conversations: human
conversations:  200 sqare feet room, starting 100 ft from each other, with  (1d4+1)[ 4 ] 
conversations: Dusk Eclipse:
conversations: human
conversations:  buffing rounds  (1d4+1)[ 3 ] 
conversations: Dusk Eclipse:
conversations: human
conversations:  Initiative:  (1d20+7)[ 15 ] 
   
  Buffing rounds:  (1d4+1)[ 3 ]  
  
  Starting # of ticks: 198
  
  Round One: Mesmerize self with  Delusions of Grandeur (+5 morale bonus to attack rolls, saving throws, ability checks, skill checks and AC, +4d6 to damage, immunity to fear and pain, and DR 10/-, total ticks 185)
  
  Round Two: Mesmerize self with  The Greatest Healer (Fast healing 5/acid or fire, total ticks 172)
  
  Round Three: Snow, Rain Or Gloom Of Night(15 resistance to fire, electricity, cold and acid, total ticks 159).
  
  Stats:
  BAB: +17/+12/+7 or +23/+18/+13
  AC: 37, Touch 23, Flat-Footed 23
  Saving Throws: +25/+20/+25
  DR 10/--, Regeneration 5/Acid or Fire
  Energy Resistance 15.
conversations: industrious:
conversations: human
conversations:  Initiative  (1d20+3)[ 20 ] 
  
  First Round
  Standard Action Cast Extended Divine Power
  Swift Action activate law devotion Attack bonus
  
  Second Round
  Standar Action Cast Righteous Wrath of the Faithfull
  Swft Action: Activate Travel Devotion
  
  Third Round:
  Standard Action, Cast Greater Magic Vestment
  
  
  Stat Block
  BAB: +23/+18/+13/+8
  AC 29 Touch 29 Flat footed 27
  Travel Devotion 9/10
  Law Devotion 7/10
conversations: Dusk Eclipse:
conversations: human
conversations:  Guess I go first
  Swift Action: Move 50 ft towards you (flying) due travel devotion
  Full Round attack Power attacking for 10
   (1d20+20)[ 37 ]  Attack 1
   (1d20+15)[ 33 ]  Attack 2
    (1d20+10)[ 24 ]  Attack 3 
    (1d20+5)[ 8 ]  Attack 4 
  [roll] 1d20+20[/roll] extra attack granted by Righteous Wraith of the faithful
  
  Crit Confirmation
    (1d20+20)[ 23 ]  Attack 1
   (1d20+15)[ 33 ]  Attack 2
   (1d20+10)[ 29 ]  Attack 3 
    (1d20+5)[ 21 ]  Attack 4 
  [roll] 1d20+20[/roll] extra attack granted by Righteous Wraith of the faithful
  
  Damage
   (2d4+32)[ 37 ] 
   (2d4+32)[ 38 ] 
    (2d4+32)[ 39 ] 
    (2d4+32)[ 37 ]  
   (2d4+32)[ 35 ]  
  
  Your turn
conversations: Dusk Eclipse:
conversations: human
conversations:  Neither of us are flat-footed due to buffing rounds, right?
  
  
   (1d20+20)[37] Attack 1 
  (1d20+15)[33] Attack 2
  (1d20+10)[24] Attack 3
  (1d20+5)[8] Attack 4
    Misses
  
  Crit Confirmation 
  (1d20+20)[23] Attack 1
  (1d20+15)[33] Attack 2
  (1d20+10)[29] Attack 3
  (1d20+5)[21] Attack 4 Misses
  
  
  Damage
  (2d4+32)[37]  times 4  Critical doesn't hit me, DR 10/-- for 27.
   (2d4+32)[38] times 4
  (2d4+32)[39] times 4
  (2d4+32)[37]
  (2d4+32)[35]  Misses 
  
  ((you also have to roll a 20&amp; miss chance to hit me; 21-100 hits)
  HP: 78 out of 105.
  Regenerate 5 HP: 83.
  Standard Action: Activate  Time Stands Still (Time Stop for 2 rounds, but I can act normally. Total Ticks 146)
  
  TSS Round 1: regenerate 5 HP: 88.
  Standard Action: Activate  Sandman's Slumber Bluff Check: (1d20+54)[ 74 ] . If &gt; 30, make a Will Save(DC 38) or you fall asleep.
  
  Move Action: move 30 feet away.
  
  TSS Round 2: Regenerate 5 HP: 93.
  Standard Action: Mesmer(Dust to Dust). Total ticks 133
  Touch Attack Roll:  (1d20+17)[ 23 ] 
  Damage:  (38d6)[ 145 ] 
  
  Move Action: Move 20 feet away.
  
