conversations: human
conversations:  The arena, a massive Colliseum built in a powerful archmage's private demiplane looms around you. Thousands of people wearing the special goggles that will allow them to see the combatants even through illusions, defences or brick walls and terrain features so as not to miss a single moment of action applaud excitedly when the Archmage himself teleports you in the prearranged positions within the empty field.
  
  Having checked you for possible illegal magics, substances or other preparations, the old man in his black robe and cowl now manipulates the arena's phantasmal terrain, making it assume one of the prearranged configurations randomly. The area around you flickers through several different environments under the seven-color gleam of an impenetrable shield that surrounds it; a hundred feet tall and ten times as wide, the barrier prevents both external interference and you from leaving until the fight is done.
  
  Roll Info: 
   Spoiler 
  
  Preparation - (d6)  (1: No Prep, 2-3: 1 round, 4-5: 2 rounds, 6: 3 Rounds)
  terrain - (d7) (disregard swamp)
  weather - (d6) (1:drought, 2:cloudy, 3:mist, 4:rain, 5:frost, 6:clear)
  wind - (d6) (1:still, 2-3: breeze, 4-5: strong wind, 6: hurricane)
  light - (d6) (1-3: night, 4-6:day)
   
  
  
  Terrain 
   Spoiler 
  1: Empty (completely featureless)
  2: Plains (knee-high vegetation, waist-high rock formations)
  3: Space (as empty plus darkness, no gravity and no air)
  4: Aquatic (completely filled with water)
  5: Forest (trees and grass)
  6: Volcano (ground is red-hot and deals 5d6 fire damage. Pit of magma in the middle)
  7: Rural (many small, unoccupied houses litter the arena)
  8: Swamp (waist-high mud and vegetation, thin mist