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

 XP Award:  300 XP
 GP Award:  300 GP

 Farkis Dardanos  - O2youeng
 Fyrin Mull  - gigz

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

[User]
 The link you used is an old one, I've moved it since. The one in my sig, and in the A-Z list of gladiators is the real one.

 Farkis
  Initiative  - (1d20+2)[ 12 ]

Purchases: a psionic tattoo of Vigour [50g,] and a psionic tattoo of Precognition, Offensive [50g.]

Reserve right to more purchases, yada yada yada

[User]
 Fyrin, back for a spot of redemption... and purchases a potion of Invisibility.

 Initiative:   (1d20-4)[ 14 ]

[User]
 What is it with my opponents and invisibilty lately? I've had to squash one of them, and lightning bolt the other before they could use it.

You're up first, if you've nothing to buy

[User]
 Assuming no reactionary purchases...

Fyrin round 1:

 Spoiler

Starting in M25, spear in shield hand. Readying an action to cast a sudden maximized and empowered Magic Missile if LoS is established.

Done

Stats:

 Spoiler

HP 9
AC 17 (t12, ff 15)
F+2/R+2/W+2
Spells: 5 Zero, 4 First

[User]
 Farkis, round 1

Actions:

 Spoiler
Start in M2

Standard action: reach into the back of my trousers, activating my psionic tattoo of vigour
Move action: move to M12
  Move Silently  - (1d20-5)[ 4 ]

Turn done

Stats:

 Spoiler
HP: 19 /14
AC: 8 [8FF, 8 Touch]

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

Psionic tattoo of Vigour: 10/10 round remaining
Psionic tattoo of Precognition, Offensive: unused

[User]
 Speaking of, 02, it's your turn in our round 65 match, where yet another invisible enemy awaits your smiting.

LoS

Farkis

 Spoiler
No LoS

Fyrin

 Spoiler
No LoS

[User] And he shall be smitten, in all due time

[User]
 Fyrin round 2:

 Spoiler

Still in M25, spear in shield hand. Readying an action to cast a sudden maximized and empowered Magic Missile if LoS is established.

Done

Stats:

 Spoiler

HP 9
AC 17 (t12, ff 15)
F+2/R+2/W+2
Spells: 5 Zero, 4 First

[User]
 Farkis, round 2

Actions:

 Spoiler
Standard action: squeeze my other ass cheek, activating my Psionic Tattoo of Precognition, Offensive
Move action: Move Silently to M18
  MS  - (1d20-5)[ 4 ]
Free action: activate Rage

Turn done

Stats:

 Spoiler
HP: 21/16
AC: 6 [6FF, 6 Touch]

Animal Devotion: unused
Rage: 8/8 rounds remaining
Shift [Longtooth]: unused

Psionic tattoo of Vigour: 9/10 round remaining
Psionic tattoo of Precognition, Offensive: 10/10 rounds remaining

[User]
 Fyrin round 3:

 Spoiler

Step to L24, spear in shield hand. Readying an action to cast a sudden maximized and empowered Magic Missile if LoS is established.

Done

Stats:

 Spoiler

HP 9
AC 17 (t12, ff 15)
F+2/R+2/W+2
Spells: 5 Zero, 4 First

[User]
 Farkis, round 3

Actions:

 Spoiler
Free action: Shift
Swift action: activate Animal Devotion [+2 Str]

Then move to M20, drawing my Guisarme, wielding it [just noticed I forgot to say I was using it, hehe]

Turn not done, calling for LoS

Stats:

 Spoiler
HP:21/16
AC: 6 [6FF, 6 Touch]

Animal Devotion: 10/10 rounds remaining [+2 Str]
Rage: 7/8 rounds remaining
Shift [Longtooth]: 8/8 rounds remaining

Psionic tattoo of Vigour: 8/10 round remaining
Psionic tattoo of Precognition, Offensive: 9/10 rounds remaining

[User]
 @refs
 Spoiler
Listen check for fyrin, round three.  DC 7.   (1d20+2)[ 14 ]

@Fyrin
 Spoiler
during Farkis's second turn, you hear movement to the east.  does this change your actions

Waiting on clarification.

[User]
 @Refs

 Spoiler

Yes, Fyrin would move 10 feet north to J24 as well if he knows his opponent is close. So most of his turn stays the same, he takes a regular movement instead of a 5 foot step.

Continue...

[User]
 @Refs:
 Spoiler
Since Fyrin did not make a MS check, we'll call that a 5, plus three for distance for Farkis to hear.  Farkis's Listen (DC 8)  (1d20-1)[ 18 ]
Edit: I'll give Fyrin a listen check when Farkis finishes his turn.  Neither one sees the other yet because they are in clouds and not within five feet of each other.

@Farkis
 Spoiler
You hear movement to the east, moving to the north, but you don't see anything.

@Fyrin
 Spoiler
No LoS

[User]
 Farkis, round 3 continued

 Spoiler
Hmm...he's gotta be close if I heard him, my listen mod is crap. Let's see if I can bait out his super-magic-missile of death, and break that invisibility...

Move action cont.: Move to J24

Still not done, sorry

[User] As Farkis enters K23, LoS is established.  Fyrin is in J24 and his readied action triggers, if he chooses to take it.

[User]
 He does. A flash of arcane energy erupts and 2 missiles come cruisin for some bruisin... Empowered Maximized Magic Missile:  (1d4+13)[ 14 ]

As a free action, he will then shift his spear to his open hand.

Continue please. :)

[User]
 Farkis grunts...then carries on regardless, hurt, but in no way down.

Hmm...trying to stop me grappling you? I can work with that

 Farkis, round 3, part 3

Standard action: Bite!

  Attack  - (1d20+10)[ 15 ]  [+1 BAB, +8 Str, +1 Precognition, Offensive]
  Damage  - (1d6+8)[ 12 ]
  Crit confirm  - (1d20+9)[ 29 ]
  Crit damage  - (1d6+8)[ 10 ]
  Miss chance  - (1d5)[ 5 ]  - 1 misses

Turn done

Stats:

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

Animal Devotion: 10/10 rounds remaining [+2 Str]
Rage: 7/8 rounds remaining
Shift [Longtooth]: 8/8 rounds remaining

Psionic tattoo of Precognition, Offensive: 9/10 rounds remaining

[User]
 Farkis' bite misses... but not by much. Fyrin attempts to end things here and now... with a 50% chance to succeed. :D Casting Magic Missile on the defensive. DC 16

Concentration:  (1d20+6)[ 14 ]

If 16 or greater, Damage:  (2d4+5)[ 12 ]

Lame. :D Failing, he steps deeper into the fog. I24

Done.

Stats:

 Spoiler

HP 9
AC 17 (t12, ff 15)
F+2/R+2/W+2
Spells: 5 Zero, 2 First

[User]
 Spell would have failed either way, as you didn't have a hand free to cast

 Farkis, round 4

Actions:

Free: 5-foot step to J24
Standard action: Bite!

  Attack  - (1d20+10)[ 23 ]
  Damage  - (1d6+8)[ 11 ]
  Crit confirm  - (1d20+10)[ 28 ]
  Crit damage  - (1d6+8)[ 12 ]
  Miss chance  - (1d5)[ 3 ] [1 misses]

Turn done. Let's hope it works

Stats:

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

Animal Devotion: 9/10 rounds remaining [+2 Str]
Rage: 6/8 rounds remaining
Shift [Longtooth]: 7/8 rounds remaining

Psionic tattoo of Precognition, Offensive: 8/10 rounds remaining

[User] Om nom nom, tasty Warmage?

[User] Yup, tasty tasty. Huzzah for being done with this damn map!

[User] Hehe, I'll drink to that. Good game, and thankee

[User]
 High Ref PsiDog
 Farkis wins the match.

Feel free to collect your gold on the way out.


[User]
 A low, flat-topped hill, about 200 yards wide and 300 yards long, protrudes from the earth. Ugly weeds, thorns, and briars grow upon the steep sides and bald top of the 60-foot-high mound. Black rocks crown the hilltop.

The north side of the hill is fronted by a 20-foot-high crumbling cliff of sand and gravel. A low stone ledge overhangs this eroded area, and shrubs and
bushes obscure it from observation at a distance.

You know that the entrance to the fabled hidden tomb lies before you along this cliffside, and smoothed paths of broken thorns guide you to several possible sites to begin your exploration.

[User]
 Wixucon surveys the hill, appearing largely unworried.  "The Tomb, this must be it. Everyone ready to win wealth beyond their wildest dreams?"

Closing his eyes momentarily, the kobold extends his reflexes a second into the future, granting him better ability to avoid traps. He conjures up a vision of the future as well, indistinct but potentially useful. Finally, he spurs his body to adapt automatically to hostile environments.

That done, he hobbles toward the hill to start looking for an entrance.

OOC:

 Spoiler
Manifesting Danger Sense, augmented to 6 pp. Wixucon gets a +4 insight bonus to reflex saves and AC against traps, plus Uncanny Dodge, for 10 hours. He then manifests Precognition for 1 pp, and Adapt Body for 9 pp. Danger Sense and Adapt Body last for 10 hours, Precognition must be discharged within the next 100 minutes.

[User]
 Rhion
 "Wealth? I'm here to simply clear out this place once and for all. It is an affront to nature,"  declares Rhion, arms crossed. His gaze moves along the sides of the hill and comes to a stop at the stone ledge.

Glancing at the kobold preparing himself beside him, Rhion blinks as if remembering something and begins to cast two spells in quick succession. When the second spell ends, he goes and plants a single touch on all his companions, infusing them with magic.

 "This should make you breathe easily under water, just in case."

 Spoiler
 First, Longstrider on myself.

Second, Water Breathing on all four of us for 5 hours. If anyone has another means to breathe under water, I can divide the spell on less people for more duration.

[User] The kobold politely declines the water breathing spell.  "No thanks, I'm good. Wouldn't want to take magic someone else might need."

[User]
 Kamakli

The big goliath takes a quick breath after Rhion touches him. Exhaling it slowly, his suspicious eyes relax and he takes his hand off his waterskin.  "So we can still breath air too...."  He says, then quickly glances around to see if anyone heard him.

He walks over to the nearest path of broken thorns and drops to a knee, still taller than the nearby Wixucon.  "One of these paths should lead us to the entrance."  He says.

 Spoiler
Using Survival to find the most used path leading further into/on the hill.

Survival  (1d20+12)[ 26 ]

[User]
 Kamakli finds three distinct signs of travel into gaps in the hill's thickets. No indications of outbound passage, though...

His investigation suggests the center path, and Eurus' intuition is inclined to agree.

[User]
 "Interesting,"  the kobold muses,  "if the other paths were dead ends, there would be signs of return. Perhaps they lead to traps, or other entrances?"

Curious but unafraid, he bravely strides down the central path, looking for the way into the tomb.

[User]
 Springer

Small snores can be heard from behind the group, emanating from a small cart hitched to a small donkey.

Nearby, a well dressed gnome, stands looking somewhat exasperated. His outfit, which is immaculately pressed and without even a single stain despite being outdoors, doesn't merely suggest that he is a servant, it screams it. It is not just a butler outfit, it is THE butler outfit. It exists in such perfect detail that one wonders if perhaps they are in a dream or have entered an alternate reality, for such a thing could not truly exist in such a pure stereotypical fashion.

The butler gnome bends over the cart and quickly swats his hand down and stands back up perfectly straight in one swift motion.

 "Sir . . . Springer,"  he says,  "the party awaits your masterful skills."

A bleery eyed disheveled gnome raises his head over the side of the cart and glances around.

"ah . . . yer, place,"  Springer says firmly. He stands, straightens his stained coat and then falls out of the cart and onto the ground. The butler walks over to him and offers a white-gloved hand to help his master stand back up.

 "Very good sir,"  the butler says,  "quite the impressive entrance, how you so manage to amaze me even after all these years."

Springer winces and waves a hand at the butler,  "shhhhhhh lower yer voice, some of us are up early this mornin and needs more naps."

He stumbles over towards the others, a smell of booze wafting off him so strongly that they can almost see the cartoon lines of it and says  "Allrights fella's, wazza dozits?"


[User]
 Arena Tournament, Round 68:  Cog  vs.  Ayl
 Map:

 Spoiler

 XP Award:  300xp
 GP Award:  300gp

 RPGAgmJAY - Cog
 Sallera - Ayl
 All Combatants, please roll initiative and declare any final purchases.  Remember that this is a single elimination Endurance tournament; all damage and effects carry over, with one hour between matches.

[User]
 Init:  (1d20-3)[ 6 ]

No purchases, as I'm flat broke. 😛

Maneuvers:
 Spoiler
 (1d5)[ 5 ]  (1d4)[ 4 ]

[User]
 No purchases...

Initiative:  (1d20+5)[ 8 ]

Good Gaming!
-Jason

[User]
 Cog - Round 1

If you somehow get LoS to me...

 Spoiler

Starting Position: Equipped with a spiked gauntlet holding a rapier and a heavy steel shield in P21.

Move Action: 20' to R18.

Standard Action: Total Defense (+4 dodge bonus to AC)

Stats:

 Spoiler

Cog
Current Position: R18
Equipped: Heavy Steel Shield, Spiked Gauntlet & Rapier.
HP: 14/14
AC: 29 (t20,ff20)
No maneuvers used

Good Gaming!
-Jason

[User]
 Ayl, Round 1

Refs/LoS:
 Spoiler
Starting in O21, wielding flail.
Swift: Enter Martial Spirit stance.
Move: To O16.
Standard: Ready action to attack as soon as Cog comes in range, fighting defensively.

Stats:
 Spoiler
HP 12/12, AC 17 (13, 14)
PP: 7/7
Stance: Martial Spirit
Maneuver granted:  (1d3)[ 3 ]

Done.

[User]
 Waiting on ref for LoS before taking turn...

Good Gaming!
-Jason

[User]
 @Cog
 Spoiler
Your starting position is wrong (player color name corresponds to start position).  the mirror for your declared postionwould be I9.  If this is correct, press 1.

Waiting on clarification.

[User]
 Spoiler

"Pressing 1"

I'll correct my position on my next turn. Do I have LoS from my new position?

[User]
 @Cog
 Spoiler
no LoS

@Ayl
 Spoiler
no LoS

[User]
 Cog - Round 2

Refs and LoS:

 Spoiler

move to I-13
standard action: Full defense (+4 dodge bonus to AC)

Stats:

 Spoiler

Cog
Current Position: I13
Equipped: Heavy Steel Shield, Spiked Gauntlet & Rapier.
HP: 14/14
AC: 29 (t20,ff20)
No maneuvers used

Good Gaming!
-Jason

[User]
 Ayl, Round 2

Free: Shout "Oi! In here!"
Refs/LoS:

 Spoiler
Move to K16.
Standard: Ready action to attack Cog and 5ft step back if he comes in reach.

Stats:
 Spoiler
HP 12/12, AC 17 (13, 14)
PP: 7/7
Stance: Martial Spirit
Maneuver granted:  (1d2)[ 2 ]

Done.

[User]
 Umm... LoS check and definitely a listen check, or is it assumed I automatically hear Ayl's call?

 Spoiler

Listen check (DC?)  (1d20-2)[ 11 ]

Good Gaming!
-Jason

[User]
 @Refs
 Spoiler
nothing hard about this one

@Cog
 Spoiler
it is generally assumed that you hear stuff like that, but if it had been posted in spoilers, we would have rolled the listen check for you.
No LoS

@Ayl
 Spoiler
No LoS

[User]
 Cog - Round 3

 Spoiler

Double move to J21.

Stats:

 Spoiler

Cog
Current Position: J21
Equipped: Heavy Steel Shield, Spiked Gauntlet & Rapier.
HP: 14/14
AC: 25 (t16,ff20)
No maneuvers used

Good Gaming!
-Jason

[User]
 @Refs
 Spoiler
nothing to see here.

@Cog
 Spoiler
No LoS

@Ayl
 Spoiler
No LoS

[User]
 Ayl, Round 3

Free: "Going to knock the barn down or something, sapper?"
Refs/LoS:
 Spoiler
Move to L8.

Not done, need LoS.

[User]
 @Refs
 Spoiler
Is there a spell for seeing through brick walls?

@Ayl
 Spoiler
No LoS

@Cog
 Spoiler
No LoS

[User]
 Refs/LoS:
 Spoiler
Move to J2.

Stats:
 Spoiler
HP 12/12, AC 17 (13, 14)
PP: 7/7
Loc: J2
Stance: Martial Spirit
Maneuver granted: Last

Done.

[User]
 Cog, Round 4

Refs, LoS:

 Spoiler

Move: 20' to N20 to peek into barn while trying to remain hidden.
Hide Check:  (1d20-2)[ 4 ]  (this includes the -5 penalty for using over half my movement)

Remainder of turn:

 Spoiler

Move another 20' to R20.

Stats:

 Spoiler

Cog
Current Position: R20
Equipped: Heavy Steel Shield, Spiked Gauntlet & Rapier.
HP: 14/14
AC: 25 (t16,ff20)
No maneuvers used

Done.

Good Gaming!
-Jason

[User]
 High Ref PsiDog

@Refs

 Spoiler
Nothing to see.
Pointless edit to get edit stamp on bottom.

@Cog

 Spoiler
No LoS

@Ayl

 Spoiler
No LoS

[User]
 Ayl, Round 4

Free: "I'm going to keep yelling at you until you stop hiding..."
Refs/LoS:
 Spoiler
Double move to C14.

Stats:
 Spoiler
HP 12/12, AC 17 (13, 14)
PP: 7/7
Loc: J2
Stance: Martial Spirit
Maneuver granted:  (1d5)[ 4 ]  (1d4)[ 2 ]

Done.

[User]
 Cog - Round 5

 Spoiler

Move: 20' to N20.
Standard: Full defense (+4 dodge bonus to AC)
Making sure to peek in the barn on the way by, will redo turn if LoS is established during movement.

Done.

Stats:

 Spoiler

Cog
Current Position: R20
Equipped: Heavy Steel Shield, Spiked Gauntlet & Rapier.
HP: 14/14
AC: 29 (t20,ff20)
No maneuvers used

Good Gaming!
-Jason

[User]
 @Ayl

 Spoiler

No LoS

@Cog

 Spoiler

No LoS

[User]
 Ayl, Round 5

Refs/LoS:
 Spoiler
Double move to L25.

Stats:
 Spoiler
HP 12/12, AC 17 (13, 14)
PP: 7/7
Loc: J2
Stance: Martial Spirit
Maneuver granted:  (1d3)[ 2 ]

Done.

[User] LoS established!  Cog is in N20, Ayl is in L25.  You may now post in the open.

[User] In that case, I'll change my path when LoS is established, ending in C22 instead.

[User]
 Cog - Round 6

Move to K21.

Standard Action: Full defense.

Free Action: "Come get some..."

Stats:

 Spoiler

Cog
Current Position: R20
Equipped: Heavy Steel Shield, Spiked Gauntlet & Rapier.
HP: 14/14
AC: 31 (t22,ff22)
No maneuvers used

Good Gaming!
-Jason

[User]
 Ayl, Round 6

Full-round: Charging Minotaur.  Opposed str check:  (1d20+5)[ 16 ] , take  (2d6+3)[ 9 ]  damage and pushed back on failure.

Stats:
 Spoiler
HP 12/12, AC 17 (13, 14)
PP: 7/7
Loc: J2
Stance: Martial Spirit
Maneuver granted:  (1d2)[ 2 ]

Done.

[User]
 Opposed Str check:  (1d20)[ 16 ]

This check should have had a -4 mod, so you win. I take damage and move back 5' to L21.

My turn?

Good Gaming!
-Jason

[User] Yep, go ahead.

[User]
 Cog - Round 7

Free: 5' step to L22
Free: Drop Rapier

Move Action: Draw flask of alchemist fire

Standard action: Throw it at Ayl
Ranged Touch Attack: (1d20+7)[ 25 ]
Damage:  (1d6)[ 5 ]  fire damage

Done.

Stats:

 Spoiler

Cog
Current Position: L22
Equipped: Heavy Steel Shield, Spiked Gauntlet.
HP: 5/14
AC: 25 (t16,ff20)
No maneuvers used

Good Gaming!
-Jason

[User]
 AoO: Attack:  (1d20+4)[ 24 ]
Damage:  (1d10+4)[ 7 ]
Crit confirm:  (1d20+4)[ 5 ]
Crit damage:  (1d10+4)[ 10 ]
Immediate: Spend 1pp to negate 4 damage.

 Ayl, Round 7

Standard: Crusader Strike.
Attack:  (1d20+5)[ 15 ]
Damage:  (1d10+5)[ 11 ]
Crit confirm:  (1d20+5)[ 11 ]
Crit damage:  (1d10+5)[ 11 ]
If successful, heal  (1d6+2)[ 4 ] .
5ft step to L21.

Stats:
 Spoiler
HP 11/12, AC 17 (13, 14)
PP: 6/7
Loc: L21
Stance: Martial Spirit
Maneuver granted: Last

Done.

[User]
 I'm 10' away from you. How do you get an AoO against me?

If you do, I'm dead.

If not, your crusader strike missed and I'll be taking my turn...

Good Gaming!
-Jason

[User] Bull rush moves you into your opponent's space, yes?  Unless Charging Minotaur explicitly states otherwise (at work right now, can't check), that puts me in K21.  I presumed you knew you were 5ft away, since you didn't take a range penalty on your fire tossing.  That and, well, since I can only hit you on a nat 20 anyway...

[User]
 You moved into K21 and pushed me back to L21. I ment to step back to M21 but read the map wrong and now I see I typed L22.

I'm pretty pissed off about a typo screwing me over. I thought I was 10' away from you otherwise I wouldn't have used a splash weapon that apparently damaged me for 1 point of fire damage as well.

No range penalty for 10' away either. Thrown items have a range incr of 10'.

[User]
 Ah, I see, that does make more sense.  As I say, it was mostly the lack of a range penalty that had me thinking you did that deliberately.

 Originally Posted by SRD
 Range Increment
Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll.

So it does take a -2 at 10ft.

*shrug* Dunno what to say about it, really.  If I hadn't taken that AoO, then those rolls would have instead been my Crusader's Strike, and you'd be dead anyway?  Hard to judge a situation like that.

Edit: Just going to have a High Ref decide what happens.

[User]
 GM Kyeudo

Well, I'm sorry, Jay, but it looks like you got screwed over by that typo. If your typo had been an illegal move, we could rewind to there, but as it is legal and you didn't mention it until after his turn I believe we should let your action stand, else someone down the road may try to use this match as precendent to get their own movement declared a "typo." As such:

 Ayl is the Winner!

[User]
 I agree. The match was won on the roll of a natural twenty, regardless of my actions previously. Very well played with a good character build, which leaves me nothing to feel bad about in this loss.

Congrats.

Good Gaming!
-Jason

[User] Thanks.  Cog honestly had me thinking this was nigh-unwinnable with that 25 AC.  Probably would have been had I not realized Charging Minotaur didn't require an attack roll. 😛


[User]
 Prologue: The Sun's Zenith

Vaktaran. The time of the cruel sun's scorching zenith. The time when all travelers retreated to their caravans, when nomads took shelter, when even the most sadistic and cruel masters allowed their slaves a moment's respite from outdoor work. Even creatures native to the golden sands take refuge at Vaktaran; even the hardiest of desert-dwellers can not endure the intense heat inspired by the cruelty of the lonely Vaktar, the Ever-Burning Star. None dare to brave the rays she throws at the scarred earth, the cruel javelins she relishes in viciously launching at the inhabitants of a much-abused world.

Myth would tell you that Vaktaran is the highest point of Vaktar's rage at losing the love of her gentle consort and creator. Once, she smiled upon the world, content to dance across the night sky with her closest companions; namely, the Sun-God Ak'Kitar and his sister, a minor goddess whose name has been forgotten by all but the oldest of creatures. Now, she burns the earth out of a misguided sense of revenge, directing her wrath indiscriminately at all creatures. The daily time of Vaktaran is the height of her lament, these legends say, the peak of her tragic loneliness.

The Priests would tell you a different story, of course. They claim that Vaktar is only a legendary creature, that the Ever-Burning Star is merely a work of Alchemy, a ball of gasses and alchemical reactions, placed in the sky by the Celestials to keep the world from being plunged into darkness. Vaktaran is an expression of the shame of all mortal life, a realisation of their imperfection, exemplified by their inability to enjoy the Celestials' greatest gift. This imperfection, of course, was caused by Caelitis, the Great Traitor, and not by the hands of the Celestial creators. Mortals need to rise above their fatal flaws in order to become proper servants to the Celestials, and thus the benevolent divine rulers of this world allow Vaktaran to continue as a constant trial. After describing this tale to a misguided worshipper, a Priest would often admonish them for speaking of false gods such as Ak'Kitar; everyone knows, after all, that the only True Gods are the Celestials. The lie of the "Downfall" or "Cataclysm" was another heresy of Caelitis' making, and a good devotee to the Celestial Masters should never repeat it.

Regardless of the mythological origin of Vaktaran, the reality of the extreme heat was not lost on those not blessed with immortality, a divine blessing, or immense sorcerous powers. Few would dare to wander the streets of any City for a prolonged period of time during Vaktaran, and none would be suicidal enough to journey through the desert - Vaktaran was a time to take shelter, to apply keepcool salve, to pray to the gracious Celestial masters. Perhaps that is why the tracks of two wanderers trekking across the sands during the Ever-Burning Star's Lament were more than a bit out of place.

There was no wind that day; the dunes lay inert, a wavy pattern imposed upon the stationary sand. Near-perfect spacing separated the waves of sand; it was as if some giant hand had taken a large comb and painstakingly manicured each dune. The desert can be a bit strange like that - what some might call beauty could be found even in what amounted to a death-trap. This "perfection", however, was disturbed by two sets of tracks - one for each of the wanderers.

Sometimes, one can tell a lot from footprints in the sand. A skilled tracker, for example, could have pinpointed quite a few details about those strange travellers who seemed immune to the perils of Vaktar's angry gaze. Who would be so foolhardy as to challenge the dominance of the Ever-Burning Star?

One set of tracks was a series of measured, light steps, calculated carefully by one with great agility and dexterity. That particular traveler moved in a way that would have impressed even the most skilled and experienced of the desert nomads. A particularly skilled tracker might have detected a curious pattern of slightly deeper impressions every ten steps, belaying a sense of paranoia suffered by that particular wanderer. Every ten paces, the traveler appeared to pause for a fraction of a millisecond and sneak a glance around. The light-footed stranger seemed to be ill at ease over something.

The other tracks were ill-concealed and almost lazy in nature - that traveler seemed to have no worries on their mind, a stark contrast to his bedraggled companion. This man's tracks were erratic, one seemingly damaged leg dragged behind in a pronounced limp. There was no urgency in this man's steps; a strange sentiment to have, indeed, for one challenging the might of Vaktar in her zenith. There was no apparent alertness to the man's tracks; at least, none that could be witnessed from the trail he left behind in the sand.

The footsteps continued for a long while, directed in nearly a straight line towards the multi-layered city of Kata'rhak, the gleaming citadel of one of the mightiest of Celestial Warriors - the magnificent Sar'thalis. It was curious behaviour for anyone traversing the deserts, one must say, as it was always rare to find anyone traveling across the sands without some sort of path or road. Even the nomads followed a system of markers, both magical and mundane, to ensure that their sizeable home-caravans didn't get lost in the ever-shifting landscape.

Who were those strange people that trekked where there were no roads, that traversed the sands when the temperature was so inhumanly overpowering?

One was short, lithe, and be-cloaked in a light wrapping to protect the individual's body from the elements; the person's face was veiled by their traveling cloak. That was the one who stepped lightly, who was ill at-ease. He, or perhaps she, moved like a warrior; predatory, vigilant. The positioning of that one's feet would suggest a subtle warrior's stance, as if an ambush was strongly anticipated. Uncomfortable in the glittering golden sands, this one had a lack of confidence and sureness to their movement.

The other was a strange creature, to say the least. Oh, he certainly was human in shape, but this wandered seemed completely unphased even by the fiercest rays of Vaktaran. He limped lazily along, seeming to relish in Vaktar's deadly glare. On close inspection, a strange aura could be observed around him - the slightest hint of a light, but at an intensity so focused that it was visible in the Vaktaran sun. Most would dismiss this as a trick of the eyes, a product of the light reflecting off his white garb; but there was something that seemed tangibly different about this anomaly, albeit only noticeable by those of keen perception. His face was similarly veiled, but his silver-coloured eyes twinkled with the hint of a smile; or perhaps it was a twinkle of insanity? His build was tall, lithe - he might have been considered handsome and glorious in body (if not in his concealed face), except for his perfection being marred by his pronounced limp.

The pair trudged over the fine-combed dunes, neither seeming to sink into the soft, wind-blown sand. For a good hour, those two continued their trek, unwavering despite the heat, never stopping for a rest. They paid no heed to Vaktar, imbibed no water, ate no rations. They simply walked along for that hour, seeming to bask in the deadly weather.

Earae. The hour just following Vaktaran, when living creatures emerged from their shelter. The hour when life resumed, when slaves went back to work. The hour when every living creature, from the hardiest desert-dweller to the most sheltered Noble, would tentatively step out into the rays of the sun, cautious of Vaktar's lingering wrath; experience in this world of wasteland mattered not, for none wished to risk incineration. The outdoor world slowly started moving again.

Earae. The time when travelers began to move again. But what of our mysterious pair? Would they finally stop for hydration? Would they halt their unceasing trek? I suppose we'll never know. They were nowhere to be seen as Earae struck. Their distinctive tracks had vanished; no sign of their passage remained.

What a  curious  mirage.


[User]
 Map:

 {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]
That good for you?

What buff time should we have?

[User]
 Looks good, I assume the Cs are columns?

How about 2-3 rounds?

[User]
 Yeah, sorry, forgot to mention it.

Could we do all day buffs?  That is, buffs that last at least 12 hours.  We could tack on 2-3 rounds if you wanted to, I'd be fine with that.

[User]
 ok

Buff

 Spoiler
1: cast Displacement, cast quickened Mage Armor
2: cast quickened shield, cast protection from arrows

[User]
 I assume you want 3 rounds of buffing...Ill keep them seperate just incase you don't.

Buffs:
 Spoiler
All Day
 Spoiler
Overland Flight, Greater Resistance, Greater Magic Weapon

3 Rounds
 Spoiler
Freedom of Movement, Greater Invisibility, Darkness

I'll take bottom half of the map.

I am starting at
 Spoiler
C11

[User]
 ill take top and the buffs rounds are not needed

 Spoiler
 A1

Intiative
 (1d20+1)[ 7 ]

[User]
 Initiative  (1d20+13)[ 19 ]

What are your vision modes?

[User] normal vision

[User]
 Sayna casts
 Spoiler
 Greater Invisibility

 and then moves to F4, 10 feet up.

Normal vision modes cant see anything.  What does she see?

End of turn.

[User]
 Eternius casts

 Spoiler
 Cloudkill on F4

then move to B6

End turn.

I don't have any special vision like darkvision or lowlight vision and does that mean you casted darkness?

[User]
 Could I see you when you cast that spell?  If so:

Spellcraft  (1d20+14)[ 23 ]

Sayna moves to F5-F6-G6-F6-E6, all 2 squares up, hiding in case you somehow gain acess to an alternate form of vision.

Then she fires her bow: Six arrows come speeding towards you.

Attack  (1d20+18)[ 37 ]
Damage  (3d6+5)[ 10 ]
Extra Damage  (6d6)[ 24 ]

Attack  (1d20+18)[ 21 ]
Damage  (3d6+5)[ 16 ]
Extra Damage  (6d6)[ 25 ]

Attack  (1d20+18)[ 26 ]
Damage  (3d6+5)[ 18 ]
Extra Damage  (6d6)[ 22 ]

Attack  (1d20+18)[ 25 ]
Damage  (3d6+5)[ 14 ]
Extra Damage  (6d6)[ 20 ]

Attack  (1d20+18)[ 20 ]
Damage  (3d6+5)[ 12 ]
Extra Damage  (6d6)[ 19 ]

Attack  (1d20+18)[ 22 ]
Damage  (3d6+5)[ 19 ]
Extra Damage  (6d6)[ 22 ]

EDIT: Lots of bad rolls there ☹

EDIT2: Flat footed AC, in case you couldnt tell already.

[User]
 The spell was cloudkill, forgot... make a fort save.
 (1d4)[ 3 ]  con damage
its cented on G5 now

roll Total Concealment, Eternius seems to be flickering around

sorry DC 20

[User]
 Thats ok:

Fortitude  (1d20+13)[ 19 ]

[User]
 Nice, total concealment?

1.  (1d2)[ 2 ] , 1 hits
2.  (1d2)[ 2 ] , 1 hits
3.  (1d2)[ 2 ] , 1 hits
4.  (1d2)[ 1 ] , 1 hits
5.  (1d2)[ 1 ] , 1 hits
6.  (1d2)[ 1 ] , 1 hits

EDIT: Argh, the one good shot missed!

[User]
 Aside from the fact that you cast a spell on an enemy your character couldn't see (subtle, really), you didn't list the cloudkill DC...

Also, if that was a move and a full attack, I would suggest mentioning how. If it was manyshot, it'd still be nice to know.

[User]
 Save Failed; You take 3 Con damage DC was 20

Hit
Miss
Hit
Are the arrows magical? If not I take 55 damage

Move to A10 (quickdraw wand) and cast

 Spoiler
Fireball

Reflex save for half damage DC 18
 (10d6)[ 40 ]

End Turn

I should have picked true seeing...

[User]
 The bow's magic makes the arrows overcome DR/magic.

Reflex  (1d20+15)[ 20 ] , and I have evasion.

I am not rolling well today am I?

[User] Success and i take 75 damage

[User]
 Ok, I am not telling you where I am moving this time 😛

I move to
 Spoiler
B9, 20ft up

Six more arrows fly at you.

Attack  (1d20+18)[ 19 ]  vs flat footed
Damage  (3d6+5)[ 19 ]
Concealment  (1d2)[ 1 ] , 1 hits

Attack  (1d20+18)[ 32 ]  vs flat footed
Damage  (3d6+5)[ 21 ]
Concealment  (1d2)[ 1 ] , 1 hits

Attack  (1d20+18)[ 27 ]  vs flat footed
Damage  (3d6+5)[ 17 ]
Concealment  (1d2)[ 1 ] , 1 hits

Attack  (1d20+18)[ 32 ]  vs flat footed
Damage  (3d6+5)[ 14 ]
Concealment  (1d2)[ 1 ] , 1 hits

Attack  (1d20+18)[ 28 ]  vs flat footed
Damage  (3d6+5)[ 17 ]
Concealment  (1d2)[ 2 ] , 1 hits

Attack  (1d20+18)[ 37 ]  vs flat footed
Damage  (3d6+5)[ 15 ]
Concealment  (1d2)[ 1 ] , 1 hits

Oh...you arent a kobold or a goblin are you?

[User]
 Hmm... i counter by....

falling down to the floor and dying...

[User]
 Argh, forgot extra damage.

2, 3, 4, and 6 hit.

2  (6d6)[ 13 ]

3  (6d6)[ 23 ]

4  (6d6)[ 18 ]

6  (6d6)[ 20 ]

[User]
 Oh...really?

Thanks for the fight 🙂

Can I loot your body over PMs before the black mist takes me?

[User] Sure go ahead


[User]
 Arena Tournament, Round 44:  Snarl  vs.  Grix
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Snarl - Hairb
 SoD - Grix
 All Combatants, please roll initiative.

[User]
 Init:
 (1d20+3)[ 10 ]

Purchasing 5 flasks of acid

[User]
 initiative  - (1d20+5)[ 9 ]

Also, please note: I have subtracted 1 from my HP, and added the quick trait, as I had been under the impression that it was like that from the start (which actually resulted in several accidental illegal moves last match). If you would rather I put them the other way around, please let me know.

[User]
 High Ref Morbius

Grix
 Spoiler

It would be better to remove from your sheet the items you used on last match(just add a used or something on their side), and it problably would be better to keep your expenses chart on one of the boxes on the end of the sheet and please remember to not change your sheet after your opponent posting his 1st action

[User]
 Originally Posted by SoD
 [roll0]

Also, please note: I have subtracted 1 from my HP, and added the quick trait, as I had been under the impression that it was like that from the start (which actually resulted in several accidental illegal moves last match). If you would rather I put them the other way around, please let me know.

I'm alright with whatever the High Refs feel is appropriate. I presume High Ref Morby's last post dealt with the issue, so I'll take my first move, mmmk?

[User]
 Turn 1

 Spoiler
Starting M2 holding a flask of acid in each hand. Opening door, moving to I4.

End turn

[User]
 Grix, round I

 Spoiler
Start M25.
Move Action, open door.
Standard Action: Move to M17

Edit: I'm off to bed for the night. It's now 0001, and if I arena whilst tired, I make stupid mistakes (as seen in my previous match...☹😳).

[User]
 High Ref Morbius

Grix

 Spoiler
 No LOS, but his door is already open

Snarl

 Spoiler
 No LOS, but his door opens

Oh and I was not talking to him about that problem on his sheet, but he already asked it on the front page, no other ref said anything so let's just carry on unless you would want to appeal to the other refs

[User]
 Turn 2

 Spoiler
Readied action to throw a flask at Grix's  square  if she approachs within 40ft of me

Done.

[User]
 High Ref Morbius

Grix

 Spoiler
 No LOS

Snarl

 Spoiler
 No LOS

[User]
 Grix, round II

 Spoiler
Five-foot step to M16, and incite the ritual!
  alter  - (1d20)[ 19 ]

Done.

Battle Stats:

 Spoiler
HP: 7/7
AC: 22.
Position: M16, empty handed.
Buffs (if you can call it that!): Lesser confusion 0/1

[User]
 Refs:

 Spoiler
Heh, lesser confusion it is! So first, I gain  (1d4)[ 1 ]  temp hp, and next round I will  (1d100)[ 93 ]  Attack the nearest creature.

Ref question: how long does my temporary hp last for?

[User]
 @SoD:
 Spoiler
If there is no duration listed on the effect in question, assume the effect is for the duration of the match.

Also assume that the effect overlaps (does not stack) with itself.

[User]
 Round 3

 Spoiler
Same readied action as last turn, but listening for any sounds of movement etc as well.
 (1d20)[ 19 ]

[User] ...Done, by the way.

[User]
 High Ref Morbius

Grix

 Spoiler
 No LOS

Snarl

 Spoiler
 No LOS, please add stats to your posts, preferably listing location

[User]
 Grix, round III

 Spoiler
Move Action (incomplete): Move to J13.

Battle Stats:

 Spoiler
HP: 7/7
AC: 22.
Position: J13, empty handed. Have moved 30 feet, can still move further.
Buffs (if you can call it that!): Lesser confusion 0/1

Will finish after LoSage.

[User]
 High Ref Morbius

LOS stablished  Snarl is on I4 and has a ready action that has not triggered and Grix is on J13.

Still Grix turn

[User]
 Grix, round III, cont.

Double Move Action (cont.): move to I5.

Done.

[User]
 High Ref Morbius

NOW his ready action does trigger

[User] What square is Grix in when my attack triggers?

[User]
 High Ref Morbius

J 12 I guess

[User]
 Hurling a vial of acid at Grix's square (AC5) as she moves within 40'

 (1d20)[ 13 ]

For 1 damage.

[User] Could I see an attack roll? With...-4 modifier to your roll (total. +4 for the ranged attack, -8 for range.

[User]
 Originally Posted by SoD
 Could I see an attack roll? With...-4 modifier to your roll (total. +4 for the ranged attack, -8 for range.

The 1d20 was the attack roll... I didn't count up the range increments properly.

Attack:
 (1d20-4)[ 1 ]

Edit: Sigh

[User] And it's your turn (readied actions interupt peoples turn, so now you go).

[User]
 High Ref Morbius

Errr, actually Hairb you didn't had to roll again as you rolled the right dice, just write the bonus or penalty on the side, and even with -4 that would be a roll of 9 thus a hit, and indeed as SoD didn't change his turn it is now you again

[User]
 Draw longsword, provoking AoO, attack. Declare Grix my special dodge buddy into the bargain.
Attack:
 (1d20+4)[ 17 ]
Damage:
 (1d8+3)[ 7 ]

Stats:

 Spoiler
HP:12
AC:18
Loc: I4

[User]
 High Ref Morbius

Drawing a weapon does not provoke an AoO

[User]
 Grix, announcement

No time for rolls, I'll do them when I can, please see sig.

[User]
 Grix, round IV

Using stunning fist. If it hits, make a DC 14 fort. save or be stunned. Please.

  attack  - (1d20-2)[ 11 ]
Damage=1 (1d4-3, won't bother rolling).

Battle State:
 Spoiler
HP: 6/7 (One point temporary.)
AC: 22.
Position: I5, empty handed.
Stunning Fist: Used.

[User]
 Round 5
Longswords ho!
Attack:
 (1d20+4)[ 22 ]
Damage:
 (1d8+3)[ 5 ]

[User]
 Grix, round V

Longsword attack hit.

I try and punch you.

  attack  - (1d20-2)[ 0 ]
Damage: 1.

Done.

 Spoiler
HP: 1/7 (One point temporary.)
AC: 22.
Position: I5, empty handed.
Stunning Fist: Used.

[User]
 Turn 6
Let's try that longsword again, shall we?
Attack
 (1d20+4)[ 19 ]
Damage
 (1d8+3)[ 9 ]

[User]
 Grix, round VI

Swing and a miss!

  attack  - (1d20-2)[ 15 ]
Damage: 1.

 Spoiler
HP: 1/7 (One point temporary.)
AC: 22.
Position: I5, empty handed.
Stunning Fist: Used.

This could take a while...

[User]
 Round 7
 (1d20+4)[ 13 ]
 (1d8+3)[ 5 ]

[User] Dont mind me, just posting  this  for striking similarity.

[User]
 Grix
 (1d20-2)[ 3 ]
Damage=1

Battle State:

 Spoiler
HP: 1/7 (One point temporary.)
AC: 22.
Position: I5, empty handed.
Stunning Fist: Used.

[User]
 Throwing a flask of acid (in off hand) into Grix's square (AC5), provoking an AoO.

 (1d20+4)[ 6 ]

[User]
 Ref Bayar

1. Dunno if he can do an AOO, since he is unarmed, even if he is a monk...doesnt say in the Improved Unarmed strike feat description, only that he can AOO if you use an unarmend strike against him and dont have the same feat.

2. Attacking a square with a creature inside the square counts as attacking the creature, not the square, thus you're attack roll is VS the creatures touch AC score.  Feel free to roll a 1d8 to see where the flask actually drops.

[User]
 High Ref Morbius
  Improved Unarmed Strike

You are considered to be armed even when unarmed...

1. He gets an AoO all right.

[User]
 Whatever.
 (1d8)[ 6 ]

[User]
 Grix, AoO
  attack  - (1d20-2)[ 11 ]
Damage=1.

Where's the acid? Do I take damage?

[User]
 High Ref Morbius

Grix takes splash damage (1 acid I think)

are you done hairb?

[User]
 Refs:
 Spoiler
What's the dealio when you're on 0 hp? Just to clarify: one move OR one standard action, or drop to -1, right?

Hairb, this won't do anything with your turn. Continue (if you want to do more).

[User]
 Originally Posted by SoD
 Refs:
 Spoiler
What's the dealio when you're on 0 hp? Just to clarify: one move OR one standard action, or drop to -1, right?

Hairb, this won't do anything with your turn. Continue (if you want to do more).

  High Ref Morbius

Grix

 Spoiler
 One move or one standard yes, however any standard action causes you to lose 1 HP going into negative hit points

[User] Well, I'm done.

[User]
 Grix

Surrendering. Down to 0hp, and all I can do is attack, taking me to -1 hp. Your game.

[User] Thank you. Well played.

[User]
 Anticlimatic as hell.

Snarl ! Here is your chance !

    Finish Him !
Stab him while he is surrendering ! He is flat footed...I think...

[User] Just call the match.

[User]
 High Ref Morbius
 Snarl is the winner after a long who hits who first combat


[User]
 Gazurl
 Spoiler
Start at H12

Snore
 Spoiler
Start at AM29

Your  arena ; have fun

[User]
 Manuevers:
 Spoiler
Moment of Alacrity, Raging Mongoose, Rapid Counter, Swooping Dragon Strike, Death from Above, Claw at the Moon

Swift: Initiate Hear the Wind
  Initiative  - (1d20+3)[ 22 ]


[User]
 Ghakal

 Spoiler
D8

Alya

 Spoiler
AK30

Arena  here

Same rules as always

[User]
 Alya stands up after hearing of the coming match, almost ecstatic: " I've been waiting for this one. I trust you'll test my true skill! "

The usual preparations:

 Spoiler
Standard Action: Wildshape into Sanguaro Sentinel
Swift Action: Devotion
Free Action: Rage
Free Action: Trance

The same-as-ever stance active (Martial Lore if you want)

Rolls:

 Spoiler
Initiative:  (1d20+11)[ 24 ]
Martial Lore:  (1d20+17)[ 21 ]  (your Stance)
Knowledge Devotion:  (1d20+26)[ 43 ]  (assuming you're Humanoid or Monstrous Humanoid)

Description:

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

[User]
 "At last, I face a  worthy  opponent.  I have no intention of losing, but I may actually get some exercise out of this match."

Prep:

 Spoiler
standard: Inspire Courage
swift: Badge of Valor
Free: Boots of Haste
Stance: 21 is actually not enough to identify my current stance.

Rolls:

 Spoiler
Initiative:  (1d20+7)[ 22 ]
Martial Lore (your stance):  (1d20+17)[ 34 ]

Description:

 Spoiler
Ghakal is a Goliath.  He holds a shield in one hand and wields a scimitar in the other.  He also wears full plate, two rings, gloves, a belt, an amulet, boots, a mask, and a cloak.

[User]
 " Let's get this show on the road! "

With that, the beast lumbers towards the center of the arena.

Actions:

 Spoiler
Free Action: Boots
Free Action: Cloak
Full-Round Action: Move to Y-AA 22-24
Swift Action: Start another Devotion

OOC: According to Tome of Battle, determining a Stance (maneuver) is a DC 10+level check so unless it's level 11 or higher, I do believe I recognize it. DC 20+IL check reveals all disciplines known by the particular creature (requires seeing it initiate one maneuver though).

Yours is plenty: My stance is Flame's Blessing. Oh yeah, and Alya is Huge so 15'/15' (was centered on AK30).

[User]
 "Indeed"

Ghakal waits for his opponent, flexes his muscles, and  grows .

Actions:
 Spoiler
Full round: Ring of the White Wyrm
Swift: Dual Stance to Leading the Charge
Free: Mountain Whirling Frenzy

OOC: Huh, I thought the DC was 15+level, same as for spellcraft identifying spells.  Not that I really care much anyway, my initial active stance is Stance of Alacrity.  It is still active, as well as Leading the Charge at the same time.

I am now large, occupying D7-E8.

Edit: Oh yeah, you're my Dodge target.

[User]
 Alya forms a pair of translucent wings and raises from the ground! With that, she dives at Ghakal.

Mechanics:

 Spoiler
Swift Action: Devotion for Wings.
Full-Round Action: Bounding Assault (move at about 2.5' from the ground) at you, moving to C11-E13 @ 2.5' in the air and Pounce on Ghakal.

