows with a charge..possibly a shadow pounce afterwards.

After finishing the circle around you, with flames erupting, he charges you.

Fire  (12d6)[ 33 ] , Reflex save DC 15 for half.

 Attack   (1d20+25)[ 37 ]
Damage  (32d8+56)[ 218 ]
 Attack   (1d20+25)[ 32 ]
Damage  (32d8+56)[ 183 ]
 Attack   (1d20+25)[ 44 ]
Damage  (32d8+56)[ 169 ]
 Attack   (1d20+25)[ 42 ]
Damage  (32d8+56)[ 221 ]
 Attack   (1d20+25)[ 45 ]
Damage  (32d8+56)[ 200 ]
 Attack   (1d20+25)[ 44 ]
Damage  (32d8+56)[ 194 ]
 Attack   (1d20+25)[ 33 ]
Damage  (32d8+56)[ 165 ]
 Attack   (1d20+25)[ 39 ]
Damage  (32d8+56)[ 195 ]
 Attack   (1d20+25)[ 43 ]
Damage  (32d8+56)[ 182 ]
 Attack   (1d20+25)[ 33 ]
Damage  (32d8+56)[ 201 ]
 Attack   (1d20+25)[ 45 ]
Damage  (32d8+56)[ 186 ]
 Attack   (1d20+25)[ 30 ]
Damage  (32d8+56)[ 191 ]

Turn not yet over, hopefully.

[User]
 Crit Con   (1d20+25)[ 35 ]
Extra Damage  (32d8+56)[ 190 ]
 Crit Con   (1d20+25)[ 31 ]
Extra Damage  (32d8+56)[ 210 ]

[User]
 Reflex Save  (1d20+23)[ 40 ]

Manuever Martial Lore DC11

 Spoiler
Counter Charge

Opposed Dexterity rolls
 (1d20+6)[ 19 ]  I get +4 if you are larger than me

Since you attacked, wouldn't that reveal where you are? Need to know where you end up at when you attack me

[User]
 Dexterity:  (1d20+2)[ 19 ] ; I am medium sized.

It does indeed reveal me.  I am standing 5ft away from you.

How many of my attacks hit?  If any?

[User]
 Just a clarification: sharnian wins the opposed check with his higher modifier.

Olo:

 Spoiler
How are you attacking and using these abilities from the Ethereal Plane? Also, 32d8 base damage seems a bit high. Forgive my skepticism, but I'd like to know how you're achieving these things.

[User]
 Claudius
 Spoiler
I deactivated my ethrealness during my turn as an instantaneous action.  My base damage is 4d8, which is improved to 16d8 by my oils of Greater Mighty Wallop.  On a charge attack, I deal double damage.

Just in case you missed my last message, my turn is not yet over.

[User] Hold up, I'm not finished, my manuever moves you 10feet to B12, so none of them hit

[User]
 I  then  use my Anklet of Swift Transportaion to teleport me 10ft, landing me right next to you.  I then shadow pounce you as another flurry.

 Attack   (1d20+23)[ 27 ]
Damage  (16d8+28)[ 110 ]
 Attack   (1d20+23)[ 37 ]
Damage  (16d8+28)[ 88 ]
 Attack   (1d20+23)[ 24 ]
Damage  (16d8+28)[ 91 ]
 Attack   (1d20+23)[ 32 ]
Damage  (16d8+28)[ 96 ]
 Attack   (1d20+23)[ 43 ]
Damage  (16d8+28)[ 109 ]
 Attack   (1d20+23)[ 28 ]
Damage  (16d8+28)[ 89 ]
 Attack   (1d20+23)[ 28 ]
Damage  (16d8+28)[ 100 ]
 Attack   (1d20+23)[ 35 ]
Damage  (16d8+28)[ 105 ]
 Attack   (1d20+23)[ 43 ]
Damage  (16d8+28)[ 93 ]
 Attack   (1d20+23)[ 40 ]
Damage  (16d8+28)[ 104 ]
 Attack   (1d20+23)[ 30 ]
Damage  (16d8+28)[ 93 ]
 Attack   (1d20+23)[ 25 ]
Damage  (16d8+28)[ 88 ]

For every 2 attacks that hit, I get a mirror image, max 2.

