conversations: human
conversations:  Announce what level of buffing you'd like.
  
  I'd like long term (all day) buffs, at a minimum.  If you want beyond that, I can accommodate.
conversations: Talic:
conversations: human
conversations:  Go ahead with all-day, Jane has no buffing except reading scripture.
conversations: Signmaker:
conversations: human
conversations:  Map: 
  
  Buffs: 
   Spoiler 
  
  All Day:
  
  Extended Energy Immunity (Fire)
  Extended Energy Immunity (Acid)
  Superior Resistance
  Favor of the Martyr (DMM Persist)
  Bite of the Werebear (DMM Persist)
  Divine Power (DMM Persist)
  Extended Overland Flight
  Wind Walk
   
  
  
  Initiative:  (1d20-3)[ 8 ] 
  
  Starting in red square.
conversations: Talic:
conversations: human
conversations:  That map is getting quite popular.
  
  Initiative:  (1d20+4)[ 23 ] 
  
  B10 will do for me.
conversations: Signmaker:
conversations: human
conversations:  You're up.  :)
  
  Z10 here.
conversations: Talic:
conversations: human
conversations:  Jane walks idly over to I2, poring over a How-To book, when suddenly she notices a potential threat.
  
  To you, Jane looks like a relatively unarmored aasimar, save for a shadowy shawl and various trinkets (presumably magical). What does she see in exchange?
  
   "Is it that time again?" , she asks, tendrils of shadow forming at her feet, as she prepares for combat.
  
   
   Spoiler 
  Swift Action - Child of Shadow stance, readied action to Inertia Surge if approached within 10 feet of herself.
   
conversations: Signmaker:
conversations: human
conversations:  The form, a human, translucent and misty, notes the figure approaching.
  
  " Blast!  The last one took more time. "
  
  He streaks up in wide circles gaining altitude to 200 feet (ending back in Z10, Altitude +200)  Total distance traveled: 600.  He then winks out, and appears, very, very high up. (Dimension door 920 feet up).
  
  End turn.  Location: Z10.  Altitude 1,120 feet.
  
  
  EDIT:  What just happened:  Wind Walk is active on me.  While in it, I can choose to have a flight speed of 600, with poor maneuverability.  Hence, the wide circling movement and only a couple hundred feet of elevation for all the Flight.
conversations: Talic:
conversations: human
conversations:  Jane watches her opponent shoot upwards, suddenly disappearing out of her sight range.
  
   "Well, this can't be good."  Deciding that she'd much rather prefer a visible opponent, but knowing that ain't happening any time soon, she moves to  Q3 , shadows flaring up around her.
  
   
   Spoiler 
  20% concealment due to stance
   
  
  
  Edit: Seeing as you're obviously out of my spot check range, am I now unaware? o.O
conversations: Signmaker:
conversations: human
conversations:  Now that I have a bit of altitude...
  
  Assume movement 10 (Perfect).
  Cast a spell:  True Seeing.
  
  
  EDIT:  Done.
  
  EDIT2:  I have no concealment, so there is no spot check needed, technically.
conversations: Talic:
conversations: human
conversations:  Well, seeing as Jane can't see nuffink, she's going to wait a good minute in case her potential assailant has left the premise, and walk away at the end of said minute. Unless something else happens in the mean time of course. Let that be your cue to do whatever the hell you want for ten rounds.
  
  Edit: How I misspell my own character name is beyond me. d and n are half a keyboard away...
conversations: Signmaker:
conversations: human
conversations:  Round 1: Blindsight
  Round 2: Death Ward, drop 520 feet (use high speed travel)
  Round 3: Sheltered Vitality
  Round 4: Invisibility Purge, drop a bag and sword
  Round 5: Lower 600 feet (ground level), Dismiss Wind walk, Cast Trollshape (Extended).
  
  At this point, I'm back in the general vicinity, so help yourself to an action.
conversations: Talic:
conversations: human
conversations:  Edit: Wow, totally misread that. Hey, you're back on land.
  
   "Welcome back. I thought you had left without even a hello. Come closer and maybe we'll have a chat, though I doubt you'll understand just what I say." 
  
  Move to O9, shadows flare up once again.
  
   
   Spoiler 
  Stance Concealment, readied action to Extended Inertia surge when approached within 30 feet. Attempt to, anyway.
   
conversations: Signmaker:
conversations: human
conversations:  No, I was 1120 up.  I dropped 520, and then 600, that's ground level.
  
  The form of the human shifted into that of a grotesque troll.
  
  It picks the bag and the sword up off the ground.
  
  You're up.
conversations: Talic:
conversations: human
conversations:  What square are you in again? Your starting area?
conversations: Signmaker:
conversations: human
conversations:  I now occupy my entire starting area.  Y10-Z11.
conversations: Talic:
conversations: human
conversations:  In that case, Jane steps up to S9 and holds out a hand, a tendril of shadow lancing out at your throat!
  
  Shadow Garrote: Ranged Touch Attack  (1d20+13)[ 26 ] 
  Potential Damage:  (5d6)[ 22 ] 
  Fort Save  13  if it connects.
  
  The same shadowy concealment kicks up again.
conversations: Signmaker:
conversations: human
conversations:  It connects.  Is the fort save based on hitting?  Or on dealing damage?
conversations: Talic:
conversations: human
conversations:  Shadow Garrote.  Ah.  Hitting.
  
  Fort:  (1d20+21)[ 27 ] 
  
  The effect hits the troll, dead-on...  As it fades, there's not a scratch on him.
conversations: Talic:
conversations: human
conversations:  The fort save just makes you either flat-footed or not flat-footed next round. Thazzit.
conversations: Signmaker:
conversations: human
conversations:  Well, my fort result was 27.  Am I flatfooted until the start of my next turn?
conversations: Talic:
conversations: human
conversations:  Of course not, you passed silly.
conversations: Signmaker:
conversations: human
conversations:  In that case...
  
  The troll dismisses your assault with a grunt, as it pulls a necklace out of its bag, and puts it on.
  
  Your turn.
conversations: Talic:
conversations: human
conversations:  Jane is very confused as to how that didn't work, as well as why her opponent has decided to put on jewelry in the middle of a showdown. This can't be good. She hops to S11, and waits for movement, shadowy concealment flaring up again.  "Not much of a talker, are you." 
   
   Spoiler 
  Readied action to Extended Inertia Surge should he attempt to cross the water.
   
  
  
  Edit: Any particularly noticeable equipment you got on?
conversations: Signmaker:
conversations: human
conversations:  The troll looks up, and responds, in perfect draconic, " I love when food talks. "
  
  It glides along the ground, feet barely brushing, legs not moving, to Q9-R10, slinging the haversack over its shoulder.
  
  Go ahead.
  
  EDIT:  Gear visible:
  The haversack on his shoulder.
  A necklace, worn.
  A large Adamantine Greatsword.  As in, an adamantine greatsword designed for a large character.
  
  Other than that?  Nothing.
  
  Not even clothes.
conversations: Talic:
conversations: human
conversations:  As you cross the water, my readied action triggers.
  
   "Ta e gar'asu!" 
  
  Truespeak to affect you: (1d20+36)[ 37 ] 
  DC is 15 + (2xHD) + 5.
conversations: Signmaker:
conversations: human
conversations:  Way to suck, me. I assume you're moving a way that doesn't provoke?
conversations: Signmaker:
conversations: human
conversations:  15+(2x13)+5 = DC 46.  That's a fail.
  
  And no, I am making absolutely no moves to shield myself in any way.  If you want an AoO, take an AoO.
conversations: Talic:
conversations: human
conversations:  Cool. AoO, then.
  
  Improved Disarm check, for amusement's sake:  (1d20+13)[ 17 ] 
conversations: Signmaker:
conversations: human
conversations:  Opposed Attack Roll: [roll]1d20+35[roll] (+4 for being large, +4 for 2 handed weapon, +13 BAB, +14 Str, +1 Enhancement, -1 Size penalty)
conversations: Talic:
conversations: human
conversations:  Broken Roll:  (1d20+35)[ 53 ] 
  
  Incidentally, what weapon did you try to disarm me with?
conversations: Talic:
conversations: human
conversations:  Don't bother fixing that, we can tell how that turns out. 😦
  
  Jane scans her enemy, delivering a single punch. Behind her exhalation you might notice faint whispering.
  