  Round One Swift Action:
  Bluff Check: (1d20+54)[ 58 ] . If &gt;32, Activate  Inescapable Eternity ; a circle of surrounding room in effect. You are under the effect of a  Slow  spell(no save), while I am under the effect of a  haste  spell.
conversations: industrious:
conversations: human
conversations:  Miss chances Rolls
  
  [/roll]1d100[/roll]
  [/roll]1d100[/roll]
  
  Will save [/roll 1d20+27[/roll]
  
  If I make my save I cast Time Stop (Domain Spell)
  [roll]1d4+1[roll]
conversations: Dusk Eclipse:
conversations: human
conversations:  Dusk, your rolls are wrong. There's no slash in the first roll. Unfortunately, you're gonna have to repost, as rolls on that post can't be changed.
conversations: Volthawk:
conversations: human
conversations:  I'll redo Everything
  
  miss chances
   (1d100)[ 99 ] 
   (1d100)[ 99 ] 
  
  Will save
   (1d20+27)[ 43 ] 
  
  If I pass the save
  Cast Time Stop
    (1d4+1)[ 4 ] 
conversations: Dusk Eclipse:
conversations: human
conversations:  Volthawk:
  Yes, I know...I should proffread my post...
  
  anyway
  Both my attack pas... oh and concernig your DR my Scythe is transmuting ergo it changes to bypass any DR after it has touched it
  ok first round of Time stop
  
  TSR1: Action Activate boots of speed Hasting myself AND countering Your slow
  
  TSR2: Activate Bead of Karma increasing my CL to 21
  
  TSR3:Cast Greater Dispel Magic centered on you
   (1d20+21)[ 38 ]  CL check
  
  TSR4: Standar Action: Gate a .... Pit Fiend (no problem I am Lawful and even If I switch to evil I retain my Clerical powers due LE being an acceptable Aligment for Wee Jas, and for the ease I'll use the SRD stat block)
conversations: Dusk Eclipse:
conversations: human
conversations:  Spoiler 
  Inescapable Eternity (Su): No one escapes time. Atleast, not unless a Sandman wishes it. Once per day, a Sandman of 15th level or higher may invoke this ability as a swift action, separating an area of time from the main timestream and accelerating it greatly. As a result, an area in the shape of an infinity symbol (typically 100 by 25 ft., but the exact specifications are up to the DM, and probably best written beforehand when the Sandman reaches level 15), centered upon the Sandman, is sealed off. Those outside it may not enter, and those inside, including the Sandman, may not leave by any means. Within this area, the Sandman and any number of targets are accelerated (as per the Mesmer) and gain fast healing 3, while all others are Slowed, as the spell. All Mesmers have their effect boosted by 1.5, where applicable.
   
  
  
  So no pit fiend for you. And can't cast spells on me while in a time stop-"While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell.(SRD) And the point of DR/-- is that nothing bypasses it.
  
  My Turn:
  
  Standard Action: Another Sandman's Slumber(unable to fail bluff check), another DC 38 Will Save
  
  Procrastinate Move Action.
conversations: industrious:
conversations: human
conversations:  Hold up. That's a swift action, so if you want to do it, it would be after the Fiend is Gated in.
  
  Just saying that's how I see it.
conversations: Volthawk:
conversations: human
conversations:  No, my ability already started back in round one, during my own version of time stop.
conversations: industrious:
conversations: human
conversations:  Do my boots of speed counter the slow effect of the Inescapable etternity?
  
  You are right I forgot about the clause of not targetting so no greater dispell magic...
  
  Also does your inescapable slumber makes me unable to gate my put fiend? I didn't  understood that well, since IIRC I can summon while on time stop.
  
  anyway my turn
  
  Will save [/roll]1d20+27[/roll]
  
  Fine I use Shadow blink(swift Action) to move 50 feat near you, if I don't reach you I use shadow stride (move action) to reach you
  
  Then I use Enervating Shadow strike PA for 15
  SO
   (1d20+18)[ 27 ]  Attack roll
  Crit confirmation  (1d20+15)[ 16 ] 
  Damage  (2d4+32)[ 34 ] 
  
  and you must make a fort save of 28 to avoid gaining  (1d4)[ 4 ]  negative levels
conversations: Dusk Eclipse:
conversations: human
conversations:  Will save  (1d20+27)[ 37 ] 
  
  edit: Forget all, I am asleep
conversations: Dusk Eclipse:
conversations: human
conversations:  Inescapable eternity prevents anybody from going into/out of the area, so gating wouldn't work. The Haste counters the Slow effect, by RAW. You reach me(we're in melee range now), but your attack misses.
conversations: industrious:
conversations: human
conversations:  Coup de grace attempts until you're dead, then. Duration of sleep is 18 minutes; 10 rounds per minute = 180 attempts. You are going to fail at least one of them before you wake up.
  
  
  Note: if you had power attacked for less, you'd have probably won.
conversations: industrious:
conversations: human
conversations:  Originally Posted by industrious 
   Coup de grace attempts until you're dead, then. Duration of sleep is 18 minutes; 10 rounds per minute = 180 attempts. You are going to fail at least one of them before you wake up.
  
  
  Note: if you had power attacked for less, you'd have probably won. 
   
  
  I guess I lose...... yeah I should have trusted my instict and just PA for 10... anyway great battle, I am sure glad you are on my side 🙂
  
  Just one question.... does your inescapable eterny affect allies? because if so, we may have some problems....
conversations: Dusk Eclipse:
conversations: human
conversations:  It's an area effect; so it does. That being said, though, I determine who gets hasted and who gets slowed, so you'll get the benefits of it. But we can coordinate our actions: I'll ready a swift action to bring the ability up once you gate in your pit fiend.
conversations: industrious:
conversations: human
conversations:  Actually, I'll probably gate Solars, the pit fiend was just a spur of the moment, i believe an extra cleric is FAR more useful than another beast stick,
conversations: Dusk Eclipse: