[User]
 The Map
 Spoiler
  	{table]Star|Capital
		Circle|City
		X|Unit Stack[/table]

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

 Nation News and Status
 Spoiler
  Currency  - 		100	(current money in purse)
			Expected Income: 		2	(how much your money is expected to increase next turn)
			Expected Upkeep: 		4	(how much your money is expected to decrease next turn)

 BONUS TURNS  - 		3

Units/Max - 	1/10	 (1/1)
Leaders/Max - 	1/1
 Spoiler
One time explanation: The max units is play is 10 per city. The first fraction represents how many units are under "general control." Here, 1 Warrior is being controlled by the general control of the nation, so 1/10

The parentheses next to this number represent units controlled by Leaders. The Leadership score of a Leader is exactly how many units he can control. Your leader has Leadership 1, and he is controlling 1 Warrior with it, thus the (1/1).

Leaders do not count against the normal unit limit. In general, you can control 1 leader for every city you control, giving the final 1/1.

No political agreements.

Technology Known:
 Spoiler
		Pottery, The Wheel

 Cities
 Spoiler

  Unnamed Capital :
 Spoiler

 Population - 2
 Production - 4
 Happiness - 1
 Culture - 2
 Corruption/Waste - 0[br][br]
 Order - Generate Wealth
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - North of Capital

 1 Leader (Level 1)  (Level Up!)
 Spoiler
Hits - 4/4[br]Move - 1/1[br]Combat - 2[br]Defense - 2[br]Specials - Leadership 1[br]Upkeep - 3[br][br]  Level Up!  [br]Select one of the following:

 Basic Attack - Add +1 to Combat for other units in stack
 Basic Defense - Add +1 to Defense for other units in stack
 Basic Logistics - Add +1 to Move for other units in stack
 Increase one of leader's ability scores by 1.
 Increase Leadership ability by 1.

 2 Warrior
 Spoiler
Hits - 2/2[br]Move - 0/1[br]Combat - 1[br]Defense - 1[br]Upkeep - 2

Quick link to  city and unit actions .

 Note that you may choose to end your turn and use a bonus turn. If not, then no turn changes will happen until Wednesday. If using a bonus turn, you must declare that you are doing so.

[User]
 (i dont see any blue on the map, i just see my blue star and what seems to be surrounding plains of green, ive tried to refresh everything i can ,  http://www.mornproductions.com/Dynasty/74893yhuf.png  is the map i see, i also notice that my units show to have 1 hp, i was wondering if thats an error)

Level up - Leadership

City Action - Produce Settlers x2 (2 settler units)

Unit Actions - wait 1 turn and be ready to escort settlers.

[User]
 Sorry for the thing about the blue. I forgot to clear that out from the post I made before yours. That is the right map, just not the right description.

Eh... yours is one of the buggy ones. I was trying to get them all up as quickly as possible and wasn't really doing in depth checking on each one. I'll do a repost of that first post then I'll come back and post in your next turn.

[User]
 Start New Turn
 The Map
 Spoiler
  	{table]Star|Capital
		Circle|City
		X|Unit Stack[/table]

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

 Nation News and Status
 Spoiler
  Currency  - 		84	(-12 Train Unit (Settlers)) (Incidental expenses that were not already factored into Expected Upkeep are listed here)
			Expected Income: 		3
			Expected Upkeep: 		16

 BONUS TURNS  - 		2

Units/Max - 	3/10	 (1/1)
Leaders/Max - 	1/1

No political agreements.

Technology Known:
 Spoiler
		Pottery, The Wheel

 Cities
 Spoiler

  Unnamed Capital :
 Spoiler

 Population - 3
 Production - 5
 Happiness - 1
 Culture - 3
 Corruption/Waste - 0[br][br]
 Order - Generate Wealth
 Garrison - Stack 1

 Stacks
 Spoiler

 Location - North of Capital

 1 Leader (Level 1)
 Spoiler
Hits - 4/4[br]Move - 1/1[br]Combat - 2[br]Defense - 2[br]Specials - Leadership 2[br]Upkeep - 30

 2 Warrior
 Spoiler
Hits - 2/2[br]Move - 1/1[br]Combat - 1[br]Defense - 1[br]Upkeep - 2

 2 Settler
 Spoiler
Hits - 2/2[br]Move - 1/1[br]Combat - 0[br]Defense - 0[br]Specials - Build City, Noncombatant[br]Upkeep - 6

Quick link to  city and unit actions .

[User]
 City Orders - Research Bronze Working

Unit Orders - Leader and settler move north 1 square (total movement north 4 squares over the next 4 turns)

Warrior move south 1 square

End second turn (also i notice i only have 2 bonus turns now, is there a reason? Also is my leader supposed to have 30 upkeep?)

[User]
 You ended a turn, so you used up a bonus turn. You have 2 left.

The 30 upkeep is another minor bug, once which I found just after making your post and forgot to go back and fix the post. It should be 3. It's calculated correctly in Expected Upkeep, it just displays incorrectly.

[User]
Start New Turn
 The Map
 Spoiler
  	{table]Star|Capital
		Circle|City
		X|Unit Stack[/table]

If the map isn't updated as it should be, you may need to refresh the image itself, because it is hosted on a separate site.

 Nation News and Status
 Spoiler
  Currency  - 		65
			Expected Income: 		0
			Expected Upkeep: 		19

 BONUS TURNS  - 		1

Units/Max - 	3/10	 (1/1)
Leaders/Max - 	1/1

No political agreements.

Technology Known:
 Spoiler
		Pottery, The Wheel

 Cities
 Spoiler

  Unnamed Capital :
 Spoiler

 Population - 4
 Production - 6
 Happiness - 1
 Culture - 4
 Corruption/Waste - 0

 Order - Research (Bronze Working) 3/25 Production (6 Turns)
 Garrison - Stack 2

 Stacks
 Spoiler

 Location - North of Capital

 1 Leader (Level 1)
 Spoiler
Hits - 4/4
Move - 1/1
Combat - 2
Defense - 2
Specials - Leadership 2
Upkeep - 3

 1 Settler
 Spoiler
Hits - 2/2
Move - 1/1
Combat - 0
Defense - 0
Specials - Build City, Noncombatant
Upkeep - 6

 Location - North of Capital

 2 Warrior
 Spoiler
Hits - 2/2
Move - 1/1
Combat - 1
Defense - 1
Upkeep - 2

 1 Settler
 Spoiler
Hits - 2/2
Move - 1/1
Combat - 0
Defense - 0
Specials - Build City, Noncombatant
Upkeep - 6

Quick link to  city and unit actions .

[User]
 (oh i thought we were getting a few free turns then bonus turns,)

Unit Stack 1 (leader and settler) - Move north 1 square

Unit Stack 2 (warrior and settler) - Move south 1 square

Capital City Iron Forge - continue research

end turn 3


[User]
 Arena Tournament, Round 81:  Gronk  vs.  Lino
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Gronk  - the geekish one
 Lino  - with  Aaron  - MyLifeMyMusical

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

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

No final purchases, but is it possible to make a purchase based on what my opponent buys?

Good luck Musical. 😎  not that you will need it.

[User]
 Init:
[roll](1d20+3)[/roll] : [roll0]

No purchases for me.
Good luck to you as well. :-)

Stats, spells (etc):

 Spoiler

HP: 9/9
Speed: 20 ft

Fort: +3
Ref: +3
Will: +6
AC: 17 (Touch: 13, FF: 14)

Immune to Sleep Effects
+2 on Saves Against Enchantment
Automatic Searching
+4 on Concentration checks for Defensive Casting

0: Detect Magic
0: Guidance
0: Resistance

1: Aspect of Wolf
1: Animate Water

Aaron:

 Spoiler

   Aaron
M True Nut. Small Air Elemental Elemental Companion,  Level  1,  Init  +7,  HP  9/9,  Speed  Fly: 100 ft (perfect)
 AC  17,  Touch  14,  Flat-footed  14,  Fort  +0,  Ref  +6,  Will  +0,  Base Attack Bonus  1
   Slam   +5 (1d4, 20/x2)
 Concentration checks / Carry Whilewind     (1d4, 20/x2)
 (+3 Dex, +1 Size, +3 Natural)
 Abilities  Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11
 Condition  Dark Vision (60 ft.)
+1 AC against ranged attacks

[User]
 *cough* let's try that again

Init:
 (1d20+3)[ 18 ]

[User]
 Did you roll for Aaron too?
Stats

 Spoiler
30 ft. (base 30)
AC 16, Touch 13, Flat-footed 13, Fort +5, Ref +3, Will +0, Base Attack Bonus 1
Greataxe (N/A) +4 (1d12+4, x3)
Sling (bullets) +4 (1d4+3, x2)
Hide Armor (+3 Armor, +3 Dex)
Soulmeld: Rageclaws

Changed something in my stats.

[User] IIRC, familiars and companions are bound to the master's initiative, at least in the Arena.

[User]
 Action

 Spoiler
Starting in N2, sling in hand. Climbing up to 8O. Ready sling. Throw if Gronk gets LoS.

Check on LoS. However, if Musical is on and ready to post his action, I end my turn.

[User]
 Lino:

Starting in N-25 with my sling in hand, I cast a spell:

 Spoiler

Aspect of the Wolf

turn into a wold, a move East through P-22 and disappear behind the cliff (I think):

 Spoiler

ending in S-22.

Aaron:

Starting in M-25 moves (angling up) to O-9 and makes a body slam attack:
 (1d20+5)[ 23 ]
Dealing:  (1d4)[ 4 ]  if it hits.

End turn.

Stat Blocks:
Lino:

 Spoiler

   Lino
  N Animal (Wolf) Druid,  Level  1,  Init  +2,  HP  9/9,  Speed  50/x4
 AC  14,  Touch  12,  Flat-footed  12,  Fort  +4,  Ref  +2,  Will  +6,  Base Attack Bonus  0
 Trip attempt in hit Bite (n/a)   +2 (1d6+1, x2)
 (+2 Dex, +2 Natural)
 Abilities  Str 13, Dex 15, Con 15, Int 8, Wis 18, Cha 8
 Condition  +4 to Survival when tracking by scent

Aspect of the Wolf: 59/60 (10 Minutes)

Immune to Sleep Effects
+2 on Saves Against Enchantment
Automatic Searching
+4 on Concentration checks for Defensive Casting

Location: S-22

Spells:

 Spoiler

0: Detect Magic
0: Guidance
0: Resistance

1: Aspect of Wolf
1: Animate Water

Aaron:
Location: O-9

 Spoiler

   Aaron
M True Nut. Small Air Elemental Elemental Companion,  Level  1,  Init  +7,  HP  9/9,  Speed  Fly: 100 ft (perfect)
 AC  17,  Touch  14,  Flat-footed  14,  Fort  +0,  Ref  +6,  Will  +0,  Base Attack Bonus  1
   Slam   +5 (1d4, 20/x2)
 Concentration checks / Carry Whilewind     (1d4, 20/x2)
 (+3 Dex, +1 Size, +3 Natural)
 Abilities  Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11
 Condition  Dark Vision (60 ft.)
+1 AC against ranged attacks

[User]
 PS: I turned into a  wolf  not a  wold .
😎

[User]
 Alright, then. By that post I assume that I had LoS, at least on Aaron. It occurs to me I should have said within 50 feet. Either way I would have made that attack on Aaron before he got to me. So no AoO. Right?
 (1d20+4)[ 10 ]  Attack
 (1d4+3)[ 5 ]  Damage

[User]
 Alright, now I get to take my action for my turn.

Drop my sling as a free action. Retrieve my axe as a move-equivalent action. Make an attack on Aaron.
[roll]1d20+4[/roll] Attack
 (1d12+4)[ 14 ]  Damage

 Spoiler
30 ft. (base 30)
AC 16, Touch 13, Flat-footed 13, Fort +5, Ref +3, Will +0, Base Attack Bonus 1
Greataxe (N/A) +4 (1d12+4, x3)
Sling (bullets) +4 (1d4+3, x2)
Hide Armor (+3 Armor, +3 Dex)
Soulmeld: Rageclaws
Hp:11/15

[User]
 Oh dear, let's do that attack roll again.
 (1d20+4)[ 17 ]

Oh man I just realized that I put my first ready action inside of spoiler tags. I'm sorry. ☹

[User]
 Ahh... So close.
That drops Aaron to -5; so he falls to the ground.

Is that your turn?

[User] Yep. It is now your turn.

[User] You can't attack with a two-handed axe while still holding the sling; you'll have to do something with it.

[User] Would you allow me to just edit that in to my action?

[User]
 Alrighty:

Lino:

LoS/Refs:

 Spoiler

Move to U-12 and attempt to hide along the wall:

 Spoiler

 (1d20+2)[ 21 ]

Ready action:

 Spoiler

If my opponent comes within 5 ft of me, I will attack with my bite.

End turn.

Stat Block:

 Spoiler

   Lino
  N Animal (Wolf) Druid,  Level  1,  Init  +2,  HP  9/9,  Speed  50/x4
 AC  14,  Touch  12,  Flat-footed  12,  Fort  +4,  Ref  +2,  Will  +6,  Base Attack Bonus  0
 Trip attempt in hit Bite (n/a)   +2 (1d6+1, x2)
 (+2 Dex, +2 Natural)
 Abilities  Str 13, Dex 15, Con 15, Int 8, Wis 18, Cha 8
 Condition  +4 to Survival when tracking by scent

AoW: 58/60

Loc:

 Spoiler

U-12

Spells:

 Spoiler

0: Detect Magic
0: Guidance
0: Resistance

 1: Aspect of Wolf
1: Animate Water

PS: Just not the water has risen (or the island has sunk) so that the first ring is submerged.

[User]
 Alright. Pick up the sling and place it in my backpack. As a standard action, attack the unconscious Aaron.
[roll]1d20+8[/roll] Attack (+4 circumstance on helpless opponent)
[roll]1d12+4[/roll] Damage

Weird. Lets try it again.
[roll]1d20+8[/roll] Attack

[roll]1d12+4[/roll] Damage

[User]
 Refs (Roll Error in last post):

 Spoiler

Hide:  (1d20+2)[ 4 ]

[User]
 I'm not sure what I did just then.

 (1d20+8)[ 10 ]  Attack
 (1d12+4)[ 12 ]  Damage

Crap, should have just coup de grace'd

[User] Picking up and stowing the sling requires two move actions.

[User] @Sallera: Really? *sigh* Well, then. What should I do? Just pretend I didn't pick it up? I think I'll just do that, but that attack should still stand. Even more so because it failed.

[User] If a posted action is legal, it stands.  Thus, you picked up the sling and stowed it, and the attack didn't happen.

[User] Alright then turn has been ended.

[User]
 Just so I'm clear: Aaron is dieing, not dead, next to Gronk?
Doesn't really make a difference, just for my own piece of mind.

Anyways, turn to follow.

[User]
 Action:
Move to P-8 and use my bite:
To Hit:
 (1d20+2)[ 4 ]

If hit:
 (1d6+1)[ 3 ]
with trip:
 (1d20+1)[ 4 ]

End turn.

[User]
 Stat block:

 Spoiler

HP: 9
AC: 14 (12/12)
Speed: 50 ft

Loc: P-8

[User]
 Yep. Dying.
Axe in hand, sling in pack. 😉
Activate rage (+4 str and Con)
 Attack Lino
 (1d20+6)[ 23 ]  Attack
 (1d12+7)[ 16 ]  Damage (multiply by 1.5 and round down, right?)
Stats

 Spoiler
30 ft. (base 30)
AC 16, Touch 13, Flat-footed 13, Fort +5, Ref +3, Will +0, Base Attack Bonus 1
Greataxe (N/A) +4 (1d12+4, x3)
Sling (bullets) +4 (1d4+3, x2)
Hide Armor (+3 Armor, +3 Dex)
Soulmeld: Rageclaws
Hp:11/15
Rage:8 rounds

Loc: O8

[User]
 And that's it for me.
If you want to grab a ref to call the match, I believe you've won.

(Congrats 🙂)

[User] Ouch. Bad luck dude. ☹ Hopefully it will turn out different when next we meet. 😉

[User]
 High Ref PsiDog
 Gronk slices and dices his way way to victory.


[User]
 Arena Tournament, Round 81:  Daenia  vs.  Arie Na
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Daenia  - Suiz
 Arie Na  - Lubirio

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

[User]
 Initiative  - (1d20+4)[ 17 ]

And thanks a lot for switching him in in the end, it means a lot to me. (My guess is Psionic Dog?)

No more purchases, I now own a total of 100 shuriken, no more, no less. 😏

[User] Arie Na wins with the almighty power of Attendance.

[User] I don't believe the Holiday period has ended yet, and if it has Suiz would still have 2 more days to post. I don't want to win by DQ, though if I have to, so be it.

[User] He's not coming back.  Better to win by DQ now than do so in two days.

[User] Right you are, I'll go and spend the money now. 😛


[User]
 http://crossproduct.mygamesonline.org/20/dnd.php

Battle #1:

Team Super-Cool:
 wadledo's Dwarven Defender
 Zimmia's Mystic Theurge
 Sjiggie's Druid
 Armads's Wilder

Fighting an Ancient Green Dragon!

[User]
 Ben

Initiative

 Spoiler
 (1d20+1)[ 6 ]

[User]
 Eronion
Initiative= (1d20+4)[ 14 ]

I have to update my spell list but I'll do that shortly

[User]
 Wroughtbeard

Inititave:  (1d20+5)[ 7 ]

[User]
 Jhassantha

Initative:   (1d20+5)[ 20 ]

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

Okie dokie. I have to set up the map. So you know, you're fighting the dragon in his lair, which is a water-filled grotto. That may help you decide what spells to prepare! And if you have any buffs you want to cast, you can do that before the battle.

[User]
 Okay I'm pretty much ready (I think).  Does anyone have any special requests for spells though?

Once Tortoise sets the scene and we're ready to go the buffing shall commence.

[User]
 Okay, here's the scene:

You're sent off to kill a green dragon at his lair in a water-filled grotto. He's asleep underwater, but will wake up as soon as you enter his chamber. So before you go in, get ready with potions/spells you want to use to buff yourself up. I'm pretty much done setting up, except for some terrain.

Oh, yeah, and the players:
 wadledo
 Armads
 Sjiggie
 Zimmia

[User]
 (Buff as listed in my character sheet, plus Metamorphosis into a Horned Devil)

The air around Ben ripples, and he suddenly turns into a 9 foot tall devil, with distinctive horns around his head. His eyes flare red, and many layers of defensive shielding appear around his body. The claws of the devil grow even larger and more wicked looking.

(AC is now 82, or 76 if I lose use of my items. Claw attack bonus is +32, I think).

[User]
 Sorry for taking so long, guys! I have the map drawn out and I'll have it programmed in by the end of the night!

 http://crossproduct.mygamesonline.org/20/dnd.php

EDIT: The map is set up, and we're ready to start!

[User]
 Eronion buffs up with Barkskin, Foresight, Protection from Energy (Acid) & Stoneskin on self and with Barkskin, Protection from Energy (Acid) & Stoneskin on his Animal Companion. He also cast one of his Fire Seeds spell to create 1 Acorn grenade  (details in spoiler block under attacks)

Once inside the cave he will cast his sonic substituted call Lightning storm his animal companion will walk to L12-N14

 Eronion has 1 resist energy spell left for who wants it.

 Spoiler

Hit Points: 193 [8+ 4.5*19 +100 Con]
AC 43 Touch 22, Flat 39 [+4 Dex +10 Armor +5 Deflection +7 Shield +5 Barkskin, +2 Insight (Foresight)]
---  +x [Natural] Depends on Wildshape form
---
Initiative: +4 [+4 Dex]
BAB/Grap: +15/+14 [+4Bab, -1Str]
Speed 30  30 Base
DR10/Adamantine
Never surprised or flat-footed (Foresight)

 Saves:
Fort +25 [12 Druid +05 Con, +1 Competence +5 Resistance]
Refl +18 [06 Druid +04 Dex, +1 Competence +5 Resistance, +2 Insight (Foresight)]
Will +31 [12 Druid +13 Wis, +1 Competence +5 Resistance]
 Immunity to all Poisons, +4 vs spell-like abilities of Feys
Protection from Energy (Acid) 120/120

 Attacks:
+17 Staff of The Woodlands 1d6+1 20/x2 Bludgeoning  15 Bab –1 Str +2 enchantment +1 Competence
10/10 Lightning Bolts 5d6 Sonic Reflex DC 28 for half damage
+19 Ranged Touch Acorn Grenade 20d6 range 100ft

 Spells Prepared
Level 0 [DC 23] Detect Magic, Detect Poison, Guidance, Guidance, Light, Mending
Level 1 [DC 24] Cure Light Wounds, Entangle, Entangle, Faerie Fire, Longstrider, Produce Flame, Sonic Substituted Produce Flame, Sonic Substituted Produce Flame, Shillelagh
Level 2 [DC 25]  Barkskin, Barkskin , Extended Sonic Substituted Produce Flame, Fog Cloud, Gust of Wind, Resist Energy, Spider Climb, Warp Wood
Level 3 [DC 26] Call Lightning, Greater Magic Fang, Greater Magic Fang,  Protection from Energy, Protection from Energy , Sleet Storm, Spike Growth
Level 4 [DC 27] Air Walk, Control Water, Dispel Magic, Extended Sonic Substituted Call Lightning, Flame Strike, Freedom of Movement, Giant Vermin, Ice Storm
Level 5 [DC 28] Animal Growth,  Call Sonic Substituted Lightning Storm , Death Ward,  Stoneskin, Stoneskin , Tree Stride, Wall of Fire, Wall of Thorns
Level 6 [DC 29] Antilife Shell, Fire Seeds,  Fire Seeds , Liveoak, Spellstaff, Wall of Stone
Level 7 [DC 30] Animate Plants, Control Weather, Fire Storm, Heal, Sunbeam, True Seeing
Level 8 [DC 31] Earthquake, Finger of Death, Reverse Gravity, Sunburst, Sunburst, Whirlwind
Level 9 [DC 32] Elemental Swarm,  Foresight , Shambler, Shapechange, Shapechange, Storm of Vengeance

Animal Companion
Triceratops
Size/Type: Huge Animal
Hit Dice: 18d8+138 (219hp)
Initiative: +0
Speed: 40ft Base: 60ft 30 +30 enchantment
Armor Class: 34 (-2 Size, 0 Dex, 13 Natural 8 Armor 5 Barkskin) Touch 8 Flat Footed 34
Base Attack/Grapple: +13/+31
Attack: Gore +21 Melee (3d8+15)
Space/Reach: 15ft/10ft
Special Attacks: Powerful Charge, Trample 2d12+15
Special Qualities: Low-light Vision, Scent, Link, Share Spell, Evasion DR10/Adamantine
Saves: Fort +21 Refl: +12 Will: +7
Abilities: Str 31 Dex 10 Con 25 Int 2 Wis 12 Cha 7
Skills : Listen +13 Spot +14
Feats : Alertness, Great Fortitude, Toughness (4), Improved Natural Attack (Gore)

Tricks: Combat Riding Bonus tricks: Grapple, Attack All
Powerful Charge (Ex)
When a triceratops charges, its gore attack deals 4d8+20 points of damage.
Trample (Ex)
Reflex half DC 28. The save DC is Strength-based.

Protection from Energy (Acid) 120/120


[User]
 Arena Tournament Exhibition Match:  Pin  vs.  Andoris
 Map

 Spoiler

 Paladiin Latham - Pin
 munimortal - Andoris
 All combatants, please roll initiative.

[User]
 My unfortunate choice of map will likely lead to my loss.  Still, I always liked this map and its been a while since anyone used it.

Initiative:  (1d20+3)[ 17 ]

Note: though my sheet says I have over 300gp, I will effectively have 14gp for this match.  Nothing on my sheet should be over my initial wealth otherwise.

[User]
 Here we go

Initiative  (1d20+2)[ 8 ]

[User]
 Pin round 1:

Pin starts in J19, with a javelin in one hand, and double moves to G11.  Your turn.

Stats(for refs):

 Spoiler

  Vital Statistics:
 HP:  8
 AC:  16, Touch: 15, FF: 11
 Saves:  Fort +3, Ref +4, Will +5
 Current Location: G20

[User]
 And now for my tried and true tactics. RUN AWAY!!!!!!!!!

Start in I19 w Crossbow in Hands. Move to K19 and of course...

Cast Magic Missle
Damage  (1d4+5)[ 8 ]

[User] LOL!! You start on the blue dot dude. 😁

[User] Uhh whoops, same move reversed?

[User]
 Ref Bayar

I think munimortal wants to say he starts in E2 , moves to C2 and fires a Magic Missile...but you have to make a ranged touch attack roll against his touch score to hit him and inflict pain upon him...and you added the range bonus to damage...😁

K, you need to roll a 1d20+2 for attack against his touch score.

And the damage will be a 1d4+1...in this case a 4 (rolled a 3 +1=4)

Umm...actually...why did you added +5 to damage ? dont get it...🤨

[User]
 Magic Missile autohits with LoE and he's a Warmage so he gets his Int bonus to damage.

Edit: Pin double moves from G11 to C3 and passes out from doing more than one thing while disabled.  Good match.  I guess... 🤨

[User]
 Ref Bayar

Magic missile auto-hits? dont remember reading about that, it only says it ignores concealment...

[User] Heh, i think my tactics worked out. I am gunna roll up a second character for the arena and we can have a rematch.


[User]
 Arena Tournament, Round 30:  Elethomiel  vs.  Drago Irakwa
 Map

 Spoiler

 XP Award:  600 XP
 GP Award:  600 GP

 All combatants, please roll initiative.

[User]
 No purchases (unless in reaction).

  Init  - (1d20+8)[ 12 ]

spell list:
 Spoiler

0 Detect Magic, Daze, Daze, Acid Splash, (Mage Hand)
1 Sleep, Sleep, Color Spray, Expeditious Retreat, (Reduce Person)

[User]
 Sorry to take so long. Forgot to check the front page for the new matches. 😳 Just going to buy a Potion of Owl's Wisdom and hope I can carry the day with my Soulmelds.

Inititive:  (1d20-3)[ 16 ]

Starting in Y10 without my horse and carrying my shield/morningstar combo. Probably should mention the silver anteater mask as well.

Soulmelds Shaped:

 Spoiler

Dissolving Spittle (with Expanded Soulmeld Capacity)
Disenchanter Mask (Bound to Totem Chakra)
Rage Claws
Wormtail Belt

[User]
 Drago

Looks like I go first.

Swift action to distribute my essentia, standard to down a potion, and then I move to R7.

Stats:

 Spoiler

Hp: 17/17
AC: 21 (+3 Dex, +2 Shield, +4 Armor, +2 Natural Armor)
Will Save: +5

 Essentia Allocation
Dissolving Spittle: 2
Disenchanter Mask: 2
Rage Claws: 0
Wormtail Belt: 0
Cerulean Will: 1 (Locked)

 Buffs
Owl's Wisdom: 30/30

[User]
 So your will save could be around +9?  Yikes.  I'm going to assume you mean T7, and blame the silly font.  R7 is in the middle of a pillar, and I'm kind of counting on you being corporeal.