  Emerald Razor: Melee Touch Attack  (1d20+13)[ 30 ] 
  Damage:  (1d10+2)[ 3 ] 
  
  If it hits, make a caster level check, because I'm attempting to dispel the highest-levelled effect targeting you.
  Truespeak to oppose caster level check: (1d20+36)[ 50 ] 
  
  Regardless of success, Tumble  (1d20+19)[ 37 ]  to V7.
  
  Edit: "My fist" for your question, I get concealment again.
conversations: Signmaker:
conversations: human
conversations:  You've got that.  There goes my Superior Resistance.
  
  And he doesn't like dispel one bit.
  
  Move to V7, altitude +10.  Attack downward.  Power attack for 5.
  
  Attack:  (1d20+23)[ 43 ]  ***Critical Threat***
  If Hit:  (2d8+32)[ 37 ] 
  If Threat:  (1d20+23)[ 36 ] 
  If Crit:  (2d8+32)[ 45 ] 
  
  True Seeing should bypass any concealment you're generating.
conversations: Talic:
conversations: human
conversations:  Damn, didn't get your trollform thingymabopper. And ow. That really, really hurts.
  
  Assuming you're done, Tumble  (1d20+19)[ 38 ]  to X13, readied action.
  
   
   Spoiler 
  Coming within 20 feet, Jane will try that Extended Inertia Surge again.
  
  HP: 13/95
   
  
  
  Done. And yeah, True Seeing probably sees through a supernatural concealment effect granted by Shadow Hand Stance.
conversations: Signmaker:
conversations: human
conversations:  If not, Blindsight would.  And Superior Resistance is a 6th level spell.
  
  Trollform is 4th.
  
  I'm Moving to V12-X13 (Altitude +10), and doing the same attack, no power attack, though.
  
  Attack:  (1d20+28)[ 47 ]   *** Critical Threat ***
  If Hit:  (2d8+22)[ 31 ] 
  If Threat:  (1d20+28)[ 31 ] 
  If Crit:  (2d8+22)[ 26 ] 
conversations: Talic:
conversations: human
conversations:  Readied action triggers.
  
  Truespeak vs. DC 46:  (1d20+36)[ 50 ] 
  If it works, you're held immobile by force-tendrils 20 feet away from me for two rounds. You may take actions normally, but you cannot move from where you currently reside. Unless you have Freedom of Movement, of course, in which you can read the following:
  
   
   Spoiler 
  Immediate action, attempting to ask the universe to deflect that attack please. DC is your attack roll.
  
   (1d20+36)[ 48 ] 
   
conversations: Signmaker:
conversations: human
conversations:  Stopped in mid move.  Very well, I reach into the sack and draw out a ring.
  
  Your turn.
conversations: Talic:
conversations: human
conversations:  Originally Posted by Talic 
   Stopped in mid move.  Very well, I reach into the sack and draw out a ring.
  
  Your turn. 
   
  
  That bag of magical goodies is really starting to be a pain in the butt.
  
  Move to O18, pull out a Wand. That's it.
conversations: Signmaker:
conversations: human
conversations:  There's only one more trick in the bag.  ;)
  
  Put on the ring.  Readied action: 
   Spoiler 
  Move if my opponent attempts any action other than moving.
   
conversations: Talic:
conversations: human
conversations:  Move to H20, UMD my wand of True Strike. +19 modifier says I autosucceed.
  
  I am currently getting my sheet revised by Oskar, who has noticed my mistakes in Lesser Aasimar bonuses. That affects my elemental resistances, which haven't been used yet, as well as my Wisdom, which only affects my will save. I also apparently butchered the hell out of my will save, which I'm not entirely sure how I managed.
conversations: Signmaker:
conversations: human
conversations:  Readied action triggers.  Move (thanks to the Ring of Freedom of Movement) to M15-O16.  The action that triggered was activating the wand.
  
  Continue your turn. (finish activating wand, announce any other actions)
conversations: Talic:
conversations: human
conversations:  The wand and the movement is all, thank you. Saving my immediate for sure death.
conversations: Signmaker:
conversations: human
conversations:  Charge Action.
  
