[User]
 The deities of Toril had nearly destroyed the world more than once in the past and, if his predictions were correct, would do much worse in the future. The world could not survive without balance for it was balance that held the great evils at bay as much as his own power. But after millenia of wrong choices, carelessness and apathy, his servants had ruined that balance. So Lord Ao made the decision that this world would be better off without immortal guardians. He took back the power he'd given the lesser gods and with it along with his own fashioned a shield around the world, a barrier against interference by external forces-including himself. At the same time, he removed all memory and consequance of deific presence in the world, reverting the races of Toril to a much more primitive but carefree state. The shield would prevent anyone from upsetting the balance and this world would be safe.

But despite his great power, Ao failed. For even as he focused all his strength into making a barrier, lesser immortal creatures that disagreed with his choice betrayed him and snuck back in as the shield closed behind them. Like comets they fell from the heavens, their arrival shaking the earth for many miles from their points of impact. And as the now primitive people of Toril came to investigate, those beings decided to become what Ao sought to destroy; immortals that would rule over the world and the creatures within...

 Spoiler

Make a description of your arrival into the world, including your avatar's description and/or first contact with your chosen race.

Put a link to your sheet in a spoiler in your first post.

Post any avatar actions and/or miracles for the first turn.

Any OOC stuff should always be put in spoilers.

[User]
 The bright light seared through the sky, burning a line in the sight of all who say it. It struck the ground somewhere in a a forest near a village of humans and some of the inhabitants went out to investigate. When they reached the smoldering impact, the villagers found no stone or creature they thought could be the cause. What they did find, however, was a young child running around the forest himself, playing with a small dog skeleton. Seeing the townsfolk arrive, the skeleton quickly ran away, barking happily all the while. The small boy was remarkably tanned, much more so than most of those present and when questioned about the crater, had nothing to say, other than that he hadn't seen the impact occur, nor had he seen anyone else or anything out of the ordinary that day. Perplexed, the search party finally went home, leaving the boy as they were unable to catch him and bring him with them for safety. As they headed back, it seemed that they were being followed, or guarded, and the sounds of the dog skeleton's happy bark an unseen companion.

The next day, life began to return to normal, with a few men heading out to the nearest villages to see if they knew any more of what had happened. That afternoon a young man never seen before wandered into town. Having come from the rough direction of the forest, he was met with some suspicion and some curiosity. After inspection and questioning, he was allowed to put up his things in the inn and left alone. Curiously pale and garbed, his clothing was different from any they had seen before and completely covered his body, and his wide hat shielded his eyes from sight and sun, as if the light hurt them.

Early the next day the stranger was up and about, lending a hand to any who would have him. The blacksmith in particular found his help invaluable; the stranger knew quite more than the blacksmith himself and taught him many things. When a large group of bears attacked the village, he single-handedly warded them off with the halberd he had made at the forge. As he lived there for the next few weeks, he hinted at secrets to be found, ways to hold back time itself and achieve longevity. Then one day, he disappeared, leaving the people with only his memory.

Many years later, and old man visited the now small city. Some of the oldest townsfolk seemed to recall something vaguely similar in this old man, and a feeling of warm familiarity met them when talking with him. After a few days, the old man finally revealed his true nature; he was in fact the young man from long ago who had come after the comet-fall. De-aging before an assembly of the leaders, he let them know his name and nature. Athesmos Skia, Lord of Time and Undeath, he announced as his name, was the young boy found playing in the woods that fateful day, and the young man that aided the villagers those few weeks after, teaching and provoking them unto greater knowledge and works.

This changing man, never too long any one age now, gave them a choice; to be changed from human to something else, bound to night, but given longevity in return, and the promise of immortality a while afterward, or to continue on their lives, eventually loosing life and dying. There was, of course, a catch. Athesmos would be regarded as a god, and would extend his protection toward them. They would also be gifted this life only based off merit, and while they themselves would be able to gift others, they were not to do so unless those to be gifted were also of equal merit. Telling them that such a choice was not to be made lightly, he promised that he would return in five years for their answer. He taught them some more during his short stay, those who would learn from him and left as suddenly as before.

Five years to the day the strange man arrived back in town, and was immediately taken to the ruling council. When asked for their answer, a hat was given him filled with pieces of paper. On those papers were the results of the vote, taken a few day before finally and unspoken of since. With a wry smile the child form upturned the hat and read the votes, one by one; a unanimous "yes." Smiling a wise smile, as only a child can do, the young boy led a few of the council members together and then they vanished, after leaving word that they would be back later that night.

That night, the group returned, though the boy was now the old man. The council members were visibly paler and their canines had extended. Athesmos explained what had happened, and why they hadn't been able to return until the night. These first vampires would form the core of a new government, and would be added to as time went on, though these new additions would be usually made by the existing members. Food would have to be made available for these new creatures, and for now animal blood would have to suffice, though later human blood might become available, as they wished and led their people.

Staying again for a little while, Athesmos taught and helped around the small city, and protected them against some of the larger threats they came across. Once again, without warning, he vanished, leaving only hints behind. That skeleton dog with the happy bark, the huge wolf skeleton that always seemed to hang around the young man, and that strange shadow that seemed connected to the old man, but not quite, those were frequently seen around the area.

 Spoiler
 Athesmos Skia

Should we choose the region that we land in and start to take control of, or does it matter? Does Divine Guidance count as a miracle, or is it a kind of free action we get each turn? Also, for DG, is it population  or  wealth, or just population? What is the benefit of greater control weather, if creation does the same thing? How do the racial stats go up normally? Sorry for all the questions now, its just that I hadn't thought of them before. Once I get a wee tad more info, I'll post his divine actions.

Methodia

 Spoiler
{table] Population  | 3
 Wealth  | 5
 Progress  | 4
 Military  | 2
 Arcana  | 6
 Faith  | 0[/table]


[User]
 The arena, a massive Colliseum built in a powerful archmage's private demiplane looms around you. Thousands of people wearing the special goggles that will allow them to see the combatants even through illusions, defences or brick walls and terrain features so as not to miss a single moment of action applaud excitedly when the Archmage himself teleports you in the prearranged positions within the empty field.

Having checked you for possible illegal magics, substances or other preparations, the old man in his black robe and cowl now manipulates the arena's phantasmal terrain, making it assume one of the prearranged configurations randomly. The area around you flickers through several different environments under the seven-color gleam of an impenetrable shield that surrounds it; a hundred feet tall and ten times as wide, the barrier prevents both external interference and you from leaving until the fight is done.

Roll Info:
 Spoiler

Preparation - (d6)  (1: No Prep, 2-3: 1 round, 4-5: 2 rounds, 6: 3 Rounds)
terrain - (d7) (disregard swamp)
weather - (d6) (1:drought, 2:cloudy, 3:mist, 4:rain, 5:frost, 6:clear)
wind - (d6) (1:still, 2-3: breeze, 4-5: strong wind, 6: hurricane)
light - (d6) (1-3: night, 4-6:day)

Terrain
 Spoiler
1: Empty (completely featureless)
2: Plains (knee-high vegetation, waist-high rock formations)
3: Space (as empty plus darkness, no gravity and no air)
4: Aquatic (completely filled with water)
5: Forest (trees and grass)
6: Volcano (ground is red-hot and deals 5d6 fire damage. Pit of magma in the middle)
7: Rural (many small, unoccupied houses litter the arena)
8: Swamp (waist-high mud and vegetation, thin mist fills the air)

[User]
 Preparation -  (1d6)[ 3 ]  (1: No Prep, 2-3: 1 round, 4-5: 2 rounds, 6: 3 Rounds)
terrain -  (1d7)[ 5 ]  (disregard swamp)
weather -  (1d6)[ 1 ]  (1:drought, 2:cloudy, 3:mist, 4:rain, 5:frost, 6:clear)
wind -  (1d6)[ 5 ]  (1:still, 2-3: breeze, 4-5: strong wind, 6: hurricane)
light -  (1d6)[ 1 ]  (1-3: night, 4-6:day)

[User]
 The shifting facets of the arena settle upon a lightly wooded forest, with undergrowth.  The trees are dry, and undergrowth wilts from the heat.  A fierce wind blows through the area whipping dust and pebbles up off the ground.  The sun can just barely be seen through the forest canopy.

Terrain Features:
 Spoiler

FOREST:

 Undergrowth
Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren’t mutually exclusive; it’s common for a 5-foot square to have both a tree and undergrowth.

 Stealth and Detection in a Forest

In a sparse forest, the maximum distance at which a Spot check for detecting the nearby presence of others can succeed is 3d6×10 feet. In a medium forest, this distance is 2d8×10 feet, and in a dense forest it is 2d6×10 feet.

Because any square with undergrowth provides concealment, it’s usually easy for a creature to use the Hide skill in the forest. Logs and massive trees provide cover, which also makes hiding possible.

The background noise in the forest makes Listen checks more difficult, increasing the DC of the check by 2 per 10 feet, not 1 (but note that Move Silently is also more difficult in undergrowth).

This is a light forest.

Full SRD entry for Forest:  http://www.d20srd.org/srd/wilderness.htm#forestTerrain

Strong Wind:
 Strong Wind

Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a -2 penalty on ranged attack rolls and on Listen checks.

[User]
 (... Belial should make maps of each arena. They are cool and all but the truth is that we have no idea where the undergrowth is, where the trees are, where the rocks are, where anythng is.

We barely know where we stand when we start.)

And behold. The Infernal Lord of the Sea of Sand. Again out of both his elements. Poor bastard. No sea and no sand. Sucks to be him.

The (reallylongname) stares at a tree between himself and his opponent. Wee. Or not. I don't know. His ashworm stares at nothing, it is a worm, it has no eyes.

[User]
 This is true.  I assume, for this one:

Light undergrowth everywhere at ground level.
Trees too small to effectively climb.
All squares at ground level grant concealment, but not total concealment (20% miss chance at ground level, able to hide if not observed).

[User]
 And behold!

A small nixie, almost swallowed by the underbrush, in a very shiny suit of mithril chainmail.  It's skin carries a bronzed, golden sheen, and an aura of light radiates from it.

Introducing...  Apollo.  And, being sort of a good character, he has a Creed.
So I guess...  Apollo Creed.

You're not undead, so there goes 30% of my offensive battleplan.  2 rounds of prep though, so let's get started.

[User]
 Initiative:   (1d20+7)[ 25 ]

Prep:
Round 1:
Cast: Energy Immunity (Sonic)
Cast Quickened Magic Vestment

Round 2:
Cast: True Seeing
Cast Quickened Ghost Touch Armor.

Visibility is  (3d6)[ 6 ]  x10 feet

[User]
 Initiative:  (1d20+12)[ 13 ]

Description is already up there. Also yay. Good! Means I can smite.

Preparation round 1: Cast Golden barding. Should probably rename it for evil effect.

Preparation Round 2: Summon  (1d4+1)[ 4 ]  Osyluths.

Osyluth 1: casts Fly on the Ashworm.
Any remaining Osyluths cast Fly on themselves.

----

One? Seriously? ONE?

[User]
 My turn 1:  Free:  Activate my Protective Aura.  It extends out 20 feet, provides light, and acts as a double strength Magic Circle Against Evil and Lesser Globe of Invulnerability.

Cast:  Sheltered Vitality
Cast:  Quickened Entropic Shield.
Free:  Drop the lesser rod of quicken I just fully expended.
Move:  Fly forward 60 feet.

Edit:  Done.

[User]
 The Lord and his worm give a small step forward (Five foot step), and see the Nixie in the grass.

Three of the Osyluths, under mental orders, proceed to cut rear and up escape routes from Apollo with  Walls of Ice  (50 feet long, 20 feet tall, with the third one atop the first two, forming an arch)

With this, and in a show of brutality, the Lord and His Ashworm charge forward with all the brutality they can muster. Intending to end their movement 10 feet behind the Nixie (move 70 feet during the charge).

(Flying Chaaarge - Smite Good - Divine Might - ride-by - trample with three arms on the lance!)

 (1d20+41)[ 56 ]  (+another 9 if you are good)
Damage:  (1d8+44)[ 47 ]  (+ (2d6+5)[ 9 ]  if you are good). This damage is them tripled.

Miss chance due to concealment: 1-20 equals a miss:  (1d100)[ 98 ]

Also, trample strength roll for the Ashworm mount:  (1d20+20)[ 32 ]

This mounted trample cannot be avoided.
Should this mounted trample succeed, it will take a full round action for the victim to lift itself off the floor.

Hmm... How does a flying trample works in this fashion anyway?

After all this charging is resolved, the last Osyluth greatly teleports to the front of the ice cage, potentially surrounding the potentially flattened Nixie.

[User]
 That's a miss.  AC is currently 69.
EDIT:  I get squished on the trample.

[User]
 My go.
Swift: Belt of battle:  3 charges.  Gain an additional full round action.
Full round action:  Stand up.
Move action: Fly forward 60, Auto success on tumble checks to avoid all AoO's while moving through enemy squares... Out of the Ice corridor.

Standard:  Cast a spell...  Specifically, Blistering Radiance...  In the center of the ice corridor.

Blazing light fills the area, stretching 100 feet in every direction.
Everyone in this area is Dazzled, no Save.

Everything within the area also takes 2d6 fire damage (Fort half).
<Long name>:  (2d6)[ 10 ]
<Mount>:  (2d6)[ 8 ]
<summoned critter 1>:  (2d6)[ 5 ]
<summoned critter 2>:  (2d6)[ 5 ]
<summoned critter 3>:  (2d6)[ 12 ]

And the light remains, burning those within.  I'm dazzled as well, but not burned.

Go ahead.

[User]
 Ice Wall 1:  (2d6)[ 9 ]
Ice Wall 2:  (2d6)[ 9 ]
Ice Arch 3:  (2d6)[ 6 ]

[User]
 o.o

That's one serious Armor class.

Even with the Smite Evil bonus I need a 19 or 20 to hit.

Hmm...

Better make that hit count!

The four Osyluths shoot rays of Dimensional Anchor at Apollo.

Ranged touch attack:  (1d20+14)[ 25 ] , Miss chance:  (1d100)[ 44 ] , Spell Resistance (if any):  (1d20+12)[ 28 ]
Ranged touch attack:  (1d20+14)[ 22 ] , Miss chance:  (1d100)[ 21 ] , Spell Resistance (if any):  (1d20+12)[ 26 ]
Ranged touch attack:  (1d20+14)[ 32 ] , Miss chance:  (1d100)[ 47 ] , Spell Resistance (if any):  (1d20+12)[ 15 ]
Ranged touch attack:  (1d20+14)[ 21 ] , Miss chance:  (1d100)[ 5 ] , Spell Resistance (if any):  (1d20+12)[ 23 ]

The ashworm moves over Apollo again, trampling him a second time if he decided to get up. ( (1d20+18)[ 32 ] ), and again, ending his movement ten feet in front of him, in the perfect spot for his rider to stab.

Noticing that only with a really lucky shot he will be able to hit the small creature, The Lord of the Sea of Sand decides to blow precision away and strike with all he's got.

(Power attack for -18, all my BAB and +36 damage)

Full attacking thanks to Ashworm Dragoon ability! (Each attack has a +4 bonus for attacking a prone target).

Attack: (1d20+25)[ 40 ]  Damage:  (1d8+51)[ 57 ]  Miss chance:  (1d100)[ 73 ]
Attack: (1d20+20)[ 40 ]  Damage:  (1d8+51)[ 55 ]  Miss chance:  (1d100)[ 4 ]
Attack: (1d20+15)[ 29 ]  Damage:  (1d8+51)[ 57 ]  Miss chance:  (1d100)[ 95 ]
Attack: (1d20+10)[ 27 ]  Damage:  (1d8+51)[ 54 ]  Miss chance:  (1d100)[ 57 ]

[User]
 I smell a natural twenty! Going to confirm just because. Would need another natural 20 to confirm that thing.

 (1d20+20)[ 27 ]

Wait. Miss chance. GAH.

[User]
 Power attack doesn't matter much.  Elusive target.  As you're my dodge target, you don't ever receive a power attack bonus on me.  Just the penalty.

My go.  While Prone, cast Ethereal Jaunt.  None of those critters came close to my touch AC (46)...  And this character isn't the one I consider "High AC".  That one can hit 99 AC, 92 Touch.

[User]
 Hmm...

In face of these events, the Lord does the one thing he can do.

The Lord and his mount sink in the land, burrowing the hell away from sight.

And we reach an impass, I fear.

[User]
 Hardly.  I'm doing that cause I need a round of breathing room.  LOL.

Right myself more easily while ethereal.
Cast Righteous might.

Over a couple rounds, I plan to cast a few more, then I'll be back.

[User]
 Very well. I can wait. I have all the time in the world down there.

Well, 10 minutes before needing to resurface for a bit. But you get my point.

[User]
 Divine power.
Holy Transformation.
Shield of the Archon.
Fly up 60 feet.
Dismiss Ethereal Jaunt.

[User]
 The four Osyluths teleport to the edges of the arena. Ziut.

The Lord Remains underground, really unable to see.

[User]
 I'll wait.  Summons don't last forever, and they've got next to no chance to hurt me.

Cast Daylight, on my square.  It extends 120 feet in every direction.

[User]
 The lord and his mount burst from the ground, the mount flies up 30 feet, and the Lord casts  Blasphemy .

SR roll, if any:  (1d20+18)[ 28 ]

[User] Bypassed my SR.  What's your Caster level?

[User] Caster level 18.

[User] Daze and weaken.

[User]
 Well, time to roll for weakness.

Str lost:  (2d6)[ 9 ]
Duration:  (2d4)[ 7 ]

The Lord and his mount fly up 40 feet, and the Sahuagin delivers a hail of attacks against the Nixie.

Also Burn one turn undead to use divine might.

Attack:  (1d20+39)[ 55 ] , Damage:  (1d8+44)[ 48 ]
Attack:  (1d20+39)[ 45 ] , Damage:  (1d8+44)[ 50 ]
Attack:  (1d20+39)[ 50 ] , Damage:  (1d8+44)[ 48 ]
Attack:  (1d20+39)[ 43 ] , Damage:  (1d8+44)[ 49 ]

[User]
 Miss.  My go.

Cast Defensively.

Lucent Lance.  On you.

Ranged Touch attack:  (1d20+24)[ 35 ]

If hit, you are  dazed for  (1d6)[ 3 ]  rounds  blinded for 1 round, dazzled for 16 rounds, no save.
In addition,  (15d6)[ 47 ] , if hit.

If you take penalties in bright light, you do so for the next round.

EDIT:  Sorry, got my lightly spells mixed up.

[User]
 Blinded. Yay.

The Lord, unable to see, spurs his mount against the Nixie.

Aerial trample. No other attack.

This is a resisted strenght check:  (1d20+18)[ 28 ]

Now I am not sure what happens when you trampled while flying. Fall?

[User]
 Says I go prone, not much else...  Prone doesn't have effect on flight, but the intent certainly seems to be dropping someone.

Fall 30' reasonable?

[User] Perfectly reasonable. I would expect normal fall speed but 30 feet is perfectly reasonable.

[User]
 When my flight is both magical and winged, I'd say arrested fall is possible.  Plus there's the opportunity to piledrive me from 30 feet.

On my go?  Fly down 15 feet, away from you 50.  That should put me 40 feet down, and 60 feet away.

Cast Cometfall.  A comet appears 20 feet above you and drops.
Reflex Save half, DC 31, for you and your mount.
Damage:  (4d6)[ 19 ]  For you.
Damage:  (4d6)[ 17 ]  For mount.

In addition, any that fail the above save:
Trip check for you:  (1d20+11)[ 13 ]
Trip check for your mount:  (1d20+11)[ 24 ]

Failure means going prone, which, we just established, is a 30 feet drop for those with flying ability.  Trip checks while mounted are used to knock you off your mount.  You're allowed, in this case, to use your Ride skill in place of your trip modifier, if you like.

[User]
 My reflex save:  (1d20+29)[ 32 ]
My mount's:  (1d20+11)[ 14 ]  (Improved Evasion.)

My ride check:  (1d20+37)[ 41 ]
My pount's trip check:  (1d20+14)[ 26 ]

Wait for the results before acting.

[User] You take 9, mount takes 17.