 Elethiomel  round 1

Elethiomel begins with a scroll in hand.   "You're quicker than I thought."
 Spoiler
Scroll is Mage Armor.  Casting Sleep.

Done.

Status:
 Spoiler
Location A10.  AC14 HP8 Spells: None

[User]
 Drago

Curse you Chilli for your fancy font!! 🫤 Yes, I meant T7. I'm going to use a standard action to begin using a supernatural ability, then move to M3.

As for my Will Save, I think you read that wrong. I would only have a +4 Will save with the Owl's Wisdom. Where'd the +9 come from? Are you think of my Fort Save instead?

For Refs:

 Spoiler

Ability is Detect Magic, only with a 30 yard range.

Stats:

 Spoiler

Hp: 17/17
AC: 21 (+3 Dex, +2 Shield, +4 Armor, +2 Natural Armor)
Location: M3
Will Save: +5

 Essentia Allocation
Dissolving Spittle: 2
Disenchanter Mask: 2
Rage Claws: 0
Wormtail Belt: 0
Cerulean Will: 1 (Locked)

 Buffs
Owl's Wisdom: 30/30

[User]
 I don't know totemists.  +2 base, +2 WIS adjust (from the potion), then can't you invest 5 essentia into Cerulean Will for another +5?

  reactive listen  - (1d20+3)[ 8 ]    reactive spot  - (1d20+3)[ 9 ]   I want to make sure of my target before dropping the Sleep spell.  Assuming nothing unusual, target M3-O4.

Edit: -7 for range... I don't suppose that detects anything.

So, if that's really you, you'll need to make a DC16 Will save.

Not done.

[User]
 Figured you'd target my Will Save, so I buffed it as high as I can. Cerulean Will has a maximum cap of 1 essentia right now, and Totemist's have a +0 base will save. Right now, I have only a +5 bonus on Will Saves.

And yes, that is me.

Will Save: (1d20+5)[ 24 ]  vs DC 16

[User]
 I hate fighting the unknown.

 Elethiomel  round 2

Elethiomel takes a step south and continues casting.  (Another full round spell).
 Spoiler
Enhance Attribute: INT
5' step to A11
Cast Sleep

Done.

[User]
 Drago

Well, this is a pickle. I predicted much different tactics than you are using. Well, nothing has gone too far wrong just yet.

I'm dropping my concentration on my supernatural ability and double moving to C7.

Time to hope I roll realy well.

Stats:

 Spoiler

Hp: 17/17
AC: 21 (+3 Dex, +2 Shield, +4 Armor, +2 Natural Armor)
Location: C7
Will Save: +5

 Essentia Allocation
Dissolving Spittle: 2
Disenchanter Mask: 2
Rage Claws: 0
Wormtail Belt: 0
Cerulean Will: 1 (Locked)

 Buffs
Owl's Wisdom: 28/30

[User]
 I figured my odds of hitting on any one spell were low, so Elethomel is laying them down as fast as he can.  If you make two more saves, his tactics will have to be very different indeed.

 Elethiomel  round 3

He finishes his second spell and watches for an effect.  (Will save, DC 17 this time.)

Not done.

[User]
 Here's hoping I can close to killing distance. Question: Why haven't you used Enhance Attribute yet?

Will Save:  (1d20+5)[ 10 ]  vs DC 17

EDIT: Dang. Missed it by a lot. Guess I take a nap.

[User]
 DC17 is with the enhancement.  I forgot to activate it round 1, and by the time the spell was going off, it was too late.

Elethomel is going to use 15 rounds or so to make sure that if Drago survives the coup, he'll not be able to one-shot Elethomel.  The spear, morningstar, and shield go in the drink.    Knowledge arcana  - (1d20+11)[ 12 ] , can the soulmelds be removed or deactivated without waking Drago?  If so, Elethiomel will do so.

 Spoiler
recite scrolls of Shield and Mage armor.

Out comes the executioners' axe:  (6d6-6)[ 1 ][ 1 ][ 3 ][ 5 ][ 1 ][ 1 ](6)

Edit:  Whoa.  I belive the damage each time is 2d6-2 to a minimum of 1, so that's actually 8 damage.  We can get a ref to confirm, if you like, otherwise, Fort save DC18.

[User]
 I'll make the Fort save and see if the distinction is moot. If not, we can get a ref in here to make a ruling. BTW, Soulmelds are non removable. I have to will them from existance to take them off myself.

Fort Save:  (1d20+7)[ 9 ]

EDIT: What a time to roll a 2!! I could have lived, woken up, and fried your face with a glob of acid! Looks like you win. I hope to see you for a rematch in the finals.

[User]
 Either the death-loogie or a grapple would have been a quick and messy ending.  That was too close.  I'm starting to doubt the wisdom of leaving a 6 in strength (and banning evocation).  I guess I have to look into the orb spells for the coup.

Good game.

I'm curious, what tactics you were anticipating?  Invisible->???->win?

[User] You have a scroll of invisibility and a scroll of summon monster 2. I figured you'd pull that combo on me to soften me up, and if that didn't work then you'd Color Spray me from behind. I got Detect Magic from a Soulmeld just so I could have a chance to find invisible creatures.

[User]
 Ref Bayar
 Elethiomel  is declared the winner, and recieves the awards noted above.

[User] Oh.  Elethiomel used the SMII scroll in the previous match and was disappointed enough to not buy another.  "Soften" doesn't work well for a non-combatant like Elethiomel.  Sometimes he hopes for "distract."


[User]
 Arena Tournament, Round 29:  Zaknefien  vs.  Gildean
 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

 Deathslayer7 - Zaknefien
 Rodgin - Gildean
 All Combatants, please roll initiative.

[User]
 Zak here

 (1d20+3)[ 6 ]

[User]
 High Ref Morbius

For the records I just messaged Rodgin about this match

[User]
 (Sorry about the hold up, had some internet issues. I'm in now.)

 (1d20+2)[ 7 ]

No purchases

[User]
 Sorry mate, first one and busy weekend. Here we go.

 Spoiler
 Starting in X11, more to Y16. Cast Caul of Shadows for +1 AC

Vital Stats

 Spoiler

HP: 7
AC: 12
Longspear: +1, 1d8+1, Reach
Daggers: +1/+2, 1d4+1, 10ft range increment

[User]
 High Ref Paladin Latham

Due to inactivity Zaknefien is disqualified.

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


[User]
 The void of space is calm as you rest in the lounge of the luxery cruiser BLACKLINE, a band is playing a recent hit song by the band-BE BIMB BOMP, you can see some diplomats argueing over the idea of a democracy, 1 guard at each of the two entrances to the louge, & some teenagers at the corner bar.  All seems relaxed & comforting, atleast until a voice comes over the intercome stating in a cool, calm, voice,"Our sensors have spotted a set of incoming ships off the stern, they don't answer to any communication attempts, do not worry, we are dispatching a security force to deal with it." You can see as five ships pass by in the direction of the stern, they are easily recognizeable as the security forces.
 Spoiler
 You may make a check to recognize the brand of ship

[User]
 Bendo is a six-foot tall human with sandy brown hair, Blue eyes, and a pale complication with rugged features. He wears some well worn simple clothing, a pair of black pants and boots, with a pale blue shirt, and a black vest. At his waist hangs a Dark Brown Utility belt and holster on the right side with his trusty Blaster pistol A DL-18 in it.

Bardo  looks up as the anowsment and looks out the window as the ships go by.

Knowledge (starship systems)  (1d20+7)[ 26 ]

[User]
 FOR-Graybacca

 Spoiler
 You recognize them as z-95 headhunters, a brand of ship phased out militarily by the tie fighter(Empire) & X-wing(rebels) they are a base for modifications for all non-govermental military, these seem to have been modified to be especially efective against heavy class ships, as indicated by the outfitting of it with plasma bombs, designed to do heavy impact to large ships that lack the ability to turn or move fast in sublight travel.

[User] Taelen sits in the back corner of the lounge, holding a drink from the bar.  He is somewhat short, only about 5'3" feet, but well muscled.  He wears a simple outfit, consisting of a military jacket and slacks.  He appears to be paying some attention to all the goings on in the lounge, and when he hears the announcement, he appears surprised, but doesn't do anything else.

[User]
 Tensig

Tensig runs a paw through the ruffled, brown fur on his head as the announcement crackled to a close.  He leans out from his table, trying to get a better look out the viewports, but given his short stature, has a hard time getting a clear picture.  After seeing part of a ship pass by, he wonders what the other incoming ships could be.  Maybe they're pirates, or worse.  His hand instinctively wanders to the DL-44 at his hip before the thought passes.

Deciding it's probably nothing to worry about, he takes another swig of the Corellian ale he has before him and returns his eyes to scanning over the various patrons of the bar.

[User]
 The calm of the ship's cantina & lounge goes undisturbed for a few more minutes before a voice brings the intercom to live once more-"We are sorry to inform you that our security force has met with hostilities, who are moving towards us in large numbers, we would like to also note that the ship is to far away from any planet for the escape pods to be of use, thank you for flying TITANIC's space liner BLACKLINE & have a nice day."
 Shortly after this message dies down, the lounge & cantina breaks into chaos, people running every which way, people hiding under tables, & people running out towards the escape pods anyway.


[User]
 Arena Tournament, Round 30:  Tezx  vs.  Taleron
 Map

 Spoiler

 XP Award:  600 XP
 GP Award:  600 GP

 All combatants, please roll initiative.

[User]
 Rollin:  (1d20+6)[ 26 ]

also gonna make some purchases before it starts

[User]
 well you're going first.  i'm gonna buy a few things as well.

Edit: I'm buying a donkey.  Taleron starts the match with nothing in his hands and riding on a donkey in Y10=>Z11.

Standard I reserve the right to buy something in response to your purchases.

[User] i just bought 3 sleep arrows to replace those I spent last match, if you all rigth with that i'll make my move

[User]
 sure, let's get it on.

edit:
readied maneuvers

 Spoiler

charging minotuar
steely strike
wolf fang strike

[User]
 well i'll take one fo those sleep arrows and fire at you

Attack:  (1d20+11)[ 26 ]
Dmg:  (1d6)[ 2 ]  (non-lethal)

if the attack hits make a Dc 11 will save

[User]
 That's a hit.

  willsave  - (1d20-2)[ 8 ]

For refs:

 Spoiler
I'm hoping that since Taleron is riding on a donkey without a saddle, that when he falls unconcious he will fall off.  If not, I think the donkey would try to move to avoid that fight and the movement would cause Taleron to fall since he wouldn't be able to make a ride check.  Lemme know what happens.

[User]
 GM Kyeudo

Very Interesting. Since Taleron is riding a donkey with no saddle, there is no saddle for his unconcious body to stay in, as per the "unconcious while mounted" rules. Since he falls out, he takes  (1d6)[ 1 ]  damage. Since he takes damage, he is prone but now concious. Chain reactions are crazy.

[User]
 Taleron Round 1

Taleron gets up and makes his way towards the river and jumps in.  He swims underwater to U12.

Stats:

 Spoiler

He also shifts into his stance of clarity as a swift action.

HP: 21 (2 non-lethal damage)
AC: 19
Effects: Stance of Clarity, Cover from land based attacks for being underwater

[User] well ****, now i gotta use another sleep arrow, what are the rules about firing at someone underwater?

[User]
 from the srd

  Attacks from Land

Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Landbound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects.

[User] so you want to play underwater do you, i'll shoulder my bow and move to C11 from A11 and end my turn, not really sure if would be able to draw my sword and jump in the water as well if I can i'd like to do that, if not then i'll do it next turn

[User] You should have enough movement to move to C11 and then jump in the water.  You can also draw a weapon as a free action as part of a move, so yes, you can make it to D11 with your sword drawn.  It will require a swim check though once your in the water.

[User] i wondered about it because i shouldered my bow i didn't drop it, and also, who said anything about swimming? i'll sink to the bottom and walk

[User]
 Taleron double moves to L6

End of turn.

Stats:

 Spoiler

HP: 21 (2 non-lethal damage)
AC: 19
Effects: Stance of Clarity

[User] I don't know what the rules are for Walking underwater but I want to sink to the bottom and walk, so I don't have to make swim checks

[User] You can walk along the bottom at half speed if your're wearing more than 8 pounds of equipment, which I am sure you are.

[User]
 ok, thats odd, i know i made my move action yesterday? anywya

i'll move from d11 to f9

and i'm pretty sure you would have to make swim checks since you can't breathe underwater

[User]
 I can't breathe underwater, but you can hold your breath for up to your constitution score if you only take move actions.  If you take a standard action, then that takes up another round.  Since I have a con of 16, I should be O.K. for a while.  Also, I have a swim speed since I am a water orc.  I don't need to make swim checks.

Taleron will swim to F7 while drawing his guisarme.  He will then attack with his steely strike maneuver.

  attack  - (1d20+11)[ 26 ]  (+2 bab, +6str, +1wf, +4steely strike, -2 water)
  damage  - (2d4+9)[ 15 ]  (This damage is halfed because we are underwater so you only take 7 damage)

Stats:

 Spoiler

HP: 21 (2 non-lethal damage)
AC: 19
Effects: Stance of Clarity

[User] well i didn't expect you'd be able to do much so i'll just wait till you have to surface, i've never been to good with movement, so how far can i move in the opposite direction with a dbl move, since you'll have to surface next round? i want to go past you towards the side you started on

[User] Each square of water counts as double movement cost (10ft of movement for each 5ft square, or 15ft movement if you go diaganol).   Assume you can walk out of the water for now, so once you reach land you can move normally.  I'm not going to figure out your movement for you though, that's up to you.