  Attack:  (1d20+29)[ 35 ] 
  If Hit:  (2d8+22)[ 27 ] 
  If threat:  (1d20+29)[ 31 ] 
  If Crit:  (2d8+22)[ 31 ] 
conversations: Talic:
conversations: human
conversations:  Using the deflecting ability I didn't have to use before..
  
  Truespeak:  (1d20+36)[ 52 ]  vs Attack Roll result.
  
  I assume you're still out of reach? Also, your square occupancy?
conversations: Signmaker:
conversations: human
conversations:  I17-J18, Altitude +5.  Currently 10 feet away from you.
conversations: Talic:
conversations: human
conversations:  This should be amusing then.
  
  Swift Action, Word of Movement Perfected.  (1d20+36)[ 45 ]  vs DC 25 to activate.
  
  That being done, I now Tumble  (1d20+19)[ 34 ]   up  the tree whose square you share (I17, is it?), land on a branch and balance  (1d20+17)[ 30 ] , and attempt to Disarm you, seeing as I'm dead regardless of what I do.
  
  Disarm Check:  (1d20+33)[ 42 ] 
conversations: Signmaker:
conversations: human
conversations:  You do have the Improved Disarm feat, correct?
  
  Opposed Check:   (1d20+35)[ 50 ] 
conversations: Talic:
conversations: human
conversations:  Yes, and barring a miracle, good game, I lose.
conversations: Signmaker:
conversations: human
conversations:  " You want me to drop it?  FINE! "
  
  Drop the sword.
  Full Attack:
  
  Claw:  (1d20+28)[ 42 ] 
  If Hit:   (2d6+14)[ 22 ] 
  If Threat:   (1d20+28)[ 44 ] 
  If Crit:  (2d6+14)[ 17 ] 
  
  Claw:  (1d20+28)[ 34 ] 
  If Hit:   (2d6+14)[ 21 ] 
  If Threat:   (1d20+28)[ 45 ] 
  If Crit:  (2d6+14)[ 23 ] 
  
  Bite:  (1d20+26)[ 33 ] 
  If Hit:   (1d8+7)[ 13 ] 
  If Threat:   (1d20+26)[ 33 ] 
  If Crit:  (2d6+14)[ 26 ] 
  
  If 2 Claws hit, Rend:  (2d6+21)[ 30 ]  damage
conversations: Talic:
conversations: human
conversations:  Jane Doe has become the next Jane Doe on a laundry list of deaths, congrats.
conversations: Signmaker:
conversations: human
conversations:  There are a few Truespeak things that are rather interesting there.
  
  For instance, combining an Emerald Razor with a dispel?  Howzzat?
  
  It seems that could go really well in a build designed for really high damage output.
conversations: Talic:
conversations: human
conversations:  Word of the Fist Unraveling. If I can get a melee strike to connect, I can swift action truespeak to dispel your highest level buff. Seeing as I don't use Stunning Fist for anything other than truespeech, I find it to be a pretty nice synergy. It was either take the swordsage level you suggested, or get truespeaked SR versus targeted spells. Crazy kung fu seemed better.
conversations: Signmaker:
conversations: human
conversations:  It is!  Gives you a bit of funky offense.
  
  Question:  Do you have a way to take advantage of immobile foes?
  
  1) At range (for melee beatsticks)
  2) Up close (for casters)
conversations: Talic:
conversations: human
conversations:  Unfortunately, no. This character is quite limited in battle options as-is. The fact that my single utterance only lasts 2 rounds (assuming I succeed in a 50% success rate) means that I really don't have much opportunity to take advantage of immobility. Usually, my tactic would be to get as much distance as possible, but that doesn't do me too much good when I currently only have close-range battle options.
  
  Would you like me to PM the sheet to you to see?
conversations: Signmaker:
conversations: human
conversations:  Sure.  I won't be able to critique it until I get back to my books in the morning, but I'll be more than happy to see if I can offer any little tweaks here and there, mayhaps find an effective long range option, to enable you to take advantage of the immobility.
conversations: Talic: