[User]
 The  dome in which the duel will take place is filled to the brim with spectators. The duel between the game's inventor, and the developer of the technology behind it is about to begin.
 On the other side of the Arena, you see a pale man walk up to the podium, he has silver hair that if of medium length, and is wearing a black trenchcoat.
 "Here's the deal, we roll a 20-sided dice, whoever gets the highest picks who goes first, If it's a draw, I'll let you pick. I'm just that nice."
Dice Roll:  (1d20)[ 11 ]
First hand:  (5d41)[ 36 ][ 27 ][ 32 ][ 35 ][ 22 ](152)
Rerolls for any duplicates:  (3d41)[ 34 ][ 21 ][ 40 ](95)

Deck:

 Spoiler
1) Shinato’s Ark
2) Shinato’s Ark
3) Shinato, King of a Higher Plane
4) Shinato, King of a Higher Plane
5) Shining Angel
6) Sangan
7) Shining Angel
8) Winged Kuriboh
9) Winged Kuriboh
10) Winged Kuriboh
11) Transcendent Wings
12) Transcendent Wings
13) Winged Kuriboh LV 10
14) Gellenduo
15) Gellenduo
16) Honest
17) Honest
18) Tualatin
19) Majestic Mech- Goryu
20) Gellenduo
21) Freya, Spirit of Victory
22) Mystical Space Typhoon
23) Swords of Revealing Light
24) Heavy Storm
25) Negate Attack
26) Negate Attack
27) Call of the Haunted
28) Cestus of Dalga
29) The Sanctuary in the Sky
30) The Sanctuary in the Sky
31) Valhalla, Hall of the Fallen
32) Mirror Force
33) Magic Cylinder
34) Trap Jammer
35) Trap Jammer
36) Bottomless Trap Hole
37) Sakuretsu Armor
38) Sakuretsu Armor
39) Dust Tornado
40) Giant Trunade
41) Smashing Ground

Stats:

 Spoiler
Life Points: 8000
Graveyard:
 Spoiler
*nothing*

Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler
-
Face Downs:

[User]
 Do rolls on the first post not work or something?
 (1d20)[ 14 ]
 (5d41)[ 19 ][ 19 ][ 20 ][ 6 ][ 17 ](81)
 (3d41)[ 40 ][ 15 ][ 28 ](83)
Playing field:
{table="head]1|2|3|4|5
-|-|-|-|-
-|-|-|-|-[/table]
Deck:

 Spoiler
1) Shinato’s Ark
2) Shinato’s Ark
3) Shinato, King of a Higher Plane
4) Shinato, King of a Higher Plane
5) Shining Angel

7) Shining Angel
8) Winged Kuriboh
9) Winged Kuriboh
10) Winged Kuriboh
11) Transcendent Wings
12) Transcendent Wings
13) Winged Kuriboh LV 10
14) Gellenduo
15) Gellenduo
16) Honest

18) Tualatin

21) Freya, Spirit of Victory
22) Mystical Space Typhoon
23) Swords of Revealing Light
24) Heavy Storm
25) Negate Attack
26) Negate Attack
27) Call of the Haunted
28) Cestus of Dalga
29) The Sanctuary in the Sky
30) The Sanctuary in the Sky
31) Valhalla, Hall of the Fallen
32) Mirror Force
33) Magic Cylinder
34) Trap Jammer
35) Trap Jammer
36) Bottomless Trap Hole
37) Sakuretsu Armor
38) Sakuretsu Armor
39) Dust Tornado

41) Smashing Ground

Stats:

 Spoiler
Life Points: 8000
Graveyard:
 Spoiler
*nothing*

Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler
- Majestic Mech- Goryu
- Giant Trunade
- Gellenduo
- Sangan
- Honest
Face Downs:

[User]
 Dressed in his usual blue hooded robe, the wizard Blue Ghost steps onto the playing field. He smiles as he faces his opponent.
 Greetings, Altaria. May the best duelist win.

Dice Roll: [roll]d20[/roll]
First Hand: [rollv]5d42[/roll]
Rerolls:[rollv]3d42[/roll]

{table]|1|2|3|4|5
Monsters|||||
Spell/Trap|||||[/table]

 Life Points:  8000

 Spoiler

 Stats:
 Hand:
 Deck:

 Spoiler

1.	Warrior of Atlantis
2.	Warrior of Atlantis
3.	Warrior of Atlantis
4.	Hydrogeddon
5.	Hydrogeddon
6.	Hydrogeddon
7.	Nightmare Penguin
8.	Nightmare Penguin
9.	Mother Grizzly
10.	Amphibious Bugroth MK-3
11.	Amphibious Bugroth MK-3
12.	Star Boy
13.	Star Boy
14.	Sangan
15.	Marshmallon
16.	Aqua Spirit
17.	Aqua Spirit
18.	Earthbound Immortal Chacu Challhua
19.	Giga Gagagigo
20.	Shark Cruiser
21.	Mobius the Frost Monarch
22.	Mobius the Frost Monarch
23.	Levia-Dragon – Daedalus
24.	Levia-Dragon – Daedalus
25.	A Legendary Ocean
26.	A Legendary Ocean
27.	A Legendary Ocean
28.	Brain Control
29.	Gravity Bind
30.	Call of the Haunted
31.	Salvage
32.	Salvage
33.	Mystical Space Typhoon
34.	Tornado Wall
35.	Lightning Vortex
36.	Dark Bribe
37.	Dark Bribe
38.	Torrential Tribute
39.	Mirror Force
40.	Spiritual Water Art – Aoi
41.	Spiritual Water Art – Aoi
42.	Smashing Ground

 Extra Deck:

 Spoiler
 Empty

 Graveyard:

 Spoiler
Empty

 Out of Play:

 Spoiler
Empty

[User]
 Let's try this again, shall we?

 (d20)[ 13 ]
 (5d42)[ 31 ][ 33 ][ 36 ][ 21 ][ 20 ](141)
 (3d42)[ 32 ][ 3 ][ 14 ](49)

First move is yours.

{table]|1|2|3|4|5
Monsters|||||
Spell/Trap|||||[/table]

 Life Points:  8000

 Spoiler

 Hand:

 Spoiler

Salvage
Mystical Space Typhoon
Dark Bribe
Shark Cruiser
Mobius the Frost Monarch

 Deck:

 Spoiler

1.	Warrior of Atlantis
2.	Warrior of Atlantis
3.	Warrior of Atlantis
4.	Hydrogeddon
5.	Hydrogeddon
6.	Hydrogeddon
7.	Nightmare Penguin
8.	Nightmare Penguin
9.	Mother Grizzly
10.	Amphibious Bugroth MK-3
11.	Amphibious Bugroth MK-3
12.	Star Boy
13.	Star Boy
14.	Sangan
15.	Marshmallon
16.	Aqua Spirit
17.	Aqua Spirit
18.	Earthbound Immortal Chacu Challhua
19.	Giga Gagagigo
20.	Mobius the Frost Monarch
21.	Levia-Dragon – Daedalus
22.	Levia-Dragon – Daedalus
23.	A Legendary Ocean
24.	A Legendary Ocean
25.	A Legendary Ocean
26.	Brain Control
27.	Gravity Bind
28.	Call of the Haunted
29.	Salvage
30.	Tornado Wall
31.	Lightning Vortex
32.	Dark Bribe
33.	Torrential Tribute
34.	Mirror Force
35.	Spiritual Water Art – Aoi
36.	Spiritual Water Art – Aoi
37.	Smashing Ground

 Extra Deck:

 Spoiler
 Empty

 Graveyard:

 Spoiler
Empty

 Out of Play:

 Spoiler
Empty

[User]
 "Good luck to you, Blue Ghost"
 (1d36)[ 15 ]
I summon Gellenduo in attack mode and end my turn
{table="head]1|2|3|4|5
-|-|-|-|-
-|-| G |-|-[/table]
G=Gellenduo
Deck:

 Spoiler
1) Shinato’s Ark
2) Shinato’s Ark
3) Shinato, King of a Higher Plane
4) Shinato, King of a Higher Plane
5) Shining Angel

6) Shining Angel
7) Winged Kuriboh
8) Winged Kuriboh
9) Winged Kuriboh
10) Transcendent Wings
11) Transcendent Wings
12) Winged Kuriboh LV 10
13) Gellenduo
14) Gellenduo

16) Tualatin

17) Freya, Spirit of Victory
18) Mystical Space Typhoon
19) Swords of Revealing Light
20) Heavy Storm
21) Negate Attack
22) Negate Attack
23) Call of the Haunted
24) Cestus of Dalga
25) The Sanctuary in the Sky
26) The Sanctuary in the Sky
27) Valhalla, Hall of the Fallen
28) Mirror Force
29) Magic Cylinder
30) Trap Jammer
31) Trap Jammer
32) Bottomless Trap Hole
33) Sakuretsu Armor
34) Sakuretsu Armor
35) Dust Tornado

36) Smashing Ground

Stats:

 Spoiler
Life Points: 8000
Graveyard:
 Spoiler
*nothing*

Removed from Play:
 Spoiler
*nothing*

Hand- 5

 Spoiler
- Majestic Mech- Goryu
- Giant Trunade
- Sangan
- Honest
- Honest
Face Downs:

[User]
 Let us begin, shall we?
 (1d37)[ 28 ]

I'll set two cards facedown and end my turn.

{table="head]1|2|3|4|5
-|-|F|F|-
-|-|-|-|-[/table]

F: Face-down

 Life Points:  8000

 Spoiler

 Hand:  4

 Spoiler

Salvage
Shark Cruiser
Mobius the Frost Monarch
Call of the Haunted

Mystical Space Typhoon (Facedown)
Dark Bribe (Facedown)

 Deck:

 Spoiler

1.	Warrior of Atlantis
2.	Warrior of Atlantis
3.	Warrior of Atlantis
4.	Hydrogeddon
5.	Hydrogeddon
6.	Hydrogeddon
7.	Nightmare Penguin
8.	Nightmare Penguin
9.	Mother Grizzly
10.	Amphibious Bugroth MK-3
11.	Amphibious Bugroth MK-3
12.	Star Boy
13.	Star Boy
14.	Sangan
15.	Marshmallon
16.	Aqua Spirit
17.	Aqua Spirit
18.	Earthbound Immortal Chacu Challhua
19.	Giga Gagagigo
20.	Mobius the Frost Monarch
21.	Levia-Dragon – Daedalus
22.	Levia-Dragon – Daedalus
23.	A Legendary Ocean
24.	A Legendary Ocean
25.	A Legendary Ocean
26.	Brain Control
27.	Gravity Bind
28.	Salvage
29.	Tornado Wall
30.	Lightning Vortex
31.	Dark Bribe
32.	Torrential Tribute
33.	Mirror Force
34.	Spiritual Water Art – Aoi
35.	Spiritual Water Art – Aoi
36.	Smashing Ground

 Extra Deck:

 Spoiler
 Empty

 Graveyard:

 Spoiler
Empty

 Out of Play:

 Spoiler
Empty

[User]
 "A strange move, Ghost..."
 (1d35)[ 20 ]
I summon Sangan in attack mode. And play a spell/trap face down
Now both of them attack you directly (Sangan first, then Gellenduo) doing 2700 points of damage if all goes well.
"Aren't my monsters just the cutest 😁"
{table="head]1|2|3|4|5
-|-|F|-|-
-| S | G |-|-[/table]
G=Gellenduo
S=Sangan
Deck:

 Spoiler
1) Shinato’s Ark
2) Shinato’s Ark
3) Shinato, King of a Higher Plane
4) Shinato, King of a Higher Plane
5) Shining Angel

6) Shining Angel
7) Winged Kuriboh
8) Winged Kuriboh
9) Winged Kuriboh
10) Transcendent Wings
11) Transcendent Wings
12) Winged Kuriboh LV 10
13) Gellenduo
14) Gellenduo

15) Tualatin

16) Freya, Spirit of Victory
17) Mystical Space Typhoon
18) Swords of Revealing Light
19) Heavy Storm

21) Negate Attack
22) Call of the Haunted
23) Cestus of Dalga
24) The Sanctuary in the Sky
25) The Sanctuary in the Sky
26) Valhalla, Hall of the Fallen
27) Mirror Force
28) Magic Cylinder
29) Trap Jammer
30) Trap Jammer
31) Bottomless Trap Hole
32) Sakuretsu Armor
33) Sakuretsu Armor
34) Dust Tornado

35) Smashing Ground

Stats:

 Spoiler
Life Points: 8000
Graveyard:
 Spoiler
*nothing*

Removed from Play:
 Spoiler
*nothing*

Hand- 4

 Spoiler
- Majestic Mech- Goryu
- Giant Trunade
- Honest
- Honest
Face Downs:
-Negate Attack

[User]
 Blue Ghost winces as the attacks go through.  You have the advantage now. Can you keep it?
 (d36)[ 13 ]

I summon Star Boy in Attack Position, and attack Sangan. If the attack goes through, your Gellenduo is destroyed as well. I then set another card face-down.

