[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.
 Dresil, Kortesh. 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.

Dresil

 Spoiler
start at K7

Kortesh

 Spoiler
start at AE29

[User]
 A wide grin spreads across the elf's face, as he slips a simple golden ring onto his left hand.  What a lovely day for battle... catch me if you can!

(Using standard action to put on Ring of Invisibility.)

Initiative

 Spoiler

 (1d20+12)[ 32 ]

[User]
 Kortesh says nothing and his expression does not change, but he looks eager none the less. His form shimmers and contracts. Suddenly, Kortesh is a man no longer. Now a Will-o Wisp, he blinks into obscurity.

(Initiative)

 Spoiler
 (1d20+6)[ 12 ]

(Will-o Wisp stats)

 Spoiler
Small Abberation (Air)
Hit Dice: 9d8 (36hp)
Initiative: +13
Speed: 70 ft. (Perfect) (12 squares)
Armor Class: 29 (+1 Size, +9 Dex, +9 Deflection), touch 29, flat-footed 20
Base Attack/Grapple: +15/+11
Attack: Shock +25 melee touch (3d8 electricity)
Full Attack: Shock +25 melee touch (3d8 electricity)
Space/Reach: 5ft/10 ft
Special Attacks: -
Special Qualities: Darkvision 60ft, Natural Invisibility, Immunities
Abilities: Str 5, Dex 29, Con 14

Immunity to Magic (Ex): A will-o’-wisp is immune to most spells or spell-like abilities that allow spell resistance, except magic missile and maze.

Natural Invisibility (Ex): A will-o’-wisp can extinguish its glow, effectively becoming invisible as the spell.

Zack

[User]
 Double move to R20 and then hides.

Hide

 Spoiler

 (1d20+44)[ 46 ]

[User]
 (OOC: Sorry it's taken so long for me to post. Yesterday was...crazy...at best.)

Kortesh floats due east, and with a moment of focus he enters a hightened state.

(Mechanincs)

 Spoiler
Move: Move to AE19
Swift: Activate Hunter's Sense

Zack

[User]
 Dresil moves to Z19 where both Point Blank shot and his blindsense kick in.  He nocks three arrows at once, and quickly fires at AE19.

 Spoiler

Arrow 1 to hit:  (1d20+17)[ 32 ]
Arrow 1 potential damage:  (1d8+10)[ 13 ]  Shocking Burst:  (1d6)[ 2 ]
Skirmish damage for Arrow 1:  (4d6)[ 18 ]

Arrow 2 to hit:  (1d20+12)[ 15 ]
Arrow 2 potential damage:  (1d8+10)[ 16 ]  Shocking Burst:  (1d6)[ 3 ]
Skirmish damage for Arrow 2:  (4d6)[ 21 ]

Arrow 3 to hit:  (1d20+7)[ 11 ]
Arrow 3 potential damage:  (1d8+10)[ 16 ]  Shocking Burst:  (1d6)[ 1 ]
Skirmish damage for Arrow 3:  (4d6)[ 15 ]

Sneak Attack  (8d6)[ 26 ]

Concealment rolls, lows hit:
Arrow 1  (1d100)[ 27 ]
Arrow 2  (1d100)[ 93 ]
Arrow 3  (1d100)[ 3 ]

Other Stats: HP 117, AC 35, Touch 24, Flat 29, total concealment.
Since I am invisible, you are denied your Dex bonus to AC, hence the sneak attack. If any arrow strikes through concealment, sneak attack is applied, and you take 2 damage to your strength.

EDIT: Looks like only Arrow 1 hits, if I'm not mistaken. Total damage for Arrow 1 is 60 (+1 point blank shot that I forgot to add) hp, 2 strength damage unless shenanigans ensue. I forget if we are doing massive damage saves here, but it would apply if we do. Turn.

[User]
 (OOC: That would kill Kortesh in his current form. Well played, sir. I can't help but wonder how this would've gone if I'd chosen a more direct approach than Will-o Wisp shenanigans... Anyhoo, I had fun. Good luck with your next challenge.)

As his body gives out, Kortesh loses his strength. He collapses, having never said a word.

Zack

P.S.
If I may ask, I have two questions...

A: How did you manage to get (at least) 50ft Point Blank Shot?
B: Where does blind sense come from?

Thanks anyway. I had fun. 🙂

[User]
 IC: Even without seeing his enemy, he knew the dying thump well. Another battle won.

OOC: Good game, Lyndworm.

A: Point Blank Shot is still 30', I just have a 50' movement rate. I moved within 30' of you before firing.

B: Blindsense is a Scout ability.

[User]
 Ah yes, I see. Apparently I miscounted earlier. The moment I looked at our positions I knew I was mistaken. Oops. 😳 Thanks.

Zack

[User] Just to kill time, would you like a rematch?

[User]
 (OOTC:Why, I sure would! 😉)

After hearing his name called, Kortesh focuses his senses. Drawing in a breath, his form starts to spread and twist. In a purple bur, Kortesh becomes something more than a man. All nine of his heads grin, and he snaps his hundreds of teeth in anticipation. The largest head speaks.  "Excellent. A worthy challenge."

(Initiative)

 Spoiler
 (1d20+6)[ 23 ]

(Mechanics)

 Spoiler
Swift: Hunter's Stance
Standard: Wildshape (Hydra)

Kortesh expends an additional use of Wildshape so that his armor shifts along with his body.

(Cryohydra stats)

 Spoiler
Huge Magical Beast (Cold)
Hit Dice: 9d10+48 (98hp)
Initiative: +6
Speed: 40 ft. (8 squares), Swim 40ft.
Armor Class: 25 (Size -2, +1 Dex, +10 Natural, +6 Armor), touch 9, flat-footed 24
Base Attack/Grapple: +15/+23
Attack: 8 bites +27 (1d10 +12), 1 bite +27 (2d8+12)
Full Attack: 8 bites +14 (1d10+6), 1 bite (2d8+6)
Space/Reach: 15ft/15 ft
Special Attacks: Breath of Frost
Special Qualities: Darkvision 60ft, Lowlight Vision, Scent, Fast Healing 19, Immunities
Abilities: Str 25, Dex 12, Con 24

Hydras can attack with all their heads at no penalty, even if they move or charge during the round.

Killing a Hydra:

 Spoiler
A hydra can be killed either by severing all of its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a hydra’s heads from any position in which he could strike at the hydra itself, because the hydra’s head writhe and whip about in combat. An opponent can ready an action to attempt to sunder a hydra’s head when the creature bites at him. Each of a hydra’s heads has hit points equal to the creature’s full normal hit point total, divided by its original number of heads. Losing a head deals damage to the body equal to half the head’s full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. A hydra can no longer attack with a severed head but takes no other penalties.

Each time a head is severed, two new heads spring from the stump in 1d4 rounds. A hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day. To prevent a severed head from growing back into two heads, at least 5 points of fire or acid damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A flaming weapon (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect may burn multiple stumps in addition to dealing damage to the hydra’s body. A hydra does not die from losing its heads until all its heads have been cut off and the stumps seared by fire or acid.

A hydra’s body can be slain just like any other creature’s, but hydras possess fast healing and are difficult to defeat in this fashion. Any attack that is not an attempt to sunder a head affects the body.

A cryhydra is immune to cold, but take +50% damage from fire.

Breath of Frost:
The cryohydra can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 25.

Skills:

 Spoiler
Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

[User]
 OOC: Cool.

IC: After slipping on his ring, the huge roar of the beast makes Dresil rethink his strategies for battle a bit. A man who can turn into such a beast? This was going to be trickier than he thought.

Initiative

 Spoiler

 (1d20+12)[ 26 ]

[User]
 Looking at the huge beast, Dresil thinks to himself how such a beast could be bested. Best to study it for now.

Free Action: Draw Bow:

Double Move: Move Silently to U7 and hide. (Hide in Plain Sight, Invisibility, etc.)

Rolls:

 Spoiler

Hide:  (1d20+44)[ 59 ]
MS:  (1d20+24)[ 38 ]

[User]
 The great beast lumbers forward as Kortesh speaks.  "Come out, come out, wherever you are. I've another game to play."

(Mechanics)

 Spoiler
Full: Double move to U27-W29

Zack

[User]
 Dresil runs at the great beast, drawing three arrows from his quiver.

 Funny, so do I. My game is called dodge the arrows.

Mechanics:

 Spoiler

Move to U17 and Manyshot.
Arrow 1:
To hit:
 (1d20+16)[ 28 ]
Damage:
 (1d8+10)[ 14 ]
Shocking Burst:
 (1d6)[ 1 ]
Skirmish:
 (4d6)[ 14 ]

Arrow 2:
Arrow 1:
To hit:
 (1d20+11)[ 18 ]
Damage:
 (1d8+10)[ 16 ]
Shocking Burst:
 (1d6)[ 1 ]
Skirmish:
 (4d6)[ 11 ]

Arrow 3:
Arrow 1:
To hit:
 (1d20+6)[ 17 ]
Damage:
 (1d8+10)[ 12 ]
Shocking Burst:
 (1d6)[ 2 ]
Skirmish:
 (4d6)[ 19 ]

Denied your Dex bonus (if any), so Sneak Attack:
 (8d6)[ 34 ]

I see one hit, so 63 damage and 2 strength damage.

[User]
 Though Kortesh is unharmed by two arrows, the first strikes true. The beast howls in pain, but recovers quickly. Though weakened, he moves to a more beneficial position.  "Come out from behind those rocks, little one. Or are you afraid of a little frostbite?"

(Mechanics)

 Spoiler
Move & Standard: Double Move to I27-K29
Swift: Activate Roots of the Mountain

Kortesh takes only 28 points of damage, as he is immune to Sneak Attack and has DR1/-. He does, however, take the Skirmish, Shock, and Strength damage.

(OOC: This time you got Skirmish damage from 50ft. I can't help but be impressed.)

Zack

[User]
 Dresil moves to U27 and fires three more arrows.

Skirmish kicks in whenevr you move 10' or more.

Attacks

 Spoiler

 (1d20+16)[ 26 ]
 (1d8+10)[ 17 ]
 (1d6)[ 3 ]
 (4d6)[ 14 ]
 (1d20+11)[ 17 ]
 (1d8+10)[ 11 ]
 (1d6)[ 6 ]
 (4d6)[ 19 ]
 (1d20+6)[ 14 ]
 (1d8+10)[ 12 ]
 (1d6)[ 1 ]
 (4d6)[ 9 ]

Sneak Attack  (8d6)[ 31 ]  (Just for 2 more Str)
Rolls are To Hit, Arrow Dmg, Shock Dmg, Skirmish

[User]
 Kortesh becomes enraged at this latest slight, roaring and moving directy toward his unseen assailant. Upon his arrival, the beast anchors himself to the earth.

(Mechanics)

 Spoiler
Free: Rage
Move & Standard: Double move to R27-T29
Swift: Activate Roots of the Mountain

Kortesh takes 31 damage, and 2 Stength damage.

(OOC: You can't get Skirmish or Sneak Attack damage from farther than 30ft. Unless you have a feat that I haven't heard of, which is entirely possible. 😛)

Zack

[User] Did not know. Whoops.

[User]
 Whoops, indeed. 😛 I made some mistakes as well. I incorrectly calculated HP twice, forgot my immunity to Sneak Attack (and probably Skirmish and the Strength damage, but not necessarily), and more.

What do you want to do? I've no harsh feelings, and am looking forward to continuing the competition. It's your call.

Zack

[User] Everyone forgets abilities. Its as impottant as having them. Part of the game. I'll continue.

[User]
 Then I believe it's your turn. 😛

Zack


[User]
 Arena Tournament, Round 48:  Archer McGee  vs.  Vinnie
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 dman11235 - Archer McGee
 Vinnie - Fishy
 All Gladiators, please roll initiative

[User]
 Initiative:  (1d20-1)[ 14 ]

Purchases: MW skill tools for Hide and Move Silently

[User]
 Init:  (1d20+5)[ 13 ]

Purchase: MW tools of spot, listen, hide, and MS.

EDIT: Curses!  go ahead, take your turn.

[User]
 Vinnie Round 1

And now, using my newfound stealth, I'll run directly towards you.  :P

Vinnie starts in M25, wielding one dagger and one shortsword.

Double Move: North to M13
Swift Action: Initiate Sudden Leap, and move a distance equal to my jump check- again, directly north.

Jump: (1d20+8)[ 12 ]

EDIT: Looks like I land in M11.

And that ends my turn for now!

Statblock, for refs:
 Spoiler
Position: M11
HP: 13/13
AC: 19, Touch: 16, Flat: 14
Saves: +5/+6/-5
Stance: None
20% concealment: No
Maneuvers:
[] Shadow Blade Technique
[] Wolf Fang Strike
[X] Sudden Leap

[User]
 "The direct approach, I see!"

start in M2, move to O6, and shoot.  I'm going to die for doing this I think.

attack:  (1d20+6)[ 18 ]
damage:  (1d8+1)[ 6 ]
skirmish:  (1d6)[ 5 ]
crit:  (1d20+6)[ 16 ]

 Spoiler
activate travel Devotion

End turn.

Stats:

 Spoiler
location: O6
AC: 19, 15, 14
HP: 7
buffs: Travel Devotion: 0/10

EDIT: NOOOOOO!!!!!!  One short!

[User]
 Oooh, so close.

 Vinnie, Round 2
 With a broad and maniacal grin, but without another word, the halfling leaps- and the charge that, a moment ago, had all the subtlety of a freight train, becomes a blur of shadows and motion.

Swift Action: Enter Child Of Shadows stance.
Move action: Head to N7.
Standard action: Shadow Blade Technique with the shortsword.

Attack 1:  (1d20+7)[ 16 ]
Attack 2:  (1d20+7)[ 27 ]
Damage (Slashing)  (1d4+6)[ 7 ]
If both attacks hit, you take an additional  (1d6)[ 1 ]  cold damage.
(Of course, if either attack hits, you drop to at least 0, but hey.)

Done!

Statblock, for refs:
 Spoiler
Position: N7
HP: 13/13
AC: 19, Touch: 16, Flat: 14
Saves: +5/+6/-5
Stance: Child Of Shadows
20% concealment: Yes
Maneuvers:
[X] Shadow Blade Technique
[] Wolf Fang Strike
[X] Sudden Leap

[User]
 Oh, hey, a crit.  How lovely!

Confirm:  (1d20+7)[ 16 ]
Damage (slashing):  (1d4+6)[ 8 ]

EDIT: Aww.  Nevermind then.  Welcome to 0 hp!

[User]
 Can I borrow some of your luck for other matches?  I think I've lost this one anyways.

Like I said: doing that will kill me.

I have one chance left: tumble and crit you now before I go under.  If you have less HP than me, but we're both under 0, what happens?  Wouldn't it be great if we both go to exactly -1 after my action!

Last ditch effort time: tumble 10' away as a swift action (you can look in that spoiler now, if you hadn't figured out how):  (1d20+9)[ 26 ]

shoot you:  (1d20+5)[ 22 ]
 (1d8+1)[ 5 ]
 (1d6)[ 4 ]
 (1d20+5)[ 10 ]

If I don't manage to do 14+damage, you win.  If I do 14, I don't know what happens.  If I do 15+, I think I win.

I'm at -1.

End turn.  Stats irrelevant.

EDIT: NOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!  Only 5 damage short!!!!!!!!!!!!!!!

Looks like you win.  At least that tumble check wasn't a nat 1.

[User] Wait...what does SBT do again?  I'm AFB right now, but doesn't it let you roll twice and take the best, and if you take the worst you do bonus damage?

[User]
 Originally Posted by dman11235
 Wait...what does SBT do again?  I'm AFB right now, but doesn't it let you roll twice and take the best, and if you take the worst you do bonus damage?

  High Ref Morbius

Correct if you take the worst(or hit on both it ends up being the same thing) you do extra cold damage

[User]
 Right.  Well, I didn't think it was anything very different (I knew it was roll twice and take one of them....not sure the rest though).

So I did lose.  Just wanted to refresh myself on that.

[User]
 Yup, looks like it.

Good luck in the rest of the tournament, and do try to, uh, shoot from further away next time, maybe?  :P

[User] Yeah, like being more than 30' away will do much damage...Though....it is how I beat Ralgh.....

[User]
 High Ref Morbius
 Vinnie is declared the winner


[User]
 Abby
 Spoiler
Start at A5

Dresil
 Spoiler
Start at N15

Your  arena ; have fun

[User]
 Abby

Abby calls to Dresil before they depart for the arena, "Good luck, Dresil."  She then activates her mask and releases the Ioun stone to float above her head.

Abby is a slightly tall woman wearing no armor and carrying only small metal pieces tucked into her clothing.  Over her simple clothes she wears a sturdy belt, a vest, bracers, gloves, an amulet, two rings and a serpentine-looking mask.

 Spoiler

  Init  - (1d20+4)[ 13 ]
Abby and Dresil do not have line of site from each other, they cannot see each other.

[User]
 Anli

Anli, an interesting creature to see, snorts in response.  Anli's upper torso is humanoid, but her lower half is that of a horse, while most combinations like this would mearly be called a Centaur, the additional dragon features of coppery scales and wings spreading from the flanks of her lower half, show that Anli is no mear centaur.

She wears a complicated chain shirt that covers her torso and the flanks of her lower half.  She also wears a sturdy belt, a glowing amulet, a ring, some gloves a cloak which she secures the clasp of and she suddenly becomes blurry. She also releases a small stone from her hand which floats to above her head.

 Spoiler

  Init  - (1d20)[ 10 ]  +6 whoops

[User]
 Anli

As Anli cannot see her opponent, she quickly moves to the air and looks from the skies above.  She see her opponent and flies towards her and as she nears Abby, she releases a blast of green gas at the human.

 Spoiler

Move to C5 hover 5' above and use breath weapon
DC 22
  Breath  - (6d8)[ 19 ]

[User]
 Abby

Abby barely has time to move before the odd creature is upon her, but she braces for anything then attempts to dodge the green gas.

 Spoiler

  Reflex  - (1d20+17)[ 37 ]  Improved Evasion, no damage if make check. Half (10) otherwise.

Abby then takes a step towards the creature and attacks furiously

 Spoiler

The first three attacks: Abby will attack with freezing the lifeblood until she hits (or misses all three). If she hits on one or two, she will attack using weakening touch until she hits (or misses through the third attack).

The last two attacks are regular attacks even if the first three miss.

Since Freezing and Weakening are limited to three per round and she loses a Stunning Fist each attempt I will always include that info in the roll text.

  Freeze1  - (1d20+25)[ 42 ]    Over20Hits  - (1d100)[ 94 ]
  Freeze2OrWeak  - (1d20+25)[ 40 ]    Over20Hits  - (1d100)[ 20 ]
  Freeze3OrWeakOrReg  - (1d20+25)[ 41 ]    Over20Hits  - (1d100)[ 22 ] ,    Damage  - (2d6+14)[ 17 ]
  Reg1  - (1d20+20)[ 23 ]    Over20Hits  - (1d100)[ 85 ]   Damage  - (2d6+14)[ 19 ]
  Reg2  - (1d20+15)[ 34 ]    Over20Hits  - (1d100)[ 78 ]    Damage  - (2d6+14)[ 16 ]

Freezing the lifeblood: Does no damage, but on a successful hit Snore must make a Will save vs. DC 33 (10+WIS mod (10)+Char level (14--normally 15) or be paralyzed for 1d4+1 rounds (please roll in a spoiler if necessary (and label it so I don't look) because I probably shouldn't know.)

Weakening Touch: does no damage, but on a successful hit, Anli takes -6 Strength damage.

Stunning fists remaining: 12

[User]
 Anli

Anli does her best to shake off the effect of Abby's punches.  But cannot and she falls to the ground stunned and unable to move.

 Spoiler

  Fort  - (1d20+18)[ 24 ]  vs. DC 33
if fail   Paralyzed  - (1d4+1)[ 4 ]

[User]
 Abby

Abby looks at the horrible creature and says, "Sorry about this."  She takes a breath and delivers a massive blow.

 Spoiler

Coup de Grace
  CoupdeGrace  - (4d6+28)[ 43 ]  (includes crit damage)
Anlie must make a fort save vs. to survive

[User]
 Anli

 Spoiler

  Fort  - (1d20+18)[ 23 ]

Anli is immune to paralysis.  Der.

[User]
 Anli

Anli snorts and smiles at the little monk as her blows do little damage to the creature's skin, and yet she feels a bit weaker.  She attacks fully at poor monk, missing horribly with every attempt.

 Spoiler

  AttackClaw1  - (1d20+31)[ 33 ] ,   DamageClaw1  - (1d8+19)[ 22 ]
  AttackClaw2  - (1d20+31)[ 36 ] ,   DamageClaw2  - (1d8+19)[ 23 ]
  AttackBite  - (1d20+31)[ 36 ] ,   DamageBite  - (1d8+8)[ 9 ]
  AttackHoof1  - (1d20+31)[ 33 ] ,   DamageHoof1  - (1d8+8)[ 15 ]
  AttackHoof2  - (1d20+31)[ 33 ] , [roll=DamageHoof2]1d8+[/roll]

[User]
 Abby

Abby contemplates taking her opportunity against the creature, but decides the risk is not worth it and tries a different way to stop the creature.

 Spoiler

Stunning Fist until stunned, up to three this round.
  Attack1  - (1d20+25)[ 41 ]    Over20Hits1  - (1d100)[ 62 ]    Damage1  - (2d6+14)[ 21 ]
  Attack1  - (1d20+25)[ 38 ]    Over20Hits1  - (1d100)[ 55 ]    Damage1  - (2d6+14)[ 20 ]
  Attack1  - (1d20+25)[ 38 ]    Over20Hits1  - (1d100)[ 73 ]    Damage1  - (2d6+14)[ 22 ]
  Attack1  - (1d20+20)[ 34 ]    Over20Hits1  - (1d100)[ 23 ]    Damage1  - (2d6+14)[ 23 ]
  Attack1  - (1d20+15)[ 34 ]    Over20Hits1  - (1d100)[ 28 ]    Damage1  - (2d6+14)[ 22 ]
Stunning Fist Attempts Remaining:

[User]
 Anli

 Spoiler

  Fort  - (1d20+18)[ 26 ]  vs DC 25

[User]
 Anli

Anli takes one hit and shudders off the rest.  She pulls up and attacks the monk again.

 Spoiler

  Claw1  - (1d20+31)[ 40 ] ,   DamageClaw1  - (1d8+19)[ 21 ]
  Claw2  - (1d20+31)[ 35 ] ,   DamageClaw2  - (1d8+19)[ 20 ]
  Bite  - (1d20+29)[ 49 ] ,   DamageBite  - (1d8+8)[ 9 ]
  Hoof1  - (1d20+30)[ 49 ] ,   DamageHoof1  - (1d8+8)[ 9 ]
  Hoof2  - (1d20+30)[ 33 ] ,   DamageHoof2  - (1d8+8)[ 10 ]

[User]
 Spoiler

  CritConf  - (1d20+29)[ 31 ]    damage  - (1d8+8)[ 10 ]

[User]
 Abby

Abby flinches as the claws rake across her body but holds her own and attempts to stun the creature again.

 Spoiler

Stun First Three attacks (or until stunned)
  Attack1  - (1d20+25)[ 29 ]    damage1  - (2d6+14)[ 21 ]
  Attack2  - (1d20+25)[ 45 ]    damage1  - (2d6+14)[ 16 ]
  Attack3  - (1d20+25)[ 31 ]    damage1  - (2d6+14)[ 21 ]
  Attack4  - (1d20+20)[ 28 ]    damage1  - (2d6+14)[ 23 ]
  Attack5  - (1d20+15)[ 22 ]    damage1  - (2d6+14)[ 20 ]
Stunning Fist remain: 7
  AnliFort1  - (1d20+18)[ 23 ]
  AnliFort1  - (1d20+18)[ 28 ]
  AnliFort1  - (1d20+18)[ 23 ]

Anli stunned on second attack.  Remaining attacks are not effective.

[User]
 Abby

Abby continues her assalt.

 Spoiler

First three stun (or until stunned)
  Attack1  - (1d20+25)[ 34 ] ,   damage1  - (2d6+14)[ 23 ]
  Attack2  - (1d20+25)[ 44 ] ,   damage2  - (2d6+14)[ 23 ]
  Attack3  - (1d20+25)[ 27 ] ,   damage3  - (2d6+14)[ 16 ]
  Attack4  - (1d20+25)[ 30 ] ,   damage4  - (2d6+14)[ 22 ]
  Attack5  - (1d20+25)[ 38 ] ,   damage5  - (2d6+14)[ 20 ]
  AnliFort1  - (1d20+18)[ 33 ]
  AnliFort1  - (1d20+18)[ 28 ]
  AnliFort1  - (1d20+18)[ 33 ]

[User]
 Anli

Anli recovers from being stunned just in time.

[User]
 Anli

Anli roars loudly and attacks viciously again

 Spoiler

  Claw1  - (1d20+31)[ 41 ] ,   DamageClaw1  - (1d8+19)[ 24 ]
  Claw2  - (1d20+31)[ 32 ] ,   DamageClaw2  - (1d8+19)[ 21 ]
  Bite  - (1d20+29)[ 44 ] ,   DamageBite  - (1d8+8)[ 11 ]
  Hoof1  - (1d20+30)[ 47 ] ,   DamageHoof1  - (1d8+8)[ 11 ]
  Hoof2  - (1d20+30)[ 45 ] ,   DamageHoof2  - (1d8+8)[ 9 ]

[User]
 Abby

Abby attacks once more

 Spoiler

  Attack1  - (1d20+25)[ 33 ]    damage1  - (2d6+14)[ 17 ]
  Attack2  - (1d20+25)[ 32 ]    damage1  - (2d6+14)[ 20 ]
  Attack3  - (1d20+25)[ 35 ]    damage1  - (2d6+14)[ 21 ]
  Attack4  - (1d20+20)[ 32 ]    damage1  - (2d6+14)[ 19 ]
  Attack5  - (1d20+15)[ 28 ]    damage1  - (2d6+14)[ 23 ]

[User]
 Anli

 Spoiler

  Claw1  - (1d20+31)[ 45 ] ,   DamageClaw1  - (1d8+19)[ 21 ]
  Claw2  - (1d20+31)[ 37 ] , [roll=DamageClaw2]1d8+19[/[/roll]
  Bite  - (1d20+29)[ 46 ] , [roll=DamageBite]1d8+8[/[/roll]
  Hoof1  - (1d20+30)[ 41 ] , [roll=DamageHoof1]1d8+8[/[/roll]
  Hoof2  - (1d20+30)[ 44 ] , [roll=DamageHoof2]1d8+8[/[/roll]

[User]
 Spoiler

  DamageClaw2  - (1d8+19)[ 27 ]
  DamageBite  - (1d8+8)[ 15 ]
  DamageHoof1  - (1d8+8)[ 12 ]
  DamageHoof2  - (1d8+8)[ 13 ]


[User]
 Arena Tournament Exhibition:  Exhibit A  vs.  Veldrin
 Map:
 Spoiler

 XP Award:  Nil.
 GP Award:  Nil.

 Exhibit A  - Tanaric
 Veldrin  - RandomAction

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

For the purpose of this exhibition match, the glass panes do not provide concealment.

[User]
 (1d20+3)[ 18 ]

Same purchase as usual, I suppose. Potion of Shield of Faith +2.

[User] Veldrin, Ini:  (1d20-2)[ 4 ]

[User]
 Exhibit A, round 1

Starting in B-14, potion in one hand, spiked chain in the other.

Swift: Enter Stance of Clarity against Veldrin.

Move to J-15.

Standard: Manifest power

Psicraft DC 16:
 Spoiler
Force Screen

Done.

[User]
 Veldrin, R-1:
Start in Z-13 with short sword equipped.
Enter Child of Shadow stance, gaining concealment(20% miss chance) - swift.
Designate you as Chosen Foe(+1 attack/AC), continuously through the match. - free action.
Double move to N-13.

Done.

[User]
 Exhibit A, round 2

Standard: Drink potion.

Free: Drop bottle and shift grip on spiked chain to two hands.

Move to O-18.

Done.

[User]
 Time to get complicated.

Veldrin,R-2:
Put away short sword. - move action.
As a swift action - Activate Gift of the Spider Queen, sacrifice daily uses of Dancing Lights and Faerie Fire to cast Mirror Image: gaining  (1d4)[ 2 ]  images. Duration 10/10.
Draw Hand crossbow. move action.

Done.

[User]
 Exhibit A, round 3

Move to P-13 and initiate a maneuver, attacking one of the Veldrins at random.

Martial Lore DC 16:
 Spoiler
Steely Strike

 (1d3)[ 2 ]  Hit on 1, hit image on 2-3.
Attack:  (1d20+10)[ 23 ]
Damage:  (2d4+7)[ 9 ]

Done.

[User]
 20% miss chance for attack: 20-40 equal missed.  (1d100)[ 1 ]
 Veldrin,R-3:
5' step. You see me in O-13 and N-12.
Real me location:
 Spoiler
O-13.

Use Darkness as spell-like ability - standard action.
Miss chance for AoO:1-20 = miss. [/roll]1d100[/roll]

Done.

[User] Reroll for AoO: 1-20 = miss.  (1d100)[ 6 ] .

[User] Child of Shadow only grants concealment when you move 10 or more feet in a round.

[User]
 AoO vs. SLA

 (1d2)[ 2 ]  1 is O-13, 2 is N-12
Attack:  (1d20+6)[ 21 ]
Damage:  (2d4+7)[ 13 ]

[User] Ok, I completely forgot that sorry.

[User] Did I hit you or shatter an image, by the way?

[User] However even without the stance, Darkness provides a 20% miss as well.

[User]
 I have Darkvision. 😉

Durrrr... I can read rules, really.

Anyway, the AoO is for taking the action, so Darkness goes off after I hit you/your image.

[User] You hit the image. Read the spell, it effects even those with darkvision.

[User]
 True.

Your turn.

[User]
 Yes, I know. Blame me not getting much sleep. *shrug*

 Exhibit A, round 4

5-ft step to O-12.

Swift: Recover maneuvers.

Standard: Attack.

Concealment:  (1d100)[ 65 ]  Miss on 1-20
Attack:  (1d20+6)[ 12 ]
Damage:  (2d4+7)[ 15 ]

Done.

[User] What good is Darkvision if it doesn't work in magical darkness, anyway? The mind boggles.

[User]
 Veldrin,R-4:
Tumble to N-9. Check: (1d20+6)[ 22 ]  vs DC:15.
Fire Hand crossbow:
Attack: (1d20+3)[ 10 ]
Crit: (1d20+3)[ 19 ]
Damage: (1d4)[ 3 ]
Crit damage: (1d4)[ 1 ]

Done.

[User]
 Exhibit A, round 5

Initiate Charging Minotaur, charging to N-9.

Concealment:  (1d100)[ 63 ]
Opposed strength:  (1d20+7)[ 19 ]
Damage if fail:  (2d6+5)[ 13 ]

Done.

[User]
 Sorry got distracted there.

Strength check: (1d20+1)[ 4 ]

[User] Splattered against the glass, then?

[User] Dropped me. Rematch?

[User] Sure, but I'd like to use someone other than Exhibit. He's been overplayed over the past few exhibitions. Pick another.

[User] I'll try your arcane caster.

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

Only have 15 gp left from starting gold, so no purchases.

[User]
 Veldrin ini: (1d20-2)[ -1 ]

Edit: Wow, tripped over my own foot there.

[User]
 Nice roll. 😛

Starting in B-13, Kenny in B-14.

Kil'ak:

Free: Handle Kenny to attack Veldrin.

Standard: Cast a spell

Spellcraft DC 16:
 Spoiler
Expeditious Retreat

Move to M-7.

Kenny:

Double-move to N-7.

Done.

[User]
 Veldrin,r1:
Starting in Z-14 with short sword readied.
Designate you for Chosen Foe - free.
Use Gift of Spider Queen feat to cast Mirror Image, gaining  (1d4)[ 4 ]  images, 10/10 duration - swift action.
Double move to O-12.

Done.

[User]
 Kil'ak, round 2

Kenny: Move to O-9. Breathe 15-ft cone poison spray at you. DC 12 fort save or blinded for  (2d4)[ 6 ]  minutes.

Need to know if you save or not before I finish.

[User] Fort save:  (1d20+2)[ 16 ]

[User]
 Bah.

Breath recharge:  (1d4)[ 1 ]

Kil'ak:

Move to T-6.

Fire a KFB at you.

 (1d5)[ 1 ]  1 hits, others hit images.
Fire damage:  (5d6)[ 22 ]

Done.

[User] Never been happier to roll two 1s in a row. 😉

[User]
 Either way I am done, but Reflex: (1d20+6)[ 26 ]

Rematch?

[User] Sure. Kil'ak again, or someone else?

[User]
 The same one.

Ini:[roll]1d20-2[/roll]

[User]
 (1d20+4)[ 12 ]
 Tenletters.

[User] Veldrin, ini: (1d20-2)[ 3 ]

[User]
 Kil'ak, round 1

Starting in B-13, Kenny in B-14

Kil'ak:

Cast a spell, DC 16 spellcraft, blahblahblah
 Spoiler
Expeditious Retreat

Move to M-7.

Kenny:

Double move to N-7.

Done.

[User]
 Veldrin,r1:
Start in Z-13, short sword.
Chosen Foe - free.
Gift of Spider Queen - Cast Mirror Image: (1d4)[ 2 ]  - swift.
Cast Darkness on my armor - standard.
Move to T-13.

Done.

[User]
 Kil'ak, round 2

Free: Handle Kenny to attack Veldrin.

Kenny:

Move to R-11.

Breathe blinding breath at you. DC 12 fort save or blinded for  (2d4)[ 8 ]  minutes.

Recharge:  (1d4)[ 1 ]

Need the save before I finish.

[User]
 Save  (1d20+6)[ 9 ]

Damn, I surrender.

Be back here in a few.

[User] Kil'ak again, or someone else?


[User]
 Arena Tournament, Round 71:  Siriona  vs.  Docta Blasta
 Map:

 Spoiler

 XP Award:  300xp
 GP Award:  300gp

 Siriona  - Tyndmyr
 Docta Blasta  - IthilanorStPete

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

[User]
 Initiative:  (1d20+10)[ 18 ]

Reserve the right to reactive purchases.

[User]
 Init:  (1d20+10)[ 14 ]

Purchase: Finally got the money to buy a familiar. -100GP, buying a Toad.

I do believe that's everything for me, good luck!

[User]
 Docta Blasta, Round 1

Actions:

 Spoiler

Start in B10.
Standard: Drink Potion of Invisibility.
Move: Move to G7.

End turn.

Stats:

 Spoiler

Location G7
HP 6/6
AC 16, touch 13, ff 12
Spells left:
0: 5/5
1: 5/5

[User]
 Actions:

 Spoiler

Start: Y10
Move to:V10

Cast: Shield

Spells prepared:

 Spoiler

Domain Spells:
0: Light
1: Magic Missile

Normal and Bonus Spells:
0:Resistance
0:Acid Splash
0:Ray of Frost
 1:Shield
1:Magic Missile
1:Color Spray

Stats:

 Spoiler

HP: 12
AC: 16(8+4dex+4shield)
Status Effects:Shield(10rnd remaining)

[User]
 Refs:
 Spoiler
Solid stone walls make things so much easier.

Siriona:
 Spoiler
No LoS.

Docta:
 Spoiler
No LoS.

[User]
 Docta Blasta, Round 2

Actions:

 Spoiler
Move: Move to L5.

Not done.

[User]
 Refs:
 Spoiler
Whipped out the straight-edge for this one, and all lines from L-5 to Siriona's square pass through at the very least the lined portions of the stone wall. Half-squares are odd, but it seems simple in this case.

Siriona:
 Spoiler
No LoS.

Docta:
 Spoiler
No LoS.

[User]
 Docta Blasta, round 2 continued

Actions:

 Spoiler

Move: Move to S5.

End turn.

Stats:

 Spoiler

Location: S5
HP 6/6
AC 16, touch 13, ff 12
Spells left:
0: 5/5
1: 5/5
Invisibility: 9/10 left.

[User]
 Refs:
 Spoiler
Docta takes 5 on MS, with a -5 penalty for full speed. DC is 4 + distance, total 7.

Listen for Siriona:  (1d20)[ 11 ]

Siriona:
 Spoiler
You hear movement to the north-ish.

Docta:
 Spoiler
Siriona is in V-10.

[User]
 Turn 2:

Actions:

 Spoiler

Readying action to cast magic missile if Docta Blasta is spotted within range/LOS

Reactive Spot: (1d20+2)[ 7 ]
Reactive Listen: (1d20)[ 4 ]

End Turn

[User]
 Refs:
 Spoiler
*yawn*

Siriona:
 Spoiler
No LoS.

Docta:
 Spoiler
Siriona stays in V-10 and readies an action.

[User]
 Docta Blasta, Round 3

Actions:

 Spoiler

Move: Move to V5.

Invisibility breaks when I do this - you see me in V5.

Standard: cast a spell targeting Siriona. Spellcraft DC 16 to recognize
 Spoiler
Sudden Maximized Orb of Acid

 (1d20+5)[ 17 ]  (+1 for higher ground.) If that hits your touch AC, take 11 acid damage.

End turn.

Stats:
Location V5

 Spoiler

HP 6/6
AC 16, touch 13, ff 12
Spells left:
0: 5/5
1: 4/5

[User] Higher ground bonuses only apply to melee attacks.

[User] Oh. Then substract 1 from that roll - pretty sure it still hits.

[User]
 It does indeed. Ouch! Siriona looks pretty well bloodied.

Spellcraft roll:  (1d20+8)[ 27 ]

Readied Action goes off, firing magic missile at you for [roll1d4+1[/roll]

Does it proceed to my turn after this? Im slightly fuzzy on exactly how readied actions work with regard to turn order.

[User]
 Since I can't type.

Dmg roll:  (1d4+1)[ 4 ]

[User] Well, I'm not dead, and you're in the negatives, no?

[User]
 Nope. =)

Sheet doesn't include HP from toad, since I bought that this round.

[User] Oh. Um...uh-oh.

[User]
 1 HP left. Thank you toad...thank you so very much. =)

Turn 3:

Casting last level 1 spell, Magic Missile again.

Dmg:  (1d4+1)[ 5 ]

[User] That's game and match.

[User] GG, honestly, you've got a pretty solid build there, 11 dmg can alpha strike at least half the level 1 chars Ive seen.

[User]
 High Ref Tanaric

Proving that toads deserve loving as much as anyone, Siriona fights back from the brink of death and manages a victory, taking home the xp and the loot.


[User]
 Nazad, Voice of the Dark and Servant of the Abyss, steps into the arena, his face obscured by a shadowy black robe. A distinctly malevolent chill emanates from him.

 An apprentice of the dark, are you? You have tasted nothing of the true darkness yet.

[User]
 The dice are cast, and the cards are drawn. Let the shadow game begin.

Initiative: (d20)[ 17 ]

First Hand: (5d41)[ 30 ][ 11 ][ 30 ][ 35 ][ 21 ](127)

Rerolls: (3d41)[ 39 ][ 10 ][ 32 ](81)

[User]
 Apprentice? Ha.
 I am the darkness!

