[User]
 Arena Tournament, Exhibition:  McToughy  vs.  Ayl
 Map:
 Spoiler

 McToughy  - AlterForm
 Ayl  - Sallera

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

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

Hmm, purchases... masterwork greatsword, sell the old one.  Psionic Tattoo of Force Screen, ML... 3.  This  might  take a while.  That's probably all, but I'll wait and see what you get.

[User]
 McToughy Init  - (1d20+1)[ 13 ]

Go Go Gadget-Slugfest!

McToughy buys nothing.

[User] Heh, alright, go ahead and begin then.

[User]
 McToughy - Round 1

Actions

 Spoiler
Start in B13. MW Spear in 2 hands. Psionic Focus charged.
Move: 30 ft to B7
Manifest: Vigor, augmented to 2 pp. +10 THP.

Status

 Spoiler
HP 13/13 (10 THP)
AC: 19 (7 armor, 1 dex, 1 deflection) Touch 12 FF 18
PP: 14/15
Psionic Focus: Yes
Vigor: Round 1 of 20
Position: B7

 End Turn

[User]
 Ayl, Round 1

Refs/LoS:
 Spoiler
Starting Y13, holding greatsword in one hand.
Swift: Throw Lucky Dice, +1 luck bonus to attacks and damage for 2 rounds. With a 7 on  (2d6)[ 4 ] , also applies to saves and skill checks.
Standard: Tap tattoo of force screen.
Free: Switch grip to two-handed.
Move: To S13.

Stats:
 Spoiler
HP 17/17, AC 21 (13, 14)
PP: 7/7
Psionically focused
Melds shaped: Dissolving Spittle 0/1, Lucky Dice 1/1
Maneuvers granted:  (1d5)[ 1 ]   (1d4)[ 2 ]   (1d3)[ 2 ]

Done.

[User]
 Refs:
 Spoiler
Inane text to throw gladiators goes here.

Ayl:
 Spoiler
No LoS.

McToughy:
 Spoiler
No LoS.

[User]
 McToughy - Round 2

Actions

 Spoiler
Standard: Manifest Force Screen. No augment.
Move: 30 ft to G5

Status

 Spoiler
HP 13/13 (10 THP)
AC: 23 (7 armor, 4 shield, 1 dex, 1 deflection) Touch 12 FF 22
PP: 12/15
Psionic Focus: Yes
Vigor: Round 2 of 20
Force Screen: Round 1 of 20
Position: G5

 End Turn

[User]
 Ayl:
 Spoiler
No LoS.

McToughy:
 Spoiler
No LoS.

[User]
 Ayl, Round 2

Refs/LoS:
 Spoiler
Move to O12.

Not done, need LoS.

[User]
 There we go.

Ayl is in O12, McToughy is in G5.

Er, I think you could see each other, anyway. 3D LoS makes my head hurt.

[User]
 Finish double-move to K11.
Swift: Throw the Dice:
 Spoiler
Attack and damage.   (2d6)[ 4 ] , all on 7.

Stats:
 Spoiler
HP 17/17, AC 21 (13, 14)
PP: 7/7
Psionically focused
Melds shaped: Dissolving Spittle 0/1, Lucky Dice 1/1
Active effects: Dice 2 rounds, Force Screen 29 rounds
Maneuvers granted:  (1d2)[ 2 ]

Done.

[User]
 If you don't mind me asking, what do I not get to see with Roll the Dice?

 McToughy - Round 3

Move: 30 ft to I7
Standard: Ready an action

 Spoiler
Action: Attack
Trigger: McToughy is attacked

Status

 Spoiler
HP 13/13 (10 THP)
AC: 23 (7 armor, 4 shield, 1 dex, 1 deflection) Touch 12 FF 22
PP: 12/15
Psionic Focus: Yes
Vigor: Round 3 of 20
Force Screen: Round 2 of 20
Readied Action: Attack upon being attacked.
Position: I7

 End Turn

[User]
 Just which buffs I get.  That dice-throwing is literal. 😛  Although I suppose on second thought it really doesn't matter.

 Ayl, Round 3

Hmm... what to do, what to do... too many things that readied action could be...  Ah well.
Swift: Reassign essentia.
Standard: Spit at you.
Ranged touch:  (1d20+5)[ 13 ]
Damage:  (2d6+1)[ 7 ]  acid
Crit confirm:  (1d20+5)[ 21 ]
Crit damage:  (2d6+1)[ 12 ]

Stats:
 Spoiler
HP 17/17, AC 21 (13, 14)
PP: 7/7
Psionically focused
Melds shaped: Dissolving Spittle 1/1, Lucky Dice 0/1
Active effects: Dice 1 round, Force Screen 28 rounds
Maneuvers granted: Last

Done.

[User]
 McToughy declines to take his readied action.

He then spends 1 PP to negate 4 damage and soaks the other 3.

[User]
 McToughy - Round 4

Double Move: to L12. Path: I7 -> I13 -> K13 -> L12

Stats

 Spoiler
HP 13/13 (7 THP)
AC: 23 (7 armor, 4 shield, 1 dex, 1 deflection) Touch 12 FF 22 (+2 all from pillar)
PP: 11/15
Psionic Focus: Yes
Vigor: Round 4 of 20
Force Screen: Round 3 of 20
Position: I7

 End Turn

[User]
 Ayl, Round 4

Move around to N10.
Swift: Throw the Dice:  (2d6)[ 10 ]  A/D, all on 7.
Standard: Spit at you again, although you have cover now.
Ranged touch:  (1d20+5)[ 6 ]
Damage:  (2d6+1)[ 9 ]
Crit confirm:  (1d20+5)[ 13 ]
Crit damage:  (2d6+1)[ 9 ]

Stats:
 Spoiler
HP 17/17, AC 21 (13, 14)
PP: 7/7
Psionically focused
Melds shaped: Dissolving Spittle 1/1, Lucky Dice 0/1
Active effects: Dice 1 round, Force Screen 27 rounds
Maneuvers granted:  (1d5)[ 3 ]   (1d4)[ 3 ]

Done.

[User]
 Whiff.

 McToughy - Round 5

Move: 10 ft to N11 via M12
Standard: Attack
  Attack  - (1d20+7)[ 16 ]
  Damage  - (1d8+6)[ 8 ]

Status

 Spoiler
HP 13/13 (7 THP)
AC: 23 (7 armor, 4 shield, 1 dex, 1 deflection) Touch 12 FF 22 (+2 all from pillar)
PP: 11/15
Psionic Focus: Yes
Vigor: Round 4 of 20
Force Screen: Round 3 of 20
Position: N11

 End Turn

[User]
 Ayl, Round 5

Swift: Throw the Dice:  (2d6)[ 11 ]  A/D, all on 7
5ft step to O10.
Standard: Greatsword attack.
Attack:  (1d20+6)[ 7 ]
Damage:  (2d6+5)[ 12 ]
Crit confirm:  (1d20+6)[ 17 ]
Crit damage:  (2d6+5)[ 9 ]

Stats:
 Spoiler
HP 17/17, AC 21 (13, 14)
PP: 7/7
Psionically focused
Melds shaped: Dissolving Spittle 1/1, Lucky Dice 0/1
Active effects: Dice 1 round, Force Screen 26 rounds
Maneuvers granted:  (1d3)[ 1 ]

Done.

[User]
 McToughy - Round 6

Standard: Attack
  Attack  - (1d20+7)[ 13 ]
  Damage  - (1d8+6)[ 13 ]
5ft step to N10

Status

 Spoiler
HP 13/13 (7 THP)
AC: 23 (7 armor, 4 shield, 1 dex, 1 deflection) Touch 12 FF 22
PP: 11/15
Psionic Focus: Yes
Vigor: Round 6 of 20
Force Screen: Round 5 of 20
Position: N10

 End Turn

[User]
 Ayl, Round 6

Swift: Dice,  (2d6)[ 12 ] , A/D, all on 7.
Move: To O12.
Standard: Spit on you.
Ranged touch:  (1d20+5)[ 20 ]
Damage:  (2d6+1)[ 9 ]
Crit confirm:  (1d20+5)[ 23 ]
Crit damage:  (2d6+1)[ 11 ]

Stats:
 Spoiler
HP 17/17, AC 23 (15, 16)
PP: 7/7
Psionically focused
Melds shaped: Dissolving Spittle 1/1, Lucky Dice 0/1
Active effects: Dice 1 round, Force Screen 25 rounds
Maneuvers granted:  (1d2)[ 1 ]

Done.

[User]
 Can you spit all day? If you can, there's a very good chance Ayl will win this.

 McToughy - Attack of Opportunity
Taken as Ayl leaves O10 to get the +1 bonus for higher ground.
  Attack  - (1d20+7)[ 26 ]
  Damage  - (1d8+6)[ 11 ]

McToughy then spends 2 PP to negate 8 damage, soaks  1  2

[User] Aye, I can.  And the last spitting will have done 1 more damage, since you hit me.

[User]
 It doesn't change anything (both your touch attack and my attack roll were plenty high enough without the proper modifiers), but McToughy was in N10 for the AoO, and wouldn't have gotten the +1 for higher ground and may have had cover against the spittle attack. But as I said, the modifiers don't change the outcome; I'm just keeping us on the same page.

 McToughy - Round 7

Move: 25 ft to N13. N10 -> M11 -> M13 -> N13
Standard: Attack
  Attack  - (1d20+6)[ 17 ]
  Damage  - (1d8+6)[ 13 ]

Status

 Spoiler

HP 13/13 (7 THP)
AC: 23 (7 armor, 4 shield, 1 dex, 1 deflection) Touch 12 FF 22
PP: 9/15
Psionic Focus: Yes
Vigor: Round 6 of 20
Force Screen: Round 5 of 20
Position: N13

 End Turn

[User]
 Ayl, Round 7

Swift: Dice,  (2d6)[ 6 ] , A/D, all on 7.
Standard: Crusader's Strike, heal  (1d6+3)[ 7 ]  (-2, forgot I never actually entered Martial Spirit) on hit.
Attack:  (1d20+6)[ 23 ]
Damage:  (2d6+5)[ 16 ]
Crit confirm:  (1d20+6)[ 8 ]
Crit damage:  (2d6+5)[ 14 ]

Stats:
 Spoiler
HP 11/17, AC 23 (15, 16)
PP: 7/7
Psionically focused
Melds shaped: Dissolving Spittle 1/1, Lucky Dice 0/1
Active effects: Dice 1 round, Force Screen 24 rounds
Maneuvers granted: Last

Done.

[User]
 Barely a hit. McToughy spends 4 PP, negates 16 damage.

If you don't mind me asking, where does the extra +2 to hit come from on the attack there? Furious Counterstrike? [EDIT]: Yep, found it.

 McToughy - Round 8

Standard: Attack
  Attack  - (1d20+6)[ 13 ]
  Damage  - (1d8+6)[ 8 ]

Status

 Spoiler
HP 13/13 (7 THP)
AC: 23 (7 armor, 4 shield, 1 dex, 1 deflection) Touch 12 FF 22
PP: 5/15
Psionic Focus: Yes
Vigor: Round 7 of 20
Force Screen: Round 6 of 20
Position: N13

 End Turn

[User]
 Ayl, Round 8

Swift: Enter Martial Spirit.
Standard: Stone Bones, DR5/addy and heal 2 on hit.
Attack:  (1d20+5)[ 10 ]
Damage:  (2d6+4)[ 11 ]
Crit confirm:  (1d20+5)[ 16 ]
Crit damage:  (2d6+4)[ 11 ]

Stats:
 Spoiler
HP 11/17, AC 23 (15, 16)
PP: 7/7
Psionically focused
Melds shaped: Dissolving Spittle 1/1, Lucky Dice 0/1
Active effects: Force Screen 23 rounds
Maneuvers granted:  (1d5)[ 1 ]   (1d4)[ 4 ]

Done.

Edit: 1 from masterwork, 1 from the Dice.  Furious Counterstrike only works for the turn after you hit me.

[User]
 McToughy - Round 9

Swift: Manifest Dimension Hop. Teleport to M15
Full Round: Charge. Bull Rush.
McToughy moves into O12, provoking an AoO as he leaves N13. Being hit will not stop the maneuver.
  Bull Rush Check  - (1d20+6)[ 8 ]  (+4 STR, +2 charge) vs Ayl's result

Not done, need to resolve BR before ending turn.
 [EDIT]: Ugh, 61.8 percent chance of victory my arse. 🫤  My pessimism was misplaced.

[User]
 AoO:  (1d20+5)[ 21 ]
Damage:  (2d6+4)[ 13 ]
Opposed str:  (1d20+3)[ 6 ]

[User] Whiff on the AoO, and Ayl gets shoved into to Q11. 10 ft in the air. 😏 (Hopefully. Can't remember if 3.5 has anything like 4e's "save to not go over.")