[User]
 Arena Tournament, Round 29:  Xantaal  vs.  Heleroen
 Map:
 Spoiler

Extra notes: Houses are on average 20 feet high (just use that average figure all over the house), hay piles are up to 10 feet high against the walls. And, I don't care whether you're immune to  sanctuary  effects, you are not immune to the arena's  sanctuary  effect. Creatures summoned during the 1st round are also affected by the  sanctuary  effect.

 XP Award:  300 XP
 GP Award:  300 GP

 stupnick - Xantaal
 Neftren - Heleroen
 All Combatants, please roll initiative.

[User] Initiative:  (1d20+5)[ 8 ]

[User] Initiative  (1d20+2)[ 5 ]

[User]
 Didn't I just fight you...?

Heleroen takes the opportunity to move to C7

For Refs:
 Spoiler
He will also ready an action to attack Xantaal as soon as the Sanctuary effect ends.

End turn.

[User]
 heh... i think our other characters did.

starting in W11, Skeleton in W10

I am casting a spell

Skeleton will be doing an all out run to D8

for ref's

 Spoiler

casting false life +11 hp for 1 hour

stats

 Spoiler

Me
HP 6
Temp HP 11
AC 12, touch 12, flat-footed 10
Spells magic missile x2, Inflict Light Wounds x1, Ray of Frost x2, touch of Fatigue x1

Skeleton
HP 12
Armor Class: 18 (+3 armor, +1 Dex, +2 natural, +2 heavy wooden shield), touch 11, flat-footed 17
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits

[User]
 I will take a five foot step backwards, and then rapid shot you.

 (1d20+6)[ 18 ]  to Hit
 (1d6)[ 2 ]  Damage

End Turn.

[User]
 yup, you hit, 2 points of damage noted.

Skeleton takes a 5 ft step forward and swings on you. now occupying C7
  Attack  - (1d20+1)[ 2 ]
  Damage  - (1d8+1)[ 3 ]

i will move forward to Q11, and cast a spell
  Magic Missle  - (1d4+1)[ 3 ]

stats

 Spoiler

Me
HP 4/6
Temp HP 11
AC 12, touch 12, flat-footed 10
Spells magic missile x1, Inflict Light Wounds x1, Ray of Frost x2, touch of Fatigue x1

Skeleton
HP 12
Armor Class: 18 (+3 armor, +1 Dex, +2 natural, +2 heavy wooden shield), touch 11, flat-footed 17
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits

EDIT: wow what an attack roll : p

[User]
 Another five foot step to A7 and shoot you again!  Erm.  Wow I realize I didn't do a second attack.  This time I'm rapid shotting you.

 (1d20+4)[ 8 ]  to Hit
 (1d6)[ 4 ]  Damage

 (1d20+4)[ 8 ]  to Hit
 (1d6)[ 6 ]  Damage

End turn.

[User]
 Skeleton takes a 5 ft step forward and swings on you. now occupying B7
  Attack  - (1d20+1)[ 14 ]
  Damage  - (1d8+1)[ 9 ]

i will move forward to L8, and cast a spell
  Magic Missile  - (1d4+1)[ 5 ]

stats

 Spoiler

Me
HP 4/6
Temp HP 11
AC 12, touch 12, flat-footed 10
Spells Inflict Light Wounds x1, Ray of Frost x2, touch of Fatigue x1

Skeleton
HP 12
Armor Class: 18 (+3 armor, +1 Dex, +2 natural, +2 heavy wooden shield), touch 11, flat-footed 17
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits

[User]
 Move to A11, Tumbling to avoid the AoO and then shooting you.

Tumble Check:  (1d20+8)[ 12 ]
 (1d20+6)[ 15 ]
 (1d6)[ 2 ]

End Turn.

[User]
 i do believe that failed the tumble check DC, AoO from the skeleton on you
  Attack  - (1d20+1)[ 12 ]
  Damage  - (1d8+1)[ 9 ]

But your attack does hit, and i will record the 2 points of damage

Skeleton will charge attack you, ending in space A10
  Attack  - (1d20+3)[ 9 ]
  Damage  - (1d8+1)[ 7 ]

i will move forward to F8, and cast a spell (Ray of Frost)
  Ranged Touch  - (1d20+2)[ 10 ]
  Damage  - (1d3)[ 1 ]

for ref's

 Spoiler

i will be spell clutching back a magic missile

stats

 Spoiler

Me
HP 2/6
Temp HP 11
AC 12, touch 12, flat-footed 10
Spells Magic Missile, Inflict Light Wounds x1, Ray of Frost x1, touch of Fatigue x1

Skeleton
HP 12
Armor Class: 16 (+3 armor, +1 Dex, +2 natural, +2 heavy wooden shield, -2 charge), touch 9, flat-footed 15
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits

[User]
 Sigh.  I'm guessing that I'm never gonna win.  At 2HP is it?

Five Foot Step one down and drink a potion.  Now at A12.

For Refs:
 Spoiler
CLW Potion.   (1d8+1)[ 7 ]

End Turn.

[User]
 Skeleton will move forward and attack you, ending in space A11
  Attack  - (1d20+1)[ 2 ]
  Damage  - (1d8+1)[ 6 ]

i will move forward to A10, and cast a spell
[roll=Magic Missile]1d4+1

stats

 Spoiler

Me
HP 2/6
Temp HP 11
AC 12, touch 12, flat-footed 10
Spells Inflict Light Wounds x1, Ray of Frost x1, touch of Fatigue x1

Skeleton
HP 12
Armor Class: 18 (+3 armor, +1 Dex, +2 natural, +2 heavy wooden shield), touch 11, flat-footed 17
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits

[User]
 sorry magic missile didn't roll

[roll0]

ok.. blah.. well this isn't working..

i will roll damage for it next post by me. since it won't have any effect on you since you have more than 5 hp

your up..

[User]
 Five Foot Step to B13, Rapid Shotting You.

 (1d20+4)[ 20 ]
 (1d6)[ 6 ]
 (1d20+4)[ 22 ]
 (1d6)[ 2 ]

To hit and damage respectively.

End Turn.

[User]
 ok.. magic missile damage from last round, that just wouldn't work
 (1d4+1)[ 4 ]

Skeleton will move forward and attack you, ending in space B12
  Attack  - (1d20+1)[ 3 ]
  Damage  - (1d8+1)[ 6 ]

i will move forward to B11, and cast a spell
  Inflict Light Wounds  - (1d8+1)[ 5 ]
Healing myself that amount.

stats

 Spoiler

Me
HP 0/6
Temp HP 5
AC 12, touch 12, flat-footed 10
Spells Ray of Frost x1, touch of Fatigue x1

Skeleton
HP 12
Armor Class: 18 (+3 armor, +1 Dex, +2 natural, +2 heavy wooden shield), touch 11, flat-footed 17
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits

[User]
 Five Foot Step to C14, attack again with rapid shot.

 (1d20+4)[ 24 ]
 (1d6)[ 2 ]
 (1d20+4)[ 12 ]
 (1d6)[ 3 ]

Now die!  Your turn.

[User]
 Confirming Crit.

 (1d20+4)[ 7 ]

If hit it deals  (1d6)[ 5 ]  extra.

[User]
 ok question.. i do believe unless you have precise shot that i would have soft cover hiding behind my skeleton. and that would give me a bonus to AC, which would make that 12 miss. this is the first time it would matter... do you know or should i call a ref?  http://www.d20srd.org/srd/combat/combatModifiers.htm

Skeleton will move forward drop his sword, and attack you with his claws, ending in space C13
  Attack  - (1d20+1)[ 19 ]
  Damage  - (1d4+1)[ 3 ]
  Attack  - (1d20+1)[ 3 ]
  Damage  - (1d4+1)[ 3 ]

i will move forward to A14, and cast a spell
  Ranged Touch  - (1d20+2)[ 19 ]
  Damage  - (1d3)[ 1 ]
Ray of Frost

stats

 Spoiler

Me
HP 3/6 or 0/6 if no soft cover
Temp HP 5
AC 12, touch 12, flat-footed 10
Spells Ray of Frost x1, touch of Fatigue x1

Skeleton
HP 12
Armor Class: 18 (+3 armor, +1 Dex, +2 natural, +2 heavy wooden shield), touch 11, flat-footed 17
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits

[User]
 High Ref Talic

Couple points of note:

@Xantaal:

 Spoiler
You've not taken into account the False Life spell you cast in round 1.  That spell grants 1D10+1 temporary HP, not 11.  To clarify that, the roll is:
 (1d10+1)[ 6 ] .

These are deducted first, and may change the legality of other actions, so I'll edit the next part in.

Now, your opponent's attack in round 2 reduced you to HP: 6/6 Temp Hp: 4.
Your opponent's attack in Round 4 reduced you to HP: 6/6 Temp Hp: 2.
Your opponent's attack in Round 5 reduced you to HP: 0/6 Temp Hp: 0
You then took a 5 foot step to B11 and cast an inflict spell to heal yourself.  Since you were disabled, you took 1 hp damage at the end of the action.  Your current HP are now 4.
You then took 2 points of further damage from the final attack, reducing you to HP 2.  You do benefit from soft cover, granting you the miss.

Soft Cover does apply.  2nd attack does miss.

[User]
 Okay, now we have that fixed up, lets continue.

Five Foot Step to A12, continue the shooting.  Unless I'm dead, which I don't think I am.

 (1d20+4)[ 22 ]
 (1d6)[ 2 ]
 (1d20+4)[ 13 ]
 (1d6)[ 6 ]

End Turn.

[User]
 real quick, you ended your last action in c14, you can't 5ft step to A12

will post action once that is resolved.

[User] Whoops, was looking at the wrong post.  Okay, lets change that to... D14.  You get an AoO for my shooting a ranged weapon, but whatever.

[User]
 skeleton's AoO

if he doesn't drop you, you drop me

  attack  - (1d20+1)[ 5 ]
  damage  - (1d4+1)[ 4 ]

[User] Whew, nice one mate.  I assume the spell you cast early on was probably False Life?

[User]
 High Ref Mav:

Heleroen is declared the winner and receives the aforementioned prizes.


[User]
 Arena Tournament, Round 35:  Krux  vs.  Wiros
 Map:
 Spoiler

Extra notes: Houses are on average 20 feet high (just use that average figure all over the house), hay piles are up to 10 feet high against the walls. And, I don't care whether you're immune to  sanctuary  effects, you are not immune to the arena's  sanctuary  effect. Creatures summoned during the 1st round are also affected by the  sanctuary  effect.

 XP Award:  300 XP
 GP Award:  300 GP

 Tortoise262 - Krux
 Gareth - Wiros
 All Combatants, please roll initiative.

[User]
 Wiros Round 1

 Spoiler
Initiative:  (1d20+6)[ 9 ]

 Stat Block

 Spoiler

HP 13
AC 16 Touch 12 FF 14
Fortitude save +5
Reflex save +2
Will save +5

[User]
 Ref Talic

Please note that Initiative is not a spoilered action.  In fact, it's not an action at all.  Both players still have opportunity to purchase, prior to their first actions.

All players may view the top spoiler block of Gareth's first post.   The second block, listed as "Stat block" is for Refs and Gareth only.

[User]
 Initiative:  (1d20+1)[ 4 ]

Me: "Oh, boy! 9? I can beat that!" ... How naïve I was...

[User]
 Sorry about that, I forgot he should see it.
 Wiros Round 1

 Spoiler
I draw my sword and run from C10 to X10

[User] We start with LOS in this one, right? So am I able to see generally where he's moving?

[User] In the interests of speeding this up, I'll stipulate you can see me and I can see you.

[User] That's good. Erm... what square are you on?

[User] I'm on square X10.

[User]
 Hm, you probably bought a polearm or something and readied a nasty attack, but I'm gonna do this anyway...

Mounted Charge with lance. End on U10-V11
Attack:  (1d20+11)[ 17 ]
Damage:  (3d8+18)[ 32 ]

@ Refs

 Spoiler
HP: 14 / 14
AC: 17

[User] You hit, and bring me to -19 HP. Congratulations on the win. Now I'll read up on mounted combat.

[User]
 Ref Talic

Hit was not made.  Arena's sanctuary effect prevents all direct attacks on the first round of combat.  Attack fails,

Wiros is in X10.

Krux is in squares U10-V11.

It is Wiros's turn, Round 1, 2nd half.

[User]
 Wiros Turn 1, 2nd Half
I move to V10 and Power Attack the horse with my greatsword.
To hit  (1d20+4)[ 21 ]
If it threatens  (1d20+4)[ 22 ]
Damage  (1d20+7)[ 26 ]
Critical Hit Damage  (1d20+7)[ 15 ]

I hit, and inflict 26 points of damage.

[User]
 Blah! I should've read the rules >_<

Ride check for Mounted Combat feat:  (1d20+7)[ 19 ]

Does that mean you delayed and it's my turn again?

[User] Okay, this hasn't been an issue before, so I didn't ask, but are the HP rules for mounts the same as for PC's here? If so, then the horse is at 0 hp. Otherwise, he's dying.

[User]
 Ref Talic

Hit to horse does not occur.  Per map rules, sanctuary effect applies to mounts and animal companions.

Sanctuary effect applies to all players, animal companions, Familiars, pets, mounts, and any other class related creature you're allowed to take with you.

Attack fails.

Further, move to V10 was illegal, thus, must be removed.  Horse occupies U10, V10, U11, and V11.  Turn continues with Wiros, who has a move action remaining.

EDIT:  To answer the questions, HP for mounts is always averaged (use the base stats presented where it's listed, including average HP).

[User]
 Sorry for the error.
 Wiros Move Action
I move to Y15.

[User]
 Okay, I'll charge with lance again, ending on V12-W13
Attack:  (1d20+11)[ 19 ]
Damage:  (3d8+18)[ 28 ]

@ Refs:
 Spoiler
HP: 14 / 14
Mount: 22 / 22
AC: 17, touch 9

[User] I don't think the Sanctuary's been lifted yet.

[User]
 Ref Talic

Sanctuary lifts at the start of round 2.  Attack is legal as posted.

However, from position, Wiros benefits from cover (+4 AC).
@refs:

 Spoiler
Reach weapons threaten 2 squares diagonally, as an exception to the 2nd diagonal = 10 feet rule.   Thus, Krux legally chose his location to charge to.    Weapons with reach use cover rules for ranged weapons.  Choosing corner W13, a line to the bottom right corner of Y15 passes through an obstacle.  Thus, Wiros benefits from Cover.

[User]
 ref chilepepper

Match on hold.
The very first move was illegal.  I'll pull a high ref in here.

refs
 Spoiler
Since Krux is on horse back, he takes up the entire starting position, therefore Wiros couldn't end his move there.

[User]
 Ref Talic

@Refs:
 Spoiler
Now how the heck did I miss that?

Oh yeah, the spoilered move which shouldn't have been spoilered (opponent had LOS), looked just like the spoilered initiative which shouldn't have been spoilered.

[User]
 GM Kyeudo

What a mess.

First, clarification on all the mistakes I have seen so far:

Wiros's first round actions are invalid because there is a horse occupying W10-X11, so he could not have run there. You can start with weapons already drawn, so that doesn't invalidate his run action.

If Wiros's action had been valid, Krux's charge would have failed due to being too close to his target (you must move at least 10 feet to charge) and because the Arena Sanctuary effect. Krux is in the Red start position, not the Blue.

Wiros's greatsword does not use a d20 for damage. The swing would not have been in violation of the Arena Sanctuary effect, because it is the second round of the match. Animal Companions, Familiars, and Mounts act the same as PCs in regards to damage.

Now that that is taken care of, to fix this mess, we are rewinding back to the start of the first round. Wiros is up. Remember, there is LoS from the begining in this Arena and the Sanctuary effect is in force until the start of the second round.

[User]
 Wiros Round 1

I run from C10 to J7

 Stat Block

 Spoiler
HP 13
AC 16 Touch 12 FF 14
Fort +5
Ref +2
Will -1

[User]
 Move  from W10-X11 to N7-O8

for Refs:
 Spoiler
 Standard Action:  Ready attack with lance if opponent comes within 10 feet.

 Krux
HP: 14 / 14
AC: 19 (touch 11)

 Horse
HP: 22 / 22
AC: 14 (touch 10)

[User]
 High Ref Talic

Please note that the  Run  action is used for moving in a straight line, is a full round action, and denies you your Dex bonus to AC.  The  Move  action is used for lower amounts of movement.

Further, Readied actions are noticable actions, per Kyeudo.  Proper posting of a readied action is as follows:

(all players may look in this spoiler)
Ready an action

 Spoiler
Do x if y

Per that, Krux has a readied action.  Play continues from this point, all actions thus far are now ok.

 Start of Round 2
Sanctuary effect is lifted.

[User]
 Wiros
I move from J7 to J5.

[User]
 I see. So he would know that I readied and action, but NOT what the condition and action are, right?

 Move  from N7-O8 to J7-K8
 Attack  with lance

Attack:  (1d20+9)[ 10 ]
Damage:  (1d8+6)[ 7 ]

for refs:
 Spoiler
Krux
HP: 14 / 14
AC: 19 (touch 11)

Horse
HP: 22 / 22
AC: 14 (touch 10)

[User]
 Wiros Round 3
The attack missed. I Power Attack the horse with my greatsword:
To hit  (1d20+4)[ 16 ]
If it threatens  (1d20+4)[ 21 ]
Damage  (2d6+8)[ 16 ]
Critical Hit Damage (2d6+8)[ 10 ]

Edit: I move to J6 before attacking.

[User] Ride check to negate hit:  (1d20+7)[ 27 ]

[User]
 5-Foot Step  to J8-K9
 Attack  with lance again

Attack:  (1d20+9)[ 21 ]
Damage:  (1d8+6)[ 12 ]

for Refs:
 Spoiler
 Krux
HP: 14 / 14
AC: 19 (touch 11)

 Horse
HP: 22 / 22
AC: 14 (touch 10)
Ride:  (1d20+7)[ 27 ]
(in case he attacks horse again)

[User] I don't know whose turn it is now. I believe I've killed the horse and you've avoided damage from the fall, but I don't know if you've used up your turn. Perhaps a ref could answer?

[User]
 High Ref Talic

Correct on the readied actions.  The fact that you've readied is visible.    What you've readied and when is not.

Wiros attacked the horse, with a roll of 21.  This is enough to hit.

Per the Mounted Combat feat, Krux attempted to negate the hit with a ride check.  His ride check result is 27.  Thus, his mount's AC becomes 27 for the purposes of that one attack.  The attack misses.

At this point, it's Krux's turn.  He takes a five foot stap backwards with his mount (Occupying J8-K9), and attacks.  His result of 21 is currently enough to defeat your AC of 16.  Damage dealt is 12.  Play continues from this point.  Krux has used a move action to direct his mount to move, and a standard to attack.  Play continues from that point.

[User]
 Right, I understand now. It's my first time fighting a mounted opponent.
 Wiros Turn 4
I move to J7, and Power Attack the horse again.
To hit  (1d20+4)[ 22 ]
If it threatens  (1d20+4)[ 9 ]
Damage  (2d6+8)[ 19 ]
Critical Hit Damage (2d6+8)[ 15 ]
 Stat Block

 Spoiler
HP 1
AC 16 Touch 12 FF 14
Fort +5
Ref +2
Will -1

[User]
 That attack misses. I rolled the ride check ahead of time. You can view the spoiler in post #31 if you like, gareth.

 5-Foot Step  to J9-K10
 Attack  with lance
Attack:  (1d20+9)[ 29 ]
Damage:  (1d8+6)[ 9 ]

Refs:
 Spoiler
Krux
HP: 14 / 14
AC: 19 (touch 11)

Horse
HP: 22 / 22
AC: 14 (touch 10)
Ride:  (1d20+7)[ 18 ]

[User] I'm down to -8 hit points. Congratulations on the win, and sorry for all the mistakes.

[User] Thanks! And same here... starting on the wrong square and whatnot 😳

[User]
 High Ref Talic
 Krux Wins, and gets the rewards noted above.


[User]
 Arena Tournament, Round 31:  Regis  vs.  Mr. Underhill
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Tyreus - Regis
 Bayar - Mr. Underhill
 All Combatants, please roll initiative.

[User]
 Will buy something soon...just have to decide what...

Initiative:  (1d20+5)[ 25 ]

Edit: wow, a natural 20 on initiative...**** !

[User]
 I bought two scrolls. (true strike, color spray)

Initiative:
 (1d20+1)[ 20 ]

Regis will start the round riding Max.

Stats:

 Spoiler
Spells memorized:
0-Daze x3
1-Color spray, Shield, True Strike

[User]
 Ok. Seems like we will have a mounted combat situation...

Just some problems. Your bonus spells per day are only 1, not 2.
A tip: Armor has arcane failure, but that doesnt mean you cant wear it. Will equip my kobold sorc with one just as soon as he gets another match up.

Buyages: Scrolls (lots of them).   4 X Produce flame ; Magic stone ; Cure Light wounds ; Think that they are enough now...

I will start the round riding my riding dog.

Want some reactive buying? If not, I will go ahead and play my turn...

[User]
 I will just take my turn then...

 Mr Underhill - Round 1

 Spoiler
I start in O21 mounted on my dog and double-move to B20 (guide with feet, autosucces). ready an action to cast produce flame if LOS is established

Stats:

 Spoiler
HP: 11/11
AC: 17, T:12, FF:16
Spells:Guidance, Guidance, CMW
Entangle, Produce Flame

[User] I'm an illusionist, I get a bonus illusion spell every level but 0. Also I am not wearing any armor, my mount is. Go ahead with your actions, I won't buy anything different.

[User]
 Spoiler
Move to M19. Cast shield. Spot check  (1d20+2)[ 17 ]  Listen check  (1d20+2)[ 12 ]

Stats:

 Spoiler
HP: 7/7
AC: 16, T:16, FF:15
Spells:
0-Daze x3
1-Color spray, *Shield*, True Strike

[User] Need LOS first...

[User]
 regis
 Spoiler
no los

underhill
 Spoiler
no los

[User]
 K

 Mr Underhill - round 2

 Spoiler
Mount double-moves to C5. Will redo actions if LOS is established.
Ready action to produce flames if LOS is established.

Stats:

 Spoiler
HP: 11/11
AC: 17, T:12, FF:16
Spells:Guidance, Guidance, CMW
Entangle, Produce Flame

Your turn, unless LOS is established.

[User]
 ref chilepepper

regis
 Spoiler
no los

underhill
 Spoiler
no los

[User]
 Spoiler
Will hold action to cast color spray if Mr. Underhill comes within 15ft.

Listen check
 (1d20+2)[ 22 ]

[User]
 Mr Underhill - Round 3

 Spoiler
mount double-moves to S4. I ready an action to cast produce flames in case LOS is established. He might be in my spawn zone by now, since he is mounted too. But I doubt tat he entered the cursed barn of doom...

Stats:

 Spoiler
HP: 11/11
AC: 17, T:12, FF:16
Spells:Guidance, Guidance, CMW
Entangle, Produce Flame

[User]
 Round 3

Refs:

 Spoiler
Will double move to L10. Continue holding action to cast colorspray until Mr. Underhill comes within 15ft

Stats:

 Spoiler
HP: 7/7
AC: 16, T:16, FF:15
Spells:
0-Daze x3
1-Color spray, *Shield*, True Strike

[User]
 GM Kyeudo

@Mr. Underhill

 Spoiler

No LoS

@Regis

 Spoiler

No LoS

[User]
 Mr Underhill - Round 4

 Spoiler
Since there is no LOS, I should assume that he is in my spawn. Unless he went suicidal and entered the cursed barn of doom (I like saying that 😁 ). There is no way he could have climbed the barn 🙂

Mount moves to O2. I ready an action to cast produce flames in case LOS is established. If I stay here I may wait for him to make a mistake and blow the living daylights out of him.

Oh, and i found a cool new spell in a unlikely sourcebook that would have given me the upper hand...against anyone.

Done unless LOS is established.

Stats:

 Spoiler
HP: 11/11
AC: 17, T:12, FF:16
Spells:Guidance, Guidance, CMW
Entangle, Produce Flame

[User]
 refs
 Spoiler
Since Regis didn't hide, underhill doesn't need to spot.

LoS is established.  Underhill is mounted in O2.  Regis is mounted in L10.

It is still Underhill's turn.

[User] So, I start casting a spell and end my turn. You can see a flame in my hand.

[User]
 High Ref Mav:

Due to not posting in the required time limits, Tyreus is disqualified and Bayar is awarded the win in this match.


[User]
 [OOC Thread]

The year is 200X. All of the students at Morrowbrook Academy of the Arts are anxiously awaiting the finals of their spring semester, and even more so, the ensuing quarter of summer freedom. Being that the finals are one short month away, the eager adolescents are hard at work, writing the term papers that, in retrospect, should already have been well on the way to completion, but as yet consist of ten blank pages awaiting script. (You know you've procrastinated, admit it!) But four of these students are about to have their worlds turned upside-down!

Cassandra:
 Spoiler
Leaving the library late this night, Cassandra arrives at her dormitory night on the hour of twelve. From the corner of one eye, she sees a transparent, but dark figure on four legs rush past down the corridor and down the stairs toward the courtyard. Just unsure enough that it is a hallucination induced by lack of sleep, she considers following it outside.

Henry:
 Spoiler
In the afternoon, Henry opens an email advertising an art sale, including images of some of the featured paintings. His eyes stop on an irresistible piece that takes his breath away. With his parents' credit card at his side, Henry knows that price is no object. The art sale will be held at midnight in the dormitory's courtyard.

Alexander:
 Spoiler
Alexander receives a text message: "Saw ur ad on dorms communitw bord com to courtyrd at midnite w cello"

Geoffrey:
 Spoiler
In the cafeteria, Geoffrey sees, sitting alone, a lovely redheaded girl he's never seen before. Shocked at himself for not having noticed this beauty before, he sits with her and strikes up a conversation. Mel, a flirtatious girl, says she has a load of work to do, but proposes that the two rendezvous in the dormitory courtyard at midnight.

  By the way... IT'S MIDNIGHT!

[User]
 She paused there a moment, on the threshold of the dormitory, the wind ruffling the long hem of her black dress.  Outside, the bells begin to chime midnight.  Her breath puffed white in the chill spring air.

"Well," she whispered to herself.  "Dark, dark, dark. They all go into the dark . . . ."  She trailed off, one pale hand against the doorframe, and then stepped out back onto the dewy grass, cold against her feet.  Without hesitation, she set off after it, whatever it was, into the dark.

[User]
 Alexander

Yawning, Alex picked up the cello case and slung it across his back. Trudging out of the door he wondered  Why midnight? . But shrugged to himself and headed off to the courtyard, his hair blown about slightly by the wind.

[User]
 Henry Derossi

Henry quickly got onto his bike and raced over to the dormitory's courtyard. An art sale at midnight. This was his kind of happening. And that wonderful painting. Those lines! Pure genius.

The wind blew through his black hair. It was cold out. Henry briefly stopped to put on his hood, pulling it deeply over his face, hiding his eyes. He then jumped back on the bike and pedalled as fast as he could. He knew he had the money to buy the painting, but he'd have to get there in time too.

[User]
 Geoffrey

Geoffrey casually walks out to the courtyard at the exact stroke of midnight, one hand is his pocket, the other holding a lit cigarette. He stands still for a moment drawing a breath from his cigarette, which lights up like a tiny red dot amids the darkness. His sharp lined face slowly moving his eyes across the yard, taking in his surroundings, fully expecting to see a girl anxious to meet him.

[User] The four of you enter the courtyard finding no objects of interest, other than the usual benches and the ornate angel fountain in the center. You see no people, save for each other.

[User]
 Cassandra

She steps forward toward the angel.  " So enter the fourth murderer ," she says quietly.  " And we are all welcome. "

[User]
 Alexander

Alex looks about the courtyard, looking confused

 Now what the hell? You lot don't look like musician types. I don't suppose any of you sent me the text?

He gets out his phone and checks it again.

[User]
 Looking at Cassandra in specific Geoff stands quiet for a moment as he draws the final breath of smoke into his lungs and tosses the remaining butt of the cigarette.

 Not quite what I'd expected...

"no, I'm not quite the musician type."  The upper class British accent is clear to all and seems genuine.  "And for now I have no intention of killing you either."  he says to Cassandra in a slightly darker mysterious kind of voice with a mischievous grin on his face.

 "The name is Montgomery, Geoffrey Montgomery."  the well build, tall dark haired and smartly dressed teenager says, and for some reason his accent doesn't make it sound corny.

[User]
 Cassandra

Cassandra continues to walk over to the angel, taking a seat on its cold damp marble lap.  She says, mostly to herself, " A stone angel cries in the mist . . . does it mourn God's betrayal . . . and the fall of man . . . or does it sweat from the labour . . . of holding up the pillars of the world?   She looks up.  " I'm not a musician either.  And you shouldn't smoke.  It's against the rule. "

[User] "Heh"  Henry mumbled, looking around a bit embarrassed. He looked as if he was about to ask something to the others, but then reconsidered and sat down on one of the benches, clutching to his backpack. He was blushing and stared down at the floor, trying to remember wether it had really been the courtyard where the painting was being sold.

[User]
 Alexander

Alex shifts over to the bench, puts his cello down next to it and sits next to Henry.

 "Well it looks like I'm not the only one tricked to be here right? I'm Alex by the way. As you probably guessed I'm a cellist"

[User]
 "Right. Ehrm..."  Henry mumbles, not sure the cellist is talking to him. He gets up and paces back and forth a bit.

 "Look do any of you guys know where the art exhibition is?"  he finally asks.
 "I need to get there. Urgently"

[User]
 Cassandra

" Hello, Alex the Cellist, " Cassandra says from her perch in the angel's lap.  " Tonight, you can call me Œnone, forlorn of Paris.
  You're babbling ,  said the rough voice in her head.

She turned to Henry.  " Your art is right here!  At the crossroad, four strangers meet.  Plays, paintings, and poems could be born from such a concept.  Crossroads are magical places. "

  They're going to think you're an idiot.  They probably already do  , the voice growled.

In the angel's lap, she closes her eyes and rests her head on the marble.

[User]
 Henry looked at the angel.

 "Well, this  is  nice but I haven't got my gear with me, just a sketchbook and some pencils. Besides, I really do need to get to that art exposition. Can't you help me?"