[User] So, are you going to move? 🤨

[User]
 Originally Posted by Blue Ghost
 So, are you going to move? 🤨

OOC: sorry i got interrupted when i was making my deck, it will be done soon.

any way, i will roll
16, hmmmm

 Spoiler

1. Koa'ki Meiru Speeder
2. Koa'ki Meiru Speeder
3. Koa'ki Meiru Powerhand
4. Koa'ki Meiru Powerhand
5. Koa'ki Meiru Powerhand
6. Koa'ki Meiru Drago
7. Koa'ki Meiru Drago
8. Koa'ki Meiru Crusader
9. Koa'ki Meiru Crusader
10. Iron Core of Koa'ki Meiru
11. Iron Core of Koa'ki Meiru
12. Iron Core of Koa'ki Meiru
13. Automatic Laser
14. Automatic Laser
15. Automatic Laser
16. Core Blaster
17. Core Blaster
18. Core Blaster
19. Core Compression
20. Core Compression
21. Core Reinforcement
22. Core Reinforcement
23. Iron Core Immediate Disposal
24. Iron Core Immediate Disposal
25. magic jammer
26. magic jammer
27. magic jammer
28. trap jammer
29. trap jammer
30. trap jammer
31. Iron Core Luster
32. Iron Core Luster
33. Reckoned Power
34. Reckoned Power
35. Urgent Synthesis
36. Imperial Iron Wall
37. DNA Transplant
38. DNA Transplant
39. Koa'ki Meiru Hydro Barrier
40. Koa'ki Meiru Hydro Barrier

hand

 Spoiler

DNA transplant
imperial iron wall
iron core of koa'ki meiru
koa'ki meiru powerhand
koa'ki meiru speeder

[User]
 You will see the true darkness soon enough.
 (d36)[ 8 ]

Nazad places a monster and another card face-down, and signals the end of his turn.

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

 Life Points:  8000

 Hand:  4

 Spoiler

Lightning Vortex
Il Blud
Dark Bribe
Creature Swap

Face Down: Mezuki, Phoenix Wing Wind Blast

 Deck:

 Spoiler

1.	Pyramid Turtle
2.	Pyramid Turtle
3.	Pyramid Turtle
4.	Zombie Master
5.	Zombie Master
6.	Zombie Master
7.	Plaguespreader Zombie
8.	Mezuki
9.	Spirit Reaper
10.	Il Blud
11.	Vampire Lord
12.	Red-Eyes Zombie Dragon
13.	Red-Eyes Zombie Dragon
14.	Earthbound Immortal Aslla Piscu
15.	Gorz the Emissary of Darkness
16.	Book of Life
17.	Book of Life
18.	Book of Life
19.	Creature Swap
20.	Zombie World
21.	Zombie World
22.	Zombie World
23.	Allure of Darkness
24.	Allure of Darkness
25.	Hand Destruction
26.	Hand Destruction
27.	Heavy Storm
28.	Brain Control
29.	Mirror Force
30.	Call of the Haunted
31.	Dark Bribe
32.	Deck Devastation Virus
33.	Cold Wave
34.	Scrap-Iron Scarecrow
35.	Divine Wrath

 Extra Deck:

 Spoiler

2x Revived King Ha Des
2x Doomkaiser Dragon
Archfiend Zombie Skull
Goyo Guardian
Ancient Fairy Dragon
Black Rose Dragon
Stardust Dragon
Thought Ruler Archfiend
Magical Android
Red Dragon Archfiend
Dark End Dragon
Psychic Lifetrancer
Armory Arm

 Graveyard:

 Spoiler

Empty

 Removed from Play:

 Spoiler

Empty

[User]
 I draw

 Spoiler
iron core luster

 i will play three cards face-down and set one monster, then i end my turn.
{table=“head”]1|2|3|4|5
-|-|F|-|-
-|F|F|F|-[/table]

face downs

 Spoiler
iron core luster, imperial iron wall, DNA transplant, koa' ki meiru speeder.

An unknown symbol apears on yubel's arm.

[User]
 Let the shadow game commence in earnest.
 (d35)[ 5 ]

Another card appears face-down.

 Awaken, soldier of the dead!

Nazad Flip Summons Mezuki, which attacks the face-down monster.

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

M:  Mezuki
 Life Points:  8000

 Hand:  4

 Spoiler

Lightning Vortex
Il Blud
Creature Swap
Zombie Master

Face Down: Phoenix Wing Wind Blast, Dark Bribe

 Deck:

 Spoiler

1.	Pyramid Turtle
2.	Pyramid Turtle
3.	Pyramid Turtle
4.	Zombie Master
5.	Zombie Master
6.	Plaguespreader Zombie
7.	Mezuki
8.	Spirit Reaper
9.	Il Blud
10.	Vampire Lord
11.	Red-Eyes Zombie Dragon
12.	Red-Eyes Zombie Dragon
13.	Earthbound Immortal Aslla Piscu
14.	Gorz the Emissary of Darkness
15.	Book of Life
16.	Book of Life
17.	Book of Life
18.	Creature Swap
19.	Zombie World
20.	Zombie World
21.	Zombie World
22.	Allure of Darkness
23.	Allure of Darkness
24.	Hand Destruction
25.	Hand Destruction
26.	Heavy Storm
27.	Brain Control
28.	Mirror Force
29.	Call of the Haunted
30.	Dark Bribe
31.	Deck Devastation Virus
32.	Cold Wave
33.	Scrap-Iron Scarecrow
34.	Divine Wrath

 Extra Deck:

 Spoiler

2x Revived King Ha Des
2x Doomkaiser Dragon
Archfiend Zombie Skull
Goyo Guardian
Ancient Fairy Dragon
Black Rose Dragon
Stardust Dragon
Thought Ruler Archfiend
Magical Android
Red Dragon Archfiend
Dark End Dragon
Psychic Lifetrancer
Armory Arm

 Graveyard:

 Spoiler

Empty

 Removed from Play:

 Spoiler

Empty

[User] A machine-like monster flys from the card, dodging the attack and zipping past you, dealing you damage, you see the symbol between it's two jets. (you attacked koa 'ki meiru speeder, 2200 Def, you take 500 damage)

[User]
 Nazad ends his turn.

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

M:  Mezuki
 Life Points:  7500

 Hand:  4

 Spoiler

Lightning Vortex
Il Blud
Creature Swap
Zombie Master

Face Down: Phoenix Wing Wind Blast, Dark Bribe

 Deck:

 Spoiler

1.	Pyramid Turtle
2.	Pyramid Turtle
3.	Pyramid Turtle
4.	Zombie Master
5.	Zombie Master
6.	Plaguespreader Zombie
7.	Mezuki
8.	Spirit Reaper
9.	Il Blud
10.	Vampire Lord
11.	Red-Eyes Zombie Dragon
12.	Red-Eyes Zombie Dragon
13.	Earthbound Immortal Aslla Piscu
14.	Gorz the Emissary of Darkness
15.	Book of Life
16.	Book of Life
17.	Book of Life
18.	Creature Swap
19.	Zombie World
20.	Zombie World
21.	Zombie World
22.	Allure of Darkness
23.	Allure of Darkness
24.	Hand Destruction
25.	Hand Destruction
26.	Heavy Storm
27.	Brain Control
28.	Mirror Force
29.	Call of the Haunted
30.	Dark Bribe
31.	Deck Devastation Virus
32.	Cold Wave
33.	Scrap-Iron Scarecrow
34.	Divine Wrath

 Extra Deck:

 Spoiler

2x Revived King Ha Des
2x Doomkaiser Dragon
Archfiend Zombie Skull
Goyo Guardian
Ancient Fairy Dragon
Black Rose Dragon
Stardust Dragon
Thought Ruler Archfiend
Magical Android
Red Dragon Archfiend
Dark End Dragon
Psychic Lifetrancer
Armory Arm

 Graveyard:

 Spoiler

Empty

 Removed from Play:

 Spoiler

Empty

[User]
 I draw

 Spoiler
iron core of koa'ki meiru

 first since a drew iron core of koa'ki meiru i can draw again thanks to speeder.
 drawn card

 Spoiler
Reckoned Power

 first i will summon koa'ki meiru powerhand and activate DNA transplant, all cards are now light, meaning when powerhand attacks, the target's effect is negated, then if all is well i end my turn, i will destroy speeder but, show Reckoned Power to keep powerhand.

[User]
 (d34)[ 30 ]
 Upon the coming of the new age, the earth will groan in protest.

A shadowy figure appears briefly before flitting away, and the ground underneath Powerhand gives way to a crackling pit of dark energy, destroying it. (Activate Lightning Vortex, discard Il Blud, destroy Powerhand.)

When the pit recedes, Mezuki charges in for a direct attack.

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

M:  Mezuki
 Life Points:  7500

 Spoiler

 Hand:  3

 Spoiler

Creature Swap
Zombie Master
Dark Bribe

Face Down: Phoenix Wing Wind Blast, Dark Bribe

 Deck:

 Spoiler

1.	Pyramid Turtle
2.	Pyramid Turtle
3.	Pyramid Turtle
4.	Zombie Master
5.	Zombie Master
6.	Plaguespreader Zombie
7.	Mezuki
8.	Spirit Reaper
9.	Il Blud
10.	Vampire Lord
11.	Red-Eyes Zombie Dragon
12.	Red-Eyes Zombie Dragon
13.	Earthbound Immortal Aslla Piscu
14.	Gorz the Emissary of Darkness
15.	Book of Life
16.	Book of Life
17.	Book of Life
18.	Creature Swap
19.	Zombie World
20.	Zombie World
21.	Zombie World
22.	Allure of Darkness
23.	Allure of Darkness
24.	Hand Destruction
25.	Hand Destruction
26.	Heavy Storm
27.	Brain Control
28.	Mirror Force
29.	Call of the Haunted
30.	Deck Devastation Virus
31.	Cold Wave
32.	Scrap-Iron Scarecrow
33.	Divine Wrath

 Extra Deck:

 Spoiler

2x Revived King Ha Des
2x Doomkaiser Dragon
Archfiend Zombie Skull
Goyo Guardian
Ancient Fairy Dragon
Black Rose Dragon
Stardust Dragon
Thought Ruler Archfiend
Magical Android
Red Dragon Archfiend
Dark End Dragon
Psychic Lifetrancer
Armory Arm

 Graveyard:

 Spoiler

Lightning Vortex
Il Blud

 Removed from Play:

 Spoiler

Empty

[User] I will play iron core luster to negate lightning vortex.

[User]
 I'll end my turn.

OOC: Can you please post your stats, so I can keep track of what's going on? Thanks.

[User]
 draw

 Spoiler
koa'ki meiru valafar

 i will destroy powerhand to summon koa'ki meiru valafar and i will play one card face-down, i end my turn with the discarding of the iron core.

[User]
 OOC: You have what, two face-down cards now? Can you please post your field so I can keep track?

 (d33)[ 26 ]
 As the darkness advances, even the boldest shall shrink in fear.

Nazad discards Dark Bribe to activate Phoenix Wing Wind Blast. An invisible force pushes Valafar off the field, back to the top of Yubel's deck.
He gestures, commanding Mezuki to charge in for a direct attack.

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

M:  Mezuki
 Life Points:  7500

 Spoiler

 Hand:  3

 Spoiler

Creature Swap
Zombie Master
Heavy Storm

Face Down: Dark Bribe

 Deck:

 Spoiler

1.	Pyramid Turtle
2.	Pyramid Turtle
3.	Pyramid Turtle
4.	Zombie Master
5.	Zombie Master
6.	Plaguespreader Zombie
7.	Mezuki
8.	Spirit Reaper
9.	Il Blud
10.	Vampire Lord
11.	Red-Eyes Zombie Dragon
12.	Red-Eyes Zombie Dragon
13.	Earthbound Immortal Aslla Piscu
14.	Gorz the Emissary of Darkness
15.	Book of Life
16.	Book of Life
17.	Book of Life
18.	Creature Swap
19.	Zombie World
20.	Zombie World
21.	Zombie World
22.	Allure of Darkness
23.	Allure of Darkness
24.	Hand Destruction
25.	Hand Destruction
26.	Brain Control
27.	Mirror Force
28.	Call of the Haunted
29.	Deck Devastation Virus
30.	Cold Wave
31.	Scrap-Iron Scarecrow
32.	Divine Wrath

 Extra Deck:

 Spoiler

2x Revived King Ha Des
2x Doomkaiser Dragon
Archfiend Zombie Skull
Goyo Guardian
Ancient Fairy Dragon
Black Rose Dragon
Stardust Dragon
Thought Ruler Archfiend
Magical Android
Red Dragon Archfiend
Dark End Dragon
Psychic Lifetrancer
Armory Arm

 Graveyard:

 Spoiler

Lightning Vortex
Il Blud
Phoenix Wing Wind Blast
Dark Bribe

 Removed from Play:

 Spoiler

Empty


[User] You awaken in the center of a 10ft by 15ft room with stone walls, ceilings, and floors. A torch is burning on the wall behind you, while the other three walls have closed, metal doors with brackets allowing you to bar them from the inside. Unfortunately, only two metal rods are lying on the floor.

[User]
 Bar the west and southern walls. North is friendlier.
Try to quietly open the door, and probably fail.

 Spoiler
Hide:  (1d20-6)[ 13 ]
MS:  (1d20-6)[ 2 ]

[User]
 That door is apparently quite squeaky. You're not the first adventurer to do that. =)

You peer inside a 10ft wide room, 30 ft long, with another wooden door on the far side. In the room is four kobolds(F1, E1, E2, C2) around a small fire flickering on the floor(D2). All of them apparently just heard you, and are raising their weapons(three closest are using spears, furthest has a sling).

Init from top to bottom:
 (1d20+1)[ 5 ]
 (1d20+1)[ 19 ]
 (1d20+1)[ 17 ]
 (1d20+1)[ 5 ]


[User]
 Any map prefrence?

Buff Rounds: 3?

[User]
 I like the Wilderness map.

Buffs are good.

Edit: Can't seem to find it

[User]
 Can you provide the map?  I don't have access to that one.

EDIT: Should we try a different one?

Buffs
 Spoiler
Round 1: UMD Protection from Energy (Acid)  (1d20+16)[ 35 ]  vs DC 20; Headband activates bless
Round 2: Troll Form; UMD Protection from Energy (Fire)  (1d20+26)[ 31 ]  vs DC 20; Headband disguises as Giant
Round 3: UMD Favored of the Martyr (using Shard; auto success)

Disguise  (1d20+18)[ 37 ]
UMD Nerveskitter  (1d20+16)[ 17 ]  vs DC 20

[User]
 How about this 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]

[User]
 Ok

Buffs

 Spoiler
 Alldays - Greater Mage Armor
1- Arcane Spellsurge, Mirror Images  (1d6)[ 4 ]   (1d4+4)[ 5 ]
2- See Invisibility, Grease on myself
3- True Strike

Initiative
 (1d20+6)[ 24 ]

[User]
 I cannot beat your initiative.

I will start in F9-G10.

[User]
 I'll start in H2

You see 7 cloaked kobolds each wielding a scroll in their hands.

[User]
 I have True Seeing.

Its your turn.

EDIT: Make a Spot Check.

[User]
 True Seeing allows you to see that there is only one true kobold.

Spot:  (1d20-1)[ 13 ]

I have See Invisibility

[User] In F9-G10, a large, muscular man stands.  He holds a giant axe easily, and is wearing full-body armor.  On his head is a headband with a shining jewel in the middle.

[User]
 I have mindsight 100ft, can you tell your type and Int score?

Edit: I meant I'm a human, not a kobold

5ft step to G3

Casting (DC19)

 Spoiler
 (1d6)[ 2 ]  Invisible Arcane Fusion (True Strike and Spellwarped Wings of Flurry)  (1d6)[ 6 ]

Attack Roll Ignoring Concealment
 (1d20+30)[ 35 ]

Damage (force)
 (13d6)[ 26 ]
Sneak/Sudden Ray Attack
 (3d6)[ 11 ]

If it hits, you're dazed for 1 turn

Waiting on resolution before finishing turn.

[User]
 Additional spell force damage (increased CL)

 (6d6)[ 23 ]

[User]
 Heh, Im actually making a sorcerer with that prestige class right now...

EDIT: Sorcerer 1/SwS 5/Mindbender 1/Wild Mage 2/Fatespinner 4.  Please tell me I didn't steal your exact build.  By the fact that you have Mindsight and Wild Magic, I may have.  Entirely accidental...

I am a humanoid with 14 Intelligence.

 Spoiler
Mark of the Movianic Name ability.

The ray stops in midair.

[User]
 Hmmm, how'd you get in without a level of rouge/Sneak attack class,

 (1d20+18)[ 24 ]  to see if I detect Ray Deflection or whatever stopped my ray if it's magical

[User] Nothing that you can detect.

[User] I'll end my turn then

[User] Wings sprout from the man's back, and he charges you.  Planning on doing an immediate action or anything when he gets to you?

[User]
 I'll cast one

DC17

 Spoiler
 Wings of Cover

Wings made out of Force appear from my back and cover me

[User]
 My charge attack can't hit you, but I cut straight through your wings of force.

Damage  (3d6+60)[ 68 ]  vs 60 hp.

The giant man then tosses a small hammer at you.  It explodes and you take 31 points of fire damage.

End Turn.

[User] I'm not sure what the vs 60 hp means? Does that mean I take 68+31 damage?

[User]
 Assuming I only take the damage from the hammer

Cast Defensively DC20
 (1d20+18)[ 34 ]

Spellcraft DC20

 Spoiler

Invisible Arcane Fusion (True Strike and Spellwarped Wings of Flurry)

Wild Magic  (1d6)[ 3 ]

Attack Roll
 (1d20+30)[ 32 ]
Force Damage
 (13d6)[ 45 ]
Dazes you if it hits for 1 round

[User]
 extra damage
 (3d6)[ 12 ]  Forcerce

[User] My apologies for not explaining it properly.  You only take 31 damage.  The 68 damage was to destroy your Wings of Cover, and my special ability let me treat it as if it had 60 hp.

[User] Oh ok then, my turn is up above

[User]
 Spoiler
Mark of the Movanic Name Ability.

The ray stops in midair again.

End turn?

[User]
 DC19

 Spoiler
 Dimension Door to C10

Defensive Casting DC19 [roll]1d20+18[/roll]

I disappear and reappear at C10

End turn.

[User] Messed up roll  (1d20+18)[ 33 ]

[User]
 I take a move action to A8-B9.

I assume again that you are using an immediate action here?

[User] I can't due to Swift/Immediate spent already

[User]
 I am so thankful...I didn't want to have to chase you across the entire country side...

 Spoiler
Mark of the Movanic Essence Ability, Pierce Magic Protection

The following attack ignores any bonuses to AC that you get from spells:

Auto 20:
Confirm Crit:  (1d20+26)[ 46 ]

Vorpal Weapon.  Your head goes off.  You die, assuming you aren't able to function without a head.

(EDIT: I deleted the possible damage if the crit was not confirmed.  Thats why the post roll count does not match the database, sorry.  I forgot that this would happen.)

[User]
 Yep, now I'm dead

btw how'd you stop the rays, was a warmark?


[User]
 The dust settles slowly, leaving the cave dark - the sounds of battle are muffled, and it is quiet enough to hear your own breathing loud and clear. There is a dull beam of light lancing down from the ceiling, illuminating a small patch of dry ground somewhere near the middle. The walls on the section closest to the former entrance are unnaturally smooth, as if someone had carved it out, and as they grow more jagged further back the ceiling slants down so that the very back of the cave recedes into a crack in the rock.

The cave is large - you can tell, even with the lack of light, simply by the echo of any sound and the feeling of emptiness all around. The air is stale, and the faint scent of rotting vegetation drifts down from above.

As you grow slightly more accustomed to the darkness, you begin to notice that there are others in the cave with you…

[User]
 Itzi
  "Bloody caves.  The Misthawk must be quite disappointed in me..."    Barely three feet tall and dressed in loose brown clothing, the goblin wasn't exactly the most imposing soldier in the cave.  His dark red skin looked more like charcoal in this light, and little good could be said about his sharply angular face.  Regardless, he was clearly in a familiar position; there was no trace of surprise at ending up in a room with several opposing forces.

Moving over to inspect the collapse, he ran his hand along the wall near the entrance.    "This looks worked.  Either very poor construction, or... did someone rig that to collapse?"    Prodding at the collapse, he clambered up onto one of the larger rocks.    "No getting out this way, I imagine.  Too much bloody rock to move."    Turning back to the cave, he sat down cross-legged on the rock with a sigh, only then seeming to remember he wasn't alone.   "Oh bother, I've been thinking out loud again, haven't I.  Sorry for ignoring you all; would you care to introduce yourselves so that we may begin the discussion?"

[User]
 Lirthir
 "Curses...seems we are trapped for the time being."  The elf seemed highly displeased with his current situation, being trapped in a cave with these strangers. He quickly started evaluating his current predicament, examining the inside of the cave and the rest of the trapped strangers.

He turns towards a goblin that asks for introductions. As Lirthir turns, he doesn't appear to be extremely strong, but his features give away a sense of agility and his face presents mistrust and grief. With blue eyes that seem like still but imposing underwater lakes, he faces the rest of his temporary companions.  "Mmm...the name is Lirthir, and that shall be enough for now. The sooner we get through these introductions the sooner we can get moving."

[User]
 Tersin Nockt
  "Why bother with unnecessary introductions, then?  Seems pointless.  We don't need to know names to get out of here."

The speaker steps from the shadows at the back of the cavern, his tall, wiry frame moving in an odd, angular manner.  Wisps of graying hair cascade down across his dark eyes, and his sharp-featured face is shrewd and calculating.

He strides over to Itzi, his long legs quickly eating up the distance to the mouth of the cave, and leans nonchalantly against the goblin's perch.

  "After all, some of you will no doubt put a dagger in my back soon as look at me, and if that happened, I'd have no compunctions about bringing what's left of this cave down around us.  So let's just get to the task at hand, hmmm?"

[User]
 Marianna

The tiny shaft of light in the cave flares brightly - blindingly, really - before dying back down to a manageable level. The cave is now lit as though it suffered from bright, noontime sunlight, and the source of the illumination is Marianna. The elf is sporting a brightly growing halo and a subtly disturbing smile.

  "Tersin, you wound me, not wanting to introduce yourself to a fellow soldier. I already know  of  you, mind, but still - it's so rude. You all might know me, you might not. Marianna Solain. My platoon calls me the Sunshine Dancer, but if I remember right, the proper title from your end of things is the Noonlight Butcher.

Her smile widens, and a shard of light solidifies in her hand. The resemblance it has to broken, sharpened glass is uncanny.

  "It's a pleasure to meet all of you."


[User]
 Melamoto vs. Zipding

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.
Crushinator, Issafer. 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, grey is difficult terrain, red/brown is the cliffs (10ft, Climb DC20, blocks LoS), orange is the cliffs(20ft, Climb DC20, block LoS), red is the cliffs(30ft, Climb DC20, block LoS), dark green is the forest, this counts as difficult terrain and you can hide in it, blue is the water(10ft deep, Swim DC10). 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.

Melamoto

 Spoiler
The Crushinator is in AD12 and cannot see Issafer

Zipding

 Spoiler
Issafer is in AA59 and cannot see The Crushinator

[User]
 Issafer, Prep Round
 "Heh, heh, heh. Not quite a mortal, but still, killing it should be fun"
Activate Blood in the Water Stance
Init
 (1d20+12)[ 24 ]

[User]
 The Crushinator, Prep Round
" Your termination is inevitable! "
Initiative:  (1d20+2)[ 4 ]
Activating  Ring of Invisibility

You first. Also, I'm English, so I won't be on from 6 PM - 2 AM.

[User]
 Issafer, Round 1
Full round action, change all maneuvers I have readied.

[User]
 Crushinator, Round 1
Full Round Action: Run straight down to AD-AE-22-23

[User]
 Issafer Round 2
Issafer flies up just above ground level. He moves across the river and behind the cliff.
Move to V52. Flying at ground level.

[User]
 Crushinator, Round 2
Full round action, run to AD-AE-34-35

[User]
 Issafer, Round 3
Using caution, Issafer moves around the corner and prepares to attack anything that shows up.
Move to Z51

[User]
 Sorry, just been away visiting relatives. I can post more frequently now.

Anyway:

 Crushinator, round 3
Moving to AD-AE-38-39

[User]
 Issafer, Round 4
Issafer prepares himself to be attacked
Full-Defense
OOC: I can't see the Crushinator, Melamoto😩

[User]
 There lies the inherent flaw of having an effective 20' base movement speed and difficult terrain.

 Crushinator, round 4
Moving to AD-AE-42-43

[User]
 Issafer, Round 5
Issafer stays where he is and still prepares for the assault

[User]
 Crushinator, round 5
Plodding along (And finally leaving slow-zone) to AB-AC-45-46.

[User]
 Issafer, Round 6
Issafer remains where he is, defending himself from any onslaught

[User]
 Crushinator, round 6
The Crushinator plods through difficult ground to Z-AA-45-46, and then heads back to his previous position upon seeing the enemy and being unable to act upon it.

(This puts me in a great position...)

[User]
 Issafer, Round 7
Issafer springs around the corner after listening to the warforged walk around the corner and back. He simply swings his kukri once to where he thinks it is.
Move Action: Move to AA46, this provokes an attack of opportunity
Standard Action: 1 attack with the kukri
 (1d20+27)[ 42 ]
Crit confirm(if needed)  (1d20+30)[ 48 ]
Miss chance  (1d100)[ 87 ]
Damage (1d4+12)[ 14 ]

For miss chance: Do I need to roll high to hit or low?

[User]
 I just realized I rolled a critical
 (1d4+12)[ 16 ]

[User] The majority of games I play, miss chance success is 1-the % chance. We can do it whatever way you want though; 1 hit won't be such a big deal.

[User]
 Crushinator, round 7
" Be crushed. "
Move action: None
Standard action: Bull Rush

Strength check:  (1d20+28)[ 40 ]
Assuming Success, Armor Spikes:  (2d6+15)[ 21 ]  damage
Grapple check (Greater Multigrab):  (1d20+31)[ 49 ]
If you get pushed back into the cliff:  (8d6+45)[ 80 ]  damage

Make opposed Grapple and Bull rush rolls.

[User]
 You autamatically win the bull rush.
Grapple:
 (1d20+22)[ 27 ]

[User]
 Ok then, I successfully grapple you...with my body spikes...🤨

That's my turn done with.

[User]
 Issafer, Round 8
Issafer claws and bites The Crushinator
Bite:
 (1d20+17)[ 36 ]
Crit Confirm(If needed) (1d20+20)[ 37 ]
Damage:  (1d6+10)[ 12 ]
Crit damage: (1d6+10)[ 12 ]

Claw 1
 (1d20+22)[ 29 ]
Crit confirm(if needed) (1d20+25)[ 39 ]
Damage (1d4+10)[ 11 ]
Crit damage  (1d4+10)[ 12 ]

Claw 2
 (1d20+22)[ 36 ]
Crit confirm(if needed) (1d20+25)[ 36 ]
Damage (1d4+10)[ 14 ]
Crit damage  (1d4+10)[ 12 ]

[User]
 Crushinator, round 8
(Not completely sure about the legality of this turn, should work as far as I can tell.)

I let go of you next to the cliff.

Climb up the cliff:  (1d20+10)[ 17 ]  (Should be DC 15; according to the jump skill, at least. My vertical reach is 16')

And a long jump onto your space: Automatic pass

I weigh just over 2400 lbs, and I'm falling 10'. That should be 12d6 of falling damage from me landing on you. I jumped so i'm safe.

Any objections?

[User] Just one question, isn't it a Tumble check to avoid falling damage?

[User]
 Originally Posted by SRD
 A DC 15 Jump check or DC 15 Tumble check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage.

Also, forgot to roll for damage.
 (12d6)[ 45 ]

[User]
 Issafer, Round 9
As a last ditch effort, Issafer tries to knock him out.
Swift Action: Distracting Ember
Standard Action: Use Mind Strike Maneuver
 (1d20+29)[ 46 ]
Damage (1d4)[ 2 ]
Damage (1d4+12)[ 13 ]
DC 21 Will save to prevent Wisdom Damage

[User] Sorry, I don't take ability damage. Ever. No, not even then. You can retake that move if you want.

[User]
 Swooping Dragon Strike instead
 (1d20+29)[ 48 ]  No Dex to AC, unless you have Uncanny Dodge
Crit confirm(if needed) (1d20+32)[ 36 ]
Damage (1d4+12)[ 15 ]
Damage (10d6)[ 32 ]
Jump Check (1d20+28)[ 41 ]

[User] Confirmed crit:  (1d4+12)[ 14 ]

[User]
 Crushinator, round 9

Full Attack

Attack 1:  (1d20+25)[ 31 ]
Attack 2:  (1d20+25)[ 43 ]
Attack 3:  (1d20+20)[ 40 ]
Attack 4:  (1d20+15)[ 25 ]

Damage 1:  (3d8+22)[ 34 ]
Damage 2:  (3d8+22)[ 32 ]
Damage 3:  (3d8+22)[ 38 ]
Damage 4:  (3d8+22)[ 31 ]

[User]
 Attack 3 Critical Confirm:  (1d20+20)[ 37 ]
Attack 3 Critical Damage:  (3d8+22)[ 36 ]

[User]
 Manticore Parry to redirect your attacks to your self
 (1d20+27)[ 34 ]
Your first attack roll is on yourself, you need to roll miss chances for the critical hits.
75%, above hits, below misses.

[User]
 If the criticals hit
 (5d6)[ 14 ]
 (5d6)[ 16 ]
Damage to you
Issafer falls down unconscious after the barrage of attacks

[User]
 (1d100)[ 82 ]

" I shall end you. "

Coup de grace. More specifically, Curb Stomp sans curb.

 (6d8+44)[ 63 ]

[User] Issafer is dead, congratulations, you win. Have you seen the Talkie Thread? You need to change The Crushinator's saves, because they are too small. Also, don't forget Song of Steel🙂

[User] Well, the saves aren't so much a problem to me. I'm immune to virtually everything under the sun. And I haven't forgotten song of steel 🙂. Just gotta wait for the DM to sort out our turns now. Too bad I didn't roll lower on my initiative; this way I don't get the buffs from the team in my first turn ☹. Also, the Custom Avatar I spent an hour on last night. Guess who it is? 😉

[User]
 It's Ereged. After a bit of thinking and seeing your action, I figured it out.
On the saves note, your character is being moved to pending for that.

[User]
 If you want to know what it is, it's Construct Perfection, from the Warforged Juggernaut PrC. It grants immunity to:

 Nonlethal Damage
 Critical Hits
 All Mind-Affecting spells and abilities
 Death effects
 Necromancy effects
 Ability Damage
 Ability Drain
 Healing

Other class features are Armor Spikes, better Bull Rushing, better Charging, and reduced social skills.

[User] What book is Warforged Juggernaut from? It looks really interesting

[User] Eberron Campaign setting, same place as the Warforged. Of course, I'm a Warforged Charger from MM3, but I still have access to the book. It is a pretty cool class, but it is highly dependent on charging and bull rushing. It's opposite is the Reforged, a PrC which focuses on the living aspects of a Warforged, although it isn't that strong mechanically imo it makes great RP material.

[User] Cool, of course, Eberron is magic crazy. I heard that you could make a flying boat with magic alone

[User] Binding Elementals to the ship. There are also rules in the Arms and Equipment Guide to make ground vehicles fly, although it costs a lot (I think it was about 200,000). You can also let ships travel through the ground. These are the only reasons I ever want to take Leadership : P

[User] I do have access to Arms and Equipment Guide, the new armour and weapons are fun. How about a dwarf swinging around a fullblade?😁(Seriously, I made a character that could do this😛)

[User] Ah, the Fullblade. The BFS of D&D. It's really good too, if you know how to use it.

[User] It really is. Something that works really well is Monkey Grip, Giant's Stance and Enlarge Person. Result: You swing a rediculously large sword around like it is your size. At epic levels, Weild Oversize Weapon, meaning, a medium sized character naturally swings around a Huge sized weapon.


[User]
 The group is on the road, having left the metropolis of Adamar two days prior. You are less than 10 minutes from the town of Derrag. Reports say that a number of assualts by the undead have hit the city but they were able to hold the monsters off. You were asked to report to the city guard to reinforce their defences and seek a way to stop these attacks.

The city is surrounded by the Forgotten Forest and from where you are it is obscured by the tall trees. However, you can see smoke rising from the tree line in the direction of the town. The smoke is black, and too thick to be a simple fire. Something is wrong.

[User]
 "That does not bode well."
Arzimon loosens his sword in its sheath and fingers the hilt nervously.
 "We should be on our guard; we do not know what horrors may await us."

[User]
 Bree looks at the smoke, then at Arzimon. " Aye, lets get moving. Mayhap they need our help now. " She utters garbled words and waves her hands briefly in the air, throwing a pinch of dirt on herself.

(Casting longstrider, +10' speed lasts 1 hour, brings my speed up to 30'.)

[User]
 "If you do not mind, I shall take the lead."
Arzimon will make his way to the front of the party and draw his great blade.

[User]
 "I'll be somewhere in the middle of the pack, and it would be best to have our two most powerful warriors on either end."
Ivellios steps in the middle of the group, his watchful eyes scanning the horizon.

[User] "You might want to quicken your pace if we are to even get there before those abominations scour whatever is left of the town. Onward, gentlemen."  Airlyn marches alongside whoever is at the front of the group, keeping her eyes on the road ahead.

[User]
 Bree falls in beside Ivellios.

(retro: Bree grasps her holy symbol of a humanoid walking under a sun, while she casts her spell.)

[User]
 After some marching you can see the front gates to the town just ahead through the trees. They are thrown open wide, one of the wooden doors is splintered along its hinges, twisted at an angle. There are footprints and a pool of blood, with trials leading into the gates and the bushes.

 Spoiler
Everyone role spot and listen checks.

[User]
 DM

 Spoiler
spot  (1d20+2)[ 15 ]
listen  (1d20+2)[ 11 ]

[User]
 "Let us keep alert. We may be attacked at any moment."

 Spoiler
Spot and Listen checks:
 (1d20+2)[ 6 ]
 (1d20+2)[ 18 ]

[User]
 Spoiler
Spot: (1d20+3)[ 20 ]
Listen: (1d20+3)[ 17 ]

[User]
 Spoiler
 Spot [roll]1d20+6[roll] Listen [roll]1d20+6[/roll]

Arg, made a mistake, gonna have to double post

[User]
 Spoiler
 Spot [roll]1d20+6[roll] Listen [roll0]

[User]
 Spoiler
 Spot [roll0] Listen [roll1]

ARRRG!!! really sorry for triple posting....

EDIT: why is the world so cruel.....Im posting rolls in ooc.

[User] Erark remains dead silent, back straight, and looking all ordely and dignififed

[User]
 MOLOKH and Parlity

 Spoiler
 You spot figures moving out of the corners of your eye, they don't seem to be approaching though, just circling.

All of you hear rustling coming from the bushes around you but nothing appears from the bushes. There is also a bit of rattling, like bones grinding against eachother.

[User] Erark readies his two hammers and gets in a battle ready postion

[User]
 "Do you see anything?"
Arzimon nervously fingers the hilt of his sword.

[User]
 Nay...but I 'ear tah bones a crackin' like Dwarven wah drums...
Erark makes sure to keep his voice down

[User] In a low voice, Bree says, " There be figures circling us and not approaching. We can call out to them, but I fear they be the undead and the town has fallen. "

[User]
 "Let me just confirm that for you before whatever is hiding there gets a chance to fully encircle and ambush us."

 Spoiler
Airlyn casts Detect Undead in the direction of the nearest bushes. If there is indeed an undead aura she will study it for the appropriate duration (3 rounds). After that, or if there is no undead aura, she will continue to slowly turn the cone-shaped detection area around the party and examine anything else she notices until she has checked out everything in her surrounding or the spell ends (duration - 1 min.; range - 60ft.).

[User]
 "Let us prepare a defensive formation. I shall take the front; the other warriors should guard the flanks. Any who are not suited to melee combat should stay in the middle.
Agreed?"

[User] " Agreed ." Bree steps between Erark and Arzimon. She grasps her holy symbol in her right hand and her morningstar in her left.

[User] Erark joins the formation, giving a grumbled agreement

[User]
 Originally Posted by MOLOKH
  "Let me just confirm that for you before whatever is hiding there gets a chance to fully encircle and ambush us."

 Spoiler
Airlyn casts Detect Undead in the direction of the nearest bushes. If there is indeed an undead aura she will study it for the appropriate duration (3 rounds). After that, or if there is no undead aura, she will continue to slowly turn the cone-shaped detection area around the party and examine anything else she notices until she has checked out everything in her surrounding or the spell ends (duration - 1 min.; range - 60ft.).

Airlyn Only

 Spoiler
Your detect undead reports there are undead in the bushes. After studying them there are three auras, two on the left side of the path and one on the right, all three auras are faint.

The sound of bones continue but nothing jumps out of the bushes at you.

[User]
 Arzimon glances around nervously, then breathes deeply.
 "Come, let us proceed."

[User] An arrow flies out from the bushes at Arzomin and goes past, missing him.

[User]
 "Not so fast, Longblade. Let me finish - those are definitely undead in there. Three of them. You guys take care of the two on the left. I'm going for the one on the right."

Airlyn points to the location of the two undead auras, then casts Mage Armor on herself and proceeds towards the single aura.

[User] Bree lets her holy symbol fall to her chest and raises her wooden shield higher. She says, " There be two blood trails here, one into the bushes and one into town. Let's be saving as many townsfolk as we can. "

[User] should we split up? One group the head to the town and one group to finish these undead?

[User] "Nay; we will be stronger as a group- we should first deal with this threat, and then move on to the town. Let us give these horrors a taste of cold steel!"

[User] " Very well. " Bree follows Arzimon, clutching her shield and morningstar.

[User]
 As Airlyn approaches the lone source, there is a clattering of bones and a skeleton jumps out from the bushes, wielding a shortsword and buckler. Its rags hint that it might have been a member of the town militia. It's about 10 ft from Airlyn, and appears ready to charge at her.

Meanwhile a second skeleton similar to the first exits the bushes to face the res tof the group, a third skeleton stepping into view, notching another arrow in its bow.

[User]
 Arzimon turns to Bree and grimaces, then with a battle-cry charges straight at the skeleton before the cleric. His greatsword glimmers in the dying sunlight as the blade falls upon the undead horror.

 Spoiler
Making a charge attack against the skeleton, PAing for 1 point.
Attack:
 (1d20+9)[ 20 ]
Damage:
 (2d6+8)[ 12 ]

[User]
 ((Oh snap, I forgot to say: Everyone roll for initiative!))

Skeletons

 Spoiler
Melee Skellies (1d20+5)[ 20 ]
Archer Skellie (1d20+5)[ 6 ]

[User]
 Spoiler
initiative  (1d20+2)[ 3 ]

[User]
 Spoiler
Oops, sorry.
Initiative:
 (1d20+2)[ 19 ]

[User]
 Spoiler
initiative:  (1d20)[ 14 ]

[User]
 Bree follows Arzimon into battle.

 Spoiler
Runs to the left of Arzimon and attacks the melee skeleton if it survives Arzimon's attack.