[User]
 Wait, a 23 hits, and a 21 after a charge doesn't? o0

Well, either way, Ayl falls and takes  (1d6)[ 2 ] , spending 1pp to soak unless it's under 3.

 Ayl, Round 9

Swift: Dice,  (2d6)[ 7 ] , A/D, all on 7.
Standard: Spit at you.
Ranged touch:  (1d20+5)[ 16 ]  (+1  if fall damage was 5-6 )
Damage:  (2d6+1)[ 6 ]  (+1  if fall damage was 5-6 )
Crit confirm:  (1d20+5)[ 18 ]
Crit damage:  (2d6+1)[ 12 ]

Stats:
 Spoiler
HP 9/17, AC 23 (15, 16)
PP: 7/7
Psionically focused
Melds shaped: Dissolving Spittle 1/1, Lucky Dice 0/1
Active effects: Dice 1 round, Force Screen 22 rounds
Maneuvers granted:  (1d3)[ 3 ]

Done.

[User]
 *facepalm* I fail at math. 23 - 2 != 22

That's a hit. Having used his swift for the round, McToughy soaks all 13 damage.

With cover from being  20  10 ft up at an angle, and +2 from the pillar, the spittle misses.

[User]
 McToughy - Round 10

Standard: Manifest power. DC 16 psicraft to ID.

 Spoiler
Vigor. Augment to 2 PP for +10 THP.

Status

 Spoiler
HP 7/13 (7 THP)
AC: 23 (7 armor, 4 shield, 1 dex, 1 deflection) Touch 12 FF 22 (+2 all from pillar)
PP: 3/15
Psionic Focus: Yes
Vigor: Round 1 of 20
Force Screen: Round 6 of 20
Position: O12

 End Turn

[User]
 So this is the D&D equivalent of a battle of attrition? 😛

Soak, soak, soak, take 2, soak, soak...

[User]
 Not to overanalyze, but with 11 + 4 cover + 2 pillar, and the +1 from furious counterstrike making the spit a 17, was that a hit?

 Ayl, Round 10

Free: Wonder why McToughy's standing there making odd faces.
Swift: Dice,  (2d6)[ 6 ] , A/D.
Move: To Q14.
Standard: Spit.
Ranged touch:  (1d20+5)[ 23 ]
Damage:  (2d6+1)[ 10 ]
Crit confirm:  (1d20+5)[ 21 ]
Crit damage:  (2d6+1)[ 4 ]

Stats:
 Spoiler
HP 9/17, AC 21 (13, 14)
PP: 7/7
Psionically focused
Melds shaped: Dissolving Spittle 1/1, Lucky Dice 0/1
Active effects: Dice 1 round, Force Screen 21 rounds
Maneuvers granted:  (1d2)[ 2 ]

Done.

[User]
 10 base + 1 dex + 1 deflection + 2 pillar + 4 cover - 2 charge: 16

yep, a 17 will actually hit that. So would the 16. I'm . . . 0 for 2 on math today. 🤨

That spittle also hits. McToughy soaks all 10 damage. Whoever thought that 2d6 on a ranged touch attack at level 1 was a good idea...😡

Calculations for self:

 Spoiler
13 for AoO, 6 for spittle. Burns 7 THP and 12 real HP, leaving me with 1. 10 THP gained in the next round, immediately burned by more spittle.

[User]
 Om'nom'nom spits 3d6 acid at level 1 with 22 standard AC.

I find that I prefer my no-roll, 5d6 fire damage though. 😁

[User]
 Originally Posted by Tanaric
 Om'nom'nom spits 3d6 acid at level 1 with 22 standard AC.

I find that I prefer my no-roll, 5d6 fire damage though. 😁

How many times can you pop Kelgore's?

The 3d6 acid...sheesh. Dissolving Spittle, or something else?

[User] Yeh, it only takes two feats to get the Spittle to 3d6 at first level.  Only 1, if you're an incarnum race.

[User]
 McToughy - Round 10

Ready an action.

 Spoiler
Action: 5ft step, then attack.
Trigger: Ayl takes any action.

Status

 Spoiler
HP 1/13
AC: 23 (7 armor, 4 shield, 1 dex, 1 deflection) Touch 12 FF 22 (+2 all from pillar)
PP: 3/15
Psionic Focus: Yes
Force Screen: Round 9 of 20
Readied Action: 5ft step + attack on Ayl taking any action.
Position: O12

 End Turn

[User]
 In theory, seven times on the KFB.

I have yet to see someone with enough HP to bother, though. 😉

[User]
 Average 17.5 per bolt, times 5 bolts, = 87.5

At maximum efficiency (all pp go to vigor), McToughy has an effective 88 HP. (13 base + 15 * 5 pp) He might, just barely, survive. That's scary.

[User]
 Yeah, but he's level 2. 😛 Kil'ak gets level 2 spells next level, and then things get really crazy.

Thread derailment complete!

[User]
 Ayl, Round 11

Move to O15.
Standard: Spit at ye.
Ranged touch:  (1d20+4)[ 9 ]
Damage:  (2d6)[ 8 ]
Crit confirm:  (1d20+4)[ 9 ]
Crit damage:  (2d6)[ 4 ]

Stats:
 Spoiler
HP 2/17, AC 23 (15, 16)
PP: 5/7
Psionically focused
Melds shaped: Dissolving Spittle 1/1, Lucky Dice 0/1
Active effects: Force Screen 20 rounds
Maneuvers granted: Last

Done.

[User]
 Moving triggers McToughy's readied action.

He 5ft steps to Q13, and attacks.
  Attack  - (1d20+6)[ 21 ]
  Damage  - (1d8+6)[ 7 ]

You "moved" into O15 instead of taking a 5ft step there, so I think you provoke an AoO. Any reason 5ft movement would default to a 5ft step other than it being "safer" for the movee?

AoO, just in case:
  Attack  - (1d20+6)[ 24 ]
[roll=1d8+6[/roll]

Spittle misses.

[User] I presume you mean P13?  I was 10ft away, so the AoO happens.  I'll spend whatever I need to to negate it.

[User]
 Yep. Confounded vertical lines.

  Damage  - (1d8+6)[ 7 ]

[User]
 McToughy - Round 11

Standard: Ready an Action

 Spoiler
Action: 5ft step and attack
Trigger: Ayl takes any action

Status

 Spoiler
HP 1/13
AC: 23 (7 armor, 4 shield, 1 dex, 1 deflection) Touch 12 FF 22 (+2 all from pillar)
PP: 3/15
Psionic Focus: Yes
Force Screen: Round 10 of 20
Readied Action: 5ft step + attack on Ayl taking any action.
Position: P13

 End Turn

[User]
 Ayl, Round 12

5ft step to O14.
Provided you're still in range...
Standard: Crusader's Strike, healing  (1d6+3)[ 7 ]  on hit.
Attack:  (1d20+6)[ 22 ]
Damage:  (2d6+4)[ 8 ]
Crit confirm:  (1d20+6)[ 12 ]
Crit damage:  (2d6+4)[ 12 ]

Stats:
 Spoiler
HP 2/17, AC 21 (13, 14)
PP: 5/7
Psionically focused
Melds shaped: Dissolving Spittle 1/1, Lucky Dice 0/1
Active effects: Force Screen 19 rounds
Maneuvers granted:  (1d5)[ 3 ]   (1d4)[ 2 ]

Done.

[User]
 McToughy's readied action triggers off the maneuver/attack. He attacks, then 5 ft steps to O12.

  Attack  - (1d20+6)[ 7 ]
  Damage  - (1d8+6)[ 11 ]

[User] Ah.  Well, in that case I simply spit at you instead.  -2 attack, -4 damage.

[User] I edited to clarify that the RA triggered off your attack, not your 5ft step.

[User] Ah, right.

[User] You may thank Chile for the tactic. Tricksy little bugger that fellow is...

[User]
 McToughy - Round 12

Manifest Vigor, augmented to 2 PP for 10 THP.

Status

 Spoiler
HP 1/13 (10 THP)
AC: 23 (7 armor, 4 shield, 1 dex, 1 deflection) Touch 12 FF 22 (+2 all from pillar)
PP: 1/15
Psionic Focus: Yes
Vigor: Round 1 of 20
Force Screen: Round 11 of 20
Position: O12

 End Turn

[User]
 Ayl, Round 13

5ft step to O15.
Swift: Dice,  (2d6)[ 7 ] , A/D
Standard: Spit.
Ranged touch:  (1d20+5)[ 13 ]
Damage:  (2d6+1)[ 5 ]
Crit confirm:  (1d20+5)[ 10 ]
Crit damage:  (2d6+1)[ 11 ]

Stats:
 Spoiler
HP 2/17, AC 23 (15, 16)
PP: 5/7
Psionically focused
Melds shaped: Dissolving Spittle 1/1, Lucky Dice 0/1
Active effects: Force Screen 18 rounds
Maneuvers granted:  (1d3)[ 2 ]

Done.

[User]
 With the pillar bonus...barely a miss. Since you have real healing with Crusader's strike, I don't think McToughy can actually win without pure dumb luck. You also have a viable ranged attack, something MT sorely lacks.

 McToughy - Round 14

Charge to O14
  Attack  - (1d20+8)[ 13 ]  Argh, another whiff.
  Damage  - (1d8+6)[ 11 ]

Status

 Spoiler
HP 1/13 (10 THP)
AC: 23 (7 armor, 4 shield, 1 dex, 1 deflection) Touch 12 FF 22 (+2 all from pillar)
PP: 1/15
Psionic Focus: Yes
Vigor: Round 2 of 20
Force Screen: Round 12 of 20
Position: O14

 End Turn

[User]
 Ayl, Round 14

I have to actually  hit  with the Strike though. 😛

Swift: Dice,  (2d6)[ 7 ] , A/D.
Standard: Attack, healing 2 on hit.
Attack:  (1d20+6)[ 8 ]
Damage:  (2d6+5)[ 12 ]
Crit confirm:  (1d20+6)[ 18 ]
Crit damage:  (2d6+5)[ 12 ]

Stats:
 Spoiler
HP 2/17, AC 23 (15, 16)
PP: 5/7
Psionically focused
Melds shaped: Dissolving Spittle 1/1, Lucky Dice 0/1
Active effects: Force Screen 17 rounds
Maneuvers granted:  (1d2)[ 1 ]

Done.

[User]
 McToughy - Round 15

5ft step to N14
  Attack  - (1d20+6)[ 14 ]
  Damage  - (1d8+6)[ 7 ]

Status

 Spoiler
HP 1/13 (10 THP)
AC: 23 (7 armor, 4 shield, 1 dex, 1 deflection) Touch 12 FF 22 (+2 all from pillar)
PP: 1/15
Psionic Focus: Yes
Vigor: Round 3 of 20
Force Screen: Round 13 of 20
Position: N14

 End Turn

[User]
 I take it I'm going over the edge again...

 Ayl, Round 15

Swift: Dice,  (2d6)[ 7 ] , A/D.
Standard: Stone Bones, DR5/addy and heal 2 on hit.
Attack:  (1d20+6)[ 25 ]
Damage:  (2d6+5)[ 15 ]
Crit confirm:  (1d20+6)[ 25 ]
Crit damage:  (2d6+5)[ 10 ]
... 😦  Even got a 7 on my Dice...

Stats:
 Spoiler
HP 4/17, AC 23 (15, 16)
PP: 5/7
Psionically focused
Melds shaped: Dissolving Spittle 1/1, Lucky Dice 0/1
Active effects: Force Screen 16 rounds
Maneuvers granted: Last

Done.

[User]
 McToughy burns his last HP, negating 4 damage and soaking 11. He's now at 0 HP.

  Last Ditch Round Something Attack  - (1d20+6)[ 22 ]
  Last Ditch Round Something Damage  - (1d8+6)[ 10 ]

And McToughy goes down. GG.

[User]
 Greatsword, so I believe that was a crit, but nonetheless...

Thanks for the match.  I've been curious about how this would go since I made Ayl, although I didn't have the Incarnate level planned at the time. ^^

[User]
 McToughy might pick one up next level. 70-80 effective HP seems plenty enough, and the dissolving spittle is delicious as a ranged attack.

 Originally Posted by Sallera
 Greatsword, so I believe that was a crit, but nonetheless...

You won even without the crit, which is better than winning with it. But yeah, MT's a bloody mess now.


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

 Spoiler

 XP Award:  300xp
 GP Award:  300gp

 James Blond  - Tanaric
 Docta Blasta  - IthilanorStPete

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

[User]
 Initiative:  (1d20+2)[ 22 ]

Purchasing a potion of invisibility.

[User]
 Sorry about holding this up. Life's been hectic.

Initiative:  (1d20+10)[ 14 ]
 Purchase a potion of See Invisibility.
EDIT: Disregard that.

EDIT2: Purchase a potion of Invisibility. Your go.

[User] Have you got some way to get a non-personal See Invis?

[User] No,  I don't. Sorry for the mistake.

[User] No problem. I understand completely about being crunched for time. When you have time, give me a finalized purchase list, and we can get this under way.

[User]
 Ah, I see you edited your post. So that's the kind of battle this is going to be, huh? 😛

James will purchase another, say... six javelins.

Anything reactionary?

[User]
 Oh, sorry. I figured since it was part of the preliminaries, it'd be ok...

Nothing reactionary.

[User]
 Alright.

 James, round 1

 Spoiler
Starting in Y-10. The six additional javelins are laying in Y-11, and James is carrying the four noted on his sheet, starting with one being held.

Swift: Cast a DMM: Quickened True Strike

Move to S-5.

I think I have LoS to any of his starting squares, albeit with cover?

Not done, need LoS.

[User]
 Need clarification.

Docta:
 Spoiler
Where are you starting?

[User]
 Refs:

 Spoiler
I'm in B10.

[User] LoS established as James reaches S5.  Docta is in B10.

[User]
 By my reckoning, that puts him just outside of three range increments away, so -6 penalty on this roll.

Attack vs flatfooted:  (1d20+22)[ 38 ]
Damage:  (1d6+1)[ 6 ]

Checking results before finishing.

[User]
 Wellllll, that should just about do it. You get one standard action before you start bleeding out, so make it count. 😛

Turn done.

Stats:
 Spoiler
HP 6/6
AC: 18/12/16
Location: S-5
TU: 3/8
Death Devotion: 1/1
Daylight: 1/1
Renewal Domain: Unused

Spells: Resistance, Virtue, Cure Minor Wounds, Blessed Aim, Faith Healing,  True Strike

[User] I just wanted to jump in and remind you that cloistered clerics aren't proficient with shields so you are taking the armor check penalty to attack. Doesn't affect anything yet, just wanted to let you know in case that comes up since I don't think you have been adding that in.

[User]
 Uhhhhhhh... blast it all. You're right, of course.

Not that it affects anything here. I'll just have to sell it after this.

[User]
 Well, one standard action, eh? I can most DEFINITELY make it count.

MAGIC MISSILE AT  THE DARKNESS  James Blonde. Sudden Maximized.
Eat 8 damage. I fall to -1.

End turn.

Stats:
Location B10

 Spoiler

HP -1/6.
AC 16, t13, ff12
Spells left:
0: 5/5
1: 4/5

[User]
 I eat the damage and fall to -2.

Renewal Domain heals me for  (1d8+5)[ 6 ]

(Oh man I love that domain. 😁)

Edit: And that's match, yes?

[User] argh. Guess that's game, then. Yeah, that's a pretty nice domain for level 1.

[User]
 High Ref Sallera
 James cheats death, being devoted to only that of other people, and Docta receives a new ornamental limb.


[User]
 You all start in front of a large metropolis. The sun is setting on two bronze towers as the citizens of the city walk about with their duties in mind, carrying containers and the like. The only thing blocking your way is rather large gate with a with two guards in darkened armor. They stand somewhat lazily until they see you coming by.

" Halt! Who goes there?! " one of them says in a cliche.

[User] With a towering machine behind him James approachs the gaurd. "Hi good man we are just some friends trying to pass through town. Tired after such a long journy, so if you wouldn't mind letting us in." His little tink sitting on his shoulder waves at the gaurd in a friendly manner.

[User]
 Liara
After several days on the road, Liara is ready to sleep indoors for once, and quickly steps forward, weapon bound at her hip.
" Liara, servant of Pelor, with my ward. " At this point she indicates IV, and then continues on. " We wish to simply enter the city, that's not a problem, is it? "

 Spoiler
Wow, I just realized that Liara was listed as a man on her character sheet. Fail 😩.

[User]
 IV

IV clings on to Liara's arm like a safety blanket as they come up to the gate. The soldier's loud exclamation makes her wince, and she steps slightly behind her protector. The towering machine behind the man who came up to the gate at the same time as the pair catches her attention, wrenching it quickly away from thoughts of the guard. One hand leaves Liara's arm, and the young girl edges towards the machine, outstretches one hand, and gently pokes the thing.

[User]
 Garrick maneuvers his cloak to better hide his face from the man. His Right hand drifts down toward his pistol.
 We will be passing my good guard.  his voice has a hint of malice to it.

[User]
 The guards get a good look at all of you. "  Ha! Just messing around, free entry as always! Even to monsters, necromancers and tax evaders.  " The one on the left says. "  All nice fellows, though, 'cept the bloke with the gun. Down right intimidating. Promise not to cause trouble now!  " the one on the right says.

The guards then press the arch of the gate, with a mechanical "click" sound as they push. The door instantly rolls up like a baker making a croissant, unleashing the still setting sun and revealing a grey-brown road surrounded by several small houses and shacks.

[User] Garrick smiles warmly,  I'm always nice, unless my time is wasted.  With that he walks through the gates.

[User]
 That was...odd. Come on IV, lets get inside.
With a small shake of her head, Liara starts forward into the city.

[User]
 IV

IV follows along behind Liara. She looks at the cloaked man walking ahead of her as they go, and a small voice murmurs from the chest pocket of her blouse in Elven.    "I think he's a bad man. Watch out,"    IV's psycrystal peeps. IV slaps her pocket and shushes the crystal.

[User] James swagers into town, heading for the nearest pub, he has been on the road too long without a strong spirit. Looking at his giant mechanical friend he wonders why it would allow that little girl to touch it, when he would never allow anyone else to without James telling him to.

[User] After a short walk, you find a pub with to individuals shoving each other. They seem to be a an orc and some strange, blue tinted human.

[User]
 Liara

Not watching where she is going particularly carefully, Liara walks into the path of one of the shoved individuals. Falling back with a yelp of surprise, she confronts the individuals responsible.
 What in the HE...What are you doing? Can't you see that some people are trying to get by.

[User] Heading over to the bar James orders a rum before looking at the bar keep. "Do you get much fights in here?"

[User] Garrick watches as Liara walks into the path of the man. He tenses and readies for action should things turn sour.

[User]
 IV

IV tenses and grips her psycrystal through her pocket. It whispers something indistinct in Elven, and IV mind becomes agitated. She closes her eyes tight, trying to focus and calm herself down.

[User]
 " Villainous cur! " the blue-tinted man yells at the orc, ignoring Liara in his rage and shoving her back. " Witless rodent! " the orc yells, shoving the blue-tinted man. After that final shove, the blue-tinted man takes out a rapier, prompting the orc to take out a rather ornate mace. They hesitate to attack.

Back at the tavern, the human barkeep replies " Sometimes, nothing ever serious though " oblivious to what's going on.

[User] "Well than pass us another grog." James finds a stool and turns to watch the show.

[User] Garrick leans over to James.  5 Gold on the blue one

[User] "Your on savvy." James grabs his grog and drinks deep.


[User]
 You walk through the palace after receiving an urgent summons from one of your fellow advisers, Jasper. You swiftly arrive in the the Throne room, whereupon you see 9 well dressed men, all anxious, including the king, who is seated on the throne. "Ah, you're here. Thank you for responding so quickly. Show him the note," the king says, directing the last sentence to Jasper. Jasper walks over and shows you a small piece of paper. In an untidy, large print was the message: "Enjoy your beloved king while he lasts. For he shall feel the pain of death withing the week."

"This was found earlier today. If it is to happen before the week is out, that gives us but two days to prepare. We are deciding what to do now."

[User]
 Dressed in his finest outfit, and eschewing most of his magical protections, Adar looks pensive. The advisor could hardly be called attractive, but he had a quiet, thoughtful presence to him. He stands there, silent for about a minute, carefully thinking the problem over before beginning to speak.

"To start, we should immediately double the guard around the king, making sure that said guards have all been in the service of the king for at least three years, to ensure their loyalty. We could attempt a scrying, but I doubt it would be sucessful; all we have to go on is this scrap of paper. We'll also need to look at any possible enemies of the king's; disgruntled nobles, and the like. And, of course, I gladly offer myself as guard and adviser to the king."

[User]
 "Agreed," Jasper says. "But this person seems very confident in their abilities, otherwise they wouldn't send a note like this; they would just strike. It's a mystery."

Another adviser, Volkor, speaks up: "I know many commoners that are quite loyal to me. I'll ask around to see if they know of anyone that has been speaking ill of the king."

A man dressed in a long, red robe and holding a scepter chimes in, "I will do my best to scry, and use any magical divination available to stop this."

Litue adds, "I still believe that we ought to lock the king and his most loyal fighting subjects in the safe room for at least the next month. Bad public opinion be damned in comparison to an assassination."

[User] The closet necromancer considers his fellow adviser's words. "By sending this message, they(whoever they may be) are giving us a clear signal. They are either supremely confident, or in fact merely wish for an overrreaction. There might not even be an attempt; the goal of this note pay simply be to lower public opinion."

[User] "Very true," Jasper agrees. What do you reccommend to be the best course of action?

[User] "We double the king's guard, but keep the extras out of sight. Have the king conduct his affairs as usual, but every time that he leaves a secured area(such as going out to the balcony), it will be somebody else who does so, under an appropriate illusion. If Your Majesty permits another to wear your visage, of course." The scholarly man sketches a bow.

[User] The king looks thoughtful for a moment, considering the proposal. "The only problem I see is putting this person, whoever they are, in danger. I would rather not have anyone risk their life for mine in that fashion."

[User] "My lord, forgive me for questioning your will, but do not your guards risk their lives for you every day? It is a privilege, nay, an honor to put one's life in danger for Your Highness." Every word of that speech was true; the closeted necromancer, odd as it may be, was an ardent supporter of the king.

[User] "That is indeed true," the king replied, "However, this feels very different to me. This person would go about my normal duties knowing that there is someone actively trying to kill them specifically. That is something that I would hate for someone to have to go through. However, if there is a volunteerr who understands the full risks, so be it."

[User] "My lord, if I am not too forward, I will volunteer for the task. Though if you doubt my loyalty in the slightest, know that I will accept your judgement no matter your decision."

[User]
 The king considers it. "Adar, as you very well know, I trust you unconditionally. You have served me loyally for years, and hopefully, for years to come. You may, if it is your desire, have the position. Unless any other advisors disagree?"
He looks around, at all of the other advisors, none voicing objections.

Jasperr clasps his hands, "Very well. Now that's settled, let the substitution start immediately."

[User] Adar bows. "Thank you my lord. I await your further instructions."

[User]
 "Very well. Litue," he says, turning to another advisor, "Get your  best arcanist to make Adar look like me. It wouldn't hurt to do it nonmagicall as well, just in case."

"Yes, milord," Litue says. "Come with me," he adds, adressing Adar.

He leads you through hallways and stairs until you get to the morthwest tower eof the palace. He knocks on three doors in the circular room. Men come out of all of the rooms, then follow you up the stairs to Litue's office.

"Alright, I'd like you to make Adar look exactly like the King, both non-magically and magically. If it isn't perfect, the king's life will be in danger. No shortcuts, and do your best work."

He sits down as they get to work, two of them drawing on your faces, adding a large wig, and making you look like the king. After about half an hour, the third steps up and casts two spells.

"Here's a mirror,  my lord, " Litue says, smiling and handing you a mirror.

[User] "That's...incredible." Adar is stunned by the precision of workmanship. The closet necromancer examines 'his' nose, his hair, his ears. "Marvelous."

[User] "Glad you approve," Litue says. "I think you should speak to the king about the daily goings on of his life, however."

[User] "Indeed." Adar heads back to the court. Bowing to the real king, he asks the king what his Lord's schedule was for the day; when would he need to appear in public?

[User] The king gives Adar a run down of his schedule for the following day. "You will be here at dawn, and, at  the 9th bell of the church, you shall walk out into the plaza and declare that all is well in the city and so on. You don't need to say anything all that meaningful, just something inspiring. By noon, you shall have talked to Baron Elris and Duke Armandson, but they shall come to you in the throne room. After Armandson leaves, you will eat in the grand hall. Then assembly shall begin. Peasants will ask for your opinions on disputes and decisions, ranging from who to marry to accusations of crime. Be logical. Afterwards, it is back to the grand hall for dinner. There is nothing scheduled after that, so you are free to do what you wish."

[User]
 "Very well, my Lord."

Mulling over the details of his plan, the necromancer inwardly sighs. There were two layers to the deception. One was the disguise, which would direct all attacks towards himself; such attacks would give them a direct lead to the conspirator's or agent behind the threat. Two was the knowledge of said disguise. If an attempt was made on the actual king, then the suspect pool would shrink dramatically. Nobody save the king(obviously out), the advisers, and the king's dressers knew about the deception. And hopefully, nobody ever would.

((ooc: what time is it?))

[User] after dinner, at around dusk. about 9 o'clock-ish.

[User] Taking his leave, the necromancer moves to his quarters in the palace, and sleeps until shortly before dawn. Dressing himself in a pair of the king's borrowed outfits, and discreetly wearing some of his magical protections, he returns to the throne room.

[User] The king is not present but Jasper comes to greet you. "Adar, er, I mean, My Lord, are you ready? If not, we can come up with an excuse. It's your choice."

[User] "Ready. I think I have a speech in mind, too."

[User] "Excellent," Jasper says, with a sigh of relief. "In that case, you have about half of an hour before you speak, so I would recommend some breakfast, unless you do not wish it."

[User]
 "Then please, join me."

Over the meal, the 'king' asks but a single question to his 'advisor'. "And how, Jasper, is my advisor Adar doing?" And since the king is actually Adar, then 'Adar' can only mean the king.

[User] Jasper, catching on, smiles and asks, "He is well. Though I hear that he is not planning on making any public appearances for quite a while. We don't have an official reason yet, but I'm sure there will be one soon. He has requested that you and the advisors occasionally meet in his chambers, to which he is confined, rather than the throne room."

[User]
 ((sorry about the delay. Was trying to figure out what the speech was going to be))

"Very well." Finishing his breakfast, "The King" heads outside to the awaiting populace. Clearing his throat, and shaking the nervousness out at the same time, Adar begins his speech. Hopefully, it will go down well.

((ooc: Taking 10 on Bluff check to give reassuring speech, for 28))

"...And finally, I have some more grim news. In the early hours yesterday morning, there was a threat on my life. Whoever did this seeks to murder me, or drive me into some far-off retreat, away from my people. But I say onto this conspirator, this traitor to the Crown: I will not yield to you! I will not bow before this threat; I will continue to rule as I have before. Because this land has been entrusted by the gods to me, and I will uphold its custody. Gods be with you."

[User] The people gasp in shock, then cheer even louder when you launch the last segment of your speech. It was, overall, quite successful. Jasper gestures for you to go back into the castle from behind you, saying, "Nice job. A very good speech, my lord."


[User]
 Arena Tournament, Round 78:  Morekal 2.5  vs.  Veldrin
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Morekal 2.5  - Master_Rahl22
 Veldrin  - RandomAction

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

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

No purchases.

Good luck!

[User]
 Since you can't beat that initiative roll, I'll go ahead and post my first turn.

 Morekal, Turn 1

Start in W-10

Swift: Enter Stance of Clarity for +2 AC against Veldrin
Double move to G-10.

End of turn.

Stats:

 Spoiler

Location: W-10
HP: 13/13
AC: 18, FF: 16, Touch: 14

Maneuvers:
Moment of Perfect Mind 0/1
Sapphire Nightmare Blade 0/1
Sudden Leap 0/1

[User]
 Sorry for the delays, my computer was in the shop and I have been using an older, I do mean older, one.

Ini roll,  (1d20-2)[ -1 ]

No purchases.

 Veldrin, R-1:
Start in C-10, with short sword held ready.
Free action - Declare opponent as Chosen Foe.
Swift action - Enter Child of Shadow Stance.
Charge attack, ending move in F-10.
Attack:  (1d20+5)[ 9 ]
Crit, check:  (1d20+5)[ 9 ]
Damage:  (1d6+1)[ 2 ]
Crit: (1d6)[ 3 ]

End turn.

Stats:
 Spoiler

Position: F-10
Child of shadow stance <Active>
Hp: 10/10
AC: 16(2armor+3dex+1feat), F-12, T-13
Saves: F+2, R+5, W+6

[User] Waiting on a ref question.

[User] I read your ref question in the waiting room. I completely forgot about the Sanctuary effect and I know now that I wasted my turn, so your up.

[User]
 Morekal, Turn 2

Swift: Activate Law Devotion for +3 to attack
Standard: Attack
  Attack  - (1d20+9)[ 22 ]
  Damage  - (2d6+6)[ 14 ]

End of turn.

Stats:

 Spoiler

Location: W-10
HP: 13/13
AC: 18, FF: 16, Touch: 14

Buffs:
Law Devotion 10/10

Maneuvers:
Moment of Perfect Mind 0/1
Sapphire Nightmare Blade 0/1
Sudden Leap 0/1

[User]
 Forgot Child of Shadows
  Miss chance, 1-20 is a miss  - (1d100)[ 39 ]

Anything greater than 20 is GG.

[User]
 True, but try this:

As an Immediate action before your attack- Activate Gift of the Spider Queen feat gaining  (1d4)[ 2 ]  images.

Veldrin,R-2(?):
Free action - designate opponent as Chosen Foe.
Tumble to D-10. Tumble check to avoid AoO, DC-15:  (1d20+6)[ 17 ]
Activate spell-like ability - standard action.
Spellcraft DC:16
 Spoiler
Cast darkness on my crossbow. I assume I can just touch it on my belt.

End turn.

See how this works before I post stats.

[User]
 No need to take your turn yet, I could still hit the real you.

  Mirror Images, 1 is the real Veldrin  - (1d3)[ 2 ]

1 is GG, 2 or 3 means you take your turn 2.

EDIT: Also, the way I read the feat you're still using a SLA, so doesn't that provoke an AoO?

[User]
 Assuming that since you're still using an SLA when you use Gift of the Spider Queen that it still provokes, ignore if ruled otherwise.  This would take place before you cast Mirror Image, so if it hits and gets past concealment then it does damage.

  Attack  - (1d20+9)[ 29 ]
  Damage  - (2d6+6)[ 12 ]
  Concealment, 1-20 is a miss  - (1d100)[ 66 ]

[User] Since swift/immediate spells don't provoke AoOs, I imagine an immediate SLA wouldn't either.  Table in RC doesn't technically list an immediate SLA, but quickened SLAs and immediate spells are both listed as not provoking, so I think that's good enough.

[User]
 Morekal, Turn 3

Move: Move to E-10
Standard: Attack
  Attack  - (1d20+9)[ 23 ]
  Damage  - (2d6+6)[ 14 ]
  Concealment, 1-20 is a miss  - (1d100)[ 11 ]
  Images, 1 is real Veldrin  - (1d2)[ 2 ]

End of turn.

Stats:

 Spoiler

Location: E-10
HP: 13/13
AC: 18, FF: 16, Touch: 14

Buffs:
Law Devotion 9/10

Maneuvers:
Moment of Perfect Mind 0/1
Sapphire Nightmare Blade 0/1
Sudden Leap 0/1

[User]
 Veldrin,R-3:
Free action - continue to designate opponent as Chosen Foe.
5' step to C-10.
Draw crossbow - move action.
Drop crossbow - free action.
Initiate Sudden Leap to move southwards as far as possible- swift action.
Jump check:  (1d20+4)[ 8 ]
Try to hide - move action.
Hide check:  (1d20+6)[ 19 ]

End turn.

Stats:
 Spoiler
Position: D-10 before leap.
Child of shadow stance <Active>
Mirror Image (1 image) 2/10
Hp: 10/10
AC: 16(2armor+3dex+1feat), F-12, T-13
Saves: F+2, R+5, W+6

[User]
 Originally Posted by SRD, Actions in Combat
  You can move 5 feet in any round when you don’t perform any other kind of movement.  Taking this 5-foot step never provokes an attack of opportunity. You can’t take more than one 5-foot step in a round, and  you can’t take a 5-foot step in the same round when you move any distance.
 You can only take a 5-foot step if your movement isn’t hampered by difficult terrain or darkness . Any creature with a speed of 5 feet or less can’t take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.

 Originally Posted by SRD, Jump skill
 Action
None.  A Jump check is included in your movement, so it is part of a move action . If you run out of movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) must be a move action to complete the jump.

I'm pretty sure you can't use Sudden Leap if you've already taken a 5' step.

[User]
 Interesting point, but I done this 5' step + Sudden Leap in a previous match and it was ok. The description of the Darkness spell, states that it provides shadowy illumination not true darkness involved with night-time or being underground.

However, I will leave this decision up to the Refs and bow to thier wisdom.

[User] Shadowy illumination doesn't have an effect on your ability to 5ft step, only complete blindness.  The Sudden Leap, though, is movement, so you can't do it in the same turn as a 5ft step.

[User]
 Originally Posted by Sallera
 Shadowy illumination doesn't have an effect on your ability to 5ft step, only complete blindness.  The Sudden Leap, though, is movement, so you can't do it in the same turn as a 5ft step.

Ok, a redo then.

 Veldrin.R-3,redux:
Free action - continue to designate opponent as Chosen Foe.
5' step to C-10.
Draw crossbow - move action.
Drop crossbow - free action.
Ready an action.
Refs
 Spoiler
 Attack my opponent if/when he comes into range.

End turn.

Stats:
 Spoiler
Position: C-10
Child of shadow stance <Active>
Mirror Image (1 image) 2/10
Hp: 10/10
AC: 16(2armor+3dex+1feat), F-12, T-13
Saves: F+2, R+5, W+6

[User]
 Morekal, Turn 4

Free: 5' step to D-10
Standard: Attack
  Attack  - (1d20+9)[ 15 ]
  Damage  - (2d6+6)[ 8 ]
  Concealment, 1-20 is a miss  - (1d100)[ 29 ]
  Images, 1 is real Veldrin  - (1d2)[ 1 ]

End of turn.

Stats:

 Spoiler

Location: D-10
HP: 13/13
AC: 18, FF: 16, Touch: 14

Buffs:
Law Devotion 8/10

Maneuvers:
Moment of Perfect Mind 0/1
Sapphire Nightmare Blade 0/1
Sudden Leap 0/1

[User]
 Ok my readied action goes off.

Melee touch attack:  (1d20+3)[ 16 ]
Concealment check: 1 = miss  (1d5)[ 1 ]
Murky-eyed reroll: 5 = miss  (1d5)[ 3 ]

If successful,
Trip attempt (No AoO)  (1d20+7)[ 16 ]
Throw you into C-9.

See how this goes before I take my turn.

[User]
 Not good.

 Veldrin,R-4:
Free - opponent as Chosen Foe.
Attack:  (1d20+3)[ 15 ]
Crit check:  (1d20+3)[ 14 ]
Damage:  (1d6+1)[ 4 ]
Crit damage:  (1d6)[ 5 ]
Concealment miss: 1 is a miss.  (1d5)[ 3 ]
Tumble check to avoid AoO from movement to B-12, DC:15  (1d29+6)[ 16 ]

End turn.

Stats:
 Spoiler
Position: B-12
Child of shadow stance <Active>
Mirror Image (1 image) 3/10
Hp: 10/10
AC: 16(2armor+3dex+1feat), F-12, T-13
Saves: F+2, R+5, W+6

[User]
 Morekal, Turn 5

Free: 5' step to C-11
Standard: Attack
  Attack  - (1d20+9)[ 25 ]
  Damage  - (2d6+6)[ 14 ]
  Concealment, 1-20 is a miss  - (1d100)[ 32 ]
  Images, 1 is real Veldrin  - (1d2)[ 2 ]

End of turn.

BLARG, well at least the last image is dead now.

Stats:

 Spoiler

Location: C-11
HP: 13/13
AC: 18, FF: 16, Touch: 14

Buffs:
Law Devotion 7/10

Maneuvers:
Moment of Perfect Mind 0/1
Sapphire Nightmare Blade 0/1
Sudden Leap 0/1

[User]
 Last chance for Veldrin.

 Veldrin,R-5:
Free - opponent as Chosen Foe.
Swift action - Initiate Distracting Ember appearing in D-10
Attack opponent - standard.
Concealment check: 1=miss  (1d5)[ 4 ]
Murky-eyed reroll:1=miss  (1d5)[ 5 ]
Attack:  (1d20+5)[ 17 ]
Crit check:  (1d20+5)[ 20 ]
Damage:  (1d6+1)[ 7 ]
Crit:  (1d6)[ 3 ]
Tumble to A-14 - move.
check DC:15 -  (1d20+6)[ 8 ]

End turn.

Stats:
 Spoiler
Position: B-12
Child of shadow stance <Active>
Hp: 10/10
AC: 16(2armor+3dex+1feat), F-12, T-13
Saves: F+2, R+5, W+6

[User]
 Morekal, Turn 6

Miss.  AoO for leaving threatened square since Tumble check failed.
  Attack  - (1d20+9)[ 27 ]
  Damage  - (2d6+6)[ 11 ]
  Concealment, 1-20 is miss  - (1d100)[ 92 ]

Move: Move to A-13
Standard: Attack
  Attack  - (1d20+9)[ 18 ]
  Damage  - (2d6+6)[ 11 ]
  Concealment, 1-20 is miss  - (1d100)[ 15 ]

End of turn.

It looks like the AoO got you.  Good game, I began to wonder if I'd ever hit you.

Stats:

 Spoiler

Location: A-13
HP: 13/13
AC: 18, FF: 16, Touch: 14

Buffs:
Law Devotion 6/10

Maneuvers:
Moment of Perfect Mind 0/1
Sapphire Nightmare Blade 0/1
Sudden Leap 0/1

[User] You got me. Ahh, now you see the concept behind my build. If Veldrin can tough his way through a level or two, then he will be more elusive.

[User]
 High Ref Sallera
 Morekal emerges victorious from the darkness.


[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.
Map:
 Spoiler
{table]|A_|B_|C_
1|||
2||B|
3|||
4|||[/table]

There is a door at C-4, south side.

DM notes:
 Spoiler
 Sheet.

[User]
 Using my 10ft reach weapon, I attack every single square in the room from where I stand, as well as taking 10 on Spot/Search/Listen checks for results of 18/19/18 respectively.

If no traps go off, and I find nothing, take 10 Spot and Search on the door.

[User] Your bashing and examining the room give no interesting results.

[User] Take 20 Search test on the door then. If still nothing, then open it, and look out the doorway.

[User] The hall is completely dark.

[User] Light a sunrod then, and take a look.

[User]
 The hall goes east and south.

East it goes 80ft and turns south. There is an intersection 10ft into the hall going north and south, a door 20ft beyond that on the northern side, 30ft beyond the door another intersection going north and south. At the end of the hall at the turn, there is a door on the eastern side.

To the south it goes 30ft and is T-ing east and west. There is a split 20ft into the hall going east.

[User] Go down the east corridor, using my sunrod as an improvised club to tap the each square in front of me, taking 10 on Search, Spot, Listen and Move Silently checks as I go. Look both north and south at the intersection. Stop if I find anything suspicious at any point.

[User] At the split: North it goes 20ft and turns east. South it goes 20ft and turns west. 15ft into the southern hall is a door on the eastern side. You discover by tapping a pit 10ft beyond the split (continuing east that is)

[User] Continue down the south path, checking for traps and tapping with my sunrod as I go, until I reach the door [taking 10 on the same 4 skills as I go, I'll always be doing this.] I drop my sunrod on the floor, and take 10 on a Search test for traps, taking 20 if I find nothing.

[User] Right into the south split you discover there is a pit.

[User]
 How wide is it? If 10ft or 5ft, running Jump test to get over it

  Jump  - (1d20+2)[ 7 ]  [Grr for not being allowed to take 10 on all tests, hehe]

[User]
 Oh, and if 10ft wide, then Reflex save to grab edge

  Reflex  - (1d20+7)[ 26 ]

[User]
 Followed by a DC 15 Climb test or three, I suppose

  Climb  - (1d20+2)[ 12 ]
  Climb  - (1d20+2)[ 15 ]
  Climb  - (1d20+2)[ 19 ]

Use 2nd and 3rd if fail. Failure of lots = I fall in [if the pit is 10ft wide. Else all these rolls are for nothing]

[User] All pits are 5ft wide. You are at the door, it is not trapped.

[User] Take 10 listen check then. If I hear nothing, wield my spiked chain, placing the sunrod on the ground in front of the door, and open it

[User] Out of curiosity, would you like me to DM this when Sliver is away, 02? Our activity times seem to be much more in sync than yours and Sliver's.

[User] Sure, if Sliver doesn't mind

[User]
 If he does, then you can fire him. 😛

No, but really, if he has a problem with it, he can just say so. We share the same notes, so it's not like I would be messing up his stuff, really.

Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4||||B|H[/table]

There is a door at A-2, which you are just outside of another at E-4, south side, and another at E-3. There is a human in a chain shirt, holding a longsword, standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.

Initiative: [roll0]

[User]
 Need to redo your Init roll

  Init  - (1d20+4)[ 20 ]

And, thank you

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

[User]
 Yay, first by my superior Init mod. I've never played a rogue before, so, if I get Sneak Attack wrong, do tell. But, as you've not acted yet, that makes you flat-footed...

Move to B2, and use Shadow Blade Technique on...whatever B is.

  FF Attack 1  - (1d20+5)[ 13 ]
  FF Attack 2  - (1d20+5)[ 13 ]

[roll=Damage]2d4+1d6+7[/roll]
  Shadow Blade Tech. Damage  - (1d6)[ 1 ]  [Cold damage, if both attacks hit. Normal damage if only one hits]

[User]
 Grr at the roller

  Weapon damage  - (2d4+7)[ 13 ]
  Sneak Attack  - (1d6)[ 3 ]

[User]
 B would be the "B"east. I try to use the most obvious choice in lettering when possible. H is the Human.

Your weapon slides right through the creature. A moment later, it disappears.

The man moves to E-2 and casts a spell in your direction. A wave of color springs from his fingertips, washing over you.

Will save.

[User]
 Heh...the dreaded Colour Spray. Should have expected retribution for abusing it with Isolde...

  Will save  - (1d20+2)[ 9 ]

[User]
 There are actually two color spray users on the first floor. This one is, unfortunately, not the less harmful of the two.

 (2d4)[ 4 ]   (1d4)[ 3 ]

[User]
 Two CDGs and a bunch of attacks, then.

CDGs:  (2d8-2)[ 12 ]
 (2d8-2)[ 9 ]

Attacks vs blind/stunned/prone AC:  (1d20-1)[ 4 ]  for  (1d8-1)[ 0 ]
 (1d20-1)[ 10 ]  for  (1d8-1)[ 5 ]
 (1d20-1)[ 12 ]  for  (1d8-1)[ 6 ]
 (1d20-1)[ 11 ]  for  (1d8-1)[ 2 ]

Attack vs prone, stunned AC:  (1d20-1)[ 7 ]  for  (1d8-1)[ 5 ]

[User] And i r very dead. Darn confusing equipment for a mage...

[User] That's the point. 😉

[User] No Arcane Spell Failure chance?

[User] Not that applies in this case, no.

[User] Let me guess...Sudden Still?

[User] Something like that.

[User] Well, whenever you're ready, I want to start again, with the same character

[User] Same deal, then. Where to?

[User] Do the traps, enemies, etc, stay the same, or do I have to describe everything I want to do again, if I want to get to the same place?

[User] It's the same.

[User]
 Taking the same rolls on all the same tests, with the same actions then, until I get to the door of that room [except the Jump test, darn Take 10 rules...]

  Jump Test  - (1d20+2)[ 4 ]

[User]
 ...

Dammit.

  Reflex save  - (1d20+7)[ 26 ]
  Climb check  - (1d20+2)[ 14 ]
  Climb check  - (1d20+2)[ 10 ]
  Climb check  - (1d20+2)[ 12 ]

[User]
 No failure of more than 5 yet...

  Climb check  - (1d20+2)[ 14 ]
  Climb check  - (1d20+2)[ 6 ]
  Climb check  - (1d20+2)[ 15 ]

[User] ...I fall in the pit then. Juuuust great. Sorry for the giant multi-post

[User]
 Wait, what? Why can't you take 10 on a Jump check?

Is that pit threatening you or something? 😛

Also, it's a 5ft square pit. You get corner and chimney modifiers, making the DC like 0.

[User] Can't Take 10 on a test that has a penalty for failure, like Climb checks [failure = fall damage] or Jump tests [failure = spikey pits]

[User] Er... what? You can't take  20  when there would be failure, as that represents trying as many times as necessary to get a 20. Taking 10 is taking an average roll, but you can't do it when rushed or threatened.

[User] ...well I'll be darned. I'd been playing the game by that rule for years. Checked the SRD and the DMG, and I'm wrong. Guess I made that jump test after all, heh.

[User]
 You make it to the door without issue, then.

What now?


[User]
 Arena Tournament, Round 83:  Ax Battler  vs.  Hephaestus
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Introbulus - Ax Battler
 Eurus - Hephaestus
 All Combatants, please roll initiative and declare final purchases, if any

[User]
 Hmm, let's see.

Scrolls are crafted at -50% gp cost and -25% xp cost. UMD skill modifier with Skill Enhancement infusion factored in is +15.

Scroll of Entangle (6.25 gp, 1 craft xp, DC 21)   Check 1  - (1d20+15)[ 20 ] ;   Check 2  - (1d20+15)[ 32 ]
Scroll of Sleep (6.25 gp, 1 craft xp, DC 21)   Check 1  - (1d20+15)[ 27 ] ;   Check 2  - (1d20+15)[ 29 ]
Scroll of Sleep (6.25 gp, 1 craft xp, DC 21)   Check 1  - (1d20+15)[ 26 ] ;   Check 2  - (1d20+15)[ 22 ]
Scroll of Magic Stone (6.25 gp, 1 craft xp, DC 21)   Check 1  - (1d20+15)[ 28 ] ;   Check 2  - (1d20+15)[ 16 ]

Plus a sling (free) three pebbles (free) twenty sling bullets (2 sp) and a scythe (18 gp).

Total cost, assuming all of the scrolls are successfully created: 38 gp, 2 sp, 4 craft xp. If I manage to botch one or more of the scrolls, I'll give it another try.

And...   Initiative  - (1d20+2)[ 17 ] . Starting in M-23.

EDIT: All four scrolls were successfully crafted.

[User]
 Hmm....a spellcaster, you say?

 Purchases
-1 Universal Solvent
-1 Magic Armor Potion

My starting square is M4

And initiative.  (If I win, I won't be starting until probably tomorrow.)

 (1d20+5)[ 11 ]

[User]
 ...I'm  fairly  sure that universal solvent doesn't mess with Entangle, right?

 Round 1, Hephaestus
Anyway, starting with scroll in hand. Casting an infusion on myself, 1-round casting time. Spellcraft DC should be 16 to identify, assuming infusions are like spells in that regard:

 Spoiler
Skill Enhancement (UMD)

Stats:

 Spoiler
Hp: 6/6
AC: 14, Flat-Footed 12, Touch 12 (+2 dex, +2 armor)

No buffs.

End turn.

[User]
 Round 1: Ax Battler

...Ah, you are right. Universal Solvent does NOT have any effect on Entangle.  I was thinking of tanglefoot bags.  Well...might as well keep it as long as I bought it.  Incidentally, even though I could just draw it while I move this round, I'm starting with my sword in hand.

Nothing special this round.  Just moving to J13 with a double-move.

Stat Block

 Spoiler

HP: 14/14
AC: 11 (+3 Dex, -2 Flaw & Aggressive) Touch: 11  Flat: 8
Position: J13
Status: None
Rage: 1/1 remaining, 8/8 rounds left, not active

 End Turn

[User]
 Hephaestus, Round 2

Move action to E-22. Standard to attempt to use my scroll of Entangle centered on the intersection of F-14/G-15.

Let me see if I make this check:
  UMD  - (1d20+15)[ 29 ]

[User]
 Okay, forgive my terrible lazy hack job of a map edit, but I  think  this should accurately show what spaces are hit by the 40-foot spread. The red square on the stairs should be you, and the red square in F-14/G-15 is the origin of the Entangle effect.

 Spoiler

So unless I'm mistaken, it's a DC 11 reflex save or be entangled and rooted in place.

 End turn

[User]
 Ax Battler, Round 2

Hmm...let's consider the spell...

 Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

So first thing's first, I get to see if I can escape through reflex, and if not, then I get to attempt to break out with a full-round action.  Either way, I would get to move at half-speed, either through the area or just for the rest of my round.  Since this determines the rest of my turn, I'll make both checks now, and determine my actions from there.

Reflex:  (1d20+3)[ 15 ]  (DC: 11)
Strength:  (1d20+3)[ 20 ]  (DC: 20)

[User]
 Alright, since I made the roll, I'll move away from the entangled area, and across the top of the stairs.  I'm pretty sure reduced movement only counts as long as I'm INSIDE the area of the entangle spell, so my movement is only hampered there.  Factoring in the spell and the steps to reduce my movement, I end my turn in U16.

Stat Block

 Spoiler

HP: 14/14
AC: 11 (+3 Dex, -2 Flaw & Aggressive) Touch: 11 Flat: 8
Position: U16
Status: None
Rage: 1/1 remaining, 8/8 rounds left, not active

[User]
 Dang, you're quick...

 Round 3

Move to L-25, ready action.

 Spoiler
Cast Sleep from scroll when I have LoE to Ax Battler.

Stats:

 Spoiler
Hp: 6/6
AC: 14, Flat-Footed 12, Touch 12 (+2 dex, +2 armor)

Skill Enhancement

 End turn

[User]
 Ax Battler, Round 3

Hmm...I think it's time to start RAGIN'! (Rage Begins)

And since I can reach you, but can't attack you until I'm up close, I'll move into an adjacent square, M25.