Unarmed Attacks
1st.  (1d20+48)[ 51 ]  for  (4d8+33)[ 54 ]
2nd.  (1d20+48)[ 68 ]  for  (4d8+33)[ 48 ]
3rd.  (1d20+43)[ 59 ]  for  (4d8+33)[ 48 ]
4th.  (1d20+38)[ 46 ]  for  (4d8+33)[ 58 ]

Natural Attacks
Slam:  (1d20+38)[ 52 ]  for  (2d6+30)[ 38 ]
Slam:  (1d20+38)[ 43 ]  for  (2d6+30)[ 34 ]
Bite:  (1d20+38)[ 40 ]  for  (1d6+30)[ 35 ]

[User]
 Critical Confirmation:  (4d8+33)[ 49 ]

And uhh, you're my Dodge-target as well.

[User] Sorry for the triple post, but can't roll otherwise. Yeah, the CONFIRMATION:  (1d20+48)[ 55 ]

[User]
 Better roll a dex check too, I'm using Counter Charge.

 (1d20+6)[ 12 ]

[User] Oh sweet, more rolls! Dex Check:  (1d20+2)[ 11 ]

[User] And then I'm expending a reroll. Dex Check:  (1d20+2)[ 14 ]

[User] A reroll from what?

[User] Luck-domain granted power.

[User]
 I use Counter Stance to change Stance of Alacrity to Immortal Fortitude as part of the same action as the Counter Charge.

I use Armor of God to boost my AC.

The last attack that hits would normally put me at -22.

 (1d20+27)[ 41 ]

Unless that comes up a natural 1, I have 1 hp left.

Now, I believe I can ignore difficult terrain in a charge by jumping at you, so I've got one War Leader's Charge coming right up...

[User]
 Jump check to leap 10' to D9-E10: can't fail, does not provoke due to maneuver being used.

Attack 1:  (1d20+42)[ 48 ]  Damage:  (1d8+82)[ 83 ]
Attack 2:  (1d20+42)[ 50 ]  Damage:  (1d8+82)[ 87 ]
Attack 3:  (1d20+42)[ 44 ]  Damage:  (1d8+82)[ 85 ]
Attack 4:  (1d20+37)[ 40 ]  Damage:  (1d8+82)[ 88 ]
Attack 5:  (1d20+32)[ 39 ]  Damage:  (1d8+82)[ 87 ]

[User]
 My turn to use Counter Charge. Roll Strength:

 (1d20+22)[ 25 ]

[User]
 I will be very annoyed if I lose this roll after how  my  turn with that maneuver went.

 (1d20+16)[ 33 ]

Edit: Ah, good.

[User] The dice love me not. Still, none of the attacks hit.

[User] Your  normal  AC is above 50?  How'd you pull that off?

[User] I'll PM you the charts after the fight. Wild Wing's was even higher (don't ask, I don't know the details). Is it my turn?

[User] Yes, as I was forced to use my swift action on Armor of God to avoid dying instantly.

[User]
 Oops, forgot to deal with my delayed damage.

 (1d20+27)[ 41 ]  vs DC 14.

Still at 1 hp.  One use of Immortal Fortitude remaining before the stance ends.

[User]
 Alya initiates Greater Divine Surge for 15:

 (1d20+58)[ 72 ]  for  (40d8+28)[ 179 ]

[User]
 Shield Counter:  (1d20+34)[ 46 ]

If that hits, your attack automatically misses.

If not, change Leading the Charge to Stance of Alacrity and use Fool's Strike.

 (1d20+37)[ 38 ]

By my reading of Fool's Strike, you have to make a separate attack roll to oppose that, and I don't think the opposed roll would get the GDS bonus - it's not the attack roll for the maneuver.

If that fails, here's hoping for a natural 20 on Immortal Fortitude (use Zealous Surge if I don't get it the first time):

 (1d20)[ 4 ]
 (1d20)[ 16 ]

Edit: The dice hate me.  You win, and I really want to see your character sheet.

[User]
 Originally Posted by douglas
 Shield Counter: (1d20+34)[46]

If that hits, your attack automatically misses.

If not, change Leading the Charge to Stance of Alacrity and use Fool's Strike.

(1d20+37)[38]

By my reading of Fool's Strike, you have to make a separate attack roll to oppose that, and I don't think the opposed roll would get the GDS bonus - it's not the attack roll for the maneuver.

Actually, Fool's Strike reads:
"If an opponent attacks you, you can initiate this attack to make an opposed attack roll..."

So you have to beat the attack roll I had for that attack - like Wall of Blades, Baffling Defense and all others, it simply allows "replacing" your AC with attack roll/skill check. It doesn't request a new special attack roll from me.

 Originally Posted by douglas
 If that fails, here's hoping for a natural 20 on Immortal Fortitude (use Zealous Surge if I don't get it the first time):

(1d20)[4]
(1d20)[16]
0
Edit: The dice hate me. You win, and I really want to see your character sheet.

Makes two of us. But yea, PMed you the sheet with all the relevant stuff - check the "Other Notes"-section for the altered stats.

EDIT: I just counted it, you had a slightly under 20% chance of surviving.

--------------------------------------------------------------------------

Even with the flurry of counterstrikes from Ghakal, the concentration of divine energy lands breaching through Ghakal's last line of defense finishes the match.

" Impressive - you almost parried the finisher! We'll fight again. "

With that, she resumes her Human-form and walks away.


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

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

On the map, green is open terrain, yellow is difficult terrain, red/brown is the cliffs. Arena has a 60 foot ceiling.

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

Frenzy

 Spoiler
start at B7

Zendrames

 Spoiler
start at AK28

[User]
 (Standard) Wild shapes into a  great wyrm gold dragon  half-Silver-dragon 12 headed pyrohydra. {OOC does  Serpents Venom  last forever? how long?} [if it lasts forever, activate]

If you weren't afraid of me before, you should be now!

Init:  (1d20)[ 11 ]

{OOC only thing I hate about this dragon is the crappy init. modifier.}

[User] Third party rules question: How are you Wild Shaping into a creature that has 41 hit dice?  The maximum hit dice of a Wild Shape form is normally limited to your Druid level, which can't be higher than 15 at this level.

[User]
 Originally Posted by douglas
 Third party rules question: How are you Wild Shaping into a creature that has 41 hit dice?  The maximum hit dice of a Wild Shape form is normally limited to your Druid level, which can't be higher than 15 at this level.

Oh. missed that. I wonder how some peoples builds work. will change in a second. but it can be 17 HD btw, because I have 7 levels of WSR, and 10 levels of MoMF. can I make a few slight changes to the build?

Edit: done. ready, Init is now 12.

[User] Third party question: I thought gestalt limits whatever is highest bonus to these things, i.e. Caster levels and so forth.

[User] doesn't make a difference, hydra only has 12 HD.

[User]
 Hettar: hearing of the match, comes in prepared to face an interesting opponent.

Standard: cloak for 4 rounds of invisibility.

Init: use best of both:  (1d20+19)[ 34 ]   (1d20+19)[ 39 ]

[User]
 free action: (also activates Boots of speed) mount bat, bat runs to AC 25. attacks Zendramas. Against AC 37. dismounts
swift: activate Belt of Battle for full attack action. Attacks both times using rapid shot.
 (1d20+33)[ 37 ]  damage  (1d8+15)[ 20 ] + (10d6)[ 32 ]
 (1d20+33)[ 45 ]  damage  (1d8+15)[ 17 ] + (10d6)[ 33 ]
 (1d20+33)[ 42 ]  damage  (1d8+15)[ 17 ] + (10d6)[ 42 ]
 (1d20+33)[ 53 ]  damage  (1d8+15)[ 19 ] + (10d6)[ 33 ]
 (1d20+33)[ 41 ]  damage  (1d8+15)[ 22 ] + (10d6)[ 32 ]
 (1d20+33)[ 38 ]  damage  (1d8+15)[ 17 ] + (10d6)[ 25 ]
  (1d20+28)[ 35 ]  damage  (1d8+15)[ 23 ] + (10d6)[ 42 ]
 (1d20+28)[ 30 ]  damage  (1d8+15)[ 23 ] + (10d6)[ 33 ]
  (1d20+23)[ 43 ]  damage  (1d8+15)[ 19 ] + (10d6)[ 30 ]
 (1d20+23)[ 37 ]  damage  (1d8+15)[ 20 ] + (10d6)[ 37 ]

[User]
 crit threats
 (1d20+33)[ 44 ]  damage  (1d8+15)[ 20 ]  (1d8+15)[ 16 ]
 (1d20+28)[ 48 ]  damage  (1d8+15)[ 19 ]  (1d8+15)[ 22 ]

[User]
 Few things:
-You can't turn into things with templates. So Half-Dragon Pyrohydra is a no-go.
-I don't think you can therefore turn into a Pyrohydra either as it's a Magical Beast and you can't turn into those.

[User] Zendremas falls dead, no matter what he does. if Zendremas had raged at the beginning (which he should have, if he had known it was hettar, he would have died anyway. Zendramas delt 462 damage in one round.

[User]
 Originally Posted by Eldariel
 Few things:
-You can't turn into things with templates. So Half-Dragon Pyrohydra is a no-go.
-I don't think you can therefore turn into a Pyrohydra either as it's a Magical Beast and you can't turn into those.

why can't I turn into a template creature?

[User]
 Because rules say so:
 Wild Shape acts like Alternate Form.
 Alternate Form defines you can't turn into a templated creature.

Really, it comes down to the limitation of not being able to turn into a specific creature (you gain the stats of an average creature of the type, so you can't turn into a really strong bear, for example, but only to an average one), but to a generic creature and templated creatures are, by nature, specific creatures.

EDIT: There's been a ton of errata on Wildshape, Polymorph and the like, so it's a good idea to use D20SRD for exact rules of those instead of the books, since you'd need to keep the book along with a thousand errata references open at the same time to reconstruct all that.

[User]
 Aside from that, there's a rather large balance issue involved.  If templated creatures are allowed for Wild Shape, where does it end?  The limiting factor on Wild Shape's power is the hit dice of the assumed form, and there are   MANY   templates out there that do not add hit dice.  What's to stop you from turning into a half-celestial half-fiendish phrenic draconic half-fey half-troll vampire pseudonatural half-golem paragon monster of legend*?  Oh, and add half-dragon once for every type of dragon you can find.  Yes, that's a whole lot more than 2 halves, no the rules don't care.

* No, I have not checked to make sure all of these templates are both compatible with each other and don't result in a final type that Wild Shape can't do, but I doubt a thorough check would eliminate more than a few of them, and the end result would still be so powerful as to automatically beat anyone who didn't exploit the same thing.

[User] thanks, at least this battle wasn't real. now I know


[User]
 Arena Tournament, Round 46:  Chainy   vs.  Bacchae
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 dman11235 - Chainy
 SoD - Bacchae
 All gladiators please roll initiative

[User]
 Bacchae, pre-round.
  initiative  - (1d20-6)[ 14 ]

Will probably make purchases.

Edit: Aww man, a natural 20 wasted on initiative!

[User]
 (1d20+2)[ 20 ]

Sell Spiked Chain and buckler, buy MW spiked chain.

[User]
 Yay!  I go first!  Yay!

Double move to K10, spiked chain drawn.

 Spoiler
swift action activate Martial Spirit.

Maneuvers:
 (1d5)[ 2 ]
 (1d4)[ 1 ]
 (1d3)[ 2 ]
alphabetical.

End turn.

stats:

 Spoiler
Location: K10
HP: 12
AC: 16/14/12
Stance: Martial Spirit
Maneuvers:  pending rolls
Crusader's Strike, Charging Minotaur, Stone Bones

[User]
 Originally Posted by SoD
  Bacchae, pre-round.

[roll0]

 Will probably make purchases.

Edit: Aww man, a natural 20 wasted on initiative!

Do you mind if I still make purchases? If you do, I'll go on without.

[User] Go ahead.  I doubt anything you buy will change my actions.

[User]
 Sell Guisarm (+4.5 gp)
Buy: Mwk. Guisarm (-309 gp)
Buy: Potion of Enlarge Person (-250 gp)

 Bacchae, round I

Start in D10, holding potion in one hand.

Standard Action: Drink Potion. Grow.
Free Action: Drop vial.
Move Action: Move to I10/H11, drawing mwk. guisarm.

Battle State:
 Spoiler
HP: 10/10
AC: 14 (Touch 10, Flat footed: 13)
Buffs: Enlarge Person 0/10 (Size: large. Reach: 15 feet. Str: 20, Dex: 12)Position: I10/H11

[User]
 Oh poopy, an enlarged person.  I can't enlarge myself until next level!

Oh well, you walked right into my trap!  Mwahahahah!  (I had no plan.....)

 Spoiler
 (1d2)[ 1 ]  for the maneuver

Okay, 5' step to J10, and attack

Refs:

 Spoiler
Not sure if he'll know this, but I'm using Stone Bones

 (1d20+5)[ 18 ]
 (2d4+4)[ 10 ]
 (1d20+5)[ 15 ]

Attack, damage, and crit respectively.

[User]
 Holy cow I do believe you're staggered!

End turn, stats:

 Spoiler
location: J10
HP: 12
DR 5/adam
AC: 16/12/14
stance: Martial Spirit
Maneuvers: Douse the Flames, Charging Minotaur, Crusader's Strike,  Stone Bones

[User]
 Bacchae, round II

...oh dear.

Free Action:5 foot step to H10/G11

Standard Action: Attack.

  attack  - (1d20+5)[ 20 ]
  damage  - (2d4+7)[ 12 ]

Free Action: Fall Unconcious.

Battle State:
 Spoiler
HP: -1/10
AC: 14 (Touch 10, Flat footed: 13)
Buffs: Enlarge Person 1/10 (Size: large. Reach: 15 feet. Str: 20, Dex: 12)Position: H10/G11

Done.

[User] A 5' step would still put me inside your glaive, since I was right next to you.  You need to be more than 10' away from me to attack with that, meaning you need to attack with something not your glaive this turn, if you attack at all.

[User]
 In that case: move action to move B/C 10/11. Take your AoO.

Done.

[User]
 I'm going to do something weird.  I'm rolling to see if I attempt to trip him.  So, I'm going to put that here, then attack (touch if I'm trying to trip), damage, crit, str check, attack roll for the Improved Trip (+4 for being prone).  Disregard the last two rolls if this following roll is a 1 or 2, regard them if it's a 3.   (1d3)[ 2 ]
 (1d20+5)[ 15 ]
 (2d4+4)[ 9 ]
 (1d20+5)[ 12 ]
 (1d20+7)[ 17 ]
 (1d20+9)[ 25 ]

I'll take my turn later tonight.

[User] you're still enlarged, aren't you?  If so, that's a hit, and a kill.

[User]
 High Ref chilepepper

Going by the last stat block, that's a kill.   Chainy wins.


[User]
 Arena:

 Spoiler

Talic =  http://www.coyotecode.net/profiler/view.php?id=3400

[User] Initiative:   (1d20-4)[ 10 ]

[User]
 Intiative  (1d20+7)[ 23 ]

*Edit* is each square 5 feet or what?

[User] you got it.  Start in any of the 4 spots, announce your square.  I'll start directly opposite you.

[User] see above edit =P

[User] Each square is 5 feet, moving diagonals costs 5 feet the first time in a move action you do it, 10 feet the second.

[User]
 Go'way A13
Tower Shield readied and 2h Sword on back, empty main hand, moves to G13 and plunks down Shield for full cover

 Spoiler
14/14 HP
AC 17/16FF/9TCH 100% cover
1 Rage left

End of Turn

(Did I do it right?)

[User]
 Y14.  Note, that actions performed with LOS to opponent are supposed to be outside of spoilers.

Also, please provide the link to your sheet (normally not an issue in matches).

[User] Normally, you'd leave out your first spoiler.  Spoilers are only used when denying people information, or cleaning up long posts that wander a bit off topic.

[User] Gotcha, your move! 🙂

[User]
 Spiked chain in hand when you last saw me.

My turn:  Double Move:  From Y14 to L17.

Your go.

[User]
 G-13 to D-8 then 2nd move to drop the shield and free action to ready the Greatsword and another free action to lament not bringing some clubs to throw at you.

End turn.

[User]
 Move: to H12.

Standard: Ready an action:
 Spoiler
Attack if opponent moves within 5 feet.

By arena rules, readying an action is visible.  That means you can see when I ready.  However, the triggered action, and the conditions that trigger it, are not.  Thus, the spoiler.

End turn.

[User]
 Well, I'm going to put all my eggs in one basket and do this.

Barbarian Rage activated, +4 str +4 con -2 Dex

Charging attack +2 hit -2 ac should end me in G-11
Power attacking for -1 hit +2 dam

 (1d20+8)[ 17 ]
 (2d6+11)[ 16 ]

if crit
 (1d20+8)[ 28 ]
 (4d6+11)[ 22 ]

 Spoiler
 hp 16/16
ac 10

[User]
 It's not a -2 to dex, it's a -2 to AC.  So, let's get your AC real quick.

10 +4 (armor) +1(dex) -2(vulnerable) - 2(charge) -2(rage) = 9.

Charging to 5 feet provokes an Attack of Opportunity from my reach weapon.

Attack: (1d20+7)[ 22 ]
If Hit:  (2d4+9)[ 15 ]
If Threat:  (1d20+7)[ 27 ]
If Crit:  (2d4+9)[ 13 ]

Entering within 5 feet triggers my ready action, an attack.

Attack: (1d20+7)[ 27 ]
If Hit:  (2d4+9)[ 14 ]
If Threat:  (1d20+7)[ 12 ]
If Crit:  (2d4+9)[ 16 ]

[User]
 i r ded *splat*

Ok, I need to get some cheepy clubs so I can kite the reach weapon builds. 😏
This build I want to use is a level 2 build and its all cheese if I can get to there.

[User]
 Fair nuff...  But Greenscales is my level 2 version of this guy.

Also note, Arena matches generally call for announcing the facing you're taking cover from with tower shields when you use them for cover.

[User] Um Talic not that it matters, but vulerable is a -1 to AC.

[User]
 Then it's misstated on his sheet.   He's got a -2 misc penalty.

Nope, it's the Vulnerable/Aggressive cocktail.

[User] I know this becuase tha was actually the first flaw i saw, and I thought "wow -1 AC for a feat, BROKEN."

[User] I prefer the murky eyed, and either shaky or noncombatant, depending.


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

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

 XP Award:  300 XP
 GP Award:  300 GP

 Chuck  - theterran
 McLovin  - Samb

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

[User] Just checking in.

[User]
 Alright,

 Chuck Initiative
  Initiative  - (1d20+4)[ 13 ]

Purchases:
Buy 3 scrolls of Conjure Ice Beast I.

[User]
 High Ref 02youeng

By virtue of being here...

 Chuck wins, and takes home the loot and XP


[User]
 Arena Tournament, Round 64:  Rusty  vs.  The Ox That Moves Mountains
 Map:

 Spoiler

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

 XP Award:  300xp
 GP Award:  300gp

 Rusty  - Schism
 The Ox That Moves Mountains  - Mavian

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

[User]
 Oh god. It would have to be Ox, wouldn't it.

Init:  (1d20+8)[ 22 ]

Purchasing a psionic tattoo (force screen) (50gp), a shortbow and a quiver of arrows (31 gp), and a psionic tattoo (expansion) (50 gp).

I'll also be out of town for a few days.

[User] You go first

[User]
 Rusty, round 1

Starting in Y-10, holding greataxe.

 Spoiler
Move to T-7. Activate psionic tattoo (force screen).

Done.

Stats:

 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: T-7
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Force Screen 1/10

Edit: Funky fonts and bad eyesight = mistake in positioning. Fixed now.

[User]
 Ox - Round 1

I'm assuming you moved and broke LoS since you spoilered.  Which means you probably went to T6 or T7.  Which means at the end of my turn we won't have LoS.

 Spoiler

Starting in B11 with my Hand-ax drawn.
Double Move Action: B11 to I10
Swift Action: Enter Stonefoot Stance

End of Turn:

Stats

 Spoiler

Hp: 8
AC: 20, +2 Tree
Position: I10
Manuevers: Mighty Throw, Burning Blade, Wolf Fang Strike, Counter Charge

[User]
 Rusty, round 2

If there wasn't LoS last turn, there likely still won't be any after this.

 Spoiler
5-ft step to T-8.

Ready action:
 Spoiler
cast True Strike if Ox:
*Ends his turn within 40' of Rusty and would be possible to strike in melee (ie, not sitting in the river)
 or
*Comes within 10' of Rusty at any point

Done.

Stats:

 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: T-8
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Force Screen 2/10

[User]
 Rusty

 Spoiler
No LoS

The Ox

 Spoiler
No LoS

[User]
 Then your in T7 then, since I can see everywhere else. Hmm...

Ox - Round 2

 Spoiler

Move Action: No Action
Standard Action: Ready an action to attack with mighty throw if Rusty ends his movement within 11 feet of Ox.  I will five foot step if necessary.

End of Turn

Stats:

 Spoiler

Hp: 8
AC: 20, +2 Tree
Position: I10
Manuevers: Mighty Throw, Burning Blade, Wolf Fang Strike, Counter Charge

[User]
 @ Refs
 Spoiler
I disagree with Hustler's LoS check  I think there is in fact LoS from I10 to T8 (after the five foot step), but the large tree grants cover.

LoS coming soon.

[User]
 Init Ref Scorer

@refs

 Spoiler

I agree with you (mad) I beleive there is indeed LoS

Edit: I even drew a line 😛

[User]
 High Ref chilepepper

Madtinkerer's statement is correct.

[User] LoS established as Rusty moves into T8, Ox in I10.  Ox may redo last turn if desired.

[User]
 Then your in T7 then, since I can see everywhere else. Hmm...

Ox - Round 2

Move Action: No Action
Standard Action: Ready an action

 Spoiler
 will five foot step and attack with mighty throw if Rusty moves to a square 10 feet from Ox.

End of Turn

Stats:

 Spoiler

Hp: 8
AC: 20, +2 Tree
Position: I10
Manuevers: Mighty Throw, Burning Blade, Wolf Fang Strike, Counter Charge

[User]
 Rusty, round 3

Rusty beckons in a "come hither" motion, but makes no move to approach Ox.

Ready action:

 Spoiler
Same as the last.

Done.

Stats:

 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: T-8
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Force Screen 3/10

[User]
 Ox - Round 3

Yeah, that's not going to happen.

Move Action: No Action
Standard Action: Ready an action

 Spoiler
 will five foot step and attack with mighty throw if Rusty moves to a square 10 feet from Ox.

End of Turn

Stats:

 Spoiler

Hp: 8
AC: 20, +2 Tree
Position: I10
Manuevers: Mighty Throw, Burning Blade, Wolf Fang Strike, Counter Charge

[User]
 Rusty, round 4

Didn't think it would, but it was worth a shot. Mexican standoff, then? Nah...

You lose sight of Rusty as he moves north.

 Spoiler
5-ft step to T-7. Sheath greataxe, draw shortbow.

Done.

Stats:

 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: T-7
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Force Screen 4/10

[User]
 Ox - Round 4

Mavs thoughts and tactics for Spectators

 Spoiler

He's had two rounds of me standing there readying the same action, which hopefully has him convinced that I'm going to do that the entire round.  If I was him, I'd break LoS, switch to a ranged weapon, and cast true strike if I hadn't already done so.  The next round I'd attempt to gain LoS while hiding, moving back to T8, and then take a shot while Ox is denied his dexterity bonus.  To counteract that, we're going to hopefully do something unexpected and close the range.

 Spoiler
Double Move Action: I10 to H10 to Q8.  I have a +11 jump, so I make it without needing to roll.
Swift Action: Enter Stone Foot Stance

End of Turn

Stats:

 Spoiler

Hp: 8
AC: 18
Position: I10
Manuevers: Mighty Throw, Burning Blade, Wolf Fang Strike, Counter Charge

[User]
 Rusty, round 5

 Spoiler
Move to X-12. Will revise movement if LoS is established at any point.

Not done, need LoS.