{table="head]1|2|3|4|5
-|F|F|F|-
-|-| S |-|-[/table]

F: Face-down
S: Star Boy ( 1050 /500)

 Life Points:  5700

 Spoiler

 Hand:  3

 Spoiler

Salvage
Shark Cruiser
Mobius the Frost Monarch

Mystical Space Typhoon (Facedown)
Dark Bribe (Facedown)
Call of the Haunted (Facedown)

 Deck:

 Spoiler

1.	Warrior of Atlantis
2.	Warrior of Atlantis
3.	Warrior of Atlantis
4.	Hydrogeddon
5.	Hydrogeddon
6.	Hydrogeddon
7.	Nightmare Penguin
8.	Nightmare Penguin
9.	Mother Grizzly
10.	Amphibious Bugroth MK-3
11.	Amphibious Bugroth MK-3
12.	Star Boy
13.	Sangan
14.	Marshmallon
15.	Aqua Spirit
16.	Aqua Spirit
17.	Earthbound Immortal Chacu Challhua
18.	Giga Gagagigo
19.	Mobius the Frost Monarch
20.	Levia-Dragon – Daedalus
21.	Levia-Dragon – Daedalus
22.	A Legendary Ocean
23.	A Legendary Ocean
24.	A Legendary Ocean
25.	Brain Control
26.	Gravity Bind
27.	Salvage
28.	Tornado Wall
29.	Lightning Vortex
30.	Dark Bribe
31.	Torrential Tribute
32.	Mirror Force
33.	Spiritual Water Art – Aoi
34.	Spiritual Water Art – Aoi
35.	Smashing Ground

 Extra Deck:

 Spoiler
 Empty

 Graveyard:

 Spoiler
Empty

 Out of Play:

 Spoiler
Empty

[User]
 I activate my face down, Negate Attack,  does your turn change?
(and shouldn't your Life points be 5300 (8000-1000=7000, 7000-1700=5300)
{table="head]1|2|3|4|5
-|-|-|-|-
-| S | G |-|-[/table]
G=Gellenduo
S=Sangan
Deck:

 Spoiler
1) Shinato’s Ark
2) Shinato’s Ark
3) Shinato, King of a Higher Plane
4) Shinato, King of a Higher Plane
5) Shining Angel

6) Shining Angel
7) Winged Kuriboh
8) Winged Kuriboh
9) Winged Kuriboh
10) Transcendent Wings
11) Transcendent Wings
12) Winged Kuriboh LV 10
13) Gellenduo
14) Gellenduo

15) Tualatin

16) Freya, Spirit of Victory
17) Mystical Space Typhoon
18) Swords of Revealing Light
19) Heavy Storm

21) Negate Attack
22) Call of the Haunted
23) Cestus of Dalga
24) The Sanctuary in the Sky
25) The Sanctuary in the Sky
26) Valhalla, Hall of the Fallen
27) Mirror Force
28) Magic Cylinder
29) Trap Jammer
30) Trap Jammer
31) Bottomless Trap Hole
32) Sakuretsu Armor
33) Sakuretsu Armor
34) Dust Tornado

35) Smashing Ground

Stats:

 Spoiler
Life Points: 8000
Graveyard:
 Spoiler
-Negate Attack

Removed from Play:
 Spoiler
*nothing*

Hand- 4

 Spoiler
- Majestic Mech- Goryu
- Giant Trunade
- Honest
- Honest
Face Downs:

[User] No, go on ahead. Oh, and I can see your hand.

[User]
 *throws amnesia dust at you*
You didn't see anyyyything 😛
 (1d34)[ 20 ]
First of I'll use Gellenduo's ability, meaning it counts as two sacrifices for Majestic Mech- Goryu (which means it won't be sent to the graveyard at the turn's end)
I'll then set a card face down
Now Majectic Mech will attack Star Boy, doing 1850 damage if my calculations are correct and everything goes ok
Then Sangan will attack you directly, doing 1000 damage
{table="head]1|2|3|4|5
-|-|F|-|-
-| S | MM-G |-|-[/table]
MM-G= Majestic Mech- Goryu
S=Sangan
F=Face Down
Deck:

 Spoiler
1) Shinato’s Ark
2) Shinato’s Ark
3) Shinato, King of a Higher Plane
4) Shinato, King of a Higher Plane
5) Shining Angel

6) Shining Angel
7) Winged Kuriboh
8) Winged Kuriboh
9) Winged Kuriboh
10) Transcendent Wings
11) Transcendent Wings
12) Winged Kuriboh LV 10
13) Gellenduo
14) Gellenduo

15) Tualatin

16) Freya, Spirit of Victory
17) Mystical Space Typhoon
18) Swords of Revealing Light
19) Heavy Storm

21) Call of the Haunted
22) Cestus of Dalga
23) The Sanctuary in the Sky
24) The Sanctuary in the Sky
25) Valhalla, Hall of the Fallen
26) Mirror Force
27) Magic Cylinder
28) Trap Jammer
29) Trap Jammer
30) Bottomless Trap Hole
31) Sakuretsu Armor
32) Sakuretsu Armor
33) Dust Tornado

34) Smashing Ground

Stats:

 Spoiler
Life Points: 8000
Graveyard:
 Spoiler
-Negate Attack
-Gellenduo

Removed from Play:
 Spoiler
*nothing*

Hand- 3

 Spoiler
- Giant Trunade
- Honest
- Honest
Face Downs:
Negate Attack

[User]
 Drat. I had made a serious mistake last turn, which is probably going to cost me the duel. Let's see if I can repair the damage.

 (d35)[ 18 ]

I activate [url=http://yugioh.wikia.com/wiki/Call_Of_The_Haunted]Call of the Haunted[/color] to bring back my Star Boy. I Tribute him to summon Mobius the Frost Monarch, and I will use his effect to destroy your face-down card.
Mobius attacks Sangan.
I end my turn there.

{table="head"]1|2|3|4|5
-|F|F| CotH  |-
-|-| M |-|-[/table]

F: Face-down
M: Mobius the Frost Monarch
CotH: Call of the Haunted (not equipped)

 Life Points:  2450

 Spoiler

 Hand:  3

 Spoiler

Salvage
Shark Cruiser
Giga Gagagigo

Mystical Space Typhoon (Facedown)
Dark Bribe (Facedown)

 Deck:

 Spoiler

1.	Warrior of Atlantis
2.	Warrior of Atlantis
3.	Warrior of Atlantis
4.	Hydrogeddon
5.	Hydrogeddon
6.	Hydrogeddon
7.	Nightmare Penguin
8.	Nightmare Penguin
9.	Mother Grizzly
10.	Amphibious Bugroth MK-3
11.	Amphibious Bugroth MK-3
12.	Star Boy
13.	Sangan
14.	Marshmallon
15.	Aqua Spirit
16.	Aqua Spirit
17.	Earthbound Immortal Chacu Challhua
18.	Mobius the Frost Monarch
19.	Levia-Dragon – Daedalus
20.	Levia-Dragon – Daedalus
21.	A Legendary Ocean
22.	A Legendary Ocean
23.	A Legendary Ocean
24.	Brain Control
25.	Gravity Bind
26.	Salvage
27.	Tornado Wall
28.	Lightning Vortex
29.	Dark Bribe
30.	Torrential Tribute
31.	Mirror Force
32.	Spiritual Water Art – Aoi
33.	Spiritual Water Art – Aoi
34.	Smashing Ground

 Extra Deck:

 Spoiler
 Empty

 Graveyard:

 Spoiler
Star Boy

 Out of Play:

 Spoiler
Empty

[User]
 "Don't worry, Ghost, we all make mistakes, I'll still respect you after this"
 (1d33)[ 22 ]
{table="head]1|2|3|4|5
-|-|-|-|-
-|-| MM-G |-|-[/table]
MM-G= Majestic Mech- Goryu
Sorry, Ghost, but it's time to end this!
First I activate Giant Trunade, sending your face downs back to your hand.
Now Goryu will attack Mobius, and I send  Honest  from my hand to the graveyard, to increase Goryu's attack by 2400, and when he destroys Mobius, you loose all your Life Points
*hopes I won't be sabotaged*
(oops I forgot to use Sangan's effect, but if this works, it'll be inconsequential)
Deck:

 Spoiler
1) Shinato’s Ark
2) Shinato’s Ark
3) Shinato, King of a Higher Plane
4) Shinato, King of a Higher Plane
5) Shining Angel

6) Shining Angel
7) Winged Kuriboh
8) Winged Kuriboh
9) Winged Kuriboh
10) Transcendent Wings
11) Transcendent Wings
12) Winged Kuriboh LV 10
13) Gellenduo
14) Gellenduo

15) Tualatin

16) Freya, Spirit of Victory
17) Mystical Space Typhoon
18) Swords of Revealing Light
19) Heavy Storm

20) Call of the Haunted
21) Cestus of Dalga

23) The Sanctuary in the Sky
24) Valhalla, Hall of the Fallen
25) Mirror Force
26) Magic Cylinder
27) Trap Jammer
28) Trap Jammer
29) Bottomless Trap Hole
30) Sakuretsu Armor
31) Sakuretsu Armor
32) Dust Tornado

33) Smashing Ground

Stats:

 Spoiler
Life Points: 6600
Graveyard:
 Spoiler
-Negate Attack
-Gellenduo
-Negate Attack
-Sangan
-Giant Trunade
-Honest

Removed from Play:
 Spoiler
*nothing*

Hand- 2

 Spoiler
- Honest
-The Sanctuary in the Sky
Face Downs:

[User]
 Yes, that's the game. Congratulations, a game well played.

My two face-downs were Mystical Space Typhoon and Dark Bribe. I had two opportunities to destroy or negate your Negate Attack, but I failed to realize how important it was that my attack goes through.

Good game, Altaria. I hope to be facing you again soon.

[User]
 Yup, Good Game😁
Who knows what would have happened had you got rid of Negate Attack


[User] Standard 200ft^3 ultimate force cube, starting opposite sides, 200ft away, all daily buffs/spells/powers in effect, roll initiative!

[User]
 In Hybrid form.

I promise not to use my null psionics field for a while :D

 (1d20+5)[ 9 ]

 Spoiler
Force + Deflection Screens

[User]
 Oh god! 😦
 (d20+3)[ 6 ]

Buffs:

 Spoiler

Personal Mind Blank
Overland Flight

1d4 prep rounds? If so -  (1d4)[ 2 ]

[User]
 Prep rounds?  What do you mean?

 (1d4)[ 3 ]

[User]
 Lol, I'm happy to go with 3?

Also, no movement, but spell casting/ability using?

If so -

 Spoiler

Round 1 - Schism [7]
Round 2 - Force Screen [1]
Round 2 (Schism) - Touchsight [5]
Round 3 - True Metabolism [15]
Round 3 (Schism) - True Seeing, Psionic [9]

PP left: 309

EDIT: I mean rounds where we can prepare ourselves for battle, cast buffs, use items etc, but not move or engage in combat.

[User]
 Just one then, okay?

 Spoiler
Jallorn uses a move action to become psionically focused.  Stygian Ward on self.

[User]
 Righto.

 Spoiler

Manifest Schism [7]
Quickened True Seeing [15]

PP left: 324

[User]
 Ok, official round 1:

 Spoiler
standard action to cast Energy Ray (Cold)  Move action to move 30 ft towards opponent

A blue ray streams from Jallorn's palm towards Lolinder as he moves forward 30 ft.

Ranged Touch Attack:  (1d20+17)[ 33 ]
Damage:  (17d6)[ 51 ] +17

[User] Woah! Okay, this isn't going to end well for me I can see. Do you move at all or ... ? (I should be able to see it if you do.)

[User] Yeah, forward 30ft.

[User]
 Okay, fly 30ft forwards.

 Spoiler

Manifest Crisis of Life [13]
Schism Manifest Body Adjutment (Augmented by 7) [12] - Healing  (8d12)[ 48 ]
Quickened Disintegrate [17]

PP left: 282
HP left: 124

Fort DC 27 or die, otherwise take  (7d6)[ 20 ]
Then a bright green ray leaps forth and strikes you - Fort DC 25 for  (5d6)[ 14 ] , if you fail take  (22d6)[ 79 ]

[User]
 (1d20+12)[ 14 ]
 (1d20+12)[ 29 ]

I died, but I saved for the damage 😁

[User]
 I basically just stopped your heart 😛

It's annoying really, all my fun powers are close range.

[User] Be glad I didn't pull my Null Psionics field out on you.  I could easily win in melee.


[User]
 Arena Tournament, Round 72:  Glunk Too  vs.  Todd
 Map:
 Spoiler

 XP Award:  600 XP
 GP Award:  600 GP

 SoD- Glunk Too
 Mavian - Todd
 All Combatants, please roll initiative and declare final purchases, if any

[User]
 It's been almost a year since Todd last saw the field of battle, so give some time to knock the rust off him.

No purchases until I know what you plan on buying.

[User] I happy purchaseless if you are.

[User]
 I'll grab a Martial Script of Counter Charge just so you don't do anything silly like attempting to bull rush :P

Anything in response?

[User]
 Nah, that's fine. Let's do this.

  initiative  - (1d20+2)[ 7 ]

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

So, gentlemans agreement?  No hiding, first one to get smacked down loses?

[User]
 Todd: Round 1

 Spoiler

Starting in M26, script in one hand, poleaxe in the other.

Standard Action: Ready Script
Free Action: Drop Script
Move Action: Wield Poleaxe
Free: Enter Punishing Stance

End of Turn:

Stats:

 Spoiler

Hp: 32/32
Ac: 13
Stance: Punishing
Manuevers: Charging Minotaur, Douse the Flames, Sapphire Nightmare Blade, Counter Charge (Script)

[User]
 Glunk, round i

 Spoiler
Start in M2, weilding Great Falchion. Double move to M22.

End turn.

Stats

 Spoiler
Hp; 24/24.

AC; 16/16

[User]
 High Ref chilepepper

LoS established

Glunk in M22

Todd in M26

[User]
 Let the beating commence

Todd: Round 2

Move Action: M26 to M24
Standard Action: Sapphire Nightmare Blade
Conc:  (1d20+13)[ 14 ]   If that beats your AC your flat-footed, and I do an extra d6

Attack:  (1d20+5)[ 13 ]
Damage:  (2d6+4)[ 10 ] + (1d6)[ 4 ]
Sapp:  (1d6)[ 6 ]

Wow, that was a series of terrible rolls.