[User]
 Cassandra

" Well, I am sorry, but I've not heard nor seen of any art exhibition out here under the midnight moon. "  Her accent suggests Ireland, her speech sounds drowsy, or perhaps just weary.  " I say again, you may have to simply accept your found art.  What about our fourth murderer, " she says to Geoffrey.  " We have a cellist, a poet, and a painter.  What are you?  Or are you here on a football scholarship?

[User]
 Alexander

 Spoiler
since we're all on the accents right now, Alex speaks English like a regular guy, middle class. He does have a slight yorkshiremans accent though

edit: minor point too, if its ok with Mr. GM, the cello is electric 😁  google images "electric cello" if you want to know what I mean 😛

 "I don't know of any art exposition either, though I can't say I've been listening out for any"
 Football scholarship? better bloody not be. Footballers: overpayed and underworked. No talent betwen them, let alone brains.

Alex looks expectantly at Geoff, hoping Cassandra was wrong about the football.

[User]
 Henry Derossi

Henry sniggered slightly at Cassandra's joke. He then stops abrubtly and looks around a bit apologetically.

The few words he had spoken here sounded a bit stiff. It was like he had learned English out of a book, rather than by hearing people speak it.

[User]
 Cassandra

" Oh, the strong, silent type.  What about you, Alex the Cellist?  Was there a midnight concert on the green, or where you following something? "

[User]
 "Heh. I'm not ... Strong"  Henry said, slightly embarrassed. He relaxed a bit and sat down again. It didn't look like he was going to get to that art exposition.

  Might as well make the best of this   he thought, pulling out his sketchbook. He started drawing the angel, Cassandra in it's lap, and a strange pattern of colours as a halo for the angel, spreading over the entire page. He remembered he had no colours, so he just did their outlines. The angel got a sword on his painting, and barbed wire would circle up the statue, Cassandra holding one end. A single drop of blood would be shown falling from her hand, the water beneath already rippling before the drop even hit.

[User]
 Alexander
 "Nah, I got a text from someone, saying they'd seen my message on the boards, and to come here with my cello. I have no idea who.

My message was on starting up a... well I don't know if it would be a band or a quartet... but a group of musicians to play in an alternative way. You know, cellos playing bass riffs, violins shredding and playing guitar solos and the likes. I may play classical, but I'm something of a rocker at heart. And theres so much potential with electric classical instruments

he smiles and brushes his fringe back slightly

 And you? why are you here today?and you do have a strange name if you don't mind me saying.

[User]
 As the group stands bewildered at each other, a sudden hush falls upon them as the courtyard's fountain comes to a startling stop. A red-haired ethereal beauty wearing a white toga appears above the stone angel. For a moment, she seems the epitome of grace. That moment ends as soon as she attempts to jump down, but trips over Cassandra and falls flat on her face!

Brushing herself off as she gets up, she begins to speak with a musical voice, as ethereal as her visage:  "Ahem! My name is Melpomene, and I'm afraid you've all been mislead! I apologize I had to gather you on false pretenses, but the matter is urgent. My world is in trouble and you four are the only ones who can help!"  At once, Melpomene's thoughts are heard audibly.   Yeah, that sounded good!

Geoffrey:
 Spoiler
She looks familiar! 😉

[User]
 Cassandra

" Melpomene ," she says slowly, crossing each syllable with care.  " The muse of tragedy. . . shouldn't you wish for trouble?  For my part, I would have preferred Calliope, but I'm jealous that way. "  The strangeness of the situation really hadn't sunk in yet.

[User]
 Alexander

Alex just watches for now, a curious look on his face. He's a bit surprised by all this, though it was quite funny when she fell over.

[User] Henry folds over the sheet of paper he drew the stone angel on and quickly begins sketching Melpomene. In his rendition, her red hair flows around her like a burning red sun. Pity he didn't have any colours with him.

[User] Shocked, Melpomene gapes at Geoffrey and addresses him.  "Don't you have anything to say?"

[User]
 Cassandra

" Oh, don't mind him ," she says, " he's here on a scholarship.  The school pays him to be quiet and look cute. "  Cassandra climbs off the statue.  She seems to be taking this all very calmly, as if it's happened before.  " So, you need our help?  Muses are supposed to help artists, not the other way around ."

[User] "Don't need no muse..."  Henry mumbled as he tilted his sketchbook, looked at the drawing critically, and then slashed the paper with his pencil as if it were a blade. It resulted in thick swarving lines running from the muse's head to the edges of the paper. He looked at the paper again and seemed pleased.

[User]
 Geoffrey

Geoffrey stands silently for a moment, trying indeed to just look good as he lights a new sigarette. He merely shrugs at Cassandra's words, not caring too much.

 "I  must  be dreaming"

He says it casually to Melpomene, placing extra emphasis on the word must. He continues a moment later confidently, but his undertone is one of disbelief and amusement. He's obviously enjoying the dream and very self confident.

 "Well, I'm glad I get the part of the hero"

[User] Henry makes another sketch. This time it's a pair of skeletal hands holding a pack of sigarettes and a lit sigarette. The rims of the sketch are filled with smoke coming from the sigarette.

[User]
 Alexander
 You can be the hero mate, keep th elimelight to yourself, maybe it'll stay off me.

He grins and turns his attention back to the newcomer

 so whats this "world". And why are we so special?
 Though with the ego of some people round here, I could be the only one questioning that

[User]
 Cassandra

" Because we're artists, silly, " Cassandra says to Alexander.  " We are special; we make the world - or worlds.  Now, muse, sing, the rage of Achilles the son of Peleus, the destructive rage that sent countless pains on the Achaeans. "

[User]
 Geoffrey
 "I knew I shouldn't have started on that Greek drama elective...one class on classical heroes and I'm dreaming of muses that have Greek poets speak to me."  Geoff says to himself, shaking his head in disbelief.


[User]
 Arena Tournament, Round 32:  Roberts  vs.  Jeanette
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Roberts - Mavian
 Fishy - Jeanette
 All Combatants, please roll initiative.

[User]
 Maximilian makes no purchases, enters the arena spouting something about Bahamut and Righteous vengeance.

Init:  (1d20)[ 4 ]

I have to admit, my heart's kind of not in this one after fighting through multiple Elans in other rounds, but I owe it to you and the FSM to give you a good fight.  Let's roll.

[User]
 I'm not really into either, I've discovered multiply things about the character I could improve.  But lets do this.

I go first :P with my +7 modifer

Starting in A13 I'll move to H14, drawing my crossbow and rapier and ready an action.

Readied Action:

 Spoiler

Ready an action to shoot if LoS is established

[User]
 Jeanette starts in Y14, wielding shield and mace, manifests Wild Surged Vigor.
5% Psychic Enervation Chance:  (1d20)[ 20 ]

If that's not a 1, she moves to S14, Done.

Statblock:
 Spoiler
Position: S14
HP: 19/19
AC: 16, Touch: 10
Saves: +3/+0/+2
PP: 4
Psionic Focus: Yes
Vigor: 1/20

[User]
 Move Action: Move to M16, sheathing my rapier
Standard Action: Shoot at you
Attack Roll:  (1d20+7)[ 12 ]
Damage:  (1d4)[ 4 ]

Free Action: Reload Crossbow

End of Turn

[User]
 That'd be a miss, sadly.
Jeanette moves to N16, attacks with her mace, powered up with Psionic Strike.
Attack:  (1d20+2)[ 22 ]
Damage:  (1d8+2)[ 5 ]  +  (2d6)[ 9 ]

Statblock:
 Spoiler

Position: S14
HP: 19/19
AC: 16, Touch: 10
Saves: +3/+0/+2
PP: 4
Psionic Focus: No
Vigor: 2/20

And, done.

[User] Yay, the match is over and I can fix this guy.

[User]
 High Ref Talic
 Jeanette wins.  The prizes at the top are yours for the taking.


[User]
 Arena Tournament, Round 32:  Chile II  vs.  The BAM
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Chile II - chilepepper
 The BAM - bayar
 All Combatants, please roll initiative.

[User]
 Alright, this'll be fun.  I anticipate my loss, but I may surprise myself.  I see you have a scroll of ER, TS, and SH; and a wand of MM.  Looking back on your previous matches, I assume they are Expeditious Retreat, True Strike, Shield, and Magic Missile.  If that's wrong, could you clarify.

If you have no purchases, we can start.

  "Init"  - (1d20+3)[ 11 ]

[User]
 yeah, you are right. Need to codify better so that it wont be that obvious. (good thing the knight in the previous round didnt figure what S was until he was Zzzz'ing)

Init:  (1d20+4)[ 16 ]

Oh and dont say that you are probably going to die, I saw some surprising wins in the arena, when all the odds were against me 😏

Edit: OTOH, after I read your char sheet, I have to agree with you. You are dead...

[User]
 edit: nevermind

Looks like you're up first.

edit2: If I didn't know what the scrolls were, you'd have to tell me.  But if I didn't ask, then you'd get away with it.

[User]
 The BAM - Round 1

K. Starting in Y13. Casting a spell. With the wand in my hand. And moving to T11.

I end my turn.

Stats:

 Spoiler
HP: 13/13
AC: 20 (+4 mage armor 1/600)
0 lvl spells: 5
1 lvl spells: 3
Familiar hiding somewhere in Y14...dunno what modifiers I have to apply to the roll, but probably the opponent wont bother to roll a spot check, or even look for him, since he has me in his sights... if my familiar cant hide in this arena, he is in one of my outfits pocket...

[User]
 "Spellcraft"  - (1d20+6)[ 16 ]  to identify spell cast.

edit: Also, did your familiar enter the arena with you?

[User] it is Mage armor (like you didnt know already...) and my familiar is with me. In one of my pockets or something...

[User]
 I'll start in A13, mounted, with a vial in my hand.

Speak in draconic: Mage Armor eh,  well let's keep the playing field level.

Standard action: Cast a spell (if you succeed at your spellcraft, it's mage armor)
Move action: move to A5

stats
 Spoiler
stats later I sleep now

Done

[User]
 Yeah, like I dont know what spells you can cast...

 The BAM - Round 2

Double-move to J11. (T11-S12-O12-N11-M11-L12-K12-J11 60 Ft in total)

Your turn.