Otherwise runs to the archer skeleton. Beats down the bushes to remove cover and clear the way if it has cover left by her turn. Will attack if she has actions left.

Attack roll:  (1d20)[ 10 ]
Damage roll:  (1d8)[ 3 ]

[User]
 Spoiler
 Skeleton attacking Arzimmon
Hit  (1d20+1)[ 2 ]
Damage  (1d6+1)[ 3 ]

Skeleton attacking Airlyn
Hit  (1d20+1)[ 5 ]
Damage  (1d20+1)[ 17 ]

As the skeletons attack they both miss their targets. The one facing Arzimmon raises its buckler to try and defend itself, but his sword smashes through it, destroying it completely.

[User]
 Spoiler
 Archer Skellie
Attack  (1d20+2)[ 17 ]
Damage  (1d6)[ 6 ]

The archer skellington notches a second arrow, aiming at the cleric now and firing off a strong shot, hitting the cleric for 6 damage. It reaches into its quiver for its next arrow.

[User]
 " Aaaa! " Bree screams in pain as the arrow strikes her. She cowers under her shield and pokes at the archer with her morningstar.

 Spoiler
fighting defensively +2 ac -4 attack AC 18/16 hp 2/8
Attack  (1d20-4)[ 4 ]
Damage  (1d8)[ 1 ]

[User] (retro) Bree cowers under her shield as she stands next to the archer skeleton.

[User]
 Airlyn easily dodges the skeleton's blow and looks at it in annoyance.

 "So this is the way you are going to be, is it?"

She shoots her arm at the skeleton's skull in an atempt to grab it's head.

 Spoiler
grapple start
touch attack:  (1d20+2)[ 18 ]

[User]
 OOC

 Spoiler
I'll just assume an 18 hits it's touch AC and play on.

Grabbing the skeleton's swordarm with one hand and plunging her other hand's fingers into it's eyesockets, Airlyn starts to violently shake and pull it's head.

 Spoiler
grapple check  (1d20+6)[ 18 ]
dmg  (1d3+2)[ 4 ]

[User] "Make haste! Let us send these foul abominations back to the abyss, that we might all the swifter discover the source of this taint upon the lands of Light!"

[User]
 The skeleton struggles, trying to break free of Airlyn's grasp.

 Spoiler

 (1d20+1)[ 11 ]

[User]
 Lifting his mighty greatsword above his head, Arzimon charges at the skeleton archer.

 Spoiler
Charging, 1Pt PA.
Attack:
 (1d20+9)[ 23 ]
Damage:
 (2d6+7)[ 14 ]

[User] The archer skeleton feebly raises its bow to try and defend itself but you shatter it to pieces just as thoroughly as the other skeleton. The only remaining skeleton is the one grappling with Airlyn.

[User]
 Bree grasps her holy symbol and prays.

 Spoiler
Casting Cure light wounds spontaneously on self.  (1d8+1)[ 6 ]

[User]
 "Quit squirming, you!"

Airlyn continues to tug the skeleton's head.

 Spoiler
She moves into the skeleton's space to maintain the grapple and tries to rip it's head off, God-of-War-style.

grapple  (1d20+6)[ 21 ]
dmg [roll1d3+2[/roll]

[User] Its body pulls violently and its head rips off. For a moment the head appears to try to scream silently and the body reaches for the head then falls into a heap. Everything grow quite as the bones settle on the ground.

[User]
 "Whew. That was quite something."
Arzimon wipes sweat from his brow and strides back to the front of the group.

[User] With no sign of any more enemies, the group can safely move on if they wish.

[User]
 Airlyn eyes the skull in her hand and then the bushes where the skeleton appeared from.  "Hm."  She walks into the bushes, pushing them aside and looks around.

 Spoiler
 Spot  (1d20+2)[ 12 ]  for anything that might give hints about the skeleton's creation, purpose ot anything related to it in general.

[User]
 " It was, ye and Airlyn are great at fighting these creatures. " Bree looks at the archer skelly. " I wonder what poor soul became this terrible creature. "

" If this blood trail be fresh, mayhap we should follow it. Survivors may've fled ".

 Spoiler
Rolling Spot check for clues.  (1d20+3)[ 17 ]

[User] OOC: Just so you know, Spot checks indicate you only lok for something, actually searching (moving stuff, feeling around, etc) is Search checks.

[User]
 Spoiler
I decided Spot was more appropriate because she's just looking around rather then crouching and searching, but as you wish: Search  (1d20+3)[ 16 ]

[User]
 OOC: Makes sense, well maybe both checks can be done, first just to look around, then to get a closer look.

Airlyn

 Spoiler

You glance through the bushes and spot some footprints from the skeleton leading back towards a tree. After searching around a bit, moving bushes aside, you find a tree with a large slash in the trunk about stomach level and a blood spatter, witha  small pool of blood leading around tot eh other side of the tree. A broken pitchfork lies a few feet to the side.

Parlity

 Spoiler

The blood trail is too scattered, probably by the skeletons, but you find a pile of... it looks like dead skin and hair, you can almost make out what might have one been someone's face.

[User]
 " This ... this be the most gruesome thing I've ever seen. Arzimon and Airlyn, look at this! It be like the skeleton crawled out o the skin! "

" I don't be thinking there's any survivors out here. We can give these skeletons a proper last rites after we check for survivors. Let's go inside town, " Bree says grimly.

[User]
 Spoiler
Is there something on the other side of the tree? If not...

Grimacing, Airlyn walks out of the bushes and heads for the party still with the skeleton's head in hand.

 What? Are you done over there? If everyone else is ready as well, we should head out."

[User]
 "Repulsive indeed. Whatever has done this shall pay, you can be sure of it."
 Arzimon turns back toward the rest of the party.
 "Are you ready to proceed?"

[User] " Ready, " Bree says.


[User]
 Buff Rounds:  All day + 3 rounds is all I need...we can have more if you need them though.

Map:  Collums work?

 {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]

[User]
 ... what are buff rounds? 🤢

sure those will work

Buffs

 Spoiler

oil of magic weapon +3 applied to simitar

I'll take the top side.

[User]
 Buffs:
 Spoiler
All Day: Eternal Wand of Greater Magic Armor, GMW on armor spikes, Endure Exposure, Draconic Flight, Aura of Flame (recast every 10 minutes)
Round 1: Eternal Wand of Shield
Round 2: Scroll of Conviction
Round 3: Scroll of Shield of Faith

I always have the bottom on this map for some reason...

In F9, 10ft off the ground, you see a kobold.  Each of his hands seem to glow, as does his mouth, and he holds a wand in each hand.  He is surrounded by an aura of flame.

Initiative  (1d20+17)[ 33 ]

[User]
 In F4 30ft up you see a dragon born with sword and shield in hand...

  initive  - (d20+3)[ 14 ]

It would appear to be your go sir.

[User]
 "Well well well.  A dragonborn.  Ready to abandon me like all the others?"

 Spoiler
Quickened Mortalbane (x10) Voracious Dispelling.

I target you with a Dispel Magic-ish effect.  Could you please tell me the number of buff spells you have active, and list them in a spoiler?

[User] wheee; is this is an invocation, it's important.

[User] Yes...uh oh.

[User]
 yeah, my shield kinda bounces that back at you, enjoy Debuffing yourself. 😁

 Spoiler

Reflecting on shield USED for the day

... and I just notice a big hole in my build, thanks.

[User]
 Well...that sucks.  Lets see if I can survive my own first swift action.

 Spoiler
Greater Magic Armor (CL5)  (1d20+10)[ 13 ]   (20d6+3)[ 71 ]
Endure Exposure (CL 13)  (1d20+10)[ 25 ]   (20d6+1)[ 70 ]
Draconic Flight (CL 13)  (1d20+10)[ 23 ]   (20d6+3)[ 83 ]
Aura of Flame (CL 13)  (1d20+10)[ 30 ]   (20d6+5)[ 68 ]
Shield (CL 1)  (1d20+10)[ 24 ]   (20d6+1)[ 61 ]
Scroll of Conviction (CL 18)  (1d20+10)[ 18 ]   (20d6+1)[ 81 ]
Shield of Faith (CL 18)  (1d20+10)[ 14 ]   (20d6+1)[ 68 ]

I am dead.  277 damage in one swift action.  To myself.  😡

[User] "Why would I, You seem to abandon yourself quite well."


[User]
 Yet another day dawned in spell-plagued Toril, yet one more day of disasters, famine, plague and wars worsening the situation of the already desparate nations of Faerun.

In the relative quiet of Castle Blackfist-if that was even the ruin's true name-one of many diplomatic meetings was about to take place. Such meetings of delegations from several nations might well decide the future of the world so they were not to be taken lightly. Unfortunately, intrigue and selfishness would always be a part of the world, no matter the situation. And the hours to come might yet prove to be interesting times...

 Spoiler

Players post here their characters waking up (post a description so we all remember how you look like) and whatever preparations they will take before the meeting begins.

[User]
 SELINDA

With a nights rest, Selinda looks even more stunning than you can remember, her black hair seems to glow with even more of a sheen and her blue eyes are sparkling with just a hint of mischief. Although dressed appropriately in the attire of a diplomat, her clothes are still pulled tight, emphazing her curves and cut just low enough to draw your interest. The gold and silver circlet you noticed yesterday is still perched in her black curls, and the rapier at her side still seems to be more ceremonial than anything else. She smiles at everyone initially, but then gets a serious look to her.

 I hope everyone rested well last night. I havent heard any more news from the outside world, but I highly doubt that anything good has come to pass. These next few days will be world deciding ones

[User]
 Nightveil (Davidicus)

The elf wizard comes out of his room with his usual grace, wearing his usual garb: dark fashionable robes of rich black and deep green. He appears a bit haggard around the eyes, but otherwise the same as before. Upon seeing Selinda, he pauses a bit, then turns away stiffly, avoiding her eyes.  "The next few hours would be deciding ones, I fear,"  he says, while still looking away from the diplomat.

[User] Jaren has been awake for roughly six hours, his ring allowing him to sustain himself on two hours of sleep a night. He has changed into another set of clothing, very similar to his outfit yesterday, the only difference is the color of his tunic and pants. They are a light Gray, and unsurprisingly plain. He wears his everpresent silvery tunic still worn, though those who can see magic know it is an illusion covering up his chain shirt. He has trimmed his beard and washed his face. Some may even call him handsome. He enters the room, his handaxe and sword at his sides as usual. His brown eyes scan the room quickly, resting his eyes only on Selinda and smiling slightly. He then turns towards the diplomat, awaiting further instructions.

[User] Turin sits on the edge of his bed and does a few breathing exercises to help him wake up faster. He changes into his normal clothes, and begins to polish his armor. He picks his axe and swings it in the air a few times to stretch his arms. Then he sticks his axe in his belt and leaves the room.


[User]
 Arena Tournament, Exhibition Match:  Farkis Dardanos  vs.  McToughy
 Map:

 Spoiler

 Rewards
1st place: Boasting Rights
2nd place: a can of shoe polish, and a rag

 Farkis Dardanos  and his familiar  The Word  - 02youeng
 McToughy  - AlterForm

[User]
 Let's get it on

 Farkis
  Initiative  - (1d20+2)[ 11 ]

[User] What, level 2 characters can fight in Arena as well?

[User] Umm...yes?

[User]
 McToughy Init  - (1d20+1)[ 4 ]

Looks like Farkis is up first.

[User]
 Farkis, round 1

Starting in B13, wielding my MW Guisarme, wearing my Brute Gauntlets, The Word sitting on my shoulder

Actions:
Standard action: cast a spell, effecting both me and my familiar [DC 16 Spellcraft to see]

 Spoiler
Fist of Stone

Move action: move to K13

Turn done

Stats:

 Spoiler
HP: 21/21
AC: 8 [8 FF, 8 Touch]

Animal Devotion: unused
Rage: unused
Shift: unused
Brute Gauntlets: 3/3 charges left

Level 0 spells left: 5/5
Level 1 spells left: 2/3

[User]
 McToughy - Round 1

McToughy starts in Y13, holding a spear in two hands. Psionic Focus is charged.

Move: 30 ft to S12
Standard: Manifest power. DC 16 Psicraft to identify.

 Spoiler
Vigor, augment with +1 PP for 10 THP total.

Status

 Spoiler
HP: 13/13, 10 THP
AC: 19 (Touch 12, FF 18)
PP: 14/15
Vigor: Round 1 of 20
Psionic Focus: Yes (+1 deflection AC from Force Mantle, +10 ft speed from Freedom Mantle

 End Turn

[User]
 Farkis, round 2

Free action: Rage
Free action: Shift
Swift acrion: Activate Animal Devotion [+2 Str]

Standard action: Attack the pane of glass at M/N 13

  Attack  - (1d20+14)[ 23 ]
  Damage  - (2d4+16)[ 19 ]

Move action: move to P12 [unless I rolled a 1 to hit on the glass. If I miss, stay still]

Turn done

Stats:

 Spoiler
HP:  25/25
AC: 6 [6 FF, 6 Touch]

Animal Devotion: 10/10 rounds remaining
Rage: 8/8 rounds remaining
Shift: 8/8 rounds remaining
Fist of Stone: 9/10 rounds remaining
Brute Gauntlets: 3/3 charges left

Level 0 spells left: 5/5
Level 1 spells left: 2/3

[User]
 McToughy - Round 2

Move: 30 ft to V10
Standard: Manifest power. DC 16 Psicraft to identify.

 Spoiler
Force Screen. No augment.

Status

 Spoiler
HP: 13/13, 10 THP
AC: 23 (Touch 12, FF 22)
PP: 13/15
Vigor: Round 2 of 20
Force Screen: Round 1 of 20
Psionic Focus: Yes (+1 deflection AC from Force Mantle, +10 ft speed from Freedom Mantle)

 End Turn

[User]
 I get an AoO as you leave S12

  Trip-touch attack  - (1d20+14)[ 24 ]
  Opposed Str test  - (1d20+8)[ 24 ]

[User]
 Opposed STR Roll  - (1d20+4)[ 23 ]

McToughy winds up on his arse, round rewinds to the end of his Move Action. I'll take it from there in the next post.

[User]
 McToughy - Round 2 Redux

Standard: Manifest power. DC 16 Psicraft to identify.

 Spoiler
Force Screen. No augment.

Swift: Manifest power. DC 16 Psicraft to identify.

 Spoiler
Dimension Hop. No augment.

McToughy teleports to Q12, arriving prone.

Status

 Spoiler
HP: 13/13, 10 THP
AC: 23 (Touch 12, FF 22) [PRONE]
PP: 12/15
Vigor: Round 2 of 20
Force Screen: Round 1 of 20
Psionic Focus: Yes (+1 deflection AC from Force Mantle, +10 ft speed from Freedom Mantle)

 End Turn

[User]
 Farkis, round 3

Actions:

Move action: move to N12, provoking an AoO [though you get -4 to hit from being prone]
Standard action: Sunder your spear with my guisarme

  Opposed attack roll  - (1d20+18)[ 32 ]  [+11 Str, +1 BAB, +1 MW, +1 Weapon Focus, +4 two handed weapon]

  Damage  - (2d4+16)[ 23 ]  - 15 damage breaks your spear

Aaand...turn done

Stats:

 Spoiler
HP:  25/25
AC: 6 [6 FF, 6 Touch]

Animal Devotion: 9/10 rounds remaining
Rage: 7/8 rounds remaining
Shift: 7/8 rounds remaining
Fist of Stone: 8/10 rounds remaining
Brute Gauntlets: 3/3 charges left

Level 0 spells left: 5/5
Level 1 spells left: 2/3

[User]
 AoO:

  Attack  - (1d20+2)[ 20 ]
  Damage  - (1d8+6)[ 13 ]

Resolving. Turn will be in next post.

[User] Gonna need a question cleared up in the waiting room before I take my turn.

[User] No worries. Anything I can help with, or will it give away something you want to keep secret?

[User]
 McToughy - Round 3

Move: Draw a Javelin, and wield it two-handed.
Swift: Manifest power. DC 16 Psicraft to identify.

 Spoiler
Dimension Hop. No Augment.

McToughy teleports to O12, arriving prone.
Standard: Attack Farkis from a prone position.
  Attack  - (1d20-3)[ 3 ]  (1BAB, 4STR, -4 Prone, -4 Improvised)
  Damage  - (1d6+6)[ 7 ]

Sadness.

Status

 Spoiler
HP: 13/13, 10 THP
AC: 23 (Touch 12, FF 22) [PRONE]
PP: 11/15
Vigor: Round 3 of 20
Force Screen: Round 2 of 20
Psionic Focus: Yes (+1 deflection AC from Force Mantle, +10 ft speed from Freedom Mantle)

 End Turn

[User]
 Farkis, round 4

Actions:

Free action: move my guisarme to one hand
Free action: expend all one charge on my Brute Gauntlets to give me an extra +2 Str until the beginning of my next round
Full round action: Full attack!

  Bite attack  - (1d20+17)[ 34 ]  [+12 Str, +1 BAB, +4 cos you're prone]
  Damage  - (1d6+12)[ 17 ]
  Crit confirm  - (1d20+17)[ 20 ]
  Damage  - (1d6+12)[ 17 ]
  Slam attack  - (1d20+12)[ 21 ]  [+12 Str, +1 BAB, +4 prone, -5 secondary natual attack]
  Damage  - (1d6+12)[ 14 ]
  Crit confirm  - (1d20+12)[ 22 ]
  Damage  - (1d6+12)[ 18 ]

And...The Word takes a 5ft step off my shoulder, into your square, provoking an AoO before attacking you too

[roll=Talon [of stone] attack]1d20+5[/roll]
  Damage  - (1d4+1)[ 4 ]
  Crit confirm  - (1d20+5)[ 16 ]
  Damage  - (1d4+1)[ 5 ]

Also...congrats on being the first person to ever miss Farkis in melee. I believe you can only stop damage from one of those attack, if more than one hit you, right?

Turn done

Stats:

 Spoiler
HP:  12/25
AC: 6 [6 FF, 6 Touch]

Animal Devotion: 8/10 rounds remaining
Rage: 6/8 rounds remaining
Shift: 6/8 rounds remaining
Fist of Stone: 7/10 rounds remaining
Brute Gauntlets: 2/3 charges left

Level 0 spells left: 5/5
Level 1 spells left: 2/3

[User]
 Rerolling The Word's talon attack

  Attack  - (1d20+9)[ 17 ]  [had forgotten the +4 to hit and confirm crit]

[User]
 Indeed, I can only block one. However, since you already included the net +4 to attacks vs prone, the second attack misses due to an ongoing buff. Word's attack even more so.

Also: Hey, I'm attacking at -3. Whaddya expect? 😉
 McToughy - Round 4 Response
Immediate Action: Expend 4 PP to negate 16 points of damage from the first guisarme attack. Soak 1.

 McToughy - Round 4
Standard: Attack from prone.
  Attack  - (1d20-3)[ 8 ]  Farkis is raging atm, so . . . hit?
  Damage  - (1d6)[ 6 ]  (STR modifier not included until we clarify the light/one-handed issue)

Match Pause until we sort out the javelin issue.

[User] HEhe, you'd have hit him even if he wasn't raging. My AC is 8  normally.  And, for the javelin thing, Mav says light, and I say one-handed. I don't mind either way

[User]
 If it's one-handed, the modifier becomes +6, putting Farkis at 25 damage taken.

If it's light, the modifier is just +4, putting Farkis at only 23 damage taken.

Does either of those put Farkis down?

[User]
 As a one-handed weapon, you put him on 0HP exactly
As a light, you leave him on 2HP

Wanna roll a d2, and see which it is?

[User]
 Sounds fair.

 (1d2)[ 2 ]  1= One Handed, 2 = Light

[User]
 McToughy - Round 4 cont.

(Repost)Standard: Attack, hit AC 8, deal 10 damage.

Status

 Spoiler
HP: 13/13, 9 THP
AC: 23 (Touch 12, FF 22) [PRONE]
PP: 7/15
Vigor: Round 4 of 20
Force Screen: Round 3 of 20
Psionic Focus: Yes (+1 deflection AC from Force Mantle, +10 ft speed from Freedom Mantle)

 End Turn

[User]
 Farkis, round 5
 Farkis roars in agony, punctures decorating his body with holes, his blood soaking his brown skin black. He rears up for a final attack, screaming to Snuggles, the kitty of Death for the power to kill this last foe before departing to the eternal fields of yarn...

...this is gonna take a while. I forgot to copy-pasta those 12 rolls from earlier.

Actions:

Free action: use another charge on my Brute Gauntlets, giving me +2 Str again
Full round action: Full attack!

  Bite attack  - (1d20+16)[ 25 ]
  Damage  - (1d6+11)[ 13 ]
  Crit confirm  - (1d20+16)[ 33 ]
  Crit damage  - (1d6+11)[ 13 ]
  Slam attack  - (1d20+11)[ 20 ]
  Damage  - (1d6+11)[ 17 ]
  Crit confirm  - (1d20+11)[ 20 ]
  Crit damage  - (1d6+11)[ 16 ]
  Talon  - (1d20+9)[ 23 ]
  Damage  - (1d4+1)[ 5 ]
  Crit confirm  - (1d20+9)[ 22 ]
  Crit damage  - (1d4+1)[ 2 ]

Free action: 5ft step to M13

Turn done

Stats:

 Spoiler
HP: 2/25
AC: 6 [6 FF, 6 Touch]

Animal Devotion: 7/10 rounds remaining
Rage: 5/8 rounds remaining
Shift: 5/8 rounds remaining
Fist of Stone: 6/10 rounds remaining
Brute Gauntlets: 1/3 charges left

Level 0 spells left: 5/5
Level 1 spells left: 2/3

[User] Ah, poo-nuggets, screwed up the rolls. Add an extra +1 to the Bite and Slam attack and damage rolls please

[User]
 Bite: Hit
Slam: Miss
Talon: Hit

 McToughy - Round 5 Response
Taking a risk and soaking all 19 damage.

 McToughy - Round 5
 Feeling his mental reserves starting to drain, McToughy grows desperate. Knowing he'll need the focus to perform the short jaunt necessary to close with his opponent, McToughy simply shuts his eyes as his opponent's massive blade swings brutally into his shoulder. When he reopens them, he sees Farkis retreating, but there will be no escape for his enemy. Calling upon his dwindling reserves of psionic power, McToughy wills himself close enough to his foe for a daring strike.

With one hand, McToughy lashes out with his makeshift weapon, aiming for the kneecaps of the frothing madman looming over him. He...misses. Spectacularly.
 " . . . ****."  😦

Swift: Manifest power. DC 16 Psicraft to ID.

 Spoiler
Dimension Hop

McToughy teleports to M12, arriving prone.
Standard: Attack from prone. Again.
  Attack  - (1d20-3)[ -1 ]
  Damage  - (1d6+4)[ 8 ]

Status

 Spoiler
HP: 3/13
AC: 23 (Touch 12, FF 22) [PRONE]
PP: 6/15
Force Screen: Round 4 of 20
Psionic Focus: Yes (+1 deflection AC from Force Mantle, +10 ft speed from Freedom Mantle)
Position: M12

 End Turn

[User]
 You take all 19 damage? I thought your toughness was just in your PP...

 Farkis, round 6

Free action: use my last charge on my Brute Gauntlets, giving me +2 Str again
Full round action: Full attack for Farkis, and...Charge by The Word [Fist of Stone still active, as she never left Farkis' reach, hehe]

  Bite attack  - (1d20+17)[ 34 ]
  Damage  - (1d6+12)[ 17 ]
  Crit confirm  - (1d20+17)[ 35 ]
  Crit damage  - (1d6+12)[ 16 ]
  Slam attack  - (1d20+12)[ 20 ]
  Damage  - (1d6+12)[ 17 ]
  Crit confirm  - (1d20+12)[ 18 ]
  Crit damage  - (1d6+12)[ 16 ]
  Talon  - (1d20+11)[ 14 ]
  Damage  - (1d4+1)[ 5 ]
  Crit confirm  - (1d20+11)[ 12 ]
  Crit damage  - (1d4+1)[ 2 ]

Turn done...[prays]

Stats:

 Spoiler
HP: 2/25
AC: 6 [6 FF, 6 Touch]

Animal Devotion: 6/10 rounds remaining
Rage: 4/8 rounds remaining
Shift: 4/8 rounds remaining
Fist of Stone: 5/10 rounds remaining
Brute Gauntlets: 0/3 charges left

Level 0 spells left: 5/5
Level 1 spells left: 2/3

[User]
 Indeed. Trade Secret: Vigor is more effective per-PP than Elan Resilience.

 McToughy - Round 6 Response
Bite: Hit
Slam: Miss
Talon: Miss
Immediate Action: Burn 4 PP to negate 16 damage. Soak 1. 2 HP, 2PP left. ☹
 McToughy - Round 6
Standard: Attack from Prone
  Attack  - (1d20-3)[ 16 ]
  Damage  - (1d6+4)[ 10 ]

Is that the sound of metal on cartilage I hear?

[User]
 Farkis falls on top of you, dealing the other 3 damage necessary to kill you

...good game, hehe. Do I at least hold the privalige of being the closest to beating you?

[User]
 Dense spent 20-some rounds playing whack-a-mole with L1 McToughy.

Farkis spent a mere 6, and left him on his arse, with 2 HP, and almost no PP.

Yeah, I do not enjoy the prospect of fighting Farkis again. Especially if he wrecks my nice MW Spear again. ☹

Good Game; very fun, very white-knuckle.

I learned some good stuff from this, though. Namely, have a decent backup weapon, and Dimension Hop is super special awesome.

[User]
 Hehe, sorry about that. I have to say, the only thing that saved you was Dimension Hop. If you didn't have that, you would never have touched me for AoO trips and attacks while prone.

And, if we do end up fighting each other again, I'll pay for the spear afterwards, hehe.

And...I now really, really love Farkis. He was at 32 or 34 Str the whole fight, with 20ft reach. With 50ft movement, it means he can kill pretty much anything but you, so long as it's within 70ft of him. Even Colour Spray casters have to give me an AoO before they can blow my mind.

[User] What source are your brute gauntlets from, because the ones in the MiC don't increase strength at all... they just give a bonus to various things it effects.

[User] ..aah, my bad. +2 str for Str checks, Str skills, and weapon damage. Not attack rolls.