End of Turn:

Stats:

 Spoiler

Hp: 32/32
Ac: 13
M24
Stance: Punishing
Manuevers: Charging Minotaur, Douse the Flames,  Sapphire Nightmare Blade , Counter Charge (Script)

[User]
 And that's a miss.

 Glunk Too, round Too

Free; rage

Five-foot to M23 and beat you up the face.

  attack  - (1d20+7)[ 10 ]
  damage  - (1d12+16)[ 22 ]

"Grah! I will Water Orc Orc you death!"

Edit; or maybe not...

End turn.
Stats;
 Spoiler
HP; 28/28
AC; 14
Rage; 0/13

[User]
 Well, That was odd....  I mean, we both have characters that can turn rocks into dust, and we just can't hit.

Todd: Round 3

Five foot step to N25
Swift Action: Recover Maneuvers
Standard Action: Attack with Poleaxe
Attack:  (1d20+5)[ 17 ]
Damage:  (2d6+4)[ 11 ] + (1d6)[ 3 ]
Move Action: No Action

End of Turn:

Well, its a start.

Stats:

 Spoiler

Hp: 32/32
Ac: 13
N25
Stance: Punishing
Manuevers: Charging Minotaur, Douse the Flames, Sapphire Nightmare Blade, Counter Charge (Script)

[User]
 Glunk Too. round 3

"Grah! I will kill you so hard you will die to death!"

Five foot step to N24.

Swing wildly.

  attack  - (1d20+7)[ 18 ]
  damage  - (1d12+16)[ 24 ]

End turn.

Stats [spoiler]HP; 14/28
AC; 14
Rage; 1/13[/roll]

[User]
 Well, that kinda tickled.

 Todd: Round 4

Five foot step to M26
Standard Action: Attack with Sapphire Nightmare Blade.
Conc Check:  (1d20+13)[ 31 ]  If that hits, your flat-footed, and I get an extra d6
Attack:  (1d20+5)[ 24 ]
Damage:  (2d6+4)[ 12 ] + (1d6)[ 5 ]
Sapphire:  (1d6)[ 5 ]

End of Turn:

Stats

 Spoiler

Hp: 8/32
Ac: 13
M26
Stance: Punishing
Manuevers: Charging Minotaur, Douse the Flames, Sapphire Nightmare Blade, Counter Charge (Script)

[User] Is that game?

[User] Game. Glunk Too dead.

[User]
 High Ref Hust
The first completed level 2 match in a dog's age goes to Todd!


[User]
 Arena Tournament, Round 70:  Beleg  vs.  Mad Al
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Beleg  - King Korath
 Mad Al  - Psionic Dog

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

[User]
 init  (1d20+5)[ 11 ]
lets go!

[User]
 Checking in
  Initiative  - (1d20+4)[ 19 ]

No planed purchase. Reserve reactionary right bla bla bla.

[User] I am not buying anything.  So your move. good luck(but not too good I want to win😁).

[User]
 Likewise. 😎
 Mad Al - Round 1

 Spoiler
On one hand Beleg has an abysmal spot check. On the other hand Al is murky eyed. It'll be interesting seeing who benefits most from the clouds.

Starting in N-25 holding a power stone of Force Screen in one hand and light crossbow (loaded with masterwork bolt) in other.

Double move to P-16, sneaky like.

  Hide  - (1d20+4)[ 12 ]  (includes -5 for speed)
  Move Silently  - (1d20-2)[ 17 ]  (includes -5 for speed)

  Reactive Spot  - (1d20+9)[ 15 ]  (just in case)
[roll=Reactive Listen]1d20+2

Done.

Stats

 Spoiler
HP: 7/7
AC: 19 (+1size +4dex +3armor +1natural)
PP: 4/4
Psionic Focus: yes
Psi-like abuility: 1/1

[User]
 Spoiler
start in n2 bow in hand, move to n3.  read an action to shoot the opponent if I see him.

end turn
vital stats
 Spoiler
Hp 13
Ac 18
arrows104

[User]
 Uhm, I suddenly have a Bad Feeling about Al's chances on this but... what exactly are "lesser Tiefling racial traits"?

 Mad Al - Round 2

 Spoiler
I'm assuming there is no LoS at this point, and will revise if there is.

Al moves 15 ft through the mists at half speed to O-13, very sneaky like.
  Hide  - (1d20+9)[ 20 ]
  Move Silently  - (1d20+3)[ 17 ]
  Reactive Spot  - (1d20+7)[ 13 ]  (if needed)
  Reactive Listen  - (1d20+2)[ 15 ]  (if needed)

If there is still no LoS then Al manifests Force Screen on himself from his hiding place from the power stone, opting to manifest the power quietly

Done.

Stats

 Spoiler
Location: O-13 [Hide 20]

HP: 7/7
AC: 23 (+1size +4dex +3armor +1natural +4 shield)
PP: 4/4
Psionic Focus: yes
Psi-like abuility: 1/1

Force Screen: 1/10

[User]
 can I get a LoS check.

the lesser tiefling racial traits on the bottom of my character sheet.

[User]
 Hi Ref Scorer

@refs

 Spoiler

Hello refs!

@Beleg

 Spoiler

No LoS

@Mad Al

 Spoiler

No LoS

[User]
 Spoiler
single move from N3 to N9

not done can I get LoS cleck.
vital stats will be posted when I post the rest of my turn.

[User]
 @refs

 Spoiler

Beleg's Spot Modifier is -5, no way he can beat Mad Al's Hide 20

@Beleg

 Spoiler

No LoS

@Mad Al

 Spoiler

You see Beleg enter  N9

[User]
 Spoiler
ready an action to shoot if I see him.

end turn
vital stats
 Spoiler
Hp 13
Ac 18
arrows104

[User]
 Originally Posted by king korath
 the lesser tiefling racial traits on the bottom of my character sheet.

+2 dex +2 int -2 cha speed 30ft
Darkness (Sp)
medium size

That's it? oh. Well then...

 Mad Al

Standard:
You hear a loud incoming buzz shortly before a streak of frost slams into you.
  Touch Attack  - (1d20+6)[ 25 ]  (I believe you are flat footed)
  Cold Damage  - (4d6+3)[ 20 ]

Refs Only

 Spoiler
Wild surged energy ray, psionic shot. Sniping to remain hidden.

  Daze Chance  - (1d100)[ 79 ] , Low
  Snipe  - (1d20-10)[ -1 ]  (+7 hide -20 snipe +2 distance) ... should be -2

Move: Snipe re-hide.
DC -2 spot (including distance) to see Al if you're still alive.

 Spoiler
Mad Al is in O-13

Stats

 Spoiler
Location: O-13 [Hide -4]

HP: 7/7
AC: 23 (+1size +4dex +3armor +1natural +4 shield)
PP: 3/4
Psionic Focus: no
Psi-like abuility: 1/1

Force Screen: 2/10

[User] Just popping in to tell you that Lesser Tieflings have resistance 5 to cold, electricity, and fire. As they weren't noted on the sheet, I figured you should be aware of those.

[User]
 And that's what I was afraid of.

Al will of course protest that since it wasn't mentioned this match that Beleg doesn't have it (for this match).

If a high ref rules Beleg had energy resistance all along, then Al would like to retroactively change his attack from cold to sonic damage. That would have reduced the damage given by 4, but is still marginally better than a -5 resistance.

Although, I think even 16 damage might be enough for game.

[User] I will not contest that because I did not think that I had that resistance, so lets act as if I didn't.  And I am dead, good game.

[User]
 Hi Ref Scorer
 Mad Al (Psionic Dog) gets the victory and loot!

[User] Since you wouldn't be inclined to let him not have a weakness of his race if he didn't list it, I'd say the same should be true of the strengths.  However, it doesn't seem like it would have mattered (and it would have been fair for Psionic to change the damage type, since the info wasn't on the sheet for him to know how to plan).  Just my two cents on the matter.


[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.

Buff Rounds : 1 + All Day (12+ hour) buffs.

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

[User]
 Cool with me.

Buffs:
 Spoiler
All day:  Greater Magic Weapon (+5) on my chain and spikes

1 round:  Tattoo of Touchsight

Starting location:
 Spoiler
C25

Init:  (1d20+5)[ 14 ]

[User]
 Introducing  Ryth'lin .

Relevant modes of detection :
True Seeing

Starting position :

 Spoiler

H1, 10ft above ground.

Buffs :

 Spoiler

Round 1: Drink Potion of Shield of Faith
All-Day:
Persistent Extended Quickened Shield [Power Component: Guardinal Feather]
Persistent Protection From Evil
Persistent Master's Touch
Persistent Blades of Fire
Persistent Ectoplasmic Armor
Persistent Bladeweave
Persistent Burning Sword
Persistent Heroics [Improved Initiative]
Persistent Wraithstrike
Persistent Sonic Weapon
Persistent Weapon Of Impact
Persistent Weapon of Energy [Acid]
Persistent Haste
Persistent Greater Magic Weapon [+3]
Persistent Displacement
Persistent Fly
Persistent Greater Mighty Wallop
Persistent Greater Luminous Armor [Power Component: Guardinal Feather]
Persistent Greater Invisibility
Persistent Greater Mirror Image
Persistent Acid Sheathe
Persistent Greater Blink
Persistent Bite Of The Wereboar
Persistent Extended Divine Power
Persistent Antimagic Field [Extraordinary Spell Aim to exclude myself]
Persistent Bite Of The Weretiger
Persistent Greater Heroism
Persistent True Seeing
Oil of Greater Magic Weapon [+5]

Initiative:  (d20+15)[ 21 ]

[User]
 Relevant modes of Detection:  Touchsight

You're up?

And, are there any exploits being used that prevent this character's allowance into Qualifiers?

[User]
 Ryth'lin

Turn 1 :

 Spoiler

Fly forward to K16

Do you have line of sight/effect to the areas surrounding K16, and do you grant it? Also, touchsight within 10ft of K16 fails. You detect  nothing  there.

Edit:
I do not think I'm exploiting any limited or banned abilities. I simply have a character already in a long-dead dungeon instance, and I didn't feel like making this character dungeon-ready.

[User]
 No, I have no LOS to there, but I have LOE to some areas within 10 feet of it.

I can only assume with the range of that effect, and the description, that it's an AMF.  AMF wizard, hm...  Must be a melee mage build.

Done with your turn?

[User]
 Not quite.

 Spoiler

I take a total defense action. Because I'm scared.

And now I am. Go ahead.

[User]
 Round 1:
 Spoiler
Move west, then North, to B15.  Activate tattoo of expansion.  Expand to cover A14-B16 (squeezing for C row)

Activate Thicket of Blades Stance, cause I can.

Now I must figure out if you're a Grapple base that wanted to avoid FoM, an AMF donut build that wants to use magic while denying it to those close to him, or a Darkstalker/HiPS base, to avoid touchsight/mindsight while sniping.  If you're a mage, then 2 and 3 both mean donuting the AMF, simply due to HiPS.

Done, by the by.

[User]
 Round 2 :

 Spoiler

Move to F20.

The field and I move to F20. LoS/E? Not done.

[User] You see a portion of me in A17 and B17.  Heh.

[User]
 Oh my. What does this portion look like?

Also, assuming touch sight is your only extraordinary sense, you see nothing within the area that you detect as an antimagic field.

I'll move to B18.

 Spoiler

Activate a Belt of Battle

Not done.

[User]
 Holding a spike chain, about 32 feet tall.

At B18, I go back to medium size.

Oh, and one more thing.  You're aware that you cannot cast defensively within a rather large area of me.

[User]
 I attack.

If you don't interrupt my attack:

 Spoiler

I am invisible, and I remain so while attacking.

Attack 1:

 Spoiler

 (d20+31)[ 34 ]  vs Touch AC.

Hit :

 Spoiler

 (8d8+18)[ 60 ]  Bludgeoning damage
 [roll]1d6+1d8[/roll] Fire damage
 (1d6)[ 1 ]  Acid Damage
 (1d6)[ 4 ]  Sonic damage.

If successful, make a DC20 will save.
If you fail:

 Spoiler

You are stunned for one round.

Attack 2:

 Spoiler

 (d20+31)[ 42 ]  vs Touch AC.

Hit :

 Spoiler

 (8d8+18)[ 53 ]  Bludgeoning damage
 [roll]1d6+1d8[/roll] Fire damage
 (1d6)[ 1 ]  Acid Damage
 (1d6)[ 1 ]  Sonic damage.

If this is the first successful attack of the round, make a DC20 will save.
If you fail:

 Spoiler

You are stunned for one round.

Attack 3:

 Spoiler

 (d20+26)[ 41 ]  vs Touch AC.

Hit :

 Spoiler

 (8d8+18)[ 55 ]  Bludgeoning damage
 [roll]1d6+1d8[/roll] Fire damage
 (1d6)[ 3 ]  Acid Damage
 (1d6)[ 6 ]  Sonic damage.

If this is the first successful attack of the round, make a DC20 will save.
If you fail:

 Spoiler

You are stunned for one round.

Attack 4:

 Spoiler

 (d20+21)[ 22 ]  vs Touch AC.

Hit :

 Spoiler

 (8d8+18)[ 49 ]  Bludgeoning damage
 [roll]1d6+1d8[/roll] Fire damage
 (1d6)[ 2 ]  Acid Damage
 (1d6)[ 6 ]  Sonic damage.

If this is the first successful attack of the round, make a DC20 will save.
If you fail:

 Spoiler

You are stunned for one round.

[User]
 And the roller disappoints me.

To clarify certain damage rolls:

 Spoiler

Attack 1:

 Spoiler

 (1d6)[ 2 ]  Fire damage
 (1d8)[ 7 ]  Fire damage

Attack 2:

 Spoiler

 (1d6)[ 4 ]  Fire damage
 (1d8)[ 2 ]  Fire damage

Attack 3:

 Spoiler

 (1d6)[ 4 ]  Fire damage
 (1d8)[ 5 ]  Fire damage

Attack 4:

 Spoiler

 (1d6)[ 6 ]  Fire damage
 (1d8)[ 4 ]  Fire damage

[User]
 That's match.  And looking at your buff list, how the hell do you get 28 persisted spells?  I'd say that qualifies as "exploit".

Via DMM, that is 196 turn attempts.

Outside of DMM, that's a rather large amount of reduction, which, as a general rule of thumb, is heavily mitigated.

In either case, any build with persistent AMF likely has no place in competetive play.  There's quite literally no reliable way to counter it.  While I do have characters that could beat it, largely due to the "excluding yourself from AMF" donut effect, there is no counter to an AMF.

If you'd care to bring a different build to matches, that's one thing.

But know that any build independently capable of persisting 28 spells is likely pushing the bounds of "exploit".

[User] Oh, it didn't qualify as an exploit until now, or atleast very soon. I'll show you the sheet. The persist effect is a quality of certain build choices that will be banned, very likely because of this character, I think. I'm not positive, but I may be the first person to use it here.

[User]
 Also, note that I should have seen you.

AMF Suppresses effects in its area, but does not block Line of Effect, nor does it stop effects passing through it.  It's why donuting an AMF is typically very foolish.  I can cast a magic missile while on one side of an AMF, it will pass straight through, and hit a target on the other side (provided the target isn't subject to the AMF).

Thus, I'd be able to detect anything within the AMF that was excluded from the effect.  You.

For another example.  You listed true seeing as going out through the AMF.  The principle is identical.

[User]
 Originally Posted by aethernox
 Oh, it didn't qualify as an exploit until now, or atleast very soon. I'll show you the sheet. The persist effect is a quality of certain build choices that will be banned, very likely because of this character, I think. I'm not positive, but I may be the first person to use it here.

Something does not need to be banned to be an exploit, Aethernox.

[User]
 That may be true.

In regards towards AMFs:
I really find it hard to say precisely how ESA'd Antimagic Fields work. It doesn't remove the AMF from my space, it simply excludes me from the effect. To what extent it does so is admittedly vague, and deserves further consideration.

I'm sorry if you feel wronged, really.

[User]
 Originally Posted by aethernox
 That may be true.

In regards towards AMFs:
I really find it hard to say precisely how ESA'd Antimagic Fields work. It doesn't remove the AMF from my space, it simply excludes me from the effect. To what extent it does so is admittedly vague, and deserves further consideration.

I'm sorry if you feel wronged, really.

Exactly.  Touchsight doesn't need to see everything in your square to see YOU.

If YOU are affected normally by magic, then all magic functions normally with respect to YOU.

In other words, I'm not trying to see your square.  Your donut is smaller, but it's still a place in the AMF where magic functions.

If it functions going out, it functions going in.  There's no vagueness there.  No consideration.  If you can be affected by blink and invisibility, you can be affected by True seeing and touchsight.

There's not a "these 28 spells affect me, because I like that, and it says so... but those 4 spells don't."

Either spells can pass through an AMF to a target which can be affected, or they can't.

And by RAW, they can.

That means that you'd have had an AoO for moving inward.

[User] RAW:  AMF does not block LoE given my understanding.  Thus, it does not properly block emanations.  So he can see you.  It's stupid, but until we rewrite AMF, which is.... distant....  This is how it works.

[User]
 I am unaffected by the AMF. It still effects the area around me and the area in which I reside, it simply doesn't affect me, specifically. The AMF still functions.

Tide disagrees, so be it. Apologies, PR, really.

[User]
 Which means AoO:

Attack:  (1d20+31)[ 32 ]
If Hit, Stand Still:  Reflex Save DC 10+ (3d6+27)[ 37 ]  or stop as if all movement for the turn was used up.

This attack ignores all magical miss chances, and 20% of nonmagical miss chances.

Which means that due to the nat 1, everything still goes off.

[User]
 Attack 1-4, for your attacks

Miss chance 1:  (1d100)[ 99 ]
Miss chance 2:  (1d100)[ 22 ]
Miss chance 3:  (1d100)[ 91 ]
Miss chance 4:  (1d100)[ 97 ]

1-20 misses.

[User] Poor luck on rolls, for both of us. Does this mean that my action was executed as planned?

[User]
 Yes.  But now, it was done legally.

EDIT:  And the poorer luck was mine.  1 result that would have missed, and I got it.  DC 47 reflex saves are rather difficult to make.

[User]
 Were you attacking touch AC? If so, that is mostly true.

Really, again, sorry for the confusion. Good game, PhoenixRivers.

[User]
 I was ignoring any concealment granted from magic, and any AC boost granted from magic.

(Pierce Magical Concealment and Pierce Magical Protection)

[User] Pierce Magical Protection requires a single attack as part of a  standard action,  does it not?


[User]
 200' cube, we start in middle of opposite sides?

2 rounds of prep - no movement, but spellcasting fine.

Amber is accompanied by 2 balor, 2 gelugon, and 2 vrock (part of her all-day spells)

 Spoiler
All day spells:  Mind Blank, Planar Tolerance, Moment of Prescience, Reduce Person.
Ongoing effects: Invisibility, gives off no scent, Fire resist 5

Initiative:  Amber:  (1d20+7)[ 10 ]
Balor 1:   (1d20+7)[ 22 ]
Balor 2:   (1d20+7)[ 11 ]
Gelugon 1:  (1d20+5)[ 10 ]
Gelugon 2:  (1d20+5)[ 22 ]
Vrock 1:  (1d20+2)[ 18 ]
Vrock 2:  (1d20+2)[ 15 ] [/spoiler]

[User]
 Let's try those initiative rolls again:

Initiative: Amber:  (1d20+7)[ 16 ]
Balor 1:  (1d20+7)[ 15 ]
Balor 2:  (1d20+7)[ 12 ]
Gelugon 1:  (1d20+5)[ 20 ]
Gelugon 2:  (1d20+5)[ 25 ]
Vrock 1:  (1d20+2)[ 12 ]
Vrock 2:  (1d20+2)[ 22 ]

[User]
 Middle of opposite sides looks good.

 (d20+3)[ 16 ]

All-day spells:
 Spoiler

Personal Mind Blank
Overland Flight

2 rounds:

 Spoiler

Round 1 - True Metabolism [15]
Round 1 - Quickened Schism [13]
Round 2 - Teleport, Psionic Greater [15]
Round 2 Schism - Touchsight [5]
Round 2 - Quickened True Seeing, Psionic [15]

PP spent: 63
PP left: 283

In the second round you see the elf disappear before your eyes and re-appear 50ft above you, somehow floating.

[User]
 Prep Rounds

 Spoiler
Round 1:
Amber:  Circle of Protection from Evil
Balor 1: Unholy Aura on all seven creatures
Balor 2:  Unholy Aura on all seven creatures
Gelugon 1:  Gelugon casts Fly on Amber
Gelugon 2:  Gelugon casts Fly on itself
Vrock1: Mirror Image
Vrock 2: Mirror Image

Round 2:
Amber: Freedom of Movement
Balor 1: Unholy Aura on all seven creatures
Balor 2: Unholy Aura on all seven creatures
Gelugon 1:  Gelugon casts Fly on itself
Gelugon 2: Redundant Fly on Amber
Vrock1: Heroism on Glabrezu 1
Vrock 2: Heroism on Glabrezu 2

[User]
 What kind of arrangement are your demons in, and how close to you are they?

Incidently, you're first I believe.

[User]
 Round 1 actions:

As I read it, you'll see Amber, a matronly old gnome, at floor level, in the midst of six fiends.

Gelugon 2 flies up 40' alongside Lolindir stabs at him with his spear.  The other gelugon comes up on his other side and also spears at Lolindir.  Coming up between them, on a third side, one of the vrocks claws at the elf and releases spores at him.

The air around Amber blurs faintly.

 Spoiler
Gelugon 2 charges up, flying.  Because of reach, he stops 10' away from Lólindir.   Attack:  (1d20+24)[ 38 ]  Damage:  (2d6+14)[ 24 ]   On a successful hit, Lólindir makes a DC 25 fortitude save or is slowed for  (1d6)[ 3 ]  rounds.

Gelugon 1 does the same, positioning to flank Lólindir with Gelugon 1.  Attack:  (1d20+24)[ 42 ]  Damage:  (2d6+14)[ 18 ]   On a successful hit, Lólindir makes a DC 25 fortitude save or is slowed for  (1d6)[ 3 ]  rounds.

Vrock 1:  moves up directly adjacent to Lorindir, releases spores (Lolindir automatically takes  (1d8)[ 7 ]  damage this round) and claws at Lolindir.  Attack: [/roll]1d20+17[/roll] Damage  (2d6+8)[ 11 ]

Amber casts Time Stop, getting  (1d4+1)[ 5 ]  rounds of actions.  I'll continue in another post once I know how many rounds I have.

[User] The elf has multiple ways of seeing. Should I open the spoiler?

[User]
 I'm sorry for the delay in posting - internet connection issues.  This is one of my first forays into higher-level games, so please let me know if I'm missing things.

Arbitrarily declaring Lolindir's starting position North, and Amber's South.

The two balor are 10' apart on the ground.  The Gelugons end round 1 to the east and west of Lolindir.  Vrock ends adjacent to Lolindir, north and down of him.  The second Vrock is 20' away from the wall, 15' to one side of Balor 1.  At the end of her first round of action, Amber is not visible to Lolindir, but two giant spiders have appeared on the wall above him, and two smaller, but still massive, spiders, appear above and below him.  A whirling air elemental appears in the centre of the chamber.

The big spiders lunge forward to bite at Lolindir, while the smaller ones try to attack with webs.  The air elemental dashes forward to smash at the elf.

 Spoiler
Actions during Time Stop

Round 1 - Casts Summon Monstrous Ally IX (standard action) to bring in a pair of Colossal Fiendish Monstrous Spiders, onto the wall 20' above and to either east or west of Lolindir.  Move 50' towards the upper northeast corner.
Round 2 - Casts Summon Monstrous Ally V  (standard action) to bring in a pair of Large Fiendish Monstrous Spiders, located side by side directly up and down of Lolindir.
Round 3 -  Casts Summon Ice Beast VI (standard action) to bring in a cold version of a greater air elemental, 100' north of Lorindir's current position.   Use ring of mighty summons to maximize its hit points. Move 50' towards the upper northeast corner.
Round 4 - Casts dimension Lock, centred on a point in space 5' north and up Lorindir.  Casts Sanctuary (Lorindir should have no trouble making the DC 20will save, but it's worth a try).  Move 50' towards the upper Northeast corner.
Round 5 - Casts Greater Blinking. Arrive at the upper Northeast corner of the room.

The two largest spiders reach out to bite at Lolindir (using smite good)
Spider #1 attack:   (1d20+28)[ 40 ]  Damage: [roll]4de6+37[/roll]  Fort Save DC 28 or take  (2d8)[ 7 ]  strength damage.  Damage includes smite attempt.

Spider #2 attack:   (1d20+28)[ 34 ]  Damage: [roll]4de6+37[/roll]  Fort Save DC 28 or take  (2d8)[ 8 ]  strength damage.  Damage includes smite attempt.

The two smaller spiders try to wrap Lorindir in webs
Spider #1 touch attack:   (1d20+6)[ 13 ] .  Escape Artist DC 13 or Break DC 17
Spider #2 touch attack:   (1d20+6)[ 15 ] .  Escape Artist DC 13 or Break DC 17

Air Elemental Construct charges to a point 10' north and 10' up of Lolindir in order to make a slam attack:
Attack:  (1d20+25)[ 41 ]   Damage  (2d8+7)[ 9 ] [/spoiler]

[User]
 Damage for the two colossal spiders:   (4d6+37)[ 51 ]   (4d6+37)[ 52 ]

Edit:  I have no problem with you opening the spoilers, and avoiding metagame knowledge whenever you inadvertently learn something Lorindir doesn't know.

[User] Missed a format error from the Vrock's attack  (1d20+17)[ 22 ]

[User] I'm so confused about all of this. Can you summarise what's hitting me and for how much damage? (AC 30, Touch 13)

[User]
 Here goes.  In order it happens:

Gelugon hits for 24 damage, and you make a DC 25 Fort save or are slowed for 3 rounds.
Gelugon hits for 18 damage, and you make a DC 25 Fort save or are slowed for 3 rounds.
Vrock does 8 damage to you with spores, and misses.
Colossal Spider 1 does 51 damage.  You make a DC 28 fort save or take 7 points strength damage from the poison
Colossal Spider 2 does 52 damage.  You make a DC 28 fort save or take 8 points strength damage from the poison
Both large spiders hit you with webs.  Short of freedom effects, you are entangled.
Elder Frost Beast Air Elemental hits you for 9 damage.

Total damage: 160.

[User] Your rolls for spider damage didn't work btw? And incidently, how are you smiting you?

[User]
 Spider damage is fixed in the following post.

For the smiting, do you mean that I accidentally put my own name in place of yours for an attack action?  Or are you asking how the spiders got the smite good ability (from the fiendish template)?

[User]
 Oh right, sorry, I thought you were trying to smite good. I just wanted to check :)

Well, seems I'm dead.

[User] I really hope we get a chance to play together.  That's a powerful group of abilities you've pulled together for your psion!

[User] Could we perhaps see what would've happened should I have gone first?

[User] Absolutely!  I suspect it's Rocket-launcher tag, and this time you'll obliterate me.  But in fun ways.  You should probably still make your saves against the Gelugon spears, in case being slowed changes anything.

[User]
 Nah, 144 hp, 160 damage, I'm straight-out dead. Not a single chance really.

Now then ... 😁

 Spoiler

(Schism Standard) Manifests Energy Wave (Electricity) [13]
(Standard) Manifest Microcosm [19]
(Free) Quickened Insanity [19]
(Swift) Manifest Temporal Acceleration [11]
(Temporal Acceleration) Teleport, Psionic Greater [15]

OK, let's do some stuff then. A wave of electricity flies forth from the elf's outstretched hand, engulfing all below.  (13d6)[ 30 ]  DC 28 reflex for half.

Then, if you're on 120hp or less you fall into a catatonic state and slowly die of starvation and dehydration. No save.

Then DC 27 will save or become insane and start performing random actions every round.

The air around the elf then begins to become a bit fuzzy, and he spotaneously disappears from sight before re-appearing 150ft further up, at the very top of the cube.

EDIT: Bugger! Scratch all that! I forgot the basic first action of every telepath! Shatter Mind Blank.

If you'll excuse my noobiness, I'd like to change to:
Schism Shatter Mind Blank
Quickened Energy Wave (as above)
Microcosm (as above)
Temporal Acceleration (as above)
Greater Teleport (as above)

[User]
 Ho-kay!  I've got a lot to wade through.

No problem with rejigging to start with shatter mind blank.  And, assuming that it's only Amber that you're going before instead of all seven of us, you still need to make fort saves vs slow.

Let's start with you beating SR 25 on the mind blank (thanks to Unholy Aura), then checking your shatter against a CL check of 30 to have the mind blank go away. You'll need to break SR with any other effects as well, on any of the seven of us.  It'll save me reacting to effects that may not happen.

Will save vs shatter mind blank:   (1d20+27)[ 37 ]

[User] Also, my understanding that is compulsion effects are suppressed while a Protection from X effect is in place.  Kobold-Bard has indicated that that may not always be the case in his games, but I have no way to adjudicate that, so would be going with RAW.

[User]
 I assumed this was what would have happened, had I got some insanely high initiative roll, and gone first with everything? I just wanna see if I could've killed you in one round as you did me.

Electricity Wave to overcome SR/PR
You -  (d20+21)[ 23 ]
V1 -  (d20+21)[ 26 ]
V2 -  (d20+21)[ 33 ]
B1 -  (d20+21)[ 37 ]
B2 -  (d20+21)[ 27 ]
G1 -  (d20+21)[ 22 ]
G2 -  (d20+21)[ 38 ]

The shatter fails, thus rendering you immune to the other effects. Goddamn your +27 will save! I'm basically buggered against anything with a mind blank and a good will save, it's quite depressing.

[User]
 If only there was some way of heightening Shatter Mind Blank.

On the other hand, you'll be fantastic against non-casters, who are after all less likely to have Mind Blank effects up in the first place.  So, with you turning the strength of opponents against them, and me throwing up walls of meat, we'd be a pretty good combo.

Do you want to rework your first round attacks to incorporate a second shatter?

[User] Not much point really. That high will save seriously screws up anything I could do. Shatter mind blank would have a will save of 25, so you need to roll a 1 for me to stand a chance 😛 But yeah, against melees fighters ... 😁

[User]
 If I may, gentlemen, I'd like to make a public apology. I am the author of Toliudar's class (the Summoner), and I didn't balance it with this level of play in mind. I'll actually be rebalancing it a bit. I simply felt I show apologize for the issues and for it being very very powerful.

Specifically, I'll be taking a look at Calling Synergy and how it interacts with Malconvoker's Fiendish Legion ability. I hope there's no hard feelings. 😎

In any case, I hope you really enjoy the class, Toliudar. I'm pleased people are using my brew. 😳

[User]
 Thanks, Argusko.  It's a fun class, and one I hope to play.

To be frank, since the planar binding spells have no individual casting costs, and can happen on days when a caster can devote time and spell slots to just settling the binding in place, fiendish legion doesn't really help Planar Binding.  She could just as easily have shown up with four different creatures, bound with four different castings.  In fact it would probably have been more optimized to do so.  The called gelugons and balors were benefitting from the Augment Summoning ability, but that's about it.

In fact, the only elements of the summoner class that I used in this fight were the rapid summoning and the summoned cohort - and both were fairly minor contributions to the battle.  I suspect that I'd have fared significantly worse against a utility sorcerer or high-ac melee specialist who could avoid the worst of my summoned creatures' attacks.  I just happened to benefit from this particular match-up.

[User] That's what I personally feel as well. I DID bring the Malconvoker to the table when I wrote the class, but I didn't see it as a major issue. Planar Binding is... dangerously broken in general, and so I tend to be veeeery restrictive with it. In any case, I think I may take another look. Would you mind sending me your character, if that's alright? I'm still testing the Summoner and his comrades. 😉

[User] All the applications are public, and I'm happy to help.   Here she is .  The wand of enervation is not for use against opponents, but for future bindings of very high-charisma fiends like the balor.

[User] Thankee greatly sir. 😉


[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 preference?

[User]
 As many as you need, capped at three. I don't really have non-daily buffs.

The only sight mode I have is blindsense, for your information. That, and an obscene spot mod.

Location(s):

 Spoiler

Me: E24 - G26
Familiar: Squeezing in K24-L26

[User]
 Then I'll take all day and 3.  :)

I've got touchsight, via my levels in psionic classes.  100 foot range.

Buffs:
 Spoiler
All day:
Resistance, Superior
Mind Blank, Personal
Sign (5 castings to bring it to 12 hours)

Round 1:  Investiture of the Narzugon
Round 2:  Divine Agility
Round 3:  Touchsight (augmented to 100 feet, 13 pp spent)

[User]
 Location:
 Spoiler
I2

Init:  (1d20+13)[ 27 ]

[User]
 Your simple smile makes me quake in fear.

Buffs:

 Spoiler

Me + Familiar, All-Day.

Mage Armor (+8 armor),
Shield (+8 shield),
Razorfangs (19-20 crit),
Scintillating Scales (+15 deflection -5 NA),
Wraithstrike (Melee Touch Attacks),
Ferocity of the Sanguine Rage (+6 melee damage OR singleuse True Strike),
Vision of the Omniscient Eye (+10 spot, immunity to dazzle or blind), Dragonskin (+7 NA, Res12 Acid),
Aerial Alacrity (+1 Flight, +30 Speed),
Friendly Fire (Redirect RA or RTAs within 30 feet),
Burning Blood (Melee attackers take 13 cold damage/hit),
Contingent Energy Resistence (+10res first element type damage),
Eyes of the Oracle (+4 Insight to AC, +2 Insight to reflex OR free readied action),
Aspect of the Platinum Dragon
Superior Resistance (+6 to Saves),
Nystul's Aura (Suppresses magic item auras),
Anticipate Teleportation (Delays teleportation, alerts caster),
Bite of the Werebear (+18 Str, +2 Dex, +8 Con, +9 NA, Blind-Fight, Power Attack)

All hour buffs are extended, all other buffs have been persisted via Spelldancer, with three Rods of Bodily Restoration and a Sphere of Awakening to negate the drawbacks.

Rounds:
3. Me and My Little Familiar drink our potions of enervating breath, transfer Spellstrike Shuriken enhancement bonuses to saves vs. spells. Assumed to do so every round unless noted otherwise (except the potions, those things are expennnnsive!)

Init:  (1d20+7)[ 20 ]

[User]
 My action:
 Spoiler
No movement.

Cast Divine Power

Done.

[User]
 Movement:

 Spoiler
Familiar to K10-L12, checking for Line of Sight. If none is established and nothing else of importance occurs, ready an action to bite the first thing it sees.

Me to A11-C13, checking for Line of Sight. If none is established, ready an action to bite the first thing I see.

[User]
 Familiar:  (1d20+24)[ 33 ]  Listen
Me:  (1d20+24)[ 29 ]  Listen

[User]
 Round 2:
 Spoiler
Standard: Activate Bead of Karma
Move: to J2, checking LOS down the corridor.  If none, I'll fly down to K24, stopping as soon as I establish LOS.

Turn not done

[User] Spot:  (1d20+13)[ 25 ]

[User]
 Well, my path is blocked by a worthless secondary target.  Time to alter course.

 Spoiler
Should have picked up the familiar at J2.  Turn from there, and jump off, flying (ground level) to C2

[User] Cast Greater Dispel Magic, Targeted on you.  How many rolls am I making?

[User]
 No rolls.  Fly up to Altitude +30, square B4.  Done.

Prior to the start of your turn, I manifest Anticipatory strike.

Steal my next turn.

Cast Chain Dispel (using dispelling cord).  How many buffs am I rolling?

[User]
 In the order they're posted in your buff list:

 Spoiler
1.  (1d20+20)[ 33 ]
2.  (1d20+20)[ 31 ]
3.  (1d20+20)[ 31 ]
4.  (1d20+20)[ 21 ]
5.  (1d20+20)[ 31 ]
6.  (1d20+20)[ 30 ]
7.  (1d20+20)[ 28 ]
8.  (1d20+20)[ 22 ]
9.  (1d20+20)[ 26 ]
10. (1d20+20)[ 40 ]
11. (1d20+20)[ 27 ]
12. (1d20+20)[ 40 ]
13. (1d20+20)[ 31 ]
14. (1d20+20)[ 26 ]
15. (1d20+20)[ 29 ]
16. (1d20+20)[ 31 ]
17. (1d20+20)[ 30 ]
18. (1d20+20)[ 39 ]
19. (1d20+20)[ 36 ]

[User]
 Magic items clatter to the ground as a giant dragon is replaced by a rather small female dwarf.

 Well damn.

[User]
 Move south to B25, then East, breaking LOS.

 Spoiler
End movement in D25, no altitude change

Done.

[User] Wizard runs to B22, lemme know about LoS. Meanwhile, my familiar moves to K19-L20. Turn not done, lemme know if my familiar or I spot anything.

[User] Concede due to really bad reading on my part of Share Spells.


[User]
 Arena Tournament, Round 31:  Xiref  vs.  Fire Fox
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Neftren - Xirif
 theterran - Fire Fox
 All Combatants, please roll initiative.

[User] Initiative:  (1d20+6)[ 19 ]

[User]
 Initiative  - (1d20+2)[ 19 ]

(edit)...wow...:D  You're still up first...

[User]
 Originally Posted by theterran
 [roll0]

(edit)...wow...:D  You're still up first...

Yay for a higher Dex mod!  Not.
Okay, wait a sec... I thought I just fought you... whatever.

For Refs:
 Spoiler
Double Move to K11

Your turn!

[User]
 Fire Fox - Round 1

Actions:

 Spoiler

Starting with a scroll of Expeditious Retreat in Hand, I will cast it from the scroll, drop the scroll.
Then I will move from P21 to T12.

End my Turn.  LoS check.

Stats:

 Spoiler
Location: T12
HP: 6/6
AC: 12  Touch: 12  FF: 10
Expeditious Retreat (1/10)
Scrolls Used: Expeditious Retreat

Spells:

 Spoiler
Level 0 - Sonic Snap, Resistance, Ray of Frost, Acid Splash (conj)
Level 1 - Kelgore's Firebolt, Sunstroke, Kelgore's Firebolt (conj)
Level 2 - Scorching Ray

[User]
 Ref Talic

@Firefox

 Spoiler
No LoS

@Xirif

 Spoiler
No LoS

Neftren, you're up.

[User]
 Bwahahaha!

For Refs:
 Spoiler
Double Move to P16

Your turn.  And I'll see about a stat block later.

[User]
 Fire Fox - Round 2

Actions:

 Spoiler
Move to P4.  If no LoS, I will continue on to I4, if still no LoS I will move to M6.

End my Turn.

Stats:

 Spoiler
Location: M6
HP: 6/6
AC: 12 Touch: 12 FF: 10
Expeditious Retreat (2/10)
Scrolls Used: Expeditious Retreat

Spells:

 Spoiler

Level 0 - Sonic Snap, Resistance, Ray of Frost, Acid Splash (conj)
Level 1 - Kelgore's Firebolt, Sunstroke, Kelgore's Firebolt (conj)
Level 2 - Scorching Ray

[User]
 Ref Talic

@firefox
 Spoiler
No LOS at any point, you're in M6

@xirif
 Spoiler
No LOS

Again, Neftren, you're up.

[User]
 For Refs:
 Spoiler
Double Move to O21

Why do I get the feeling we're running around and around the building?

End Turn.

[User]
 FireFox - Round 3

@Refs/Actions

 Spoiler
Move to N13.  If no LoS, proceed to O19.

  Spot  - (1d20+3)[ 8 ]
  Listen  - (1d20+2)[ 20 ]

End my Turn...LoS Check.

Stats:

 Spoiler
Location: N13/O19
HP: 6/6
AC: 12 Touch: 12 FF: 10
Expeditious Retreat (3/10)
Scrolls Used: Expeditious Retreat
Spells:

 Spoiler
Level 0 - Sonic Snap, Resistance, Ray of Frost, Acid Splash (conj)
Level 1 - Kelgore's Firebolt, Sunstroke, Kelgore's Firebolt (conj)
Level 2 - Scorching Ray

[User] I'll wait on the LoS check...

[User]
 refs
 Spoiler

Reactive Listen for Neftran
 (1d20+1)[ 4 ]
 I'll look to see if I need a consult on the mods, then edit this post.
Since the base DC is 5, it fails before I have to debate whether the open stone door affects it or not.  So I'm all good.

edit:
neftran
 Spoiler
no LoS

fire fox
 Spoiler
no LoS

Continue.

[User]
 For Refs:
 Spoiler
I will ready the Shadow Blade Technique maneuver against my opponent when he enters range or within range of a five foot step.

End Turn.

[User]
 Fire Fox - Round 4

Actions:

 Spoiler
Move to H20, if no LoS, finish my 1st move to M21.  I'll await the LoS before I finish my next actions

Turn Not Done.  Need LoS

Stats:

 Spoiler
Location: H20/M21
HP: 6/6
AC: 12 Touch: 12 FF: 10
Expeditious Retreat (4/10)
Scrolls Used: Expeditious Retreat
Spells:

 Spoiler

Level 0 - Sonic Snap, Resistance, Ray of Frost, Acid Splash (conj)
Level 1 - Kelgore's Firebolt, Sunstroke, Kelgore's Firebolt (conj)
Level 2 - Scorching Ray

[User]
 Ref Talic

LOS is established as Firefox moves into N20.

Xirif is in O21.

This triggers a ready action by Xirif.  Neftren, you may post it when ready.

@Refs:
 Spoiler
From the point the action is triggered, Firefox benefits from Cover from the stone door.  As such, Firefox benefits from +4 AC

Following the ready action, Play will resume with Firefox's turn, and we'll complete this move action.

[User]
 @Ref Question

 Spoiler
I will Abrupt Jaunt away if he attacks.

When I abrupt Jaunt, will I be able to continue my move action and then still take a standard action?

[User]
 Ref Talic

@Firefox:

 Spoiler

Free actions, SRD:
 You can perform one or more free actions while taking another action normally.

Swift actions, SRD:
 You can take a swift action any time you would normally be allowed to take a free action.

  So now, swift actions are takeable while taking another action.

Immediate actions, SRD:
 Using an immediate action on your turn is the same as using a swift action, and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are flat-footed.

So, you can use an immediate action on your turn, and has the same timings as a swift, when used on your turn.

Readied actions state that you continue your actions if possible after the readied action.  I don't see anything preventing you from doing so.  I'd say yes, you could move.
I'm not 100% on this one, so I'd be more comfortable with a high ref ruling on the issue.

[User]
 High Ref Bronz

@Refs, Firefox

 Spoiler

I am of the opinion that an immediate action can be taken at any time, which also means mid-action (much like a free action can be).  Therefore, you can abrupt jaunt mid move and then continue moving afterwards.

There is nothing in the RAW that says otherwise, and Talic has already posted what leans this direction.

[User] Alright, so Nef just needs to take his Readied Action then.

[User]
 Right, now that we have that mess sorted out, we can get started again.

So I gets to roll two d20s for Shadow Blade Technique and picks which one I uses.  I don't know why I just typed the above sentence like that.  😁
 (1d20+3)[ 5 ]
 (1d20+3)[ 23 ]

Rolling damage in next post depending on what the attack rolls are.

[User]
 Okay... that was demented.  A 2 and a Nat 20.  So I just do a normal attack in that case and select die 2.

 (1d10+3)[ 8 ]  Damage

Crit Confirm:  (1d20+3)[ 21 ]
 (1d20+3)[ 8 ]  Additional Damage.

End Turn.

[User]
 FireFox - Round 4 (cont)

Immediate Action: Abrupt Jaunt to L20.
Move: Then finish my move to D19.
Standard:  Cast Kelgore's Firebolt.

  Damage  - (5d6)[ 12 ]   DC15  Reflex Halves

End my Turn.

Stats:

 Spoiler
Location: D19
HP: 6/6
AC: 12 Touch: 12 FF: 10 (+2 Tree)
Expeditious Retreat (4/10)
Scrolls Used: Expeditious Retreat
Spells:

 Spoiler

Level 0 - Sonic Snap, Resistance, Ray of Frost, Acid Splash (conj)
Level 1 - Kelgore's Firebolt, Sunstroke, Kelgore's Firebolt(conj)-x
Level 2 - Scorching Ray

[User]
 What is abrupt jaunt anyway?  Anyway, if I fail the save I die and lose.

 (1d20+4)[ 16 ]  for the save.

[User]
 Abrupt Jaunt is Immediate Magic from the PHBII.  Basically, as an immediate action, I can "teleport" 10ft away.

You made the save, so it's your go.

[User]
 Originally Posted by theterran
 Abrupt Jaunt is Immediate Magic from the PHBII.  Basically, as an immediate action, I can "teleport" 10ft away.

You made the save, so it's your go.

Is it a spell or what?  I don't have my PHB II on hand currently. But whatever.

Xirif goes back into the barn and disappears from sight.

For Refs:
 Spoiler
O19 is my current location.  I will also ready an action to attack my opponent when he comes within range.

End Turn.

[User]
 @Neftren (concerning abrupt jaunt)

 Spoiler
It's part of a variant.  You can take an immediate magic in place of your familiar ability, though you have to be a specialist wizard to take an immediate magic, and what you specialize in dictates what your immediate magic is.

[User]
 Fire Fox - Round 5

Actions:

 Spoiler
Double move to M7.

End my Turn.

Stats:

 Spoiler
Location: M7
HP: 6/6
AC: 12 Touch: 12 FF: 10
Expeditious Retreat (5/10)
Abrupt Jaunts Used: (1/4)
Scrolls Used: Expeditious Retreat
Spells:

 Spoiler

Level 0 - Sonic Snap, Resistance, Ray of Frost, Acid Splash (conj)
Level 1 - Kelgore's Firebolt, Sunstroke, Kelgore's Firebolt(conj)-x
Level 2 - Scorching Ray

[User]
 For Refs:
 Spoiler
Move to N19 and ready an action to attack my opponent when he enters range or range reachable within a five foot step.

End Turn.

[User] Just letting you know I won't be posting until Thursday, since I'm going away for a week-ish.

[User]
 FireFox - Round 6

Actions:

 Spoiler
Move to L8.

Need an LoS Check.

Turn Not Done!

[User]
 High Ref Talic

LoS is established for all parties.

Xirif is in N19.
Firefox is in L8.

Interposing hay grants cover to all parties.

Play continues with Firefox's turn.

[User]
 Fire Fox - Round 6 (cont)

Standard Action:  Cast Kelgore's Firebolt at Xiref.

  Damage  - (5d6)[ 22 ]   DC15 Ref halves.

[User]
 High Ref Talic

Let's give it until he returns, and announces whether he has any immediate actions I'm not seeing.  Looks like that's match though.

[User] Yeah I lose this one.  Even with the half save... that's ludicrous.  Good game.

[User]
 High Ref Talic
 Fire Fox is the victor, and receives her prizes!

(and a wait for her next match)


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

 XP Award:  300 XP
 GP Award:  300 GP

 Stupnick - Cyn
 Fishy - Jeanette
 All Combatants, please roll initiative.

[User]
 Initative:  (1d20)[ 6 ]

I, uh, need a minute to work out how much money and XP Jeanette actually has: I still can't get over the mental hurdle that she's still alive.  :P

[User]
 initiative  - (1d20)[ 11 ]

i may have purchases. going to take a look, and see initiative order since that determains purchase order

[User]
 Starting in B13, and running to M12

in 1 hand is a javalin in the other is some kinda small item

for ref's

 Spoiler

item is tanglefoot bag

stats

 Spoiler

Location M12
HP 18
AC 11, Touch 7, Flat 12

[User]
 ref chilepepper

From across the arena, you can see the "some kinda small item" is a small leather bag.

[User]
 High Ref Talic
 Due to disqualification by not posting, Cyn is declared the victor.


[User] Put your gods, points and creations here.

[User]
 Savash
Personality: Assertive, often menacing
Appearance: Has many forms, usually one for each group he approaches. However, he tends to use red, brown, and steel-gray clothing and skin colors, and generally appears as a humanoid or similar to his audience. Never appears without a prominent weapon of some kind

Domains: Major - War
Minor - Trickery, Strife

Strength: 26
Dexterity: 18
Constitution: 18
Speed: 10

Special ability: Shapeshifting, though he cannot change his size beyond Medium and Large

Creations

 Spoiler

1 point for raising the volcano
1 point for 300 hobgoblins and 700 goblins
1/2 point for the swamp
1/2 point for the grugach (wild elves)
The hobgoblins receive the boon of warcraft, making them skilled fighters instead of unskilled warriors.
The goblins receive the boon of speed for maneuverability in battle.
The grugach are born weaponcrafters, making fine bows other weapons with relative ease.
That uses 3 regular points. Remaining: 3 divine points, 10 worship points

Remaining: 0 regular points, 3 divine points, 10 worship points

[User]
 Name:Szilard
Personality:Very smart and cautious.
Appearances:Velociraptor
Domains: Major:science; Minor:chocolate and dinosaurs.
Points:
  Strength:12
  Constitution:21
  Dexterity:21
  Speed:18

Special ability:Can travel with scent.

Points: 2god, 2divine, 10worship
Creations: Velicoraptors, Triceratops,


[User]
 Arena Tournament, Round 33:  Okgar  vs.  Sam
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Okgar - Munimortal
 Sam the Psion - Theterran
 All Combatants, please roll initiative.

[User]
 Alright...here we go.

  Initiative  - (1d20-3)[ 2 ]

[User]
 Okgar angry at long wait... Okgar smash
Initiative  (1d20+2)[ 14 ]

[User] Start in B13 Move to M12 You are up

[User]
 Sam - Round 1

Starting in Y13 with a Powerstone in hand, Sam will manifest the power from the stone, then drop the stone and draw another.

@Refs

 Spoiler
Manifesting Vigor from the stone, and drew a stone of energy missile

End my Turn.

Stats:

 Spoiler
Location - Y13
HP:  10 /5
AC: 13  Touch: 13  FF: 10
In Hand: Powerstone of Energy Missile
Used: Vigor

[User] Start in M12 move to T7

[User]
 Sam - Round 2

Move to T13.

Manifest from the stone.

  MLC  - (1d20+1)[ 2 ]  DC4

If that passes, you take:

 Fire Damage  -  (3d6+3)[ 13 ]  Reflex Halves  DC12(I believe).

Drop the stone.

End my Turn.

Stats:

 Spoiler
Location - T13
HP: 10/5
AC: 13 Touch: 13 FF: 10
In Hand:
Used: Vigor, Energy Missile.

[User]
 Well Crap..

 Wisdom Check  -  (1d20)[ 19 ]  DC5

[User]
 Move to T12 Activate Rage

Attack  (1d20+9)[ 25 ]
Damage  (2d4+7)[ 10 ]

[User]
 Ref Bayar

Okgar doesnt kill Sam with his attack so the match is not finished. Sam is up.

[User] Immediate Action - Use two power points to prevent 8 damage.

[User] i am not sure how immediate actions work... Is it my turn again?

[User]
 Ref Bayar

it is an imediate action, and it activates on your turn in this case, as soon as you bash him. So if you finished your turn, Sam is up.

[User] ok well i took a 5 ft step and attacked its ur turn.

[User]
 Sam - Round 3

Free Action: 5ft Step to S14.
Standard Action: Manifest Psionic Grease in S12->T12->S13->T13.
Make a DC15 Reflex Save or fall prone.

Move Action: Draw a powerstone.

end my Turn.

Stats:

 Spoiler
Location - S14
HP: 8/5
AC: 13 Touch: 13 FF: 10
Vigor (3/10)
PP: 12/15
In Hand: Powerstone of Inertial Armor
Used: Vigor, Energy Missile.

[User] Reflex (not going to go well)  (1d20-1)[ 14 ]

[User]
 And my flaws aspire to kill me.

Anyway Start in T12 Move action Stand up
Walk to T14

Balance Check DC10?  (1d20+2)[ 18 ]

[User]
 Sam - Round 4

5ft Step to R13.

Manifest Mind Thrust.

  Damage  - (1d10)[ 1 ]  DC15 Will Negates

End my Turn.

Stats:

 Spoiler
Location - R13
HP: 8/5
AC: 13 Touch: 13 FF: 10
Vigor (4/10)
PP: 11/15
In Hand: Powerstone of Inertial Armor
Used: Vigor, Energy Missile.

[User]
 Will Save  (1d20-1)[ 19 ]

Move to S14
Attack  (1d20+9)[ 25 ]
Damage  (2d4+7)[ 13 ]

You are up.

Stat Block

 Spoiler

Location - S14
HP: 17
AC: 16 Touch: 10 FF: 16

[User]
 Gah...Burn 3 PP to prevent 12 of that damage.

 Sam - Round 5

5ft Step to Q13.

Manifest Psionic Grease on R13->S13->R14->S14.

DC15 Ref Save or fall prone.

Move Action: Draw my Xbow.

End my Turn.

Stats:

 Spoiler
Location - Q13
HP: 7/5
AC: 13 Touch: 13 FF: 10
Vigor (5/10)
PP: 7/15
In Hand: Powerstone of Inertial Armor, Xbow
Used: Vigor, Energy Missile.

[User]
 High Ref Talic
 Sam is awarded the win by DQ.  Collect your prizes, prepare for the next round.

[User] Meh...I hate winning that way...I wasn't going to point it out...🤨

[User] Darn should have posted i was gunna be away. oh well good win.


[User]
 Arena Tournament, Round 29:  Tayalyn  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

 theterran - Tayalyn
 Neftren - Heleroen
 All Combatants, please roll initiative.

[User]
 Arg.

 Purchases :
I scribed a scroll of Shield and one of Expeditious Retreat.

  Initiative  - (1d20+4)[ 18 ]

[User]
 Argh.  Why do I always lose to your obscenely good caster combos?  Whatever.  I just leveled anyway so I'm probably outta this bracket.

 (1d20+5)[ 7 ]  for Initiative.

[User]
 Tayalyn - Round 1

Move to Q10.
Start Casting a Spell.

@refs

 Spoiler
Casting Sleep.

End my Turn.

Stats:

 Spoiler
Location: Q10
HP: 9/9
AC: 14  Touch: 14  FF: 10

Spells:

 Spoiler
Level 0 - Caltroups, Resistance, Acid Splash, Flare (D)
Level 1 - Color Spray, Sleep -x, Instant Diversion, Burning Hands (D)
Level 2 - Scorching Ray, Scorching Ray

[User]
 Move up and out of sight.