Stats:

 Spoiler
HP: 13/13
AC: 20 (+4 mage armor 1/600)
0 lvl spells: 5
1 lvl spells: 3

[User]
 I breathe Entangling Acid Breath on you.   (1d6)[ 4 ]  acid damage, Ref DC15 for half damage.  You are Entangled for  (1d4)[ 1 ]  rounds.

Hoofy runs us to A26.

stats
 Spoiler

HP:  5/5
AC:  19 T14 F16
Spells:  3 / 3
Condition:  Mage Armor (R3601)
Location: A26

Done.

[User] Doubt you can breathe. Dunno the range of your breath weapon, but You dont quite have LOE completely. Think you cant, but I might be wrong. And still, it is a little damage, compared to the damage I might inflict on you with only 1 shot...

[User]
 High Ref Talic

LoE is established.  Range is 55 feet, within range of Chile's breath weapon. (as is clearly visible now, a 60' line of acid) The BAM has cover relative to chile, so benefits from all the benefits of that.  These include +4 to AC and +2 to Reflex saves.

EDIT:
@Bayar:
 Spoiler
This arena has no LOS blockages with the glass, so your familiar cannot hide.  Per your post, it is in one of your pockets.

[User]
 Ah. Ok, now I know the range. So how many times is he allowed to cast it ?

Also, Reflex Save:  (1d20+6)[ 13 ]

Now, because I have LOE on you, I use my wand to inflict pain upon you. 😁
 The BAM - round 3

Attack with wand !
Damage:  (1d4+1)[ 4 ]

And use a move action to retrieve a scroll.

Stats:

 Spoiler
HP: 9/13
AC: 20 (+4 mage armor 3/600)-forgot to edit this in the stat block of round 2
0 lvl spells: 5
1 lvl spells: 3

Scroll in my hand = Expeditious retreat

EDIT: so I take the full 4 HP damage. Big deal. You also get 4 damage. and are at 1 HP. Feeling lucky ?

[User]
 You take  (1d6)[ 3 ]  Acid damage from the entanglement, and then it ends.

Hoofy moves us to D20.

I breathe another entangling acid breath at you.
You take  (1d6)[ 3 ]  acid damage (Ref save for half again).
You are entangled again, for  (1d4)[ 3 ]  rounds this time.

Then Hoofy moves us to E26.

Done.

stats
 Spoiler

HP: 1/5
AC: 19 T14 F16
Spells: 3 / 2
Condition: Mage Armor (R3601)
Location: E26

edit: Lucky?  Maybe.  Strategically at an advantage, definitely.
edit2: If you cast a spell, I'll attempt a spellcraft check.  If you would, put the name of the spell in a spoiler by itself.  That way, if I pass the spellcraft check, I can just look in that spoiler, I won't have to wait for you or a ref.

[User]
 erm, how many times per day can you do that **** ?

Ref:  (1d20+4)[ 6 ]  If concealed, add +2 to result.

Doubt that you are still at 60 Ft away from me, it is more like 80-90 feet, which makes your attack not reach me tehnically.

Oh ,and for some reason I cant see your sheet right now.

Edit 2: Oh, and I think you need to make a concentration check since you cast while your mount is moving. (well, tehnically he moves stops and moves again...may be overruled by a ref.)

[User]
 High Ref Talic

Per the Draconic Breath Feat, the breath weapon is a supernatural ability.  Per supernatural abilities:

 Originally Posted by SRD, Supernatural Abilities
 However, supernatural abilities do not provoke attacks of opportunity and never require Concentration checks.

Movement is legal.  Range again, is 55 feet, and again, The BAM benefits from cover.  (using bottom right corner of ChileI's square, following lines to each corner of the BAM's square, top left corner is blocked)

[User]
 I double checked the links to my sheet, both in my signature and in the match set up post.  If you're still having problems, let me know.  Since you can't get to my sheet, I'll give you the information to answer your question.

Feats: Draconic Breath, versatile spellcaster
Spell slots: 5 / 4

That's all the info you need to answer your question.  If you still can't get to my sheet, I'll be glad to find a way to get you a copy.

edit: You are correct about spellcasting and mounted combat,  if  I were casting a spell, I'd need a concentration check

[User]
 BTW Talic, your ruling on cover is wrong.

 Cover

To determine whether your target has cover from your ranged attack,  choose  a corner of  your  square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).

I choose a corner of my square and draw lines to all four corners of targets square.  The pillars aren't hard corners so I have three of my four corners to choose from.  He doesn't get cover.  It didn't matter this time, but you should know for next time.

[User]
 High Ref Talic
 Just double checked.  Cover stands.  To determine cover, you must choose a corner of your square, and trace lines to all four corners of opponent's square.  If any of those lines passes through cover, opponent benefits from cover.  No matter which corner of your square you choose, when you draw a line to the top left corner of your opponent's square, it passes directly through the pillar in J10.  Thus, the pillar provides cover.  The pillar might not be a hard corner, however, the target's square is.  If the line has barely grazed the corner of the square with the pillar, without passing through the pillar itself, you'd be absolutely correct.  Granted, with the saving throw made, the +2 doesn't matter, one way or the other, but it is useful to know.

Meant I10, but misread map.

[User]
 Originally Posted by Talic
  High Ref Talic

Just double checked.  Cover stands.  To determine cover, you must choose a corner of your square, and trace lines to all four corners of opponent's square.  If any of those lines passes through cover, opponent benefits from cover.  No matter which corner of your square you choose, when you draw a line to the top left corner of your opponent's square, it passes directly through the pillar in J10.  Thus, the pillar provides cover.  The pillar might not be a hard corner, however, the target's square is.  If the line has barely grazed the corner of the square with the pillar, without passing through the pillar itself, you'd be absolutely correct.  Granted, with the saving throw made, the +2 doesn't matter, one way or the other, but it is useful to know.

What are you talking about?  There is no pillar in J10.  There are no pillars in the J line, there are no pillars in the 10 line.  J10 isn't even in between us.  Seriously, get your head out of your arse, there is no cover, would you like me to draw the lines on the map and send it to you?  Jesus christ.

[User]
 High Ref Talic

Misread the map.  Still, calm down.  It's a game.  There's no call for posts such as the one above.  Ever.

[User]
 Originally Posted by Talic
  High Ref Talic

Misread the map.  Still, calm down.  It's a game.  There's no call for posts such as the one above.  Ever.

talic
 Spoiler

There aren't any pillars in the 'I' line either and I10 still isn't between us.  Turns out, I'm not going to dispute what another ref says unless I'm sure.  If you hadn't screwed up so frequently in my matches, I probably wouldn't be so short.

[User] H16 doesnt block?

[User] Whatever. I am at 0 HP, entangled and in no way would I get to shoot you again, and on your turn, acid will blow me into negatives. So I surrender. Good thing I already have enough XP for level 2 😁

[User] No H16 doesn't block, and even if one of the pillars blocked, it'd still only be +2 to reflex.  Good game.

[User]
 High Ref Talic
 Chile II wins, and collects the aforementioned prizes.


[User]
 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C | C | C | 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]
Arena is 30 feet tall, worked stone. Normal lighting.

Starting locations: I'll start somewhere in the top three rows, and you'll start somewhere in the bottom three.

Buff rounds: How does all days + 2 rounds sound?

[User]
 I'm fine with all day +2.

When you say, "Normal lighting", are you referring to "normal, for an area entirely enclosed in stone", or "normal, as in there are no bonuses or penalties related to light, and vision functions as normal" ??

[User] The latter.

[User]
 Buffs:

 Spoiler

All-days: Assume Thicket of Blades stance. Apply Oil of GMW to my spiked chain.

Buff round 1: Drink Potion of Fly.
Buff round 2: Tap tattoo of Expansion.

 Spoiler
Start in K2-L3

.

Initiative:  (1d20+15)[ 30 ]

[User]
 Buffs:
 Spoiler

Round 1: Schism
Round 2: Greater Blink
Schism: Touchsight, augmented to 80 feet

Location:
 Spoiler
C25

Init: (1d20+3)[ 15 ]

[User]
 I have LoS down the right two columns - do I see you?

Vision: True Seeing

[User] That's a negative.

[User] Move: Fly directly south to K20-L21. Do I see you at any point?

[User] You do not.  Continue your turn.

[User]
 Spoiler
Swift: Burn 1 Belt of Battle charge for a move action.

I keep flying south to K24-L25, then turn left and make for A25-B26, unless I see you at some point. Do I?

[User] Visible in C25.

[User]
 So I get LoS as I move into K23-L24. Description, por favor?

(I'm a Large-sized greensnake naga, carrying a shuriken in one hand and a spiked chain in the other. I'm not wearing armor.)

[User] Small Goblin.  Itty bitty guy.  Wrapped in a cloak.

[User]
 I finish my move in E25-F26.

Free: drop the shuriken and shift the spiked chain to both hands.

Standard: make a trip attempt.
Melee touch:  (1d20+27)[ 44 ] . If it hits, make a Ref DC 25 or be  slowed  as per the spell until my next turn.
Trip:  (1d20+21)[ 22 ]

[User]
 Miss chance for Blink:   (1d5)[ 5 ]  5 misses.

Otherwise, I am tripped.

[User] I have True Seeing and Pierce Magical Concealment. No miss chance.

[User]
 Reflex:  (1d20+12)[ 22 ]

Slowed.  Any other actions?

[User]
 Nope. Turn's over.
Also: you're aware you can't cast defensively.

[User]
 No need to cast defensively, lol.

Schism Power: (Psicraft DC 19)
 Spoiler
Dimension Door, Psi

And I disappear.

Remainder of Turn:
 Spoiler
Arrive in E4.  My Standard/Move:  Cast Fog Cloud, intersection:  F5/G6

[User]
 *mutters*

End of your turn? Do I see any effects, or does anything happen to me?

[User] No Visible effects, as of yet.  :)  And my turn is over.

[User]
 Actions:

 Spoiler
Standard: Drink Potion of Conviction.

Move: Move north to E22-F23, NW to A18-B19, then north to A9-B10, contingent upon getting LoS; do I?

[User] At A18/B19, you see that C5 and C6 have a dense fog in them.

[User] I keep moving, unless I see anything else new.