[User]
 that'll be enough, grid movement just confuses me most of the time
i don't feel like provoking AoO so i'm just gonna attack since you have to surface.

5 foot step into range to f10, then attack with my longsword

Attack:  (1d20+2)[ 19 ]
Damage:  (1d6)[ 6 ]

[User]
 I'm assuming that you moved to F8 and attacked since you can't attack from F10.  I'm in F7.

Does your attack take into account the -2 from being underwater?  If so then it hit and did 3 damage (slashing and bludgeoning damage is halfed underwater), otherwise it missed.

Kaldar will take a 5ft step to G6 and attack again.  Taleron will also expend his psionic focus to add additional damage dice.  He will use a swift action to recover his maneuvers while attacking.

  attack  - (1d20+7)[ 22 ]  (+2 BAB, +6str, +1WF, -2 water)
  damage  - (2d4+9)[ 15 ]
  extradamage  - (2d6)[ 11 ]

Since the damage is halfed, I'm pretty sure I hit you for 13 damage, which should be enough to drop Tezx.

[User]
 High Ref Bronz

And that as they say is that.
 Taleron is declared the winner

[User]
 Originally Posted by Bigmac
 Kaldar will take a 5ft step to G6 and attack again.

Who is this Kaldar you speak of? 😛

[User] you said you can stay underwater for as many rounds as ur con modifier? which means you would have had to surface before your attack

[User]
 Originally Posted by Bigmac
 I can't breathe underwater, but you can hold your breath for up to your constitution  score  if you only take move actions.  If you take a standard action, then that takes up another round.  Since I have a con of 16,  I should be O.K. for a while.   Also, I have a swim speed since I am a water orc.  I don't need to make swim checks.

I said CON  score , not modifier.  I also said I should be O.K. for a while.

[User] damn i thought it was con mod not con score if i had known that i woulda ran


[User]
 Arena Tournament, Exhibition:  Aeoa  vs.  Mr. Underhill
 Map:
 Spoiler

 All Combatants, please roll initiative.

[User] I will post the sheet of Aeoa later today... sometime.  She will be a mounted-type.

[User]
 Wonder what class...

Now...should we tinker with equipment? I dunno...it is kinda unnecesarry...right?

[User]
 Basically, an exhibition match is free from arena restrictions.  As long as both contestants agree, anything is allowed.  You don't have to update Mr. Underhill's equipment if you don't want, but I'll be making a 5th level character with equivalent character wealth.

Edit: I'd recommend a seperate sheet from the one you use in the arena. 😁

[User] it is a separate sheet :D

[User]
 Here is my sheet:  Aeoa the Black Rider
 I'm still working on all the details, but the meat is there.

Edit: I love fighter types.  Done.

[User]
 Initiative:  (1d20+2)[ 3 ]

Aeoa will start the match astride Thuder Horse on all her starting squares.

[User]
 A charger ? OOh...now thats something completely unbroken...

init:  (1d20+5)[ 25 ]

Frodo...errr...I mean Underhill will start in Y14, riding his little dinosaur...

[User]
 Ok...so my go...Will move to ...

Still not done...wait for my slow thinking...

Stats:
[spoiler]HP: 41/41
AC: touch: FF:

Animal companion:
Will be here...

Spells: Not done...

 Spoiler
0lvl:Guidance*5
1lvl:
2lvl: Blinding spittle; Owl's wisdom; Kelpstrand
3lvl:Venomfire, Poison

[User]
 Aeoa begins reciting poety:

For thouest has lost without fighting
I thank thee.

For mine own awesomeness
in scaring away thine lesser hobbit
I doth give thanks twice!


[User]
 Arena Tournament, Round 29:  Jeb the Farmer  vs.  Regis
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Paladin Latham - Jeb the Farmer
 Tyreus - Regis
 All Combatants, please roll initiative.

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

[User] Initiative roll: 1d20+1= 8

[User]
 Jeb the Farmer round 1:

O.K. then.  Good luck.

For Refs:

 Spoiler
Jeb starts in L6 and double moves to the hay in L16

Stats(for refs):

 Spoiler

  Vital Statistics:
 HP:  5
 AC:  15, Touch: 12, FF: 13
 Saves:  Fort +1, Ref +2, Will +0
 Current Location: B25

Your turn.

[User]
 Movement

 Spoiler
Regis moves to P19. If he can see Jeb he will fire his crossbow. Max will move to O19 and charge Jeb if he is in range.

Rolls

 Spoiler
For Regis
Crossbow attack:  (1d20+2)[ 12 ]
Damage:  (1d6)[ 6 ]
For Max
Charge attack (+2 for charge):  (1d20+5)[ 7 ]
Damage:  (1d6+3)[ 9 ]
Trip*  (1d20+1)[ 21 ]
EDIT: *only if the attack hits

[User]
 High Ref Bronz

LoS is established with Jeb in the hay at L16 (with cover), Regis in P19 and Wolf in 019.  Regis took a shot and missed with crossbow.

@Tyreus

 Spoiler

As you must have LoS and have a straight line to charge someone, your wolf does nothing.

Jeb is up.

[User]
 Jeb the Farmer round 2:

Alrighty then. Jeb charges to O18 screaming "I have to save MAH FARM!" and attacks!

Spear Attack!  (1d20+4)[ 5 ]  /\ If it threatens  (1d20+4)[ 16 ]
If it hits  (1d6+2)[ 8 ]  /\ If it crits  (1d6+2)[ 4 ]

Edit: HAHAHA!! OMG could I have done any worse! LOL!! 😁

Your Turn. 😁

Stats(for refs):

 Spoiler

  Vital Statistics:
 HP:  5
 AC:   13 , Touch:  10 , FF:  11
 Saves:  Fort +1, Ref +2, Will +0
 Current Location: O18

[User]
 @Paladin

You can't charge, mainly due to the fact that you can't charge through difficult terrain which the hay represents.

[User] Meh.  I just walk up to him then.  Same difference.  My AC is better then.

[User]
 Regis uses a move action to move to M20 the uses a move action to reload his light crossbow. Max is still in 019 and attacks Jeb.

Bite attack:
 (1d20+3)[ 13 ]
Bite damage:
 (1d6+3)[ 8 ]
Trip:
 (1d20+1)[ 11 ]

EDIT: Dang, if you would have charged I would have just hit. And too bad for me I didn't write any spells memorized down, so I'm sure that just means I didn't memorize any. 😳

[User]
 Jeb the Farmer round 3:

With no LoS

For Refs:

 Spoiler
Jeb attacks the dog (because it has crazy eyes!)

Farmer Attack GO!  (1d20+2)[ 9 ]  /\ If it threatens  (1d20+2)[ 16 ]
If it hits  (1d6+2)[ 4 ]  /\ If it crits  (1d6+2)[ 6 ]

Stats(for refs):

 Spoiler

  Vital Statistics:
 HP:  5
 AC:  15, Touch: 12, FF: 13
 Saves:  Fort +1, Ref +2, Will +0
 Current Location: O18

You hear swearing inside the barn.  Your turn. (oh man he sucks 😁 )

[User]
 Spoiler
Regis moves to J21 and hides. Hide check:  (1d20+5)[ 17 ]

Max attacks the farmer again.

Bite attack:
 (1d20+3)[ 8 ]
If crits:  (1d20+3)[ 15 ]
Bite damage:
 (1d6+3)[ 6 ]
If crits:  (1d6+3)[ 8 ]
Trip:
 (1d20+1)[ 19 ]

Holy crap neither one of us can get a good attack roll. 😛

[User]
 Jeb the Farmer round 4:

Still with no LoS.  I think.  You hear "Down dawg! Sit!" inside the barn.

For Refs:

 Spoiler
Jeb attacks the dog (because it has a foaming mouth!)

Wicked Farmer Strike!  (1d20+2)[ 4 ]  /\ If it threatens  (1d20+2)[ 7 ]
If it hits  (1d6+2)[ 4 ]  /\ If it crits  (1d6+2)[ 6 ]

Stats(for refs):

 Spoiler

  Vital Statistics:
 HP:  5
 AC:  15, Touch: 12, FF: 13
 Saves:  Fort +1, Ref +2, Will +0
 Current Location: O18

Edit: OMG this guy rolls like he has negative stat modifiers! He sucks! 😁

[User]
 Jeb

 Spoiler
No LoS, other than to the dog in the square beside you

Regis

 Spoiler
No LoS, other than to your dog, barely

[User]
 Regis stays hidden. Max attacks again.

Bite attack:
 (1d20+3)[ 9 ]
If crits:  (1d20+3)[ 16 ]
Bite damage:
 (1d6+3)[ 6 ]
If crits:  (1d6+3)[ 9 ]
Trip:
 (1d20+1)[ 21 ]

EDIT: You have got to be kidding...

[User]
 High Ref Bronz

Wow, it's like a dog and a farmer are having an argument, and taking wild, but playful, slaps at one another.

Pretty entertaining folks.  Carry on!

[User]
 Jeb the Farmer round 5:

If you don't have LoS you hear "I gots nine childun!  They'll starve unless ya let me win!"

Edit: Followed by a wounded dog's yip.

For Refs:

 Spoiler
Jeb attacks the dog (for the children!)

Fatherly Farmer Strike!  (1d20+2)[ 21 ]  /\ If it threatens  (1d20+2)[ 12 ]
If it hits  (1d6+2)[ 4 ]  /\ If it crits  (1d6+2)[ 8 ]

Stats(for refs):

 Spoiler

  Vital Statistics:
 HP:  5
 AC:  15, Touch: 12, FF: 13
 Saves:  Fort +1, Ref +2, Will +0
 Current Location: O18

[User]
 The dog yelps, then growls and tries to bite Jeb. (yet again)

attack:
 (1d20+3)[ 18 ]
if threatens:
 (1d20+3)[ 5 ]
damage:
 (1d6+3)[ 4 ]
crit:
 (1d6+3)[ 9 ]

[User]
 Jeb the Farmer round 5:

"MY ARSE!  YER DOG DONE BIT MY ARSE!"  Jeb squeels in a high pitched voice.

For Refs:

 Spoiler
Jeb attacks the dog (in revenge for his arse!)

Fatherly Farmer Strike!  (1d20+2)[ 11 ]  /\ If it threatens  (1d20+2)[ 13 ]
If it hits  (1d6+2)[ 3 ]  /\ If it crits  (1d6+2)[ 5 ]

Stats(for refs):

 Spoiler

  Vital Statistics:
 HP:   1
 AC:  15, Touch: 12, FF: 13
 Saves:  Fort +1, Ref +2, Will +0
 Current Location: O18

Edit: This is going to end badly for Jeb.

[User]
 Instinct telling him his opponent is near death, Max attacks again.

attack:
 (1d20+3)[ 18 ]
if threatens:
 (1d20+3)[ 4 ]
damage:
 (1d6+3)[ 9 ]
crit:
 (1d6+3)[ 7 ]

[User]
 Because of the Diehard feat, Jeb is still standing enough to scream out:

"Ah surrender! Ah surrender! I'ma hurt bad! Get the healer! OW!"

In the stands his nine children and his average looking wife weep.

[User]
 Ref Terran
 Regis Wins and Collects the Prize

Jeb has one more chance to redeem his farm 😏

[User]
 Regis hears the farmers plea just outside the barn. "Max, hold!" The dog doesn't attack but still lets out a low growl at the farmer.

You hear from just outside the door, "I accept your surrender."


[User]
 Arena Tournament, Round 58:  Huck  vs.  Sparks
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Huck  - theterran
 Sparks  - RandomAction

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

[User]
 Good luck, Terran.

No purchases = no $.

Sparks Ini roll:
 (1d20+3)[ 15 ]

[User] I'll post up everything in the morning...need sleep now...

[User]
 Alright...there's no way I can beat your Init..

  Init  - (1d20-5)[ -3 ]

Stats:

 Spoiler

Location-B14
HP - 9/9
AC - 15  Touch - 11  FF - 14
Turn Attempts Left (6/6)
Spells

 Spoiler
Level 0 - Virtue, Resistance, Guidance
Level 1 - Shield, Divine Favor, Magic Weapon (d)

[User]
 Ok, here we go....

 Sparks, R-1, 1st
Shout aloud:  There can be only, ONE!
Ref's/LoS:

 Spoiler

Carrying my glaive in one hand. Double move from Y-13 to Q-13.

End turn.

Stats:

 Spoiler

Current position: Q-13
Hp: 11/11
AC: 18(+5 armor, +3 Dex), T-13, F-15
Saves: F-+5, R-+3, W-+1
Attacks:
+2 Melee attacks   - Glaive, 1d10, x3, 10' reach
+4 Ranged attacks
Spells:
3/3 - 0 level
3/3 - 1 level
1/1 - 2 level

[User]
 Huck - Round 1

Actions:

 Spoiler
Starting with Sword in hand.
Standard Action: Cast Shield
Move Action: Move to E14.

End my Turn.

Stats:

 Spoiler

Location-E14
HP - 9/9
AC - 19 Touch - 11 FF - 18
Shield (1/10)
Turn Attempts Left (6/6)
Spells

 Spoiler

Level 0 - Virtue, Resistance, Guidance
Level 1 - Shield-x, Divine Favor, Magic Weapon (d)

[User] LoS established, Huck is in E-14, Sparks is in Q-13.  Sparks, it's your turn.

[User]
 Sparks, R-2, 1st

Cast a spell. - Standard Action.
Spellcraft DC: 16

 Spoiler
Cast Seeking Ray @ Huck

Caster level Check:  (1d20+1)[ 14 ]
If successful, Ranged touch attack:  (1d20+4)[ 24 ]
Damage:  (4d6)[ 12 ]
Grasp glaive with two hands - Free action.
Scatter the planks - Move action

End turn.

Stats:

 Spoiler

Current position: Q-13
Hp: 11/11
AC: 18(+5 armor, +3 Dex), T-13, F-15
Saves: F-+5, R-+3, W-+1
Attacks:
+2 Melee attacks - Glaive, 1d10, x3, 10' reach
+4 Ranged attacks
Spells:
3/3 - 0 level
3/3 - 1 level
0/1 - 2 level

[User]
 Sweet! Ray gun powers activate!

The DC for the caster check: 8

Here is the Critical check for the spell:  (1d20+4)[ 17 ]

[User]
 Hate making so many posts, but don't wanna edit one.

For the Critical do I roll again or just double the prior result. If double then, Huck takes 24 points of electrical damage.

[User] Critical damage is roll again.

[User] Ok then and we have:  (4d6)[ 10 ]

[User] um...ouch?

[User] I guess that is match.

[User]
 High Ref Mav:

Huck get blowed up real good.

[User]
 I believe Huck got electrocuted.

I will go ahead and add the gold/xp to my character sheet.


[User]
 Alright, this will be a practice battle so it won't count for entry

That aside, do you want to choose a map?

And for buff rounds how about Alldays and 3 rounds of buffs?

[User] You can choose the map. I think that that many buffs might be a tad excessive, so maybe 1 round of buffs at most on top of all-day buffs.

[User]
 We'll use this map if you don't mind, as I'm getting tired of the generic arena

I'm Ok with 1 buff round and all days

[User]
 Sounds fine to me.

Buffs:

 Spoiler
All Day: Superior Resistance
Round 1: Greater Luminous Armor, burn Circlet charges to Swift Freedom of Movement.

Starting distance? Modes of vision?

I've got Darkvision. Nothing else special.

[User]
 I think the blue and red zones are starting zones, you take first pick

Buffs

 Spoiler
 Alldays- Potions of Greater Magic Vestment +4, Greater Magic Weapon +5
Round 1 - Mirror Image  (1d4+5)[ 6 ]

I've got Darkvision and Low Light Vision

btw I forgot to mention what is the lighting? Irrelevant to abilities?

[User]
 Y10 for me. Not using my Animal Companion this fight.

Initiative:  (1d20+10)[ 11 ]

[User] I've got nothing that hinges on lightning conditions. You?

[User]
 I'll start in B11 then

Initiative:
 (1d20+2)[ 7 ]
Come on dicey

EDIT: aww..

I've got light sensitivity

[User]
 Originally Posted by lvl 1 sharnian
 I've got light sensitivity

I'm fine with you not being affected by it. Sunset dimness or something that's fine for you.

Assuming we can see each other, physical description before I start my turn?

You see a silver-haired female wearing 100% organic armor underneath what appears to be a luminescent set of full-plate. She wields a staff with one hand while a dagger is sheathed on her other side.

I do believe I also forgot to roll Str damage for my buff.

 (1d2)[ 1 ]

[User]
 Alright that's cool

You see a small lizard looking creature with copperish scales wearing a cloak and wielding a rapier.

[User]
 You see Emelyn hold up an Ankh, casting a spell. In sheer moments, a tornado whips up around her, with an eye of calm spanning 15 feet in diameter, centered on her. This tornado also threatens to engulf you in its wind.

DC 25 Fort Save, barring some sort of protection.

 Spoiler
Casted a CL 18 Transdimensional Control Winds spell, Tornado-strength. 720 feet radius, 40 feet high.

I'd also like to note that concentration checks for weather are probably justified.

Also: trees and such are all uprooted. =P

[User]
 Unfortunately, none

Fort save:  (1d20+6)[ 13 ]

what kind of weather?

[User]
 DC 25 Concentration check, as per this line:

 Distracting spell’s save DC  	Weather caused by a spell, such as storm of vengeance.

Now then, I'm not sure how Tide handles weather, but I'm used to this build using the tornado wind effect rules. Namely, you get sucked up for 1d10 rounds and spit out later, taking 6d6 per round.

Rounds:  (1d10)[ 3 ]

[User]
 So... what happens till then, do I still get turns?

Nvm, I read it now, but am I restricted in any way?

[User] Taking damage:  (6d6)[ 26 ]

[User] As far as I can, you still do. You just take the damage every round until you're spit out. As far as actions, the rules are pretty vague about what you can do inside of a tornado in terms of movement, but I'm also entirely sure that you can still act.

[User]
 Ok thanks,

Wow this sucks

Cast:

 Spoiler
 Cure Serious Wounds  (3d8+9)[ 27 ]

End turn

[User]
 Without a concentration check? o.O

Scary.

[User]
 sorry forgot
 Concentration check DC25 iirc:  (1d20+16)[ 26 ]

[User]
 Kay.

Move to W15, swift action Air Devotion, and attempting to cast:

 Spoiler
Death Ward

Concentration for Weather:  (1d20+22)[ 26 ]

[User]
 Wind damage  (6d6)[ 16 ]

Quick question, would resilient sphere protect me from the storm if I'm already caught?

[User] I would think so.

[User]
 Then

Concentration:  (1d20+16)[ 27 ]

Cast

 Spoiler
 Otiluke's Resilient Sphere on myself

A shimmering 15 ft diameter sphere encircles Kabol/centered on B11

End turn

[User]
 Move to R18, attempt to cast:

 Spoiler
Lesser Restoration

Concentration: (1d20+22)[ 36 ]

If success:
 (1d4)[ 1 ]

[User]
 Mirror Images are dead, forgot to mention

Concentration  (1d20+16)[ 22 ]
 Cast

 Spoiler
Cure Moderate Wounds  (2d8+9)[ 15 ]

Fizzle

End Turn

[User]
 Move to L18.

Attempt to cast:

 Spoiler
 Dispel Magic-Targeting Otiluke's Sphere

Concentration: (1d20+22)[ 29 ]

[User]
 Dispel Magic-Targeting the Sphere

 (1d20+10)[ 11 ]

[User]
 Too low

Concentration  (1d20+16)[ 31 ]

If Success, Dismiss Resilient Sphere
Cast:
 Spoiler
Wall of Dispel affecting H-I 1-20

How many magic items/effects do you have?
Affected by Dispel Magic

[User]
 Are you targeting me, or doing a blanket dispel?

If I am being target, is the spell in question Greater Dispel Magic?

[User]
 You're standing in a Wall of Dispel Magic, it's just regular Dispel Magic and targeted effect

I've gotta go to bed, we'll pick this up tomorrow

[User]
 Oh boy. Lesse..

Freedom of Movement
Greater Luminous Armor
Superior Resistance

For magic items, are they affected?

And I suppose my Spellstaffed Quarterstaff would count to.

Would the control winds spell I have currently in place count too? If you hadn't noticed, I'm not used to area dispels.

[User]
 It's a targeted effect

it merely suppresses magic items on a success for 1d4 rounds and I suppose it'd wipeout the spellstaff
I don't think it affects control winds

Dispel Check  (1d20+10)[ 21 ]  freedom
Dispel Check  (1d20+10)[ 26 ]  lum armor
Dispel Check  (1d20+10)[ 25 ]  resistance
Dispel Check  (1d20+10)[ 11 ]  spellstaff

will roll for magic items when you post them

[User]
 It appears that my Luminous Armor and Superior Resistance got blasted away.

As for Magic Items...

Periapt of Wis +6 (CL8)
Circlet of Rapid Casting (CL11)
Monk's Belt (CL10)
Tunic of Steady Spellcasting (CL 3)
Ankh of Ascension (CL 17)
Boots of Elvenkind (CL5)
Ring of Counterspell (CL11)
Bag of Holding (CL9)
Pearl of Power (CL17)

Targeted dispel rather than area dispel eh? Geez that hurts.

Also, do note that as you have dismissed Otiluke's Resilient Sphere, you're back in the midst of a tornado. Fort Save at your discretion.

[User]
 Huh... Forgot... Well atleast I got to dispel you

Dispel Check  (1d20+10)[ 21 ]
Dispel Check  (1d20+10)[ 27 ]
Dispel Check  (1d20+10)[ 15 ]
Dispel Check  (1d20+10)[ 14 ]
Dispel Check  (1d20+10)[ 23 ]
Dispel Check 1  (1d20+10)[ 25 ]
Dispel Check 1  (1d20+10)[ 17 ]

[User]
 Missed a few

Dispel Check 1  (1d20+10)[ 25 ]
Dispel Check 1  (1d20+10)[ 12 ]

fort:  (1d20+8)[ 17 ]

[User]
 Srry triple post

 (6d6)[ 16 ]
 and deAth

EDIT: IM ALIVE

[User]
 Not if I can help it. I do believe I'm in range for a Flame Strike. Using the Ankh to boost Caster Level, ditching Control Water.

Concentration: (1d20+17)[ 26 ]
Damage:  (15d6)[ 44 ]
Reflex DC 19.

[User] Or 22, depending on whether or not you suppressed my Periapt with that wall.

[User]
 Reflex  (1d20+9)[ 15 ]
unless it's ref negates I die

[User]
 Originally Posted by lvl 1 sharnian
 Reflex [roll0]
unless it's ref negates I die

Good game. That was a nice trick you pulled, with the Otiluke Sphere.

[User] Thanks you've given a another reason to hate both Druids and outofshape Arcane casters.

[User]
 What, for making a druid entirely focused on casting? I thought it was a pretty beatable concept. It was only 40 feet high, so a teleport up with flight would have saved you. Or a DDoor away aways.

I'm surprised how many people I've been nabbing with the concentration checks. You're currently the third person I've tried this idea on, and also the third to have spells fizzle.

[User]
 ... I thought about flying but couldn't remember how high the tornado was or I could if ddoored to the calm but I wouldve gotten slaughtered in melée

Btw is control winds dismissible

[User]
 Nope. The only way I have to cancel it is to cast another Control Winds spell, this one reducing the wind speed.

Or wait three hours for it to wear off.

Additionally, DDooring to the calm would have just made me recast the spell, with the new center on my current position. Didn't have a backup for a second teleportation effect, though.


[User]
 Map forthcoming. Either
 Spoiler

This is  not  my map. This is from the wonderful people over at the Arena, and in no way do I claim this as my own or mean offense by using this map.

or something Tide provides.

Buffs :
None
All-day
1d3 rounds of buffing
All-day + 1d3 round of buffing.
Which would you like?

[User]
 the third option for buff rounds  (1d3)[ 2 ]

Yep two rounds sounds good

[User]
 Do you mind if we stick with this map? The magma pillar is cool, but there's not enough space in that map for something this character would like to do.

Buffs:

 Spoiler

No all-day buffs hurt. Grumble, Grumble, persist.
Round one : Move to draw Zoraster, free to place on the ground, standard to Giant Vermin. Activate Beads of Karma and Ankh of Ascension, saccing Death Ward. CL 13 + 4 + 4 = 21. Zoraster is now a Colossal Scorpion.
Round two: Persistent Divine Agility.

 James
Initiative :  (d20+4)[ 21 ]

[User]
 sure
Buffs:

 Spoiler
 All Day - potions of Magic Vestment+5, Magic Weapon +4
Round 1- Mirror Image [roll]1d4+5[roll]
Round 2- Displacement

Initiative  (1d20+2)[ 17 ]

Starting appearance if we can see each other:

   A small crowd (7) of copper scaled kobolds wielding rapiers, each displacing in place can be seen across the water.

[User]
 Kabol's Images  (1d4+5)[ 6 ]

And starting locations?

[User]
 You see a tall, thin man in fairly normal clothes. He has golden hair and eyes of the same color. He holds a shield in his left hand, and his right is now empty.

You likely don't pay him much attention, however, due to the  colossal scorpion  directly in front of him.

I'll start in A11. Zoraster takes up a 6x6 area in front of me. How do colossal creatures handle being partially in water?

[User]
 I'll be in Z10

"That's a scorpion!? NEUTRAL ****"

I would think it's too tall to care about the water. Although the water's 10ft deep. How tall of colossal creatures?

[User] Uh, very? It doesn't say in it's entry, and I don't recall where one finds the size rules.

[User] Let's just rule it can step over the water by virtue of size

[User]
 lvl 1 sharnian: you chose the third option for buff rounds, which means that you can't have all day buffs active without spending your 2 buff rounds.

Sorry for butting in, but I think this would have been problematic, since aethernox has no all days up, but you do.

[User] Actually he just might not have any alldays and if what you say is true, then the first option is redundant

[User]
 Sure. I could see it being difficult terrain if you'd like. Yeah, I don't know if you do or not, but there are no all day buffs, as per your choice.

I have several all-day buffs, and I spend one of my buff rounds on one of them.
The options were  no  buffs, 12-hour+ buffs, No all-days and 1d3 round, or all-days +1d3 rounds. Sorry for any confusion.

" Zoraster, attack. "
Anyways, the aasimar begins casting a spell.
Spellcraft DC 11-or-so. You can see him well enough.

 Spoiler

Swift Invisibility

You may not even need to make the check, because as soon as he finishes he becomes invisible.

The rest is invisible:

 Spoiler

Standard : DC 14 spellcraft for
 Spoiler
 Air Walk

Move to E14, 5 ft. above the ground.