For Refs:
 Spoiler
B5 is my current location.

Your turn.

[User]
 Honestly...I'm dumping this character anyway...so I just throw in the towel...raise the white flag...and call it a day...

You Win!

[User]
 High Ref Mav:

Due to Tayalyns surrender, Heleroen is declared the victor and receives the prizes above

[User] Wait... what?!  I actually beat theterran!😁


[User]
 Arena Tournament, Round 33:  Kor  vs.  Garrow
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Bayar - Kor
 Garrow - Fishy
 All Combatants, please roll initiative.

[User] Initiative:  (1d20+1)[ 15 ]  Still thinking what to buy.

[User]
 High Ref Talic
 Kor is declared the winner.  The long wait has taught you much.  Take your experience and the obligatory treasure posted above.


[User]
 Arena Tournament, Round 36:  Mac  vs.  Ulric
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Kaganmonk - Mac
 Roland - Ulric
 All Combatants, please roll initiative.

[User]
 Ulric Starts in Y13 with his Greatsword in hand.  No new Purchases  Good Luck.

  initiative  - (1d20+2)[ 20 ]

Stats:
 Spoiler

Hp: 12/12
AC: 15, Flat-Footed 13, Touch 12 (+3 Armor,+2 Dex Bonus)

Manuvers readied:Charging Minotaur, Stone Bones, Moment of Perfect Mind

[User]
 Start in B13, no purchases, psi focused, mind blade in hand.

  Initiative  - (d20+2)[ 3 ]

[User]
 Ulric Takes a Double move to L10

 Spoiler

Hp: 12/12
AC: 15, Flat-Footed 13, Touch 12 (+3 Armor,+2 Dex Bonus)

Manuvers readied:Charging Minotaur, Stone Bones, Moment of Perfect Mind

[User]
 Double move to the top of the pillar in H11. (Walk on Walls)
Designate Ulric for Dodge.

Stats:

 Spoiler
Location: H11
HP: 10
AC: 15 (10+2Armor+1Shield+2Dex) Touch: 12   Flat: 13
Saves: 1/4/4
Focused: Yes

Done

[User]
 "Well boy, I ain't moving till you get down off that pillar so you might as well get to getting"

Ulric takes a total defensive action in L10

 Spoiler

Location:L10
Hp: 12/12
AC: 19, Flat-Footed 13, Touch 16 (+3 Armor,+2 Dex Bonus, +4 dodge Bonus)

Manuvers readied:Charging Minotaur, Stone Bones, Moment of Perfect Mind

Question for ref:

 Spoiler

How high are those pillars anyway?

[User]
 @Roland

 Spoiler

Anything that isn't listed on the map itself, can be found in the first post of the Waiting Room under Map Rulings and Precedents.

    * Pillars are 10' tall and are not scalable without sufficient magic or tools.
    * Walls are 10' tall.
    * There is no ceiling

[User]
 @Refs

 Spoiler
Would it be possible for me to charge at Ulric from where I am? My main concern is in the wording of Up the Walls:

 While you are psionically focused, you can take  part of one of your move actions  to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.

I would have to use more than my movement speed to get to him.

[User]
 High Ref Talic

@Kaganmonk:
 Spoiler
No, you may not charge.  Charge attacks must be in a straight line.  When you reach the ground, you must make a 90% turn to keep charging.  If you had a psionic feat allowing this, you'd be ok, but as it stands, you don't.
Further, the ability specifically mentions that you must use a move action.  Charge isn't a move action.

[User]
 Move down and to E7.
Done

(Thought I'd posted it earlier, but it didn't go through)

[User]
 Swift action: Initiate stance of clarity with Mac as the target
Move action: Move to K13
Standard action: Ready an action (see spoiler)

Ref:

 Spoiler
 Readied action if Kagan's monk approaches to an adjacent square use the Stone Bones strike against him

Stats:

 Spoiler

Location:K13
Hp: 12/12
AC: 17, Flat-Footed 13, Touch 16 (+3 Armor,+2 Dex Bonus, +2 dodge Bonus vs Mac)

Manuvers readied:Charging Minotaur, Stone Bones, Moment of Perfect Mind

[User]
 Alright, I'll bite.

Charge to J12.
  Attack  - (d20+5)[ 18 ]
  Damage  - (d6+1)[ 7 ]

Stats:

 Spoiler
Location: H11
HP: 10
AC: 15 (13 for charge) (10+2Armor+1Shield+2Dex) Touch: 12 Flat: 13
Saves: 1/4/4
Focused: Yes

[User]
 High Ref Talic

Prior to the attack, a readied action is triggered.  Ulric, take your action when ready.

[User]
 Ulric makes a stone bones attack against Mac
  attack  - (1d20+5)[ 12 ]
  damage  - (2d6+6)[ 14 ]
if the attack hits, Ulric Gains DR 5/-

EDIT: the attack fails, I take the damage from his charge and it is now my turn right?

Stats:

 Spoiler

Location:K13
Hp: 5/12
AC: 17, Flat-Footed 13, Touch 16 (+3 Armor,+2 Dex Bonus, +2 dodge Bonus vs Mac)

Manuvers readied:Charging Minotaur, Stone Bones, Moment of Perfect Mind

[User]
 High Ref Talic

Well, either way you'd take damage from the charge attack.  If the attack had succeeded, you would have taken a lot less.

Attack missed.  Readied action places Ulric's turn just before Kagan's.  Assuming Kagan has no free or swift actions to take, it's Ulric's turn.

[User]
 well then on Ulrics turn

Swift action: Use sudden recovery to regain the Stone Bones maneuver  (and my vital recovery feat allows me to regain 4 hitpoints)
Standard Action: Use the Stone Bones strike again against Mac
  attack  - (1d20+5)[ 10 ]
  damage  - (2d6+6)[ 15 ]

Stats:
 Spoiler
Location:K13
Hp: 9/12
AC: 17, Flat-Footed 13, Touch 16 (+3 Armor,+2 Dex Bonus, +2 dodge Bonus vs Mac)

Manuvers readied:Charging Minotaur, Moment of Perfect Mind

[User]
 Having not been hit yet, Mac expends his focus to use Psionic Weapon with his attack.

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

Stats:

 Spoiler
Location: H11
HP: 10
AC: 15 (13 for charge) (10+2Armor+1Shield+2Dex) Touch: 12 Flat: 13
AC: 16 with Dodge
Saves: 1/4/4
Focused: No

Edit: Done.

[User]
 @ kagan

 Spoiler
 If you charged me shouldn't you be in either K12 or J13?

Ulric swings at Mac again
  attack  - (1d20+5)[ 24 ]
  damage  - (2d6+6)[ 12 ]

Stats:
 Spoiler
Location:K13
Hp: 9/12
AC: 17, Flat-Footed 13, Touch 16 (+3 Armor,+2 Dex Bonus, +2 dodge Bonus vs Mac)

Manuvers readied:Charging Minotaur, Moment of Perfect Mind

[User]
 crit conf  - (1d20+5)[ 25 ]
  crit damage  - (2d6+6)[ 11 ]

EDIT:  Well I just critted you for 23 damage mac, lets get a ref in here to call it.

[User] You were right about the position, I just forgot to update it in my stats. Really bad attack rolls are killing me an all my characters.

[User]
 High Ref Talic
 Ulric is the winner, and receives the prizes above.
 On a side note , the stat block is primarily for ref use (and the player who posts it, of course), and can contain privileged information (spells memorized, specific nature of items in hand - potion of enlarge or Cure light wounds, for example - active effects on the character, and the like.  It's generally against rules to look at a player's stat block.  You are allowed to use last stated location, as well as a player's character sheet for this information.

[User] sorry, I just couldn't find his position anywhere so I looked.  Won't Happen again

[User] Post #12.  No big this time, as no damaging info was in it.  Just makin' sure you know, so it doesn't happen when it does make a difference.


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

 XP Award:  300 XP
 GP Award:  300 GP

 Kanoe Naomi  - strawberryman
 Krung - RandomAction

[User]
 Good luck there Strawberry. It seems that ToB is becoming popular here.

Krung Ini roll:
 (1d20+2)[ 10 ]

Oh, no purchases, but reserve the right to make reactionary ones.

[User]
 Same to you!

Kanoe Naomi init:
 (1d20+4)[ 10 ]

Purchases: 5 flasks of Acid. (-50gp)
(Updated to reflect that.)

[User]
 Still staying with no purchases.

I believe that you go first. Higher mod and all that.

[User]
 Kanoe Naomi, Round 1

 Spoiler

Start at M2.

 Actions:  Enter Step of the Wind stance, open door, move to G4.

Done!

 Status:

 Spoiler
 HP:  9/9
 AC:  15 (+3 Dex, +2 Armor)
 Position:  G4

 Holding:  Scimitar, vial of acid.

 Stance:  Step of the Wind.
 Maneuvers Readied:  Wind Stride, Counter Charge, Blistering Flourish, Mighty Throw.

[User]
 My turn.

 Krung, R-1
Refs/LoS:

 Spoiler

Start in M-25 with shield and axe ready.
Open doors - Move action.
Enter Punishing Stance, melee attacks gain 1d6 extra damage - Swift action.
Move to M-19.

End turn.

Stats:

 Spoiler

Current position: M-19
Hp: 14/14
AC: 17 (15 while in stance), T-12(10), F-15(13)
Saves: F-+4, R-+2, W-+0
Attacks: Melee +6 with waraxe, 1d10, x3, Slashing
Manuevers readied:

 Spoiler

3/3
Stone Bones, Charging Minotaur, Wind stride

[User]
 @Kanoe

 Spoiler

No LoS, although you see the door open

@Krung

 Spoiler

No LoS, although you see the door is open

[User]
 Kanoe Naomi, Round 2

 Spoiler
 Action:  Double move to C16.

Done!

 Status:

 Spoiler
 HP:  9/9
 AC:  15 (+3 Dex, +2 Armor)
 Position:  C16

 Holding:  Scimitar, vial of acid.

 Stance:  Step of the Wind.
 Maneuvers Readied:  Wind Stride, Counter Charge, Blistering Flourish, Mighty Throw.

[User]
 Krung, R-2:
Refs/LoS:

 Spoiler

Double move to  J-9

End turn.

Stats:

 Spoiler

Current position: M-19
Hp: 14/14
AC: 17 (15 while in stance), T-12(10), F-15(13)
Saves: F-+4, R-+2, W-+0
Attacks: Melee +6 with waraxe, 1d10, x3, Slashing
Manuevers readied:

 Spoiler

3/3
Stone Bones, Charging Minotaur, Wind stride

[User]
 Kanoe Naomi:

 Spoiler
No LoS.

Krung:

 Spoiler
No LoS.

[User]
 Kanoe Naomi, Round 3

 Spoiler
 Action:  Double move (half speed) to E22.

 Hide:   (1d20+7)[ 17 ]

Done!

 Status:

 Spoiler
 HP:  9/9
 AC:  15 (+3 Dex, +2 Armor)
 Position:  E22

 Holding:  Scimitar, vial of acid.

 Stance:  Step of the Wind.
 Maneuvers Readied:  Wind Stride, Counter Charge, Blistering Flourish, Mighty Throw.

[User]
 Kanoe Naomi:

 Spoiler
No LoS.

Krung:

 Spoiler
No LoS.

[User]
 Krung, R-3:
Refs/LoS:

 Spoiler
 Double move to  U-8 .

End turn.

Stats:

 Spoiler

Current position: M-19
Hp: 14/14
AC: 17 (15 while in stance), T-12(10), F-15(13)
Saves: F-+4, R-+2, W-+0
Attacks: Melee +6 with waraxe, 1d10, x3, Slashing
Manuevers readied:

 Spoiler
3/3
Stone Bones, Charging Minotaur, Wind stride

[User]
 Crud, forgot to update my stats.

Stats:

 Spoiler

Current position: U-8
Hp: 14/14
AC: 17 (15 while in stance), T-12(10), F-15(13)
Saves: F-+4, R-+2, W-+0
Attacks: Melee +6 with waraxe, 1d10, x3, Slashing
Manuevers readied:

 Spoiler
3/3
Stone Bones, Charging Minotaur, Wind stride

[User]
 Kanoe Naomi:

 Spoiler
No LoS.

Krung:

 Spoiler
No LoS.

[User]
 Kanoe Naomi, Round 4

 Spoiler
 Action:  Double move (half speed) to H25.

 Hide:   (1d20+7)[ 11 ]

Done.

 Status:

 Spoiler
 HP:  9/9
 AC:  15 (+3 Dex, +2 Armor)
 Position:  H25

 Holding:  Scimitar, vial of acid.

 Stance:  Step of the Wind.
 Maneuvers Readied:  Wind Stride, Counter Charge, Blistering Flourish, Mighty Throw.

[User]
 Krung, R-4:
Refs/LoS:

 Spoiler

Double move to  X-17 .

End turn.
Stats:

 Spoiler

Current position: X-17
Hp: 14/14
AC: 17 (15 while in stance), T-12(10), F-15(13)
Saves: F-+4, R-+2, W-+0
Attacks: Melee +6 with waraxe, 1d10, x3, Slashing
Manuevers readied:
 Spoiler

3/3
Stone Bones, Charging Minotaur, Wind stride

[User]
 Kanoe Naomi:

 Spoiler
No LoS.

Krung:

 Spoiler
No LoS.

[User]
 Kanoe Naomi, Round 5

 Spoiler
 Action:  Double move (half speed) to G19.

 Hide:   (1d20+7)[ 18 ]

Done...

 Status:

 Spoiler
 HP:  9/9
 AC:  15 (+3 Dex, +2 Armor)
 Position:  G19

 Holding:  Scimitar, vial of acid.

 Stance:  Step of the Wind.
 Maneuvers Readied:  Wind Stride, Counter Charge, Blistering Flourish, Mighty Throw.

[User]
 Krung, R-5:
Refs/LoS:

 Spoiler

Double move to  Q-20 .

End turn.

Stats:

 Spoiler

Current position: Q-20
Hp: 14/14
AC: 17 (15 while in stance), T-12(10), F-15(13)
Saves: F-+4, R-+2, W-+0
Attacks: Melee +6 with waraxe, 1d10, x3, Slashing
Manuevers readied:
 Spoiler
3/3
Stone Bones, Charging Minotaur, Wind stride

[User]
 @Kanoe

 Spoiler

You spot Krung ending his move in Q20

@Krung

 Spoiler

No LoS

[User]
 Kanoe Naomi, Round 6

 Spoiler
 Action:  Move to K17 (half speed), drink Potion of Shield of Faith (+2).

 Hide:   (1d20+7)[ 13 ]

Done!

 Status:

 Spoiler
 HP:  9/9
 AC:  17 (+3 Dex, +2 Armor, +2 Deflect)
 Position:  K17

 Holding:  Scimitar, vial of acid.

 Buffs:  Shield of Faith +2 (10r)

 Stance:  Step of the Wind.
 Maneuvers Readied:  Wind Stride, Counter Charge, Blistering Flourish, Mighty Throw.

[User]
 Ah, hah.

 Krung, R-6
Ref's/LoS:

 Spoiler

Swift Action - use Wind Stride, gain +10' to speed.
Double move to C-18.

End turn.

Stats:

 Spoiler

Current position: C-18
Hp: 14/14
AC: 17 (15 while in stance), T-12(10), F-15(13)
Saves: F-+4, R-+2, W-+0
Attacks: Melee +6 with waraxe, 1d10, x3, Slashing
Manuevers readied:
 Spoiler

2/3
Stone Bones, Charging Minotaur,  Wind stride

[User]
 Well, newbie that I am, I guess someone has to keep this thing rolling, and I feel at least fairly sure on this one.

LoS established as Krung passes into K-20 and sees Kanoe at K-17.  Krung, at that point you've expended 30 feet of your move, so I guess it's up to you whether you want your turn to continue as it was or change it up from there.  If this is wrong, well, a more experienced ref can come on and make it right.

[User] Ok, when Krung reaches  K-20 , he still has 10' of movement left. Can I use this 10' to get to  K-18 ?

[User] I'm working under that assumption.  It seems like things usually rewind to exactly when LoS is established and the person whose turn it is can amend it as needed, so it seems like you'd be free to go there and do stuff in the grand tradition of people moving places and doing things.

[User]
 High Ref Mav:

We rewind right back to where LoS is established, if you have movement or other actions available at that point, you may revise them.

[User]
 Alright then.....

 Krung, R-6, part 2

Finish my movement from  K-20  to  K-18.
Initiate a manuever - standard action
Martial Lore DC: 11

 Spoiler
Stone Bones, make melee attack, if successful gain DR 5/adamant for 1 round.

Attack:  (1d20+6)[ 11 ]
Crit check, if needed:  (1d20+6)[ 26 ]
Damage, weapon:  (1d10+4)[ 12 ]
Damage, stance bonus:  (1d6)[ 1 ]

End turn.

Stats:

 Spoiler

Current position: K-18
Hp: 14/14
AC: 17 (15 while in stance), T-12(10), F-15(13)
Saves: F-+4, R-+2, W-+0
Attacks: Melee +6 with waraxe, 1d10, x3, Slashing
Manuevers readied:
 Spoiler

1/3
Stone Bones,  Charging Minotaur, Wind stride
1/1
Punishing Stance

[User]
 Kanoe Naomi, Round 7
Fortunately for me, 11 is a miss.

Attack with Scimitar - Standard action.

Attack:  (1d20+3)[ 7 ]
Crit confirm, if necessary:  (1d20+3)[ 19 ]
Damage:  (1d6+2)[ 6 ]

Regardless of whether it hits or not, using move action, in spoilers in case LoS is disrupted:

 Spoiler
Move to M12.

Done!

 Status:

 Spoiler
 HP:  9/9
 AC:  17 (+3 Dex, +2 Armor, +2 Deflect) [+4 Dodge vs. AoO]
 Position:
 Holding:  Scimitar, acid.

 Buffs:  Shield of Faith +2 (9r)

 Stance:  Step of the Wind.
 Maneuvers Readied:  Wind Stride, Counter Charge, Blistering Flourish, Mighty Throw.

[User]
 Here is the AoO for the movement.

Attack:  (1d20+6)[ 14 ]
Crit check:  (1d20+6)[ 25 ]
Damage:  (1d10+4)[ 11 ]

Need LoS before I take my turn.

[User] Kanoe takes of north and then turns east around the alter, breaking LoS

[User] That'd be a miss.

[User]
 Alright my turn.

 Krung, R-7

Move to K-12.
Ready an action.

 Spoiler
Ready an action to move from K-12 to K-9, if my opponent makes any movement towards me or makes an attack at me.

End turn.

Stats:

 Spoiler

Current position: K-12
Hp: 14/14
AC: 17 (15 while in stance), T-12(10), F-15(13)
Saves: F-+4, R-+2, W-+0
Attacks: Melee +6 with waraxe, 1d10, x3, Slashing
Manuevers readied:
 Spoiler

1/3
Stone Bones, Charging Minotaur, Wind stride
1/1
Punishing Stance

[User]
 Kanoe Naomi, Round 8
Well, seeing as she's 5 feet away, LoS is probably established.

Throw Acid - Standard action.

Attack (touch):  (1d20+3)[ 11 ]
Crit confirm, if necessary/possible:  (1d20+3)[ 19 ]
Damage (acid):  (1d6)[ 6 ]

Move action:

 Spoiler
Move to S14.

Done.

 Status:

 Spoiler
 HP:  9/9
 AC:  17 (+3 Dex, +2 Armor, +2 Deflect) [+4 Dodge vs. AoO]
 Position:
 Holding:  Scimitar, acid.

 Buffs:  Shield of Faith +2 (8r)

 Stance:  Step of the Wind.
 Maneuvers Readied:  Wind Stride, Counter Charge, Blistering Flourish, Mighty Throw.

[User]
 Krung, R-8:
Ref's/LoS:

 Spoiler

Move to  Q-9  from  K-9 .
Use a standard action to recover my manuevers.

End turn.

Stats:

 Spoiler

Current position: Q-9
Hp: 14/14
AC: 17 (15 while in stance), T-12(10), F-15(13)
Saves: F-+4, R-+2, W-+0
Attacks: Melee +6 with waraxe, 1d10, x3, Slashing
Manuevers readied:

 Spoiler

3/3
Stone Bones, Charging Minotaur, Wind stride
1/1
Punishing Stance

[User]
 Updating stats for taken damage.

New Stats:

 Spoiler

Current position: Q-9
Hp: 8/14
AC: 17 (15 while in stance), T-12(10), F-15(13)
Saves: F-+4, R-+2, W-+0
Attacks: Melee +6 with waraxe, 1d10, x3, Slashing
Manuevers readied:

 Spoiler

3/3
Stone Bones, Charging Minotaur, Wind stride
1/1
Punishing Stance

[User]
 LoS restablished.

Krung is in Q9

Kanoe is in S14.

Krung is also still on fire for this round.

[User]
 Kanoe Naomi, Round 8

 Originally Posted by Mavian
 Krung is also still on fire for this round.

Just checking... that from something else other than Naomi's thrown weapon? She threw acid, not fire.

Pulling out a flask of acid is a move action, I believe?

Again, in case of LoS break:

 Spoiler
5 foot step to S15.

Done.

 Status:

 Spoiler
 HP:  9/9
 AC:  17 (+3 Dex, +2 Armor, +2 Deflect) [+4 Dodge vs. AoO]
 Position:  S15.

 Holding:  Scimitar, acid.

 Buffs:  Shield of Faith +2 (7r)

 Stance:  Step of the Wind.
 Maneuvers Readied:  Wind Stride, Counter Charge, Blistering Flourish, Mighty Throw.

[User] Read it wrong, my bad.  Too used to using alchemist fire.  Krung is not on fire, and your move doesn't break LoS.

[User]
 Wow, getting nervous here.

 Krung, R-9:
Move to S-14.
Make an attack:
Attack  (1d20+6)[ 21 ]
Crit check  (1d20+6)[ 10 ]
Damage  (1d10+4)[ 11 ]

End turn.

Stats:

 Spoiler

Current position: S-14
Hp: 8/14
AC: 17 (15 while in stance), T-12(10), F-15(13)
Saves: F-+4, R-+2, W-+0
Attacks: Melee +6 with waraxe, 1d10, x3, Slashing
Manuevers readied:
 Spoiler

3/3
Stone Bones, Charging Minotaur, Wind stride
1/1
Punishing Stance

[User] WOOT! That's a hit, I believe. If so, good game Strawberry.

[User]
 Just for kicks, here is the bonus damage from my stance.

Damage from stance: [roll0]

[User]
 Argh! Silly no posting within 60 seconds rule. Try again.

Stance damage:  (1d6)[ 5 ]

[User] Ouch. Yeah, that's it for me. Good game, there.

[User]
 High Ref Mav:

Krung wins and gets the loot.

[User] Alright! Now to spend some of that money.


[User]
 We must decide:
Buff rounds: I vote for full buffing.  You can buff for as long as you want before stepping into the arena.
Area: Plain?  Collums?  One of those fancy maps?

[User]
 Can't decide on map, maybe roll on it?  (1d3)[ 1 ]

Plain I guess, you decide size

Don't you think all buffs is a little extreme? How about just All Days and 5 rounds of buffs

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

Buff rounds:  All Day + 7 rounds?

EDIT: You are in upper half, I am in lower.

OO
 Spoiler
E6

[User]
 Okay then

Buffs:

 Spoiler
All Day- 2 Greater Magic Weapon, 1 Magic Vestment
All Potions
1- Bear's Endurance
2- Bull's Strength
3- See Invisibility
4- Darkvision
5- Barkskin
6- Shield of Faith
7- Activate Winged Boots, Ready action to throw dust eggshell grenade at you when I see you, enter stance Blood in the Water

[User]
 I'll start in E1 and unless there's something blocking sight, you see a human wielding 2 scimitars and wearing a breastplate.

Initiative:  (1d20+7)[ 8 ]

[User]
 Buffs:
 Spoiler
All Day Buffs: Greater Magic Weapon on Spikes/Amulet, Magic Vestment on Armor and shield, Triadespell (Dispel Magic)
Round 1: Activate Winged Boots
Round 2: Use Eternal Wand of Beastland Ferocity (CL 2)
Round 3: Visage of the Diety
Round 4: Righteous Wrath of the Faithful
Round 5: Righteous Might
Round 6: Divine Power
Round 7: Bite of the Werebear, Delay Death

Buff Rounds Remaining:
 Spoiler
Rounds left: EWoBF 14, VotD 8, RWothF 9, RM 10, DP 11, BotW 12, DD 12

Initiative  (1d20+2)[ 15 ]

What are your vision modes and what is your alignment?

[User]
 See Invisibility, Darkvision, and Normal Vision
Lawful Good

[User]
 Damn the stupid people with the same alignment as me and are therefore resistant to all of my smites...

In E6, you see a strange creature before you: Picture a centaur double normal size.  Now, instead of a horse, the body is of a big cat.  Instead fo a human body, there is a humanoid bear.  In addition to the bear's head, there is also a dragons head and a goats head next to it.  The whole creatures shines with silvery blue light and it looks...like a higher life form, more perfect, despite its strange appearance.

It charges at you, pouncing on you as it strikes at you:

 Unarmed Strike   (1d20+30)[ 49 ]
Damage  (2d8+17)[ 26 ]
 Unarmed Strike   (1d20+30)[ 49 ]
Damage  (2d8+17)[ 32 ]
 Unarmed Strike   (1d20+25)[ 37 ]
Damage  (2d8+17)[ 30 ]
 Unarmed Strike   (1d20+20)[ 40 ]
Damage  (2d8+17)[ 26 ]
 Bite   (1d20+29)[ 40 ]
Damage  (4d6+10)[ 18 ]
 Bite   (1d20+29)[ 39 ]
Damage  (2d6+10)[ 17 ]
 Claw   (1d20+29)[ 46 ]
Damage  (2d6+17)[ 19 ]
 Claw   (1d20+29)[ 42 ]
Damage  (2d6+17)[ 28 ]
 Claw   (1d20+29)[ 39 ]
Damage  (1d6+10)[ 16 ]
 Claw   (1d20+29)[ 46 ]
Damage  (1d6+10)[ 15 ]

If you survive, it glances at you in an interesting way, seeming to size you up.
Spellcraft DC 14
 Spoiler
Assay Spell Resistance

EDIT: Dice gods on my side tonight!  No d20 rolls under a 10!

[User]
 Unarmed Strike Critical Conformation:   (1d20+20)[ 29 ]
Extra Damage:  (2d8+17)[ 26 ]

Wait...I forgot something...can I add it to the previous attack?

[User] No need you just killed me... might you explain your build to me?

[User]
 Sure:

Im a Cloistered Cleric 3/Totemist 2/Sapphire Hierarch 8

I accomplish my many attacks by means of Bite of the Werebear, Lamia Belt, Threefold Mask of the Chimera, and a Monk's Belt.

[User] Ahh... dreaded Totemist, It'd be even worse provided you added soul eater dip somehow

[User]
 I didnt feel like being THAT cheezy.

I just wanted a dual classed Totemist/Spellcaster, with the spellcaster being mostly used for buffs.