[User]
 Crit Con   (1d20+23)[ 28 ]
Extra Damage  (16d8+28)[ 103 ]
 Crit Con   (1d20+23)[ 38 ]
Extra Damage  (16d8+28)[ 95 ]

[User] I believe that is my death now... I shall weep


[User]
 You have been tracking the assassin Araian for weeks now.  As any good assassin, he was hard to find but finally, you have him in your sights......

Araian was a rising star among the Boromar Clan, but just being an assassin was not enough to perk your interests.  His group of assassins have been snooping around, looking for clues on kalashtar enclaves after the death of two a Reidra embassy guard on embassy grounds.  Eye-witness reports state that the assailants wielded glowing blades.  The elders feel that this is a fame up and that the famous Boromar Clan was hired to give the appearance of avoiding diplomatic entanglements.  You were tasked with the job to bring Araian back so that the telepaths could questions him.

On this quiet foreboding night in an alleyway of Sharn you had Araian in a deadend.  Something seemed too easy about this........

 "So you finally decided to make your move?"  he hissed.   "Is it not enough to try and assassinate the Reidra ambassadors but now the kalashtar wish to make enemies with the Boromar Clan as well?"

[ooc]he has his back to you facing a deadend.  He is 30 feet ahead of you.  The allyway is about 5-6 feet wide, 60 in length and several stories high (this is the city of towers afterall[/ooc]

[User]
 Heshvimelk

Leaving his cutting wheels in his sash, Heshvimelk takes a step forward.  "We owe you no answers,"  the avatist says.   "We have you cornered.  If you thrown down your arms and cooperate, you may come out of this unscathed."

 Spoiler
If he isn't already, Heshvimelk will take the opportunity to gain his psionic focus, giving all Kalashtar in the group (well within 60 feet) a +2 to initiative and reflex saves.

  Concentration  - (1d20+8)[ 15 ]  if needed. Edit:  Phoo.

If he is already psionic focused, he will ready a stunning fist attack if the assassin moves/is in range and aggressive move.

  Stunning Fist To Hit  - (1d20+6)[ 22 ]
  Stunning Fist To Hit  - (1d8+4)[ 6 ]
Fort save DC: 17

  Sense Motive  - (1d20+14)[ 22 ]  in case he tries to be sneak about attacking!

[User]
 Void
 "If everything one hears about him is true, we hardly have him cornered."

Though the snow-white mane of his hair and a faint blueish glint reflecting the light of a far away lantern off his armor is the only thing clearly visible in the darkness, the unnatural beauty and presence of the Inspired Renegade is by no means diminished by that. His voice is strangely harsh for one of his race, and to see an Inspired in the trappings of the Path of Light is almost bizarre.
Still, Void can emenate reassurance and trusworthyness if, like now, he chooses to do so.

 "This is either the attempt to simply get rid of us, which of course won't work, or you need information. I suppose it would be too naive to think you might be willing to give us what we want to know in return?"

Rolls

 Spoiler

Diplomacy to get him to talk more:  (1d20+21)[ 41 ]
Sense Motive to judge his intentions and wether he believes what he says:  (1d20+14)[ 15 ]

 "Or do you really hope to defeat us?"

[User]
 "Ah it looks like you got me brave warriors, truly I am at your mercy, as you see I am unarmed."  he said as he turns to face you with his arms up to the sky.  The assassin's eyes are calm and collected.

 "So you must be the traitor Murakhakr, or should I say Void, that everyone in Sarlona is talking about.  Indeed this mission is turning into a massive success."

Last you checked no one on Khorvaire knows of your old Inspired name......