I'm sure this will set off your Readied Action, so go ahead and do that first.  (Accursed glass wall, blocking my charge attack!  CURSE YOU, WALL!)

If there's a question about my exact movement, I've re-created my path here.  (The pink blob is you).

 Spoiler

Stat Block:

 Spoiler

HP: 1 6 /1 6
AC:  9  (+3 Dex, -2 Flaw & Aggressive,  -2 Rage ) Touch:  9  Flat:  6
Position: Changing...
Status:  RAGIN!
Rage:  0 /1 remaining,  7 /8 rounds left, not active

[User]
 Yup, as soon as Hephaestus gets line of effect he uses his Sleep scroll. Will DC 11.

  UMD  - (1d20+15)[ 20 ]

EDIT: I'm sorry, that should have an extra +2 from my Artisan Bonus (+2 to activate items that an artificer has the appropriate craft feat for). So it  is  successfully activated.

[User]
 Bzzt! Illegal action detected!

Eurus:
 Spoiler
Sleep has a 1-round casting time. You can only ready a standard, move, swift, or free action.

As an aside, you don't roll for item creation. You can make anything you can make by taking 10 on the check.

 Rewind to Hephaestus's round 3 turn.

[User]
 Oh, shoot. Don't know how I missed that. >_>

Okay, so revising my readied action. I'm sure you can guess what it is. Still keeping yours?

Action:

 Spoiler
Entangle, this time.

[User] Since I didn't know what spell you were going to cast before, I'm not going to change it now either.  What, does my Barbarian look like he has a PhD here?  :p  Just tell me the effect.  *And if it has an area, show it to me so I know what the area is I'm dealing with*

[User]
 The readied action goes off, dropping an Entangle centered on V-22/W-23. Here's a new map, even worse than the first because the way the file got saved means I can't use the fill tool, yaaaay! 🤢 The big red splotch is you, the smaller red splotch is where the entangle effect is centered.

 Spoiler

Reflex DC is 11 again.

[User]
 Ax Battler, Round 3 Revised

Alright, first thing's first...Reflex/Strength rolls.

Reflex:  (1d20+3)[ 18 ]  (DC 11)
Strength:  (1d20+5)[ 12 ]  (DC 20)

And assuming I can break out, I should still have  just  enough squares of move (I have 70 ft. of movement left at the point where you cast entangle) to reach M25.

Edit: SUCCESS!  Alright, and I end my turn right next to you on M25, seething with rage.  😁  Your turn.

Stat Block:

 Spoiler

HP: 16/16
AC: 9 (+3 Dex, -2 Flaw & Aggressive, -2 Rage) Touch: 9 Flat: 6
Position: M25
Status: RAGIN!
Rage: 0/1 remaining, 7/8 rounds left, not active

[User]
 Hmm. I do believe things will end here, one way or another. Either you fail your save and get scythed to death, or you make your save (or I fail my UMD check) and I die a horribly gruesome death. 😁

Hephaestus takes a 5-foot step to K-26 and activates a scroll of Sleep. Will save DC 11.

  UMD  - (1d20+17)[ 37 ]

[User] Well, not quite.  Sleep has a 1 round casting time, so no save required until the beginning of Hephaestus' next turn.

[User]
 Yes, you are right of course.  This is for total victory, or the agony of defeat.  This is for all the marbles now...so here we go.  Either this roll will keep me awake, or seal my fate as a scratching post for your scythe.  With +4 on my will save (+2 base, +2 rage), this will be the deciding roll for the match...

 (1d20+4)[ 9 ]  (DC 11)

((AAAUGH!  NOOOOO! D: I fell asleep!))

...*Edit: Oh...er...really?  Dang...I guess it doesn't go off until the start of the next round?

Er...shoot. @_@; Well there goes my steam.  <.<;  I'll...finish my regular attack tomorrow.  Incidentally,  you can't start a charge if you only have 5 ft. of space between you and your target, right?

[User] That is correct.

[User]
 Originally Posted by Sallera
 Well, not quite.  Sleep has a 1 round casting time, so no save required until the beginning of Hephaestus' next turn.

...You know, that was  just  pointed out to me earlier in this fight, yet I still somehow managed to confuse it with a full-round action casting time. 😩

Well, what can you do. My action stays as-is. I still may totally luck out on your attack roll. 😁

[User]
 That IS true..your AC is 14, and my attack bonus is +7 without a charge.  That gives you a 35% chance to not die on this attack.

...Of course, if it DOES hit, my base damage bonus is also +7, so you die in one hit.

;o Let's make it official.

 Ax Battler, Round 3

Taking a five-foot step forward to L26, and swingin' my sword!

Attack: (1d20+7)[ 14 ]
Damage: (2d6+7)[ 14 ]
Crit: (1d20+7)[ 27 ]
CDamage: (2d6+7)[ 10 ]
 Stat Block

 Spoiler
HP: 16/16
AC: 9 (+3 Dex, -2 Flaw & Aggressive, -2 Rage) Touch: 9 Flat: 6
Position: L26
Status: RAGIN!
Rage: 0/1 remaining, 6/8 rounds left, not active

Edit: ...Yeah, you dead.

[User] Ah well. At least I only burned three scrolls, they're pretty cheap.

[User] Right. ^^; I'll go get a ref to call this match.

[User]
 High Ref Sallera
 Ax Battler refuses to give in to a bunch of out-of-place foliage, and claims victory.

[User] Excellent!  😁 I already know what I'm going to spend it on!  Selling back my Universal Solvent, and saying *sniffle* a sweet goodbye to my beloved Greatsword, I'm putting down 350 GP on a Masterwork Greatsword!  😎


[User]
 You awaken slightly disoriented in a stone room. It's about 45' wide and 15' long. The room is lighted by a single burning torch on the north wall. The room is empty. A closed wooden door is in the south wall and an open archway is in the west wall.

Map
 Spoiler
{table]|A|B|C|D|E|F|G|H|I
1
2|||||I
3
[/table]
I = Isirimal Silethern
Door at C3 south wall. Archway at A3 west wall.

DM Notes
 Spoiler
 Sheet

[User] I'll take the torch, and wave it in front of the archway before going through.

[User] The hall beyond the arch travels 5ft west before turning south and running for 15 ft before turning east.

[User] I will continue down the hall, with my shield protecting my left side, and the torch out in front of me, making slow up and down movements, traveling at 20 ft per round.

[User] As soon as you round the corner turning east, the floor falls out from under you. Make a reflex save.

[User]
 Reflex  (1d20+3)[ 7 ]

If I fall, take 20 on Climb check to get out, continue on anyways.

[User]
 You fall 10 feet into the pit.   Falling Damage  - (d6)[ 4 ]

You manage to climb out after a bit of difficulty. Rounding the corner you find that the hallway travels 30ft south before ending in a T that goes east and west.

15ft down the hall, the floor gives way again. It appears that this section of the dungeon is somewhat unstable. Make another Reflex save.


[User] Here it is.  Any map preference?  I want at least 1 round of buffs... and of course all days 😉

[User] Call it 4+all days? I'm fine with any map, really.

[User]
 MAP!
 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C | C | C | C | C | C | C ||
 11 |||||||||| C
 12 |||||||||| C ||
 13 |
 14 ||| C |
 15 ||| C |||||||||
 16 ||| C | C | C | C | C | C | C | C ||
 17 ||| C | C ||||| C | C ||
 18 |
 19 ||||||||||||
 20 |
 21 ||||||||||||
 22 ||| C | C ||||| C | C ||
 23 ||| C | C ||||| C | C ||
 24 |
 25 |||||||||||[/table] I'll start top.

How about 3+ all days?  4 seems like a lot.

[User]
 That works too.

Initiative:
 (1d20+8)[ 27 ]

Buff rounds/all day:

 Spoiler

All day: drawing a fruit from the cornucopia.  (1d100)[ 43 ]

Round 1: Devour the fruit from cornucopia OR, if one of the instant effects (heal, break enchantment) use Aura of shade to gain a buffer of 120 damage against cold damage.
Round 2: Standard action to use Flood of Shadows, centered on the starting place. (20 ft spread, 130 minutes.)
Round 3: Move action, Hide in plain sight:  (1d20+43)[ 60 ] . Standard: use supernatural ability Dancing Shadows to gain Total Concealment for 13 rounds.

Starting location:

 Spoiler
F-24.

[User]
 Buff rounds:
 Spoiler

round 1: Displacement, Greater Mirror Image
 (1d4+4)[ 7 ]
round 2: Ray Deflection
round 3: True Seeing, Nerveskitter

All days:
Arcane Sight
Elemental Body
Superior Resistance

Initiative:  (1d20+7)[ 15 ]

Start location:
 Spoiler

D2

[User]
 I suppose that means I go first.

Actions:

 Spoiler
Move action to move to H22. Standard action to activate Ephemeral image in E24 (inside the area of Flood of shadows.).

End of turn. Let me know if you gain LoS on the bottom two rows of the map, and modes of vision - if you feel comfortable giving them.

My character has just Darkvision.

[User]
 Spoiler

Move to E5, +10 feet

Forgot to mention: how high do you want the barriers to be?  I was thinking 20 with 30 foot ceiling.

 Spoiler

Standard: cast Greater Invisibility

I have True Seeing and Arcane Sight up for modes of seeing.

EDIT: but no LoS yet.

[User]
 Actions:

 Spoiler
Standard action to use Thoughts of shadow on self for +4 to Charisma.

End of turn. No change in LoS on my part.

[User]
 Actions:

 Spoiler

Move to E9 +20

I have LoS to the bottom two rows now, but if you can't see invisible you can't see me.  My True Seeing doesn't range that far (nor does Arcane Sight) however, nor can I see behind the two stone columns.  Let me know if I see anything.

[User]
 At E24, you see a gnome of great wealth and knowledge. He is wearing several items of interest - let me know if you want the descriptions - but the most important feature is that he is actually an illusion.

You also perceive a magical aura surrounding F24 in a 20-foot spread.

You get a spot check, I believe. Let me know if I get to make spot or listen checks, too.

[User] I'll need caster level and schools for each magic aura I can see (DC is 15+ spell level, so I auto-succeed anything lower than a 16th level spell 😛 Spell-likes are 15+ 1/2 spell level, so if you've got something with a spell-like CL of above 30 let me know so I can roll)

[User]
 The illusion: CL 14, Illusion (shadow).
The magical aura in a spread around the illusion: CL 14, Abjuration.

The question here is, can you perceive the magical auras on hiding creatures? I'll be back after watching House. 😉

[User]
 Hmmm... I'll go procure a ruling.

The ruling I got in the Q&A  here  kind of gives an answer... if you've got cover from a solid object, then I can't see your aura.  Else I can.

[User]
 Few things:

Arcane Sight does not give its caster information about the caster level of an effect. It only identifies Faint, Moderate, Strong, and Overwhelming auras, which are based on effective spell level, not caster level (though the two are connected for nonspell effects). When reporting aura school, remember that enchantment and abjuration are one school, so it would stand to reason that all enchantments also ping as abjurations, and vice versa. I don't think Arcane Sight reveals subschools and descriptors.

Superglucose:

 Spoiler
You do not in fact have line of sight to E24 at ground level, due to obstruction by the wall at row 16. LoS to the bottom two rows begins at altitude +15 from your position.

LoS has not actually been established as things currently stand. How do you guys want to handle this fact?

[User]
 Spoiler
Nvm, I was going to move anyways to E13 +30 so I'll just do that and then get information.  Also aura strength us much more useful than CL >.<

End turn.

[User]
 Superglucose:

 Spoiler
Are you defining your altitude by the location of the top of your space or the bottom? I take "+30" to mean that there are six squares under yours, which is not possible if the ceiling is only 30' high. Moving to +25 will still get you LoS, though.

[User] Right +25.

[User] Still your turn, probably. Do you need some information, or is it my turn now?

[User] No your turn I moved twice.

[User]
 Actions:

 Spoiler
Ready an action to Echo spell, if he witnesses one eligible for the mystery.

End of turn.

[User]
 Ok, I need those aura informations as outlined by Claudius.

EDIT: Also I could see your auras from when I had LoS at E24 (I moved a second time to get the LoS), so I'll need those auras as well as where they moved to.


[User]
 For 9 years Ser Mancer Gregori has crusaded in the Farlandsfor his King Dunnis Wurnwraith.  There he gathered many victories under his belt and gained the favor of the King, who has given the charismatic knight a large tract of land on the frontier and the title of Lord to rule over it.

While Ser Gregori is quite the fighter, he knows he can not guarantee the security of his appointed lands alone.  Today he holds feast and court in his newly raised castle, a modest fortress of stone blocks and wooden stakes, seeking out soldiers, explorers, and adventurers of quality to serve him in exchange for land, wealth, and glory.

As you wait for the introduction feast to begin, a town crier wearing the fresh minted sigil badge of Mancer Gregori approaches you with quill and scroll in hand.
 Excuse me sir, but it is customary for me to announce ll guests.  May I ask your name, title, and summary of past exploits?

What do you tell him?


[User]
 Map: Any preference?

Buff Rounds: Does 2+All Day work for you?

[User]
 Any map will do for now.

All day + 2 rounds is a good start.

[User]
 Buffs:
 Spoiler
 All Day:
Greater Magic Weapon on Brilliant energy Rapier
Greater Magic Weapon on Rapier
Greater Mage Armor
Greater Resistence
 Buffs Updated Every Few Minutes:
Shield
See Invisibility
 Round 1:
Greater Invisibility
 Round 2:
Refresh Maneuvers

Map:

 {table=head] |A|B|C|D|E|F|G|H|I|J|K|L
 1 ||||||||||||
 2 |
 3 ||| C | C ||||| C | C ||
 4 ||| C | C ||||| C | C ||
 5 ||||||||||||
 6 |
 7 |
 8 ||||||||||||
 9 ||| C | C ||||| C | C ||
 10 ||| C | C ||||| C | C ||
 11 |
 12 |||||||||||[/table]
That Work?

[User]
 That work.

 Spoiler

Overchannel, talented, Claws of the Beast (15pp, 12 hours)
Inertial Armor +6 (5pp from Cristal)

Potion of Girallon's Blessing; Overchanneled +1   damage  - (1d8)[ 6 ] , Swift Expansion x2 (13pp);
Overchannled +1, talented, Swift Precognition Offensive +3 (13pp); Concealing Amorpha (3pp from Cristal)

  initiative  - (1d20+3)[ 16 ]

I will take the bottom row. Collum E. You see a Huge four armed man envolved in a veil like semi-transparent cloak.

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

What are your senses?

[User] For now it's just normal sight.

[User]
 Location:
 Spoiler
D2

You see nothing.  Your go.

[User]
 Standard: Tap psionic tatto of touchsight (30ft).
Move: Move to E5 (ocupy E5 E6 F5 F6), and if I don't detect anything I stop.
End my turn ☹

[User]
 As you finish moving you feel, more than see, a character racing out from behind the column.

It jumps up to you and stabs you with a sword.

 Spoiler
Five Shadow Creeping Ice Enervation Arcane Strike (Greater Invisibility) with Sneak Attack Damage

Targeting your flat footed AC with a brilliant energy weapon (overcomes your armor and your shield):

Attack:  (1d20+24)[ 25 ]  FAIL
Damage:  (1d6+9)[ 11 ]
Possible Crit Confirm:  (1d20+24)[ 27 ]
Extra Damage:  (1d6+9)[ 15 ]
Sneak Attack Damage:  (6d6+13)[ 37 ]
Extra Damage:  (4d4)[ 10 ]
Extra Damage (v2):  (15d6)[ 48 ]

In addition, open the spoiler that corresponds to this roll:  (4d4)[ 10 ]
 1-7:
 Spoiler
Make a DC 18 Fortitude save.
 Success:
 Spoiler
 (1d6)[ 5 ]  Dexterity Damage

 Failure:
 Spoiler
 (2d6)[ 4 ]  Dexterity damage, and your speed is reduced to 0.

 8-14:
 Spoiler
Make a DC 18 Fortitude save.
 Success:
 Spoiler
 (1d6)[ 5 ]  Strength Damage

 Failure:
 Spoiler
 (2d6)[ 7 ]  Strength damage, and you take a -6 penalty to attack rolls and concentration checks.

 15-20:
 Spoiler
Make a DC 18 Fortitude save.
 Success:
 Spoiler
 (1d6)[ 6 ]  Dexterity Damage and  (1d6)[ 6 ]  Strength Damage

 Failure:
 Spoiler
 (2d6)[ 10 ]  Dexterity Damage,  (2d6)[ 7 ]  Strength Damage, and  (2d6)[ 8 ]  Constitution Damage.

End Turn...stupid natural one...

[User]
 Arakune:

 Spoiler
You're huge, right? Huge creatures take up a 3x3 area. You can squeeze into 2x2 or apparently even 1x1, but doing so invokes penalties.

Olo:

 Spoiler
In the case of a successful save against an effect, a target takes half the fully rolled damage, not half the dice.

Also, I don't think he's flat-footed against you if he can perceive you with Touchsight. At least Greater Invisibility won't do it.

[User] Claudius:  Will take that into account, but my awful nat. 1 means that it didn't even matter.

[User] Olo, I will wield on the basis of "messy char sheet". Messed up some calculations, so I will challenge you later.

[User] OK, that's fine.


[User]
 This will not be continued... and the heroes will have dispersed or retired by now. Olania will be heading to Kingslayers.

Tevrier may retire with Ramona.

Kyroswolf will make a new PC and rejoin old HoE players in Darklords.


[User]
 Arena Tournament, Round 17:  Dunkin  vs.  Maren
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Dunkin - Damionte
 Maren - Bitzeralisis
 All combatants, please roll initiative.

[User]
 Still need to set spells but here's initiative and position.

 Round - 0  Rolling Initiative

 Initiative:   (1d20+2)[ 17 ]

Opening  Status & Position:

 Spoiler

Current Action/Location: / N1
  Vital Statistics:
 HP:   8 /8
 AC:  12, Touch: 12, FF: 10 (Dex +2, Size +1, Base=9)
 Saves:  Fort +3, Ref +2, Will +5
 Special Abilities::
 Conditions:

Current Creatures

 Spoiler

Chevy: Animal Companion:
Current Action/Location: / M2
  Vital Statistics:
 HP:   6 /6
 AC:  13, Touch: 11, FF: 12 (Dex +1, Nat +2)
 Saves:  Fort +4, Ref +3, Will +0 / +2 vs Spells
 Special Abilities::  Pounce, Low Light, Scent
 Conditions:

Robin: Mount
Current Action/Location: / N2
  Vital Statistics:
 HP:   13 /13
 AC:  16, Touch: 12, FF: 14 (Dex +2, Nat +4)
 Saves:  Fort +5, Ref +5, Will +1 / +2 vs Spells
 Special Abilities::  Trip +3, Low Light, Scent
 Conditions:

[User]
 We should likely call this one - remember that Bitz pulled out of all future matches with Maren. =/

They still haven't decided about us having a best 2/3 or what.

[User]
 Yeah but they set the match up so I was taking the XP and gold for it. :)

Winning this one puts me back in the match with you anyway. So no real need to do a 2 out of 3.

Once this one times out this evening it'll be use again anyway.

[User]
 Ref Terran

Dunkin wins by default


[User]
 Arena Tournament, Round 14:  BobTheFighter  vs.  Bloatsack the Vile
 Map

 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 BobTheFighter - kme
 Bloatsack the Vile - Paladin Latham
 All combatants, please roll initiative.

[User]
 Heres my initiative!  Dont beat it now, ya hear!

Initiative  (1d20-1)[ 17 ]

[User]
 initiative  (1d20+2)[ 22 ]

spells prepared and starting information:
 Spoiler
Magic Missile and Fell Drain*Sonic Snap(using metamagic school focus )
starts with scroll of expeditious retreat in one hand and invisibility in other
starting location B14

[User]
 lol I have beaten your initiative.

Bob: round 1

for refs:
 Spoiler
standard action: activate scroll of invisibility   DC 4  - (1d20+1)[ 2 ]
move action: move from B14 to  E14

stats:
 Spoiler
position: B14
HP: 7/7 normal
AC: 12 (2 dex )
Saves: F +3; R+2; W+4
Misc:scroll of expeditious retreat in one hand and invisibility in other
Buffs:--

 end of turn

[User]
 Spoiler
 ok I failed to activate a scroll   wisdom check DC 5  - (1d20+2)[ 13 ]

end of turn

[User]
 Oh yeah! Well I buy a potion of Resist Energy (sonic) and a Potion of Invisibility! HA!

 Bloatsack the Vile round 1:

For Refs:

 Spoiler
Bloatsack starts in Y13 with a potion in one hand and his crossbow in the other. He downs his potion of Invisibility, drops the bottle and draws his potion of Resist Energy(sonic),

Stats(for refs):

 Spoiler

  Vital Statistics:
 HP:  10
 AC:  17, Touch: 15, FF: 12
 Saves:  Fort +1, Ref +5, Will +0
 Current Location: Y13
Buffs: Potion of Invisibility 1/10

your turn.

[User]
 Ah well, that is the flaw of current rules. Now I regret posting my actions without first waiting to see your new items.Hehe at least you spent a lot of money on them 😛 .

This will be an interesting match.

Bob: round 2

For refs:
 Spoiler
standard action: sheathe the scroll of expeditious retreat 😁
move action: move from E14 to  F10

stats:
 Spoiler
position: F10
HP: 7/7 normal
AC: 12 (2 dex )
Saves: F +3; R+2; W+4
Misc:scroll of  invisibility in one hand
Buffs:--

end of turn

[User]
 Bloatsack the Vile round 2:

For Refs:

 Spoiler
Bloatsack downs the potion of Resist Energy and moves up the stairs to V13 with his crossbow in two hands.

Spot  (1d20+1)[ 15 ]
Listen  (1d20-1)[ 13 ]
Hide(because of invisibility) 20

Stats(for refs):

 Spoiler

  Vital Statistics:
 HP:  10
 AC:  17, Touch: 15, FF: 12
 Saves:  Fort +1, Ref +5, Will +0
 Current Location: V13
Buffs: Potion of Invisibility 2/10

Your turn.

[User]
 Ref Morbius

BobTheFighter

 Spoiler
 No LoS

Bloatsack the Vile

 Spoiler
 No LoS

[User]
 Bob: round 3

For refs:
 Spoiler
move action: move from F10 to  C5
standard action: pull out a scroll of obscuring mist

stats:
 Spoiler
position: F10
HP: 7/7 normal
AC: 12 (2 dex )
Saves: F +3; R+2; W+4
Misc:scroll of invisibility in one hand and obscuring mist in other
Buffs:--

end of turn

[User]
 Bloatsack the Vile round 3:

For Refs:

 Spoiler
Bloatsack double moves to L13

Spot  (1d20+1)[ 5 ]
Listen  (1d20-1)[ 12 ]

Stats(for refs):

 Spoiler

  Vital Statistics:
 HP:  10
 AC:  17, Touch: 15, FF: 12
 Saves:  Fort +1, Ref +5, Will +0
 Current Location: L13
Buffs: Potion of Invisibility 3/10

your turn.

[User]
 Ref Morbius

BobTheFighter

 Spoiler
 No LoS

Bloatsack the Vile

 Spoiler
 No LoS

[User]
 Bob: round 3

For refs:
 Spoiler
standard action: use the scroll of obscuring mist
move action: move from C5 to  A2

 stats:
 Spoiler
position: A2
HP: 7/7 normal
AC: 12 (2 dex )
Saves: F +3; R+2; W+4
Misc:scroll of invisibility in one hand
Buffs:
obscuring mist: centered on square C5, lasts until beginning of round 13

end of turn

[User]
 Bloatsack the Vile round 4:

For Refs:

 Spoiler
Bloatsack Moves to H12 drawing a grappling hook along the way.  If he sees his foe he will make a disbelieve attempt (tricky illusions) drop the grappling hook and fire if he thinks its real.  If he hears something his action will change.  If he sees and hears nothing he will continue to H6.

Spot  (1d20+1)[ 15 ]
Listen  (1d20-1)[ 18 ]
Will Save to disbelieve  (1d20)[ 1 ]

Edit: OMG!! Its so   REAL  !!! HAHAHAHA!!

Stats(for refs):

 Spoiler

  Vital Statistics:
 HP:  10
 AC:  17, Touch: 15, FF: 12
 Saves:  Fort +1, Ref +5, Will +0
 Current Location: H12
Buffs: Potion of Invisibility 4/10

I definitely need a LoS check.

[User]
 Ref Morbius

Bloatsack

 Spoiler
 before your actions you see fog raising on the northwest side of the arena you may redo your actions if you wish. Also you can only make a disbelieve attempt after you interact with a illusion, not simply by looking at it. Defeating an illusion just by looking at it is a  DC 80 spot check  have fun to beating that

Still Bloatsack's turn

[User]
 @refs:

 Spoiler
I will continue to H6 in that case.  I didn't know that you had to interact, I thought it just granted a bonus if you interacted.  either way, I'll smoke him out...

Now its your turn.

[User]
 Bob: round 4

For refs:
 Spoiler
move action: draw a scroll of mage armor
standard: use the scroll of mage armor

stats:
 Spoiler
position: A2
HP: 7/7 normal
AC: 12 (2 dex )
Saves: F +3; R+2; W+4
Misc:scroll of invisibility in one hand
Buffs:
obscuring mist: centered on square C5, lasts until beginning of round 13
mage armor: lasts one hour

end of turn

[User]
 Ref Morbius

BobTheFighter

 Spoiler
 No LoS

Bloatsack the Vile

 Spoiler
 No LoS. The fog is centered on C5. And you can hear spellcasting in there.

[User]
 Bloatsack the Vile round 5:

For Refs:

 Spoiler
Bloatsack glides down to A3, making a disbelieve attempt as he passes through the fog.
Will  (1d20)[ 18 ]
Spot  (1d20+1)[ 5 ]
Listen  (1d20-1)[ 13 ]

Stats(for refs):

 Spoiler

  Vital Statistics:
 HP:  10
 AC:  17, Touch: 15, FF: 12
 Saves:  Fort +1, Ref +5, Will +0
 Current Location: A3
Buffs: Potion of Invisibility 5/10

your turn.

[User]
 Ref Morbius

The fog seems quite real to Bloatsack as he enters it however when he lands at A3 LoS is stablished as he sees Bob on A2

[User] And me being invisible is ignored because...? 😡

[User] Well I shouldn't be able to see you, so it would be fine with me if you change your actions for last round (of course not acting based on metagame knowledge of my position). I will wait to see ref's ruling before I post my actions.

[User]
 High Ref Bronz

It seems as though an innocent mistake was made, as has happened before and will happen again I'm sure.

Before we move on, a simple question.

@Paladin

 Spoiler

Trying to minimize the consequences of a missed ruling, what were your intentions once you landed? I understand you glided towards where you heard spellcasting so I'd like to know before we move on.

Oh, also, potion of invis is 30 rounds, not 10.

[User]
 @bronz (or other refs):

 Spoiler
actually I wanted to get behind the cloud if possible.  I had to glide 40ft. in order to decline 20ft. and A3 fit the bill.  As I was invisible I figured I could manuever after taking a full round to move.  Plus the added perk of interacting with the mist to see if it was real. 🙂

I won't change my action.  I trust you not to use metagame knowledge (fat chance now that you know I'm invisible).

[User]
 High Ref Bronz

@Paladin

 Spoiler

I just wanted to know what you wanted to do, and as you would gain LoS upon landing those things may change anyway.  So you see your opponent in A2(I believe in the mist?) So he has concealment (20%)

@KME

 Spoiler

While you know ooc that Paladin lands in A3, please try to ignore that fact.  That situation may change anyhow so it maybe moot.

Carry on.

[User]
 ok, these are the actions that I planned to do before your position was revealed

Bob: round 5

move action: draw a scroll of shield
standard: use the scroll of shield

That will provoke attack of opportunity from you, so here is concentration check if you hit me   conc.  - (1d20+9)[ 15 ]

stats:
 Spoiler
position: A2
HP: 7/7 normal
AC: 16/22 (+2 dex +4 armor /+4 shield if spell succeeds);
Saves: F +3; R+2; W+4
Misc:scroll of invisibility in one hand
Buffs:
obscuring mist: centered on square C5, lasts until beginning of round 13
mage armor: lasts one hour
shield (if spell succeeds): asts until beginning of round 15

end of turn

[User]
 O.K. heres the AoO

Bayonet Attack!  (1d20+2)[ 18 ]  /\ If it threatens  (1d20+2)[ 5 ]
If it hits  (1d8+3)[ 8 ]  /\ If it crits  (1d8+3)[ 11 ]

and concealment  (1d100)[ 65 ]  better than 20 good.

[User] um... did that get you?

[User] Well, it looks like I'm dead. I didn't expect you to come so early in the cloud, heh at least I only spent two scroll worth 25 gp total 😛 .

[User]
 Ref Terran
 Bloatsack is declared the winner and gains the spoils.

[User] As the match wasn't made with a nomer, there is a rematch needed here yes?

[User] Correct.  Bob has only lost one match.  Need to set up a new one.


[User]
 You wait three days and then you sneak out of your camp when everyone else is sleeping.  You know that people are likely to say harsh things, like that you couldn't take it when you didn't get chosen.  That doesn't bother you though, you know you're a part of a bigger plan.

You travel north for two days.  The early summer heat is lovely, and the nights are cool and breezy.  Based on what you've heard you should reach these ruins in about another day or so, and the village is a day beyond that.  To the west, is a vast, empty plain which seems a little out of place for the surroundings.

[User]
 Irbis begins searching his backpack for the strange hat they were given before.

 I wonder if I can see myself as a hummie? Or maybe only the other can? Or it was all a joke? I don't know if trying this is a good idea... But what the hell. Better to find now how well it works.

Without saying anything more Irbis puts the hat on.

 Um, guyz, how do I look now?

[User] As 'Hurt concentrates with the hat on, his appearance changes - he gains almost a foot of height, and his features become human.

[User]
 Striding ahead Ak'iss looked back towards the group as she waited for a moment as she waits to catch up. But seeing that 'Hurt was fiddling with the hat she walked back to regroup with the party. They covered a good distance as they went.

She knew that her people would think she was weak in their dissaperance. She didn't care. If it was for the good of her people she'd gladly go and take the criticism. As long as her people were in the end safe, and more powerful. And she herself more powerful as well.

Blinking as she looked towards 'Hurt  and his new form face scrunched in disgust of his form.

 As Ugly as most warmlings look, but then again you do look like a warmling, And thats the point of da Hat.

[User]
 You know, if you want to use proper name, it's Strixhurt. But, honestly, I don't mind. 'Hurt, with a strong 'h isn't just short form of my name, it's what I do. To others, that is.

'Hurt gives you a really nasty smile, takes off the hat and begins to wonder.

So, what now? Willage or ruins?

[User]
 Rolled her eyes as she listened to him for a few moments as she looked to the rest of the party to see if any of them had any opinions on the idea.

 Mission is to find cult , cult in ruins You think warmling Huumons know of dragon cult?

[User] Onsvix takes all of this in with a cool, calm expression, though not totally devoid of emotion, and when it is inquired whether to go to the ruins or the humans first he speaks up  I believe it would be wise to see what the humans know of the ruins, both to see if there is anything... special, we should know about it, they may even have some maps.  Onsvix's Draconic is less yappy than his compatriots, and closer to the speech of True Dragons. As a Sorcerer, he studied intricately the language of True Dragons and how to speak it properly, so as to invoke the words of power that were his trade.

[User] Turning to look at him she shifted  Any one here know the language of the warmlings? I know that i don't.  As she looked lightly about trying determine the skills of her compatriots. She knew Onsvix's due those gifted with magic from the dragons, something she didn't innately have, though through her totem she drew forth an other sort of the dragons power. One wore the holy symbol of Kurtulmak thinking he a priest of Kurtulmak. The rest she wasn't sure of.  What are you skills i'd like to know what everyone here is capable of.

[User]
 I know it, but I don't know if they use that dialect. Maybe we should look around that village and try to capture a prison so he might be interrogated?
Thinks about it for a second -  After that, one with a hat can go to the village so he might ask for anything the prisoner didn't know. Maybe we can stage an imminent goblin attack to scare them and loot their homes too?

[User]
 Rethis stays in the back, avoiding anyones gaze as he tries to remain hidden.
  *sigh*

[User] Shifting a bit she sighed oh so slightly.  I believe Onsvix's plan about seeing if theres a map or some information is the way to go. Lets do that, and try and not draw attention and keep an eye out for the other group we don't want to be spotted by them


[User]
 Arena Tournament, Round 24:  Kaldar  vs.  Sir Schwant
 Map:
 Spoiler

 XP Award:  600 XP
 GP Award:  600 GP

 All Combatants, please roll initiative.

[User]
 I'm here, still likely to make purchases.

  init.  - (1d20)[ 6 ]

[User]
 I probably won't buy anything unless your purchases warrent a response.

  init  - (1d20+5)[ 7 ]

[User]
 Sorry, still here, haven't had access to a computer.  Will post purchases in the next few minutes.

I purchased a potion of shield of faith +2a
Remind me again how you have a +4 to attack? 1BAB +4Str -2 tower =+3, and I don't see weapon focus or similar ability on your sheet.

[User]
 It should be +3 if I use the shiled (as refleced in the main battle scores in the top of the sheet).  I updated Kaldar in a hurry because he was put into this round before he was even leveled up.  The +4 in the weapon section is without the sheild and while I updated the BAB in the main section, I didn't fix the total to be +5 (before the tower shield) in the weapon section.

Kaldar starts out in B13 holding a wand in one hand and a javelin in the other hand.  He moves to J12 and casts a spell that creates a pearly light that gathers around him.

Status

 Spoiler

Kaldar also activates his travel devotion as a swift action

HP 14
AC 17
Effects: Light of Lunia 1/10, Travel Devotion 1/10
Loc: J12

memorized spells

 Spoiler

0: Guidance, Virtue, Cure Minor x2
1: Light of Luniax4, Truestrike (domain)

[User]
 Sir Schwant - 2nd to act in Round 1
Start in Y13 with potion in one hand and sword in the other.  Move to W11 and drink potion.

Stats
 Spoiler

Potion of shield of faith

Declare him Knight's Challenge

HP:22/22
AC:18
Buffs: Shield of faith +2 1/10; Knight's Challenge 1/7
Position: W11

[User]
 Kaldar moves to Q13

Status

 Spoiler

HP 14
AC 17
Effects: Light of Lunia 2/10, Travel Devotion 2/10, Ready Action (see below)
Loc: Q13

Ready action

 Spoiler

Ready action to move if Sir Schwant moves within 15ft of Kaldar

[User]
 Move to S10
 Spoiler
  Take total defense action

Done

Stats
 Spoiler

AC:22
HP22/22
Position:S10
Buffs: Knight's challenge 2/7 shield of faith 2/10

[User]
 Kaldar moves to W10 and fires off a ray of light at Sir Schwant.  He then moves to X2 as a swift action.

  touchattack  - (1d20)[ 19 ]
  damage  - (1d6)[ 4 ]

Status

 Spoiler

HP 14
AC 17
Effects: Light of Lunia (1 ray spent) 3/10, Travel Devotion 3/10
Loc: X2

[User]
 Sorry for my absence, I was at a debate tournament, and did not have computer access.  It was a surprise to me, so I could not say as much in the waiting room.

SS double moves to X5

Stats
 Spoiler

HP:18/22
AC:18
Buffs: Shield of faith +2 3/10; Knight's Challenge 3/7
Position: W5

[User]
 Kaldar fires off another ray of light before moving to O9.  The shimmering around him has stopped.

  touchattack  - (1d20)[ 18 ]
  damage  - (1d6)[ 6 ]

Edit: forgot stat block

Status

 Spoiler

HP 14
AC 17
Effects: Travel Devotion 4/10
Loc: O9

[User]
 Move to Z 5

 Spoiler
Total Defense action

Done
Stats:
 Spoiler
HP:12/22
AC:18 (+4 total defense, Possibly +4 cover)
Buffs: Shield of faith +2 4/10; Knight's Challenge 4/7
Position: Z5

[User]
 Kaldar moves to R12 and casts a spell.  The light re-appears around him after he is finished casting the spell.

Stats:

 Spoiler

HP 14
AC 17
Effects: Light of Lunia 1/10, Travel Devotion 5/10
Loc: R12

[User]
 Move to W3

 Spoiler
 ready action to move out of LoE if he launches a light of lunia at me.

done
Stats
 Spoiler
HP:12/22
AC:18
Buffs: Shield of faith +2 5/10; Knight's Challenge 5/7
Position: W3

[User]
 Kaldar moves to P1

Stats

 Spoiler

HP 14
AC 17
Effects: Light of Lunia 2/10, Travel Devotion 6/10, Ready Action (see below)
Loc: P1

Ready Action

 Spoiler

Ready action to move if Sir Schwant starts to move north of row R (headed into row Q)

[User]
 Move to T2

 Spoiler
Ready action to move out of LoE if he launches light of lunia at me

Done
Stats
 Spoiler
HP:12/22
AC:18
Buffs: Shield of faith +2 6/10; Knight's Challenge 6/7
Position: T2

[User]
 Kaldar moves to T5 where he fires off his light at Sir Schwant before moving again to O11.

  RTA1  - (1d20)[ 13 ]
  damage  - (1d6)[ 4 ]
  RTA2  - (1d20)[ 15 ]
  damage  - (1d6)[ 2 ]

Stats:

 Spoiler

HP 14
AC 17
Effects: Travel Devotion /10
Loc: O11

[User]
 Ref Mav:

Sir Schwant has a readied action that goes off.

Also, Bigmac would you define when your using your travel devotion for movement, and when your taking a regular move action.

[User] Either of the moves before or after the attack could be the swift action, but I will try and be more precise about which is which.

[User]
 High Ref Bronz

Due to inactivity and disqualification, Kaldar is declared the winner.