[User]
 Init Ref Scorer

LoS established when Rusty arrives to  X9

-Ox TMM is on  Q8

-Rusty is on  X12

Rusty may revise his actions from  X9

Edit: And what is a Mexican standoff?  🤨

Edit2: Ok, now I know what a Mexican standoff is, and it's interesting the fact that the term is absolutely unknown here in Mexico 😛 the wikipedia article doesn't even have a spanish article.... indeed interesting

[User] Mexican standoff according to wikipedia .  Officially, this is not a Mexican standoff.

[User]
 Rusty, round 5 revised

Double-move to W-17.

Done.

Stats:
 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: W-17
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Force Screen 5/10

[User]
 Mavs thoughts and tactics for spectators

 Spoiler

Hmm, not quite what I expected him to do.  It doesn't really make much sense.  His only real chance is in melee, and I have to assume he's activated a buff or two.  So lets just let those tick away for awhile.

Ox - Round 5

Move Action: No Action
Standard Action: Ready an action

 Spoiler
 will five foot step and attack with mighty throw if Rusty moves to a square 10 feet from Ox.

End of Turn

Stats:

 Spoiler

Hp: 8
AC: 18,
Position: Q8
Manuevers: Mighty Throw, Burning Blade, Wolf Fang Strike, Counter Charge

[User]
 Rusty, round 6

Move: to Q-18.

Standard: Fire a potshot at Ox.

Attack:  (1d20+4)[ 15 ]

Damage:  (1d6)[ 1 ]

Done.

Stats:
 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: W-17
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Force Screen 6/10

[User]
 You realize you don't have proficiency with your bow right?  So that should be at -4, not +4.

Mavs thoughts and tactics for spectators.

 Spoiler

So he's going to take potshots eh?  Well, I figured as much, so lets just let the clock wind down on any buffs he threw up.

Free Action: Deflect Arrows, even though it doesn't come close to hitting me

Ox - Round 6

Move Action: No Action
Standard Action: Ready an action

 Spoiler
 will five foot step and attack with mighty throw if Rusty moves to a square 10 feet from Ox.

End of Turn

Stats:

 Spoiler

Hp: 8
AC: 18,
Position: Q8
Stance: Stone Foot.
Manuevers: Mighty Throw, Burning Blade, Wolf Fang Strike, Counter Charge

[User]
 What was I smoking to think a shortbow was a simple weapon? 🤨 Ah well, +0 AB then. Still a miss.

Edit: Ah, right. Deflect Arrows. I knew there was a reason I was iffy on that bow purchase. That'll teach me to be an impulsive shopper. 😛

[User]
 Rusty, round 7

Well, since using the bow is an exercise in futility unless I want to give you some kindling for a campfire...

Free: Drop bow

Move: To W-17.

Move: Draw greataxe.

And that's about as close as I want to come to Ox's horns.

Done.

Stats:

 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: W-17
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Force Screen 7/10

[User]
 I was wondering about that.

Mavs thoughts and tactics for spectators.

 Spoiler

So... know that he's realized his ranged weapon is useless, so we'll see how long it will take for him to get up the courage to enter melee.  Every round we waste is better for me.

Ox - Round 7

Move Action: No Action
Standard Action: Ready an action

 Spoiler
 will five foot step and attack with mighty throw if Rusty moves to a square 10 feet from Ox.

End of Turn

Stats:

 Spoiler

Hp: 8
AC: 18,
Position: Q8
Stance: Stone Foot.
Manuevers: Mighty Throw, Burning Blade, Wolf Fang Strike, Counter Charge

[User]
 Rusty, round 8

I don't have on any buffs that I'm terribly fond of, by the way, so I'm willing to wait this out. Ox has a pretty big advantage if Rusty initiates the combat.

Ready action:
 Spoiler
cast True Strike if Ox:
*Ends his turn within 40' of Rusty and would be possible to strike in melee (ie, not sitting in the river)
or
*Comes within 10' of Rusty at any point.

Done. Back to the standoff, then?

Stats:
 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: W-17
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Force Screen 8/10

[User]
 I don't have any buffs at all, so any you lose is better for me.

Mavs thoughts and tactics for spectators.

 Spoiler

Hmm, lets do a bit of movement.

Ox - Round 8

Swift Action: Activate Boost Martial Lore (11)

 Spoiler

Wind Stride

Move Action: Q8 to X8
Standard Action: Ready an action

 Spoiler
 will five foot step and attack with mighty throw if Rusty moves to a square 10 feet from Ox.

End of Turn

Stats:

 Spoiler

Hp: 8
AC: 18,
Position: X8
Stance: Stone Foot.
Manuevers: Mighty Throw, Burning Blade, Wolf Fang Strike, Counter Charge

[User]
 Fair enough.

 Rusty, round 9

Rusty casts a spell:

Spellcraft DC (As you don't have any spellcraft, do I need to list this? 🤨)
 Spoiler
Cast Virtue.

He then moves to R-19.

Done.

Stats:
 Spoiler
HP 9/9 - PP 4/4
AC: 21 full, 14 touch, 17 FF
Currently in: R-19
Spells prepared:  Virtue , Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Force Screen 9/10, Virtue 1/10

[User] I just realized something, I activated a manuever I didn't have readied so my turn as posted is illegal.  To fix it, I end my turn V8.  I don't know if this will require rethinking your round,

[User]
 Should be fine as-is. Go ahead.

About Spellcraft/Martial Lore/etc, is it required to list the DC if your opponent could never open the spoiler anyway due to not having ranks in the appropriate skill? It seems like it would give away unnecessary tactical information.

[User]
 All it'd tell you would be the level of the spell, which at level 1 doesn't really make much of a difference.

Ox - Round 9

Move Action: V8 to X12
Standard Action: ready an action

 Spoiler

Ready an action to attack with martial throw if Rusty enters an adjacent square

End of Turn

Stats

 Spoiler

Hp: 8
AC: 18,
Position: X12
Stance: None
Manuevers: Mighty Throw, Burning Blade, Wolf Fang Strike, Counter Charge

[User]
 It tells you the level of the spell (0th, 1st), which lets you make at least an educated guess as to what it was. It just seems a (minor) tactical advantage that isn't necessary to give.

 Rusty, round 10

Standard: tap psionic tattoo. Rusty grows to Large size and takes up Q-18 to R-19.

Move: to N-18/O-19.

Done.

Stats:
 Spoiler
HP 9/9 - Temp HP 1/1 - PP 4/4
AC: 17 full, 14 touch, 13 FF
Currently in: N-18 through O-19.
Spells prepared: Virtue, Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Force Screen 10/10, Virtue 2/10

[User]
 Ox - Round 10

Yet another purchase I didn't quite understand...  what's the point of going large for 1 round at the cost of 50 gold?

Swift Action: Enter Sure Foot Stance
Move Action: No Action
Standard Action: Ready an action

 Spoiler

Ready an action to 5-foot step and attack with mighty throw if Rusty is 10 feet away.

End of Turn

Stats

 Spoiler

Hp: 8
AC: 18,
Position: X12
Stance: Sure Foot Stance
Manuevers: Mighty Throw, Burning Blade, Wolf Fang Strike, Counter Charge

[User] Expansion lasts for 1 minute/level.  Compression , on the other hand, is 1 round/level.

[User]
 Not according to the SRD

 Expansion   and if you read the one in the Expanded psionics it contradicts itself.  Saying that you can augment it up to a minute/level for 2 pp, which makes no sense since its already got a duration of that.  Which got errataed  here

[User]
 ...Ah. I was going by what it says in my books.

Hm.

Well, I never would have purchased a 1 round/level version. If you're agreeable, I'll nix that purchase and not change my turn in any way. If not, it  is  my fault for not knowing that. I leave it up to you.

[User]
 I'm not really worried about, you can just nix it if you'd like.  I just have a much larger knowledge of arena precedent 😛

So your turn remains the same?

[User] Unless you'd like to let me revise it, due to the whole "not really using an item" thing. Your choice.

[User] Well, if you want to take a different standard action, I'll let you.

[User]
 In that case...

 Rusty, round 10, revised

Move: to N-18

Ready action:
 Spoiler
Same as the others.

Done (again).

Stats:
 Spoiler
HP 9/9 - Temp HP 1/1 - PP 4/4
AC: 17 full, 14 touch, 13 FF
Currently in: N-18
Spells prepared:  Virtue , Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Force Screen 10/10, Virtue 2/10

[User]
 Ox - Round 11

Move Action: X12 to W17
Standard Action: Ready an action

 Spoiler

Ready an action to  attack with mighty throw if Rusty is 5 feet away.

End of Turn

Stats

 Spoiler

Hp: 8
AC: 20, +2 tree
Position: W17
Stance: Sure Foot Stance
Manuevers: Mighty Throw, Burning Blade, Wolf Fang Strike, Counter Charge

[User]
 Going to be gone over the weekend. Shouldn't be much over two days, if that.

 Rusty, round 12

Move to G-15.

Ready action:
 Spoiler
Same as before. Zzz. This could take awhile.

Done.

Stats:
 Spoiler
HP 9/9 - Temp HP 1/1 - PP 4/4
AC: 17 full, 14 touch, 13 FF
Currently in: N-18
Spells prepared:  Virtue , Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Virtue 3/10

[User]
 Ox - Round 12

You realize that unless you do something, we're just going to stand around here doing nothing.

Move Action:
Standard Action: Ready an action

 Spoiler

Ready an action to five foot step and attack with mighty throw if Rusty is 10 feet away.

End of Turn

Stats

 Spoiler

Hp: 8
AC: 20, +2 tree
Position: W17
Stance: Sure Foot Stance
Manuevers: Mighty Throw, Burning Blade, Wolf Fang Strike, Counter Charge

[User]
 I know, and I don't like abusing Rusty's higher land speed any more than you do. I also don't want to lose when I know how to avoid it, either. Ox is almost certainly going to a) trip Rusty when he comes in range, thus ruining any attack he would have made, or b) hit him so hard he flies into tomorrow.

Waiting for you to make a tactical error is probably an exercise in futility, but so is expecting me to just wade in there and trigger your readied action.

 Rusty, round 13

Move to L-17.

Ready action:
 Spoiler
Cast true strike if ox a) ends his turn within an area Rusty could reach with a single move action and does not ready an action or b) comes within 10' at any point.

Done.

Stats:
 Spoiler
HP 9/9 - Temp HP 1/1 - PP 4/4
AC: 17 full, 14 touch, 13 FF
Currently in: L-17
Spells prepared:  Virtue , Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Virtue 4/10

[User]
 Ox - Round 13

Well, what if I stop readying actions and give you the first shot?

Move Action: W17 to Q18
Swift Action:  Enter Surefoot Stance
Standard Action: Total Defense

End of turn

Stats:

 Spoiler

Hp: 8
AC: 22,
Position: Q18
Stance: Sure Foot Stance
Manuevers: Mighty Throw, Burning Blade, Wolf Fang Strike, Counter Charge

[User]
 You trigger Rusty's ready action as you end your turn.

He casts a spell (spellcraft DC 16):
 Spoiler
True Strike

 Rusty, round 14

Move to P-18.

Standard: Attack Ox, expending psionic focus in the process.

Attack:  (1d20+23)[ 32 ]

Damage:  (1d12+3)[ 7 ]  +  (2d6)[ 5 ]

Done.

Stats:
 Spoiler
HP 9/9 - Temp HP 1/1 - PP 4/4
AC: 17 full, 14 touch, 13 FF
Currently in: P-18
Spells prepared:  Virtue , Resistance, Cure Minor Wounds, True Strike, Lesser Vigor, Inflict Light Wounds
Buffs: Virtue 5/10

[User] Thats game

[User]
 High Ref Hust
Rusty gets the victory and the loot.


[User] OK, how do you want to play this in regards to arena, buff duration, etc.?

[User] I'm cool with any arena. I'd like 1-2 buff rounds, preferably with summoning allowed, but if you prefer no summoning, that's OK too.

[User] Forest arena sounds good to me, if you don't mind; pic below.  I'd prefer limited summoning as that quickly leads to minionmancer tactics, though a single extra creature wouldn't faze me.  (I have a familiar myself.)  One more thing before I forget: You want this as an exhibition match, or an actual qualifier?

[User] I'm only going to summon one beastie if that makes a difference. Is there a penalty for losing a qualifier?

[User] Losing a qualifier means your character's dead, I take their stuff, and move on to the dungeon.  Or vice versa.  Exhibitions count toward your character's record, but they live to fight another day.

[User] Why don't we make it an exhibition. How many buff rounds? 1 or 2?

[User] 2 sounds fine to me.  You want to start in the blue circle or the red one?

[User]
 I'll take blue.

Initiative:  (d20+2)[ 3 ]

All Day Buffs

 Spoiler

Mind Blank
Superior Resistance
Endure Elements

Buff Round 1

 Spoiler
 Cast Veil of Undeath

Buff Round 2

 Spoiler
 Read Scroll of Time Stop

Spellcraft  (d20+21)[ 39 ]

Time Stop  (d4+1)[ 3 ]

[User]
 I'll snag red, then, specifically Y10.

My initiative bonus is +11.  I autowin.

All day buffs active at start: None

Buff round 1:
 Spoiler
Spell Enhancer, followed by Imbue Familiar with Spell Ability

Buff round 2:
 Spoiler
Activate Scout's Headband for all 3 charges(True Seeing for 10 rounds), followed by Quickened True Strike.  This (True Strike) also affects my familiar.

EDIT:  Ready?

[User]
 Buff Round 2 Extended Version:

 Spoiler

Time Stop Round 1

Read Scroll of Spell Turning
Spellcraft auto succeeds

 (d4+6)[ 9 ]

Time Stop Round 2

Read Scroll of Summon Monster IX

Spellcraft:  (D20+21)[ 33 ]

Swift: Greater Mirror Image

 (d4+1)[ 3 ]

Time Stop Round 3

Read Scroll of Summon Monster IX

Spellcraft  (d20+21)[ 40 ]

Summon Hezrou on square L11

Readied Action (thanks to eyes of the oracle) if opponent moves within 40 feet, cast Blasphemy.

 Spoiler
 one of those summon monster IX should have been eyes of the oracle. The second one. And I use a free action to direct the hezrou to cast blasphemy if my enemy passes within 40 feet

Good to go now! I'm in B11.

[User]
 I'll start by moving to W14, and my familiar comes with me.  Can I see you from here?  (You can see me, I'm not invisible or anything.  Quamril is a tall, lanky elf, with a long face and purple eyes.  He seems to have a perpetual scowl on his face, and the rest of him is clad in an outfit suitable for most adventuring.  His familiar, Raphael, is perched on his left shoulder.)

Sorry about the crappy physical description.

[User]
 You do indeed see me. A tall, thin bald man with a legubrious expression, clad from head to toe in simple gray robes, with a few bland accessories. He looks a bit bored and somewhat baffled.

Ahead of him, on the broken bridge (square L11 to be precise) stands a horrific, 8 foot tall monster with mottled black skin and large dangerous looking claws.

Note that I have trueseeing on.

[User]
 Excellent.  Let's begin the carnage, shall we?

First, Raphael takes off to fly over square P12, 20 feet above the ground.  From there, Quamril begins casting a spell, as does Raphael.  DC 19 Spellcraft to identify both spells.  I'll wait for a reply before continuing my turn.

If either check succeeds:

 Spoiler
Maximized Orb of Force for the master, standard Orb for the familiar.

[User]
 The demon has a readied action. When you move within 40 feet of him, which you have, he casts blasphemy. Unless you and your familiar are evil and/or have 14 or more hit dice, you are dazed and can take no further actions this turn. Let me know which square you'd be stopped in if this is effective.

If you are immune to the blasphemy SLA, or if some other crazy thing happens that lets you get your spells off, I auto succeed on my spellcraft check.

[User] Um... Raphael moved within 40 feet of the demon.  Quamril did not.  (The master is still in square W14.)  Does this change your readied action?  (If not, Raphael is stopped at square S12.)

[User]
 It does not change the readied action. Your maximized orb goes off, but who are you targeting?

EDIT: Oh, I failed to mention that I have 3 copies of myself flocked around me. I'm sorry! Do you still mean to cast maximized orb of force?

[User]
 You, of course.

 (1d20+29)[ 34 ]  ranged touch

EDIT: If a hit, 60 force damage.

[User]
 Sorry, read above. There is a chance you'll hit my mirror image. You can take back the move if you want.

Oh, and how many HD does your familiar have? He could be hurting from that blasphemy.

[User] It would help to mention that before I attack.  It's a little irrelevant anyway, because I have True Seeing up for 9 more rounds.  Unless you can think of some other reason the attack is a bad idea, I'll continue.

[User]
 By all means. The touch attack hits and rebounds at you thanks to spell turning.

Oh, and how many HD does your familiar have? He could be hurting from that blasphemy.

Apologies again for not mentioning the mirror images.

[User]
 Familiar's base HD are 1/4d8, but it effectively has 10 for purposes related to HD.  As for Spell Turning, my own Orb smashes me in the face.  I'm down to exactly 0, and forfeit.

EDIT: Link to sheet is here:
 http://pifro.com/pro/view.php?id=3407

Also, Time Stop during a buff round?  No offense, man, but that kinda violates the spirit of the buff time limit.

[User] Wow, talk about beginning the carnage...


[User]
 Zipding vs. Nefele

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

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

On the map, light green is open terrain, dark green represents forests; these count as difficult terrain and you can hide in there, blue represents water(DC 10 Swim check), red/brown is the cliffs (10ft, Climb DC20, blocks LoS), orange is cliffs(20ft, climb DC20, block LoS), red is the cliffs(30ft, Climb DC20, block LoS), grey is rocky terrain; this counts as difficult terrain. Arena has a 60 foot ceiling.

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

Zipding

 Spoiler
Issafer is in V11, can see Moira

Nefele

 Spoiler
Moira is in W30, can see Issafer

[User]
 The human who looks like he has been to the Abyss and back stands up. "Wow, a fight. And against a mortal, even better."
You automatically go first

Activate Blood in the Water Stance

[User]
 PREP ROUND

 Spoiler
Swift Action: Child of Shadow Stance
Standard action: activate Scout's Headband (see invisibility)

Before proceeding to round 1, I don't have access to see your Arena. I think you must publish it and make it visible to all. :)

[User] I've got it fixed, you should be able to see it now

[User]
 Umm, no. This is what I get:

 We're sorry, "myemail@gmail.com" does not have permission to access this spreadsheet.

Try again?

[User] Odd, I'll try again. If it doesn't work, then we'll use Lyndworms. It should work, I'm using Google Documents, so I had it shared with everyone, even if they weren't logged in.

[User] It's Ok, I can see it now. Gimme a minute, OK?

[User]
 Google spreadsheets are awesome for this purpose. With the other thing, I had to print it and count squares with a pencil. Good job!

Also, sorry, but I'll spare the fluff for this one. I'm multi-tasking and everything. 😛
 ROUND 1

move: fly, at ground level to W18.
swift: belt of battle, one charge for move action
move+standard: flyby attack, tumbling.
At W-11 I'm next to you. Free action, draw short sword and attack with Obscuring Shadow Blade. I have 25 ft movement left, so I fly up and W. I'm now in T11, 10 ft up.

Attack: 25+4 slippers+2shadow hand
 (1d20+31)[ 35 ]  Vs your flat-footed AC (1st round of combat, you lost initiative)

Damage: 1d6+ 11 fire+ 5d6 (maneuver) + 11 slippers +7 shadow blade + I.F. damage
 (6d6+18)[ 41 ]  + 11 + I.F.
Iaijutsu:  (1d20+31)[ 51 ]

to be continued

[User]
 I.F. damage (nat 20???)  (9d9+99)[ 144 ]

If that hit, sorry... 😦

[User]
 Issafer quickly raises his two, short blades to counter Moira's charge.
Using Manticore Parry to redirect attack into Moira.
 (1d20+25)[ 43 ]

You didn't hit me, but I didn't get to hit you either. Yay for counter moves😛

[User]
 Umm... are you sure that works?

 When you initiate this maneuver, you
can attempt to block an enemy’s melee
attack that targets you and redirect it  to
another target  adjacent to you.

I have a hard time imagining someone redirecting my attack to myself. 😛 But OK, go on. Your Turn

[User]
 Issafer, Round 1
Swift Action: Use Raging Mongoose Maneuver.
Standard Action: Charge, use Two-Weapon Pounce for a total of 8 attacks.
 (1d20+27)[ 28 ]
Crit Confirm(if needed)[roll]1d20+27
Damage (1d4+12)[ 15 ]
 (1d20+27)[ 41 ]
Crit Confirm(if needed) (1d20+27)[ 40 ]
Damage (1d4+12)[ 15 ]
 (1d20+27)[ 47 ]
Crit Confirm(if needed) (1d20+27)[ 42 ]
Damage (1d4+12)[ 14 ]
 (1d20+27)[ 47 ]
Crit Confirm(if needed) (1d20+27)[ 37 ]
Damage (1d4+12)[ 16 ]
 (1d20+27)[ 31 ]
Crit confirm(if needed) (1d20+27)[ 33 ]
Damage (1d4+12)[ 15 ]
 (1d20+27)[ 42 ]
Crit confirm(if needed)[1d20+27[/roll]
Damage (1d4+12)[ 16 ]
 (1d20+27)[ 35 ]
Crit confirm(if needed) (1d20+27)[ 35 ]
Damage (1d4+12)[ 15 ]
 (1d20+27)[ 28 ]
Crit confirm(if needed) (1d20+27)[ 29 ]
Damage (1d4+12)[ 13 ]
Wow, 8 attacks and none of them hit.😩YAY! One of them did hit, you take 4 damage☹

[User]
 ROUND 2

Fly 10 ft back, dash forward, draw the +1 dagger, strike with Death from Above, move 40 ft back again.

Attack:  (1d20+27)[ 37 ]  Vs your flat-footed AC
Damage:  (1d4+18)[ 21 ]  + 11 fire +  (4d6)[ 12 ]  + I.F. damage
I.F.:  (1d20+31)[ 49 ]

[User]
 I.F.  (8d6+88)[ 117 ]

 Spoiler

swift action: Law Devotion to AC (+7)

[User] I'm done, your turn. By the way, 2 of your attacks hit (2 nat 20s in there). Please roll a d100 for each (I have 20% miss chance). Low misses, high hits, right?

[User]
 That was lower than expected. Anyway
 Issafer, Round 2
Swift Action: Use Distracting Ember to put into flanking position.
Standard Action: Swooping Dragon Strike Maneuver(You lose your Dex bonus to AC)
Jump Check:[1d20+28[/roll]
Attack (1d20+27)[ 43 ]
Crit Confirm(if needed) (1d20+30)[ 35 ]
Damage (1d4+12)[ 15 ]  physical  (10d6)[ 34 ]
Yay for speed weapons
Attack (1d20+27)[ 43 ]
Crit Confirm(if needed) (1d20+30)[ 33 ]
Damage  (1d4+12)[ 15 ]  physical  (10d6)[ 36 ]

[User]
 Simply put, I'll roll 5 miss chances
 (1d100)[ 35 ]
 (1d100)[ 7 ]
 (1d100)[ 65 ]
 (1d100)[ 55 ]
 (1d100)[ 33 ]

[User]
 Jump check again (1d20+28)[ 44 ]
Fort save equals this or be stunned
Looks like quite a bit of damage there. That's 90 damage right there

[User]
 You can only use the extra attack from Weapons of Speed with a full attack, and you used a standard action maneuver. So it's one attack. Also, I'm afraid you didn't hit.

(AC without Dex bonus 43+7 Law Devotion=50.Check spoiler above.)

[User] I lose, I have 8 health left. No counters left or anything. What book is Iaijustu master from? It looks like a tank powerful class

[User]
 Oriental Adventures. If it makes you feel any better, I was just squashed by Eldariel's Cactus (not that I expected otherwise).

🙂

(But we're learning. All we know is how to learn.)

[User] Thanks, at least its possible for Moira to die. My biggest hope was Swooping Dragon Strike and Raging Mongoose. Because both of those missed, I was royally screwed. I looked at it, I missed that I didn't realize that you were in charging distance, and +2 for blood in the water, so I miss BY 1😡