[User]
 D6, D7, and D8 also have a dense fog in them.  The fog also extends upwards, occupying the same squares at 10 feet up.  At 15 feet, D5 and D6 have fog, and it continues to extend south.  E6, E7, and E8 have it at this altitude.  The same squares are occupied at 20 feet.  At 25 feet, F5 and F6 have the fog.

That should pretty much create a solid wall of fog for you, as visible from A9/B10.

[User] Been busy. Will have turn up tomorrow.

[User] ok.   234567890

[User]
 *mutters about finals and the evils of trigonometry*

K, so I'm in A9/B10. Does Pierce Magical Concealment help me see through the fog?

[User]
 Originally Posted by IthilanorStPete
 *mutters about finals and the evils of trigonometry*

K, so I'm in A9/B10. Does Pierce Magical Concealment help me see through the fog?

PMC doesn't enhance your vision.  It just allows you to ignore the magical miss chance from an attack which is correctly targeted.  For example, if someone is magically invisible, PMC wouldn't grant you the ability to see them.  However, if you targeted the correct square, it would bypass the miss chance granted by the spell effect.

True Seeing does not penetrate the fog, as it is actually there (Conjuration effect), rather than an illusion.

Short of Blindsense/Blindsight, Tremorsense, Mindsight, and Touchsight (the last of which, I possess), very few effects can penetrate fog.  It's one of the reasons I favor it so heavily.

[User]
 *sighs* Thought as much. There's a reason I usually play casters.

LoS/Obs:

 Spoiler
Ready an action to trip him upon gaining LoS

End turn.

[User]
 And now, slow is over.

My Turn:
 Spoiler
Schism: Vigor, Augmented to 10pp.
Me:  Death Urge, Overchanneled to ML 15, fully augmented.
 Damage to Self:  (3d8)[ 14 ]

To start with, I need a DC 25 Will save vs a Mind-Affecting Compulsion effect. (You are targetable, as you are within the range of my touchsight, which functions similar to blindsight on steroids.)

Turn not over.

[User] Will save:  (1d20+20)[ 25 ]

[User]
 Remainder:
 Spoiler
No more actions, though, as soon as he does anything at all that would approach within sight of me (if he approaches to 10 feet away from me) or he attempts an attack, I intend to manifest Anticipatory Strike.

Oh well, your will save's solid.  Which is smart.

End Turn.

[User]
 Steadfast Determination. :D

My turn:
Move: move to A8-B9, then start heading NE, aiming at F3-G4. Do I see anything next to me as I move, or does anything happen?

[User]
 Yes.  When you hit D6-E7, something happens (you do not gain LOS at this point):

LOS to my character:
 Spoiler
Manifest Anticipatory Strike.

Schism: Dispel Psionics, Augmented to 10pp
Standard: Manifest Energy Stun, Augmented to 15pp, Electricity.
  Overchannel damage to self:  (3d8)[ 11 ]
Move: Dimension Door, Psionic (augmented to 13pp)

First Effect you get hit by:  Targeted Dispel.  Rolling 10 checks, let me know if I need more.  This will affect any effect with you as a target.

 Spoiler
 (1d20+20)[ 25 ]
 (1d20+20)[ 35 ]
 (1d20+20)[ 34 ]
 (1d20+20)[ 37 ]
 (1d20+20)[ 39 ]
 (1d20+20)[ 31 ]
 (1d20+20)[ 24 ]
 (1d20+20)[ 34 ]
 (1d20+20)[ 33 ]
 (1d20+20)[ 32 ]

Second effect you get hit by:  A burst of electricity opens up near you.  Reflex Save, DC 27 for half damage.  Damage:  (13d6)[ 46 ]  electricity

If you fail that save, I'll need a Will save, DC 27.  If you fail that:
 Spoiler
 You are stunned for one round.

Final Effect (observers only):
 Spoiler
Destination: D25

Once those effects are resolved, continue your turn.

[User]
 Adjucating Dispel:

 Spoiler

Conviction, CL 18 - not dispelled on a 25
Fly, CL 5 - dispelled
Expansion, ML not-bloody-enough - dispelled

Reflex:  (1d20+19)[ 25 ]

Will save if needed:  (1d20+20)[ 24 ]

[User]
 OO:

 Spoiler
Use Moment of Succor to delay the stun for one round

Well, I'm shrunk mid-move, but do I reach F3 without further event?

[User]
 Still immune to Stun after the dispel?  Hm.  Well, the first roll was low.  The change from (F3-G4) to F3 lets me know that you're, at least, shrunk.

Yes.  You reach F3 without event.


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

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

There is a door at G-3, and another at F-6.

DM notes:
 Spoiler
3, 20, 12

[User] The Burly man wakes as he looks around he slowly searches the area waiting for an enemy to jump out. He spins his blade in his hand as he heads for one of the torches (If there is a left one he goes there) and moves ever vigilant.

[User]
 There's a torch by each of the doors in the room. One on the east side (G-3), another at the south (F-6).

Which one did you want?

[User] G-3 would be nice

[User]
 There's nothing immediately obviously wrong with the torch. It seems to be completely ordinary as far as you can tell, as does the door.

Then again, you haven't done a detailed search yet.

[User] Curser is that cocky and will go with out search checks for now

[User] Okay. Are you taking the torch or opening the door at G-3, or did you just want a look?

[User] Grab the torch and move on

[User]
 As you lay your hand on the door, several hundred lines of crackling blue energy appear, surrounding the door and much of the adjacent wall in a spiderweb pattern. The energy leaps from the door to your hand, giving you quite a shock.

The previously hidden copper wires are now visible as thin black marks on the door, which they have charred quite thoroughly.

 Spoiler
You take 1 point of electric damage.

[User]
 "Trouble some." Curser says He walks over to the other door and inspcets it before trying to open it.

OoC: Taking 20

[User] Do you have trapfinding?

[User] Nope I do not as far as I know

[User] You don't find anything.

[User] I head on into the most likely trapped door.

[User]
 Quite so.

As you lay your hand on the door, several hundred lines of crackling blue energy appear, surrounding the door and much of the adjacent wall in a spiderweb pattern. The energy leaps from the door to your hand, giving you quite a shock.

The previously hidden copper wires are now visible as thin black marks on the door, which they have charred quite thoroughly.

 Spoiler
You take 1 point of electric damage.

[User] "What to do what to do...?" Curser think to himself. He thinks for a bit befor tring the old fashion way of "slash it with the slashy end"

[User]
 Kay.

The wires fall away. 😛

[User]
 He walk into the door and looks at whats there.

OoC: Hmmm That was too easy.

[User]
 Opening the door reveals a hall running to the north and south. To the north, it runs for thirty feet before teeing to the east and west. To the south, it runs for twenty feet before turning east.

Fifteen feet to the north, there is a door on the east side of the hall.

Ten feet to the south, the hall splits east.

[User] Curser will venture to the door 15 feet north

[User] Five feet to the north of the door you left, you trip over a tripwire. The sound of stone grinding on stone fills the air.

[User] Curser looks around and jumps back outside the door

[User] You don't see anything special. The sound continues for perhaps a minute before fading away.

[User] Curser goes back in but this time he lifts his feet when he coems to the trip wire.

[User] 'kay. What next?

[User] Good question! He searches the room and failing to find some thing he leaves and continues down the hall

[User]
 Opening the door reveals the following room:
 Spoiler
{table]|A_|B_|C_|D_
1|||||
2|||||
3|||R|R|
4|||R|R|
5|||H||
6|||||
7|||||[/table]

There is a door at A-3, which you are standing just outside of, another at D-1 on the north side, and a third at D-7, on the south side. There is a humanoid figure at C-5, wearing a chain shirt and holding a longsword. He is standing next to what seems to be a large reptile with bright green scales and a forked tongue that flickers in and out of its gaping maw.

[User]
 "Hmmm"  Curser hums  " Might you be a friend?"
 (1d20)[ 3 ]  Init if needed

[User] The man shakes his head vehemently and gestures for you to leave.

[User]
 "Shall we dance then?"  Curser asks as he charges the man using his curse ability one the lizard and his battle curse on the man.

 Spoiler

Using curse for a will save DC 14 and giving up a 0 level spell for Battle curse for DC 12; -2 penalty on attack rolls, saying throws, ability checks, skill checks, and weapon damage rolls for 1 hour/minute

Battle curse only if I hit

 (1d20+7)[ 27 ]  Attack
 (2d4+5)[ 10 ]  Damage

[User]
 Spoiler

Cirt!

 (1d20+7)[ 14 ]  Attack to confirm
 (6d4+15)[ 25 ]  Damage

[User]
 First things first, initiative:  (1d20+2)[ 16 ]   (1d20)[ 15 ]

Blinding colors wash over you. Make a will save.

[User]
 🤨 I roll init before and though I was acting on my turn. Would have been nice to know that thank you but it looks as if I am dead.

 (1d20)[ 14 ]

[User] You pass. You also notice that the reptile has disappeared. Does that change anything you would have done?

[User] No White space

[User] Your hit renders the man unconscious. Assuming you CDG him, that's 150 xp, the gear mentioned on his body, and 36 gp, 20 sp.

[User] I will do that then take the body after looting it and throw it at the door (D-1) to see if any traps start up. If not I will open the door.

[User]
 Nothing happens when you throw the body.

Opening the door reveals a hall running to the north and west. To the north, it runs for forty feet before turning west. There is a door on the west side of the hall after ten feet.

To the west, it runs for thirty feet before turning south. After ten feet, there is a door on the north side of the hall, and it splits south after twenty.

[User] Curser will head north and take the door.

[User]
 Opening the door reveals the following room:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_|G_
1|s||||||
2|||||||
3||||x|||
4|||||||
5|||||||
6||v|v|v|||
[/table]

There is a door at G-5, which you are just outside of, another at F-1, another at F-6, and another at A-5.

There is a chest in the middle of the floor, a statue in the far corner, and a row of vases on stands along the southern wall.


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

Map:
 Spoiler
{table]|A_|B_|C_|D_|E_|F_|G_
1||||||||
2||||||||
3|||M|||||
4||||||||
5||||||||
[/table]

There is a door at A-4, another at B-5, another at D-5, and one more at F-1.

DM notes:
 Spoiler
4, 9, 18