I'll assume that the scorpion moves directly after me. Zoraster moves to G3-L8.

Your move.

[User] In retrospect, I shouldn't have mentioned that he had no all days up, and I probably should have pm'd you to remind you that you can't have all day buffs with your choice. Too late now, though. At any rate, the buff situation should be rectified one way or another.

[User]
 allright I'll remove my all days

I cast

Spellcraft DC 21

 Spoiler
Prismatic Eye at T10

a Fine eye appears at T10

Kabol moves to Z13

[User]
 Eye makes Ranged Touch attack against scorpion

 Attack   (1d20)[ 8 ] forgot add 6 to the roll =  14
 Ray Type   (1d7)[ 5 ]

Fortitude Save DC 19 or be turned to stone

Your turn

[User]
 Save :  (d20+25)[ 27 ]
 Aerian
(Still invisible)

 Spoiler

And outside of your line of sight

 Spoiler

I cast  Persistant True Seeing , and burn 7 more RUs. I'm now at 0.
I move to G13, 20ft. above the ground.

 Zoraster
(significantly less invisible)
Double move to U18-P13.

[User]
 Kabol casts

 Spoiler
Wall of Dispel on row W-X

Eye makes ranged touch attack on scorpion

 (1d20+6)[ 24 ]
 (1d6)[ 4 ]
Poison; Fortitude save or scorpion dies. Success is 1d6 Con damage

If you walkthrough rows W and X. Targeted Dispel on you

End turn

[User]
 Aerian
(Invisible)

 Spoiler

Out of LoS

 Spoiler

Move to I13.
Cast  Moonbolt  at the Kobold.

You hear spellcasting from the other side of the area.
Spellcraft DC 14

 Spoiler

Moonbolt

A shimmering bolt of light rapidly flies toward you, undeterred by your images.
 (5d4)[ 12 ]  Strength damage, DC24 fortitude for half. Ignores displacement, images, and doesn't require an attack.

 Zoraster
Fort save:  (d20+25)[ 32 ]
(Assuming he doesn't roll a 1)
Move to V17-Q12.
The lumbering insect moves closer to the kobolds, and quickly snaps at them with his claw.
 (d7)[ 2 ]  2-7 are images.
 (d20+34)[ 52 ]
 (d2)[ 1 ]  2 misses due to concealment.

[User]
 Spellcraft  (1d20+17)[ 28 ]

Fort  (1d20+6)[ 11 ]
unless it can reduce strength below 1 im incapcitated

[User] It's damage, not a penalty. So, if you have less than 12 strength this might be problematic for you.

[User]
 Now I'm helpless but hopefully I can still do something, mirror images are helpless also so pick carefully lol

Eye ranged touch attack on scorpion
 (1d20+6)[ 7 ]
Ray
 (1d5)[ 4 ]

EDIT:even the eye failed... on ray of insanity!

[User]
 Failed?
The scorpion has a touch AC of 1.
But it's immune to mind-affecting, which Ray of Insanity sounds like it might be.

 Aerian

 Spoiler

Move to O13.

 Zoraster
The scorpion attacks the kobolds, striking twice with his claws and finally attempting to impale one of them on his stinger.
 (d6)[ 2 ]  2-6 are images
 (d20+34)[ 37 ]
 (d2)[ 2 ]  2 misses due to concealment.
 (d6)[ 5 ]  2-6 are images.
 (d20+34)[ 36 ]
 (d2)[ 1 ]  2 misses due to concealment.
 (d6)[ 1 ]  2-6 are images
 (d20+29)[ 49 ]
 (d2)[ 1 ]  2 misses due to concealment.

[User]
 Stinger seems to have hit.
 (2d8+6)[ 14 ]  +  (d10)[ 4 ]  Con poison.

[User]
 The eye rolled a natural 1 so auto miss and it is mindaffecting so he fails.

Doesn't Con damage cause 1 Hp of damage per hitdie / 2 points of Con damage?

If so, I'm dead

[User]
 Oh, that I did.

Confirmation  (d20+29)[ 36 ]
Additional damage:  (2d8+6)[ 19 ]

Con damage causes you to lose HP equal to your level every time it lowers your modifier. 4 con damage, assuming you're level 13, is -26 hp.

[User] Now I'm dead

[User] Good game, then. 😳

[User]
 Originally Posted by lvl 1 sharnian
 Now I'm dead

(Like a boss)

[User] Alright thanks


[User]
 Ok, Arena and Buffing:

Buffs: 4 rounds?
Arena: plain arena fine with you?  You want collums, or something else?

[User] I would like either the mountain cave map, or the forest map. For Buffs, all day plus one round seems more realistic, but 4 rounds is fine if you want.

[User]
 Can you post a map?  I dont really care, though a complicated map can get in the way of the battle.

And 4 rounds + all day:

 Spoiler
All Day: Greater Resistance, Greater Mage Armor
PreCombat Buffs: Shield, Greater Invisibility, See Invisibility
Round 4: Renew/Switch Maneuvers: Shield->Obscuring Shadow Veil, Renew Greater Invisibility, See Invisibility->Bloodletting Strike

[User] If we're both going melee, I suspect not, since it will largely come down to a fist fight somewhere in the middle of the map. This is the forest map:

[User]
 I would request that those who are planning on fighting Alita next not look in my Observer's only box.

Observers only: All Day Buffs & 4 Round Buffs

 Spoiler

 Previously Cast Spells
-Contingency: Extended Divine Power (when She says "Prepare to Die")
-Spellstaff: Heal (stored in Quarterstaff)
-Renewal Pact: Cast Panacea when certain conditions are met

 All Day Buffs
-Persistent Protection from Evil
-Persistent Divine Favor (+3)
-Greater Magic Weapon (+5) on Quarterstaff
-Greater Magic Fang (+5) on Elbow Blade (refluffed Gore)
-Greater Magic Fang (+5) on Head Butt (refluffed Bite)
-Superior Resistance
-Divine Insight (till discharged)
-Adept Spirit (till discharged)
-Magic Aura*
-DMM Persisted Delay Death:
-Conviction (+4 morale to saves)

 Disguise Check Calculations
Alita is disguised as a Human.
+1 Base Rank
+2 Cha Bonus
+2 Masterwork Kit
-2 Disguise as Different Race
+1 Competence Bonus (Guidance)
+15 Insight Bonus (Divine Insight)
Disguise Check:  (1d20+19)[ 26 ]
 4 round Buffs
-Swift Activate Adept Spirit
-Deathward
-Sheltered Vitality
-Freedom of Movement
-True Seeing

 After 4 round Buff Duration Counter
-Adept Spirit (6 rounds remaining)
-Deathward (186 rounds remaining)
-Sheltered Vitality (177 rounds remaining)
-Freedom of Movement (178 rounds remaining)
-True Seeing (179 rounds remaining)

Notes:
*Ley Lines: I assume Alita channels Geomancer Ley Lines while casting int  the forest. Combine with Adept Spirit and her effective caster level is 15.
*Necromancy and Death Domain spells gain another +1 to Caster level from the Ruby Skull of Wee Jas
*Magic Aura lasts Days/Level. 1 casting can last 27 days. So 1 casting per day can cover 27 items sustainably. More than enough to cover all her magic items.

[User]
 What are your vision modes?  I start at
 Spoiler
L10

 I will tell you if you can look after you inform me.

I have normal and see invisibility.

[User]
 Actually, one of us is supposed to start in the blue zone on the left and the other in the red zone on the right. Pick Red or Blue 🙂

Initiative:  (1d20-6)[ 1 ]

Edit: Alita has normal vision and True Seeing

[User]
 Initiative  (1d20+12)[ 20 ]

I pick blue
 Spoiler
B11

[User]
 Well, I concede initative. You can go first.

Let me know when you have line of sight to Y11 (the 2 trees block direct view of our respective positions), and Ill post a description of Alita.

[User]
 My Turn:
 Spoiler
Shadow Jaunt to O11, 5ft step to O10

You can see a woman at O10.  In one hand she holds a glowing rapier.

[User]
 You see a petite but well-built girl, with short black hair, in body hugging leather armour. Sprouting from her back are a pair of bizarre metal feather wings. Sort of like this:

She also holds a gnarled, crudely crafted wooden staff in her hands.

Make a Spot Check vs DC 24

Edit: Is it my turn yet?

[User]
 I cant pass that spot check.

And yes, it is your turn, sorry.

[User]
 You don't spot anything unusual about her.

  Alita

The girl holds her head and rubs her temples.  "Who am I? What am I doing here... and why do I get this feeling I am supposed to kill someone."

She looks up, sees the woman carrying a rapier and gives a snarl. Flapping her wings, she surges forward and strikes with her Elbow blades.

Full Round Action: Charge to P9 and attack using Elbow blades as primary natural weapons.

Attack Roll:  (1d20+19)[ 21 ]  (including Charge bonus)
Damage Roll:  (1d6+11)[ 15 ]
-2 AC until next turn

Edit: Oh yes, I almost forgot to mention, your turn

Observers Only

 Spoiler

HP: 88/88
AC 13 (-2 till next round)

 Buff Duration Counter
-Adept Spirit (5 rounds remaining)
-Deathward (185 rounds remaining)
-Sheltered Vitality (176 rounds remaining)
-Freedom of Movement (177 rounds remaining)
-True Seeing (178 rounds remaining)

[User] I almost forgot. If that attack somehow hits, she uses improved trip. Make a trip check against:  (1d20+2)[ 12 ]

[User]
 Miss.

Izzy feints to the left before darting around you and channeling a massive amount of energy of all sorts through her rapier.

Acrobatic Backstab  (1d20+22)[ 35 ]  vs DC 25.   If this fails, I dont get sneak attack damage.
 OO
 Spoiler
5ft step with Acrobatic Backstab, Arcane Strike (Greater Invisibility), Five-Shadow Creeping Ice Envervation Strike.

 Attack  (Vs Flat-Footed AC with a Briliant Energy weapon)
 (1d20+24)[ 31 ]
  Possible Crit Conformation (18-20)   (1d20+24)[ 43 ]
 Damage   (1d6+9)[ 12 ]
  Crit Extra Damage   (1d6+9)[ 15 ]
 Extra Damage   (4d4)[ 9 ]
 Extra Damage   (15d6)[ 50 ]
 Sneak Attack   (6d6+13)[ 37 ]
 Special:
As the blade strikes home, you feel shadows spreading through your body:
Effect:  (1d20)[ 19 ]
  1-7:
 Spoiler
 (2d6)[ 4 ]  Dex damage; Make a DC 18 Fortitude save or have your speed reduced to 0ft

 8-14:
 Spoiler
 (2d6)[ 9 ]  Str damage; Make a DC 18 Fortitude save or take a -6 penalty on attack rolls and Concentration checks

 15-20:
 Spoiler
 (2d6)[ 4 ]  Dex damage and  (2d6)[ 10 ]  Str damage; Make a DC 18 Fortitude save or take  (2d6)[ 4 ]  Constitution damage

 OO
 Spoiler
Use Sudden Recovery to regain Five-Shadow Creeping Ice Enervation Strike

Izzy then moves to P8, automatically avoiding AOOs through her Tumble skill.

(Sorry this took so long to write up)

EDIT: 108 damage

[User]
 Observers Only

 Spoiler

Rolling against Fortification
 (1d100)[ 12 ]  1-25 fails

[User]
 OK, Lets see. The attack hits for 12 damage and 50 extra damage, but your sneak attack fails.

Fortitude Save:  (1d20+22)[ 37 ]

[User]
 So you also take 4 dexterity damage and 10 Strength damage.

End turn.

EDIT: 59 extra damage: there are two of them there.

[User]
 Alita

Even as the blade strikes her and shadows rush over her being, the girl gives little more than an annoyed grunt. It seems she has suffered far worse punishment before, even if she can't quite remember it right now. She shouts  "Prepare to die!"  And almost immediately a change seems to come over her. Her eyes glint with madness and she gives a crazed smile, as the thrill of battle takes over her.

Contingency Triggered, Spellcraft DC 19 to identify the spell cast as:

 Spoiler

Divine Power

Full Attack:
1st Staff Attack
Attack Roll:  (1d20+28)[ 40 ]
Damage Roll:  (1d6+15)[ 21 ]

2nd Staff Attack
Attack Roll:  (1d20+23)[ 35 ]
Damage Roll:  (1d6+15)[ 21 ]

3rd Staff Attack
Attack Roll:  (1d20+18)[ 23 ]
Damage Roll:  (1d6+15)[ 18 ]

Elbow Blades
Attack Roll:  (1d20+23)[ 35 ]
Damage Roll:  (1d6+10)[ 16 ]
Improved Trip if it hits:  [1d20]1d20+5[/roll]

Head Butt
Attack Roll:  (1d20+23)[ 31 ]
Damage Roll:  (1d6+10)[ 11 ]
Improved Trip if it hits:  [1d20]1d20+5[/roll]

Observers Only

 Spoiler

Sheltered Vitality negates all ability damage

HP: 16/88
AC 13

 Buff Duration Counter
-Adept Spirit (4 rounds remaining)
-Deathward (184 rounds remaining)
-Sheltered Vitality (175 rounds remaining)
-Freedom of Movement (176 rounds remaining)
-True Seeing (177 rounds remaining)
-Extended Divine Power (36 rounds remaining)

[User]
 Spellcraft  (1d20+10)[ 25 ]

Is that End turn?

[User]
 Bah, flubbed the Improved Trip rolls, trying again.