[User]
 Heshvimelk

The monk resists the temptation to glance back at Void, but instead keeps his attention on the assassin, trying to keep his stance as nonthreatening as possible while still keeping his muscles tense and ready to react if the assassin makes a move to attack or escape.  Heshvimelk waits for Voids response to the assassins sudden admission to determine how they should confront this new revelation about the Boromar Clan.

 Spoiler
Keeping a readied action for stunning fist.

  Continuing to Sense Motive  - (1d20+14)[ 17 ]

[User]
 Void
 "It seems the mighty Boromar Clan is turning into nice little bloodhounds for the Dark. Quite... touching. Now, do you have something important to say, or are you finally going to run?"

His old name triggered something, and the harshness in Void's voice has been replaced with an ugly, almost slime-like drawl, like that of a stereotypical nightmarish psychopath who's about to kill. A faint deep purple glow seems to have replaced his aura of calm and wisdom.

 Spoiler

Intimidate roll to either make him come with us, or at least to let slip more information: (1d20+18)[ 34 ]
Continuing Sense Motive: (1d20+14)[ 20 ]

[User]
 "Why Void, what Dark are you referring to?  I was just asking around for the ones who killed the guardsmen in the Reidran embassy.  Sounds like soulknives doesn't it?  Your kind became natural suspects."
Araian let out a smirk.  It was clear he was neither scared or as unprepared as he let on.
 "You two wouldn't know who did it would you?"

Hashvimelk spots movement in the windows behind and above your group......

[User]
 Heshvimelk

Tracking the moment out of the corner of his eye, Heshvimelk calls on his innate powers to form a mindlink with his companion.

  He may not be alone.  There is something moving in the windows behind us.  Could be curious onlookers, could be trouble.  Be prepared.

[User]
 Void
  Of course he isn't alone, that would be foolish.
 "I do know that you wouldn't get your money if you got the real murderes, but so do you, I suppose."

Void takes a deliberately long pause and looks around behind him and upwards, a smile forming while he does so.

 "Last time I ask, as it seems our little small-talk is soon to be over, are you coming, running, or do you really want to try your luck?"

 Spoiler

Intimidate:  (1d20+18)[ 29 ]
Sense Motive:  (1d20+14)[ 23 ]
Concentration to become focused:  (1d20+17)[ 35 ]

[User]
 Heshvimlk

The atavist places his hands on his cutting wheel, slipping them out of his sash and bringing them quietly to the ready at his sides.

  They have really gotten to you, haven't they?  Try to collect. If we're surrounded by the Boromar Clan, we need to keep level heads to get out of this .

[User]
 "Looks like the suspects are......uncooperative  In a flash two glowing blood red mindblades form out of his hands.  Last you checked he was not soulknife......
The movement you heard from behind suddenly turns into arrows pointed at you.

[ooc]Please roll for init or just repost it here[/ooc]

[User]
 Heshvimelk
 HP: 51/51  AC: 18  PP: 24/24

Heshvimelk crouches low as the arrows rains down.  Lifting his triangular blades up from his sides, he mentally calls out to the shards embedded across the back of his shoulders.  A ghostly tentacles seems to extend from his body, covering him in a translucent mass or writhing strings of ectoplasm.

 Spoiler

Just posting my action for whenever it happens, given nothing happens to prevent it.  Just activating his Ectoplasmic Armor.

  Initiative  - (1d20+4)[ 18 ] , +2 if I was allowed to be psionicly focused prior to the start of the campaign.

[User]
 Void

Initiative:  (1d20+3)[ 22 ]
 "Fool..." , Void says into the night, and you are not sure if he means his opponent or himself, probably both.

If there is any possibility of cover from ranged weapons, Void will move there first, and manifest Animal Affinity (+4 strength). If not he will charge straight for the soulknife, calling his mindblades into existence and attacking with them.

 Spoiler

Attack: (1d20+15)[ 27 ]
Damage: (1d6+10)[ 14 ]