Elbow Blades
Improved Trip if it hits:  (1d20+5)[ 18 ]

Head Butt
Improved Trip if it hits:  (1d20+5)[ 16 ]

Edit: Yes, end turn.

[User]
 Opposed Roll  (1d20+6)[ 11 ]
Opposed Roll  (1d20+6)[ 25 ]

[User] First roll fails, so you fall prone (which also means that the head butt has +4 to hit againt prone opponent).

[User]
 The woman groans in pain as she is knocked over, but she rights herself, stabbing once again with shadows running all over her blades.

 Attack  (Vs  Flat-Footed  AC with a Briliant Energy weapon)
 (1d20+20)[ 27 ]
  Possible Crit Conformation (18-20)   (1d20+20)[ 31 ]
 Damage   (1d6+9)[ 15 ]
  Crit Extra Damage   (1d6+9)[ 15 ]
 Extra Damage   (15d6)[ 48 ]
 Special:
As the blade strikes home, you feel shadows spreading through your body:
 Effect:   (1d20)[ 7 ]
 1-7:
 Spoiler
 (2d6)[ 5 ]  Dex damage; Make a DC 18 Fortitude save or have your speed reduced to 0ft

  8-14:
 Spoiler
 (2d6)[ 10 ]  Str damage; Make a DC 18 Fortitude save or take a -6 penalty on attack rolls and Concentration checks

 15-20:
 Spoiler
 (2d6)[ 7 ]  Dex damage and  (2d6)[ 7 ]  Str damage; Make a DC 18 Fortitude save or take  (2d6)[ 8 ]  Constitution damage

She then steps backwards 5ft to P7.

 OO
 Spoiler
Stand up from prone, Five-Shadow Creeping Ice Enervation Strike, 5ft step

[User]
 Attack of opportunity against prone opponent getting up
Attack Roll:  (1d20+28)[ 29 ]
Damage Roll:  (1d6+15)[ 18 ]

Edit: Natural 1.

If that doesnt kill her and she still manages to throw out the next attack

Fortitude Save:  (1d20+22)[ 27 ]

[User]
 Im not dead yet! 😛

End Turn.

[User]
 Alita

Not letting something as petty as  damage  get in her way. Alita steps up after the woman and continues her attack, that mad grin never leaving her face.

5'step to P8

Full Attack:
1st Staff Attack
Attack Roll:  (1d20+28)[ 45 ]
Damage Roll:  (1d6+15)[ 18 ]

2nd Staff Attack
Attack Roll:  (1d20+23)[ 34 ]
Damage Roll:  (1d6+15)[ 16 ]

3rd Staff Attack
Attack Roll:  (1d20+18)[ 38 ]
Damage Roll:  (1d6+15)[ 20 ]

Elbow Blades
Attack Roll:  (1d20+23)[ 37 ]
Damage Roll:  (1d6+10)[ 12 ]
Improved Trip if it hits:  (1d20+5)[ 13 ]

Head Butt
Attack Roll:  (1d20+23)[ 42 ]
Damage Roll:  (1d6+10)[ 12 ]
Improved Trip if it hits:  (1d20+5)[ 12 ]

Observers Only

 Spoiler

Delayed Death prevents death from HP damage
Ferocity lets Alita continue fighting while dying or disabled

HP: -47/88
AC 13

 Buff Duration Counter
-Adept Spirit (3 rounds remaining)
-Deathward (183 rounds remaining)
-Sheltered Vitality (174 rounds remaining)
-Freedom of Movement (175 rounds remaining)
-True Seeing (176 rounds remaining)
-Extended Divine Power (35 rounds remaining)

[User]
 Good game, I am dead.

Damn it, both my opponents with Izzy were immune to sneak attack.

EDIT: And how did you avoid experiancing any negative effects from 10 Strength damage?

[User]
 Rolling to confirm crit on 3rd Staff strike
Attack Roll:  (1d20+18)[ 25 ]
Extra Damage Roll:  (1d6+15)[ 18 ]

[User]
 Thanks. To be honest, even if Alita didn't have fortification, the sneak attacks wouldn't have saved Izzy. She was way in over her head.

Edit: You can open the spoiler boxes and look now. The answer may surprise you.

Observers Only

 Spoiler

With the fight over Alita slumps down on the floor, the pain of her injuries taking their toll. She touches herself and immediately, her damage starts dissappearing until she is strong enough to walk again.

Standard Actions: Channel Touch of Healing to bring HP back to positive territory.

[User]
 That...is a lot of buffs.  And Delay Death!  Izzy cant kill except by hp damage or getting really lucky on ability damage rolls...

What were you?  You had natural attacks, and you disguised yourself as a human...

[User]
 Originally Posted by Olo Demonsbane
 That...is a lot of buffs.  And Delay Death!  Izzy cant kill except by hp damage or getting really lucky on ability damage rolls...

Yea. Which is why I didn't want Oscar's first time Monk to be against a monster that won't be used in the dungeon. That would be rather unfair. I had to go down this route after Talic put out a 123d6 hulking hurler and a 46d4 nova psion.

You on the other hand are already inside so it doesn't matter. 😛

Edit: I would like to apologize for one thing though. Rechecking the numbers, I realized Alita's attack bonus was 2 lower than the numbers I put out here. If you feel this warrants a rematch, let me know.

 Originally Posted by Olo Demonsbane
 What were you?  You had natural attacks, and you disguised yourself as a human...

Observers Only

 Spoiler

Warforged Archivist Geomancer. The natural Attacks, Ferocity and Wings are from the Geomancer drift abilities. I refluffed them to be more appropriate for Alita.

[User]
 OHHHHHH....thank you so much, I want to go off and build one of those know...I love that class...

I wouldnt have a chance in a rematch, what with Delay Death and Sheltered Vitality.  Remove those...and I might have a chance 😛

Thank you for an entertaining fight.


[User]
 This contains the cantankerous clash of the characters of Melamoto and myself.

We have yet to agree upon a map and buff time.  As I don't really care either way, I hereby nominate Melamoto to do all of that stuff.

[User]
 Assuming you don't mind, we'll use the generic arena that everyone's using.

 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C ||||| C | C ||
 11 |
 12 |||||||||||[/table]
Squares are 5 feet each.   C  represents column positions, running floor to ceiling.  Walls and columns are stone, with coral accents.  There are exits at F1/G1 and F12/G12, not that it matters unless you want to retreat.  Ceiling is 30 feet high.  There's a 10' square tunnel at F6-G6-F7-G7 that goes up another 30 feet.  Light is normal.

Starting positions:  You pick a starting square in row 1 or 2, I pick a starting square in row 11 or 12, chess style.

Buff time:  Both characters have all-day effects active (ie any effect that lasts a full adventuring day of 12 hours or more), but get no preparation rounds, unless anyone wants one.

Both parties are aware that there's an enemy in the vicinity and are considered to be in combat.  Match ends when one character concedes & withdraws from combat, dies, or is similarly rendered unable to continue.

Also, in case you're interested, I won't be using my Frenzied Berserker in this fight.

[User] If you don't mind, i'd like 2-3 buff rounds.

[User] Sure, go ahead.

[User]
 Ok then. Initiative:  (1d20+14)[ 16 ]

 Spoiler
Casting  Nerveskitter  on myself

2 Buff rounds

 Spoiler
 Quickened Shield
Quickened Nightshield
See Invisibility
Haste

[User]
 Initiative:  [roll0]

2 Buff rounds:

 Spoiler
Round 1:  twiddle my thumbs

Round 2:  Activate my Scout's Headband to get a minute (10 rounds) of true-sight

[User]
 The Dice-roller is not my friend:
 Initiative:   (1d20+4)[ 16 ]

[User]
 I have the higher modifier, so I go first. Also, going to start in
 Spoiler
D11

My actions:

 Spoiler
Casting  Greater Invisibility  on myself. No other actions.

[User]
 Start in 1F

How do I know if I see you?  Do we need some third party to come here, or should I look in your spoilers?

[User] Just ask if you see me. My turn is over now, but i'll tell you if you see me at any point. Also, list down any kinds of special detection methods you have (See Invisibility, Temorsense, etc.) so that I will know if you can see me.

[User]
 Alright, I'll have to hold off any actions till I know if I can see you from 1-F

I've currently got true-sight running.

[User]
 My action for this turn:

 Spoiler
Cast  Heroism  on myself

and you see me move over to D5.

[User]
 Seeing his foe emerge, the armored halfling spurs his mount into action.  As the dog bears the small knight closer and closer to his foe, the halfling murmers a phrase in the ancient tounge and his lance gleams with a fearsome light.

 Swift Action:

 Spoiler
 Activate impaling lance

 Full Round Action:
Use a rideby charge attack (attacking while I'm in F4) that ends with me in F12

 Attack (vs. Touch AC):   (1d20+19)[ 21 ]
 Damage (on Hit):  (1d6+33)[ 38 ]  +  (1d6+33)[ 37 ]  +  (1d6+33)[ 34 ]  + (1d6+33)[ 38 ]
I'll total this in the next post.

Things Modifying my attack:

 Spoiler
 Power attacking 10 points

Using one of medaily deadly charges

[User] On a hit, the damage comes to 147 points.

[User]
 Ok then, the way I see it, that makes me dead. This character was more of a "standard" build, not really at the same level as 100+ damage a round characters. For that, I have the FB.

Also, how did you get that as a touch attack? Some Cavalier ability I didn't notice?


[User]
 Arena Tournament, Round 59:  Kasia & Sarri  vs.  Felix & McLovin
 Map:
 Spoiler

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

 Kasia  - Alcion
 Sarri  - 02youeng
 Felix  - Ertier
 McLovin  - samb

 All Combatants, please roll initiative and declare any final purchases

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

[User]
 A two scout team?  Wow.
Recent purchases: potion of cure light
 (1d20-2)[ 2 ]

[User]
 Bring it! May the best team [of scouts] win.

  Initiative  - (1d20+6)[ 9 ]

No purchases [yet].

And, a ref question:

 Spoiler
Can you use the Deflect Arrows feat while casting? I.e. -

Sarri readies an action to shoot Felix if he casts a spell

He starts casting, and I shoot him - can he use Deflect Arrows?

[User]
 High Ref PsiDog

@ 02youeng

 Spoiler
Assuming all other prerequisites for being able to deflect arrows apply, yes.

Casting in and of itself does nothing to void the feat.

[User]
 I have a ref question as well.

 Spoiler

if my astral construct gets LoS but my PC does not, can I check their spoiler boxes?

[User]
 hehehe . . . .

  Initiative  - (1d20-1)[ 17 ]

[User]
 Initiative  - (1d20+5)[ 6 ]

Yeah . . . ignore the first one as I'm an idiot and used the wrong modifier ^ ^;

[User]
 @Samb

 Spoiler

No, you have no mental connection to a summoned creature.  A ref will have to control the summon for you.

[User] with any luck my partner will be DQ'd so I can fix my PC and not feel guilty about it.

[User]
 About a day left for him.

Hehe, if it makes you feel better, you got your character's speed higher than I thought possible. Highest I got was 65ft

[User]
 70 feet on a regular movement with xeph burst and 80 with dimensional hop.  If I had LoS right from the start I could charge right from the start.

 I was hoping to use astral construct to grapple my opponent and shoot them to death but it's duration is too short to be practical.  Not sure what mantle to replace it with, maybe conflict?

[User] Maybe Life Mantle? +1 manifester level could be useful - could get even more powerful if you combine it with Overchannel, or something like that, but that'd remove some of your character's insane speed

[User]
 at this level I would need narrow mind, and skill focus (maybe single minded psicrystal as well) to consistantly regain psi focus. And even then I don't have hustle. So basically, at low levels use your focus for one thing only.

While life mantle's abilities is great it would take too much effort to make it work. Overchannel deals too much damage at this level to be useful. Wild surge is the only way to duplicate the effects but wilders can't take mantles at level one. Although a wilder2 with life mantle could manifest with 4 ML..... Or 6 ML at wilder3.  Very imressive indeed.

[User] It has been 72 hours, so I'll be resigning now.  Enjoy your free 300XP

[User] Cheers, and good luck if you redesign McLovin. It'd be insane trying to fight you with Farkis, hehe

[User]
 High Ref PsiDog

Kasia & Sarri win and collect the loot.

Note To Samb: This is a double elimination tournament. Redesigning your character now will automatically disqualify you from the next match of this round.

[User] too late, i just hhope my partner is out for a while.  Any chance I get a quick sheet check?^^


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

 XP Award:  300 XP
 GP Award:  300 GP

 Notrigal  - Niezck
 Farkis Dardanos  - O2youeng

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

[User]
 It's Farkis...Farkis, I tell you!

Hehe, right, let's get it on! I've no money, so no purchases here

 Farkis
  Inititive  - (1d20+2)[ 14 ]

Stats

 Spoiler
HP: 14/14
AC: 12 [+4 armour, -2 misc] FF: 12 Touch: 8

Greataxe in one hand, javellin in t'other, chain shirt worn
Position: L25

Rage: Unused
Shift [Longtooth]: Unused
Animal Devotion: Unused

[User]
 Apologies, only just noticed this. No purchases.

Initiative -  (d20+6)[ 10 ]

Stats

 Spoiler

HP: 3
AC: 13 (+4 Dex, -1 Aggressive)
FF: 10 (-)
Touch: 14 (+4 Dex)

Crossbow on back, staff also. Spell component pouch held in right hand.

 Spells prepared
Ray of Frost x3
Acid Splash x1
Magic Missile x1
Mage Armour x1
Shield x1
True Strike x1
Scorching Ray x1

[User]
 That's me going first then. Righty ho, let's get it on...

 Farkis

 Spoiler
Move action to L15
Standard action to ready: drop my javelin and attack with my greataxe if he comes within LoE, within 10ft

Stats

 Spoiler
HP: 14/14
AC: 12 [+4 armour, -2 misc] FF: 12 Touch: 8

Greataxe in one hand, javellin in t'other, chain shirt worn
Position: L15

Rage: Unused
Shift [Longtooth]: Unused
Animal Devotion: Unused

[User]
 Righto.

 Spoiler

Cast Mage Armour, and move to P10.

Status

 Spoiler

HP: 3
AC: 13 (+4 Dex, -1 Aggressive)
FF: 10 (-)
Touch: 14 (+4 Dex)

Crossbow on back, staff also. Spell component pouch held in right hand.

Spells prepared
Ray of Frost x3
Acid Splash x1
Magic Missile x1
Shield x1
True Strike x1
Scorching Ray x1

[User]
 Farkis

 Spoiler
Move: Move to M12, movement not finished until I get line of sight checked

Not finished, need LoS checked

Stats

 Spoiler
HP: 14/14
AC: 12 [+4 armour, -2 misc] FF: 12 Touch: 8

Greataxe in one hand, javellin in t'other, chain shirt worn
Position: L25

Rage: Unused
Shift [Longtooth]: Unused
Animal Devotion: Unused

[User]
 @Farkis

 Spoiler
As you step into M12, you see a Gray Elf standing in square P10

@Notrigal

 Spoiler
You see a shifter step out of the clouds into M10

Farkis, it is still your turn.

[User]
 With a bestial roar of fury, the shifter supresses all thoughts, instinct taking over, his muscles bulging, his face elongating into a snout, giant incisors growing from his top lip.

 Farkis

Free action: Drop greataxe and javelin in M12
Swift action: Activate Animal Devotion for +2 str
Free action: Rage for +4 str, +4 con
Free action: Shift, for +2 str and a bite attack
Move action [cont.]: Move to O10
Standard action: Grapple the Elf!

If you have your staff equiped, you get an AoO

  Melee touch attack  - (1d20+9)[ 27 ]
  Opposed grapple check  - (1d20+9)[ 23 ]

And, if I hit, and you don't beat my grapple check...

  Bite attack  - (1d20+9)[ 20 ]
  damage  - (1d6+9)[ 15 ]

Stats

 Spoiler
HP:  16/16
AC: 10 [+4 armour, -4 misc] FF: 10 Touch: 6

Nothing in hands [but hopefully elf flesh in mouth]
Position: O10

Rage: 8/8 rounds remaining
Shift [Longtooth]: 8/8 rounds remaining
Animal Devotion: 10/10 rounds remaining, +2 str

[User] I believe I hit, and I'm sure you can't beat that grapple test either. Unless you have your staff equiped...I think I just won.

[User]
 (d20-2)[ 6 ]

Yeah ... That's me dead.

[User]
 Farkis picks pieces of elf from between his teeth, his rage subsiding. Retrieving his weapons, he comments, more to himself than anyone,  "Elf flesh less delectable than previously informed."

Thank you for the game

[User]
 High Ref chilepepper

I've been up for WAAY too long, so if I'm wrong here, I apologize.  But...

 Starting a Grapple, step 3

If you succeed, you and your target are now grappling, and you deal damage to the target as if with an  unarmed strike.

It's not until next round you can bite, if you're still in the grapple.

 If you're grappling...

Attack Your Opponent

You can make an attack with an unarmed strike,  natural weapon , or light weapon against another character you are grappling. You take a -4 penalty on such attacks.

[User]
 Ah, ok - by "deal damage," does that forgoe an attack roll? As my minimum damage is 9 with my fist, that's  really  unconcious for a wizard with 3 hp.

And, to Niezck, sorry for getting that wrong.

[User]
 High Ref Talic

Chile is correct.

And yes, it means you deal damage as per an unarmed strike.
For medium sized creatures, the standard unarmed strike damage is 1d3+ Str.
Your current Str is 26.  18+4(rage)+2(Animal Devotion)+2(Shift)

That would make current damage, barring other abilities which increase/modify unarmed strike damage, at 1d3+8 nonlethal damage.

[User]
 High Ref chilepepper

Farkis is the winner by a hug.


[User]
 OK, we each start on a 5x5 pillar, 75ft away from a 50x50 pillar. We're on opposite sides.

The pillars are 50' in the air, with ocean at the bottom.

Daily preparations allowed. (Feel free to start the game shifted)

Roll initiative!

[User]
 I'll start out shifter to a mature adult blue dragon, and with +1 bonus from magic fangs, greater on all my claws.

Initiative:
 (1d20+4)[ 15 ]

[User]
 (d20+7)[ 23 ]

Let's rock!

[User]
 And roll! And role!

Your move.

[User]
 OK, let's see what we can do here ...

I won't go all-out kill this time, so here're some prep spells ...

Targeted Dispel Magic, Greater

Have some rolls ...
 (d20+24)[ 40 ]
 (d20+24)[ 34 ]
 (d20+24)[ 32 ]
 (d20+24)[ 30 ]
 (d20+24)[ 39 ]
 (d20+24)[ 43 ]
 (d20+24)[ 27 ]

Quickened (Rod) Summon Undead V to summon a Shadow that appears 145ft infront me. (Shadow HP -  (3d12)[ 18 ] )

Discharge 3 charges on the belt of battle, to cast Forcecage on myself, as a windowless cell.

Shadow charges you.
 (d20+5)[ 24 ]  Touch Attack
 (d6)[ 3 ]  Strength damage

Your turn.

[User]
 What was the Dispel Magic aimed at?

And the shadow missed. Touch AC of 25.

I'll become a Wyrmling Force Dragon and attack the Shadow with my breath weapon.

Damage roll:
 (5d12)[ 2 ][ 11 ][ 4 ][ 2 ][ 2 ](21)

Worst rolls EVER.

Then I fly back 250 ft.

[User] Also, Save DC is 25.

[User]
 OK, I made a mistake before, the dispel rolls should've only been +20. Also, they're targeted at you, to dispel buffs/effects/supress items.

Wow, that's depressing, I need a 20 to hit you.

OK, dismiss the forcecage.

So you're 450ft away from me?

Twin CL
Quickened CL

 (d20+24)[ 29 ]  - Spell Resistance 1
 (d20+24)[ 30 ]  - Spell Resistance 2
 (d20+24)[ 40 ]  - Spell Resistance 3

 (20d6)[ 61 ]  - Damage 1
 (20d6)[ 64 ]  - Damage 2
 (20d6)[ 51 ]  - Damage 3

Reflex 30 for each one for half damage.

[User]
 Reflex saves:

 (1d20+19)[ 34 ]
 (1d20+19)[ 33 ]
 (1d20+19)[ 27 ]

[User] Thanks to Ring of Evasion, 0 damage from first 2, full from last.


[User]
 The city rejoiced when the circus came to town, showing off its fabulous beasts and amazing acts of courage. But happiness quickly turned to terror, as a prankster set free some of the circus's most dangerous beasts: Hydras, dinosaurs, and the Legendary Tiger himself.

Luckily, Jallorn, the great Sorceror, was passing through town. He volounteered to round up the animals--without killing them.

 Spoiler
Over the course of this adventure, you will travel the city, attempting to capture and safely return every one of these animals alive. You may prepare a spell list, but you will start with no spells cast. Your aim is to return every creature alive. A complete list of targets will be provided when the game starts.

[User] Alright, I'm here.  I'll just stick with my regular spells.  This one might be a challenge :P

[User]
 Oh, it will be. A series of encounters, barely any rest, and the pressure of monsters wrecking havoc all over with only you to stop them... And you aren't allowed to kill any.😉 Should be easy!

So...

Let us begin.

     Our story begins in the ruined circus, where the Master hands our hero a list. The list shows the number and type of escaped animals. It reads as follows:

  1 Tyrant Lizard
2 Hydras, one of flames and one of ice.
27 Lizards of the Horrible Claw, 4 of which are much larger
7 Armored Lizards
1 Titan Lizard
And the Legendary Tiger of the Silent Woods
     The Ring Master also warns our hero that if any of these fearsome creatures are killed or hurt, he will be held responsible.

     As our hero prepares to look for the monsters, they find him. A large lizard with multiple heads is attacking people in a nearby plaza.

[User] I think I'll save my Forcecage... I use Major image to create an illusory cage around the Lizard.

[User]
 The multi-headed reddish lizard growls in anger as a forcecage springs up around it. It claws the cage, and finds that it passes right through. With a roar, the monster leaves the cage and looks around. The people it was attacking earlier are all gone, and so, it focuses on the one target that's left: You.

 Spoiler
The plaza is 40X40 feet. All around are buildings, with a 20 foot wide road to the North and a 20 foot wide road to the South. You came from South, it's about in the middle of the plaza.

With twelve angry roar, each head opens and snarls.

 Spoiler
That was the surprise round. Roll for initiative.

 (1d20+1)[ 11 ]

[User] initiative:  (1d20+4)[ 24 ]

[User] OK, you win initiative. Your move.

[User] Jallorn casts mislead, moving out of the creature's range and sending the duplicate back towards the circus.

[User]
 The hydra roars, and then, rearing up, sends three jets of fire into our hero's illusonary double. When all three pass right through the illusion, however, the huge beast becomes suspicious.

 Spoiler
Will save to disbelieve:  (1d20+6)[ 9 ]  What's the DC on this spell?

[User] 25  So that means it fails, right?

[User] I don't know, what's your spell's save DC?

[User] The save DC is 25.

[User] So no, 25 just makes it. In any case, it's your turn, but he now doesn't believe the illusion and uses Blindsense to locate you. You no longer gain bonuses to attack from being invisible.

[User] He got a 9, the first 25 was me answering the question...

[User]
 Oh, whoops.😳

Your turn.

[User] Jallorn invisibly follows the image as it heads for the circus, unless the Hydra stops, then he stops the image.

[User] The hydra isn't moving, it spat flames at the image.

[User] Then he casts Dancing Lighs in front of the hydra and then moves them after the image, hoping to irritate the hydra into chasing.

[User]
 The hydra roars, and the remaining heads fire their jets of flames, too. But again, the flames pass through the illusion. Then, with a roar, it runs after the illusion.

 Spoiler
The illusion is now over the entrance to the circus, and the hydra is 10 feet behind.

[User] Jallorn has the illusion lead the hydra into it's cage, following close enough to keep an eye on things.

[User]
 The hydra hesitates at the entrance to its cage, then sees the illusion floating in. With a roar, it charges, and rams through the illusion and into the bars. Behind it, the cage's door slams shut.

1 Down!

A man on a horse gallops into the plaza. He shouts to you, "The Tyrant Lizard is down about three miles from here, on the South edge of town!"

[User] Jallorn casts Fly and heads over to the lizard.

[User] Down bellow, about 20 feet down, a gigantic bipedal monster is rampaging. It is in the town's market, charging people, knocking over crates, and creating havoc.

[User] Jallorn casts Dominate Monster.  Will negates, DC31.  And, if successful, commands the lizard to return to it's cage.

[User] (1d20+8)[ 11 ] ... Still too short...

[User] The monster suddenly pauses, sniffs the air, and then stalks off towards its cage.

[User] Be back later, gotta eat.

[User] Back... you know, my mom is even more irritating when she's sick... I thought most people relaxed when sick...

[User] So what do you do now?

[User] Jallon goes searching for another of the creatures.

[User] After about 10 minutes, you hear dreadful screams. A group of almost 25 bipedal lizards, each about the size of a human, is terrorizing the town square. Guards have set up blockades at each exit from the square to prevent the monsters from leaving, but they are currently tearing up the humans inside.

[User] Jallorn starts to descend, calling, "Everyone link hands, I'll get you out of here."  And readies to cast greater teleport once everyone's linked up.

[User]
 Spoiler
Err... How can they get linked up when they're all being ripped apart by human-sized "bipedal lizards"?

[User]
 True... hmmm... I've got it!!

Jallorn descends, remaining airborne, and casts mass enlarge person, calling out, "Don't kill the lizards."  He also readies an action to cast hold person on anyone who tries to do that.

[User]
 The humans are suddenly much bigger and stronger. The lizards, however, are still far better equiped for battle. Jumping, they tear at the peopl with their claws.

 Spoiler
These are Raptors. They take down Huge and even Gargantuan dinosaurs. Large people aren't gonna do much.

[User] Do symbols need to be read to be activated?

[User] No, just looked at/passed over.

[User]
 (1d10+2)[ 3 ](5)

Just testing, don't mind me.

[User]
 Jallorn casts Symbol of Sleep on a wall, then tells one of humans to read it.

For rules:  http://www.dandwiki.com/wiki/SRD:Symbol_of_Sleep

[User]
 Every human and dinosaur suddenly falls asleep as the rune takes effect.

Suddenly, one of the buildings collapses, and a great three-horned lizard rushes in. It seems unaffected by the Symbol, and threatens to trample some of the people and animals.

Actually, the spell has a casting time of ten minutes.

[User] oh... do I know if I have that much time?

[User] You have all the time you want, but the people being ripped apart don't.

[User] That's what I meant, do they have time for me to cast the spell?

[User] No, some are already dead.

[User] Can I cast Suburst in the air so it doesn't do damage, but still blinds and disorients them?

[User] Sure, but if 1 raptor makes the save, half the people are dead.

[User] Ok, that's what Jallorn does.

[User] OK, but what is the DC, etc.? You need to post this stuff for every spell you cast.

[User] Sorry, a little distracted.  Reflex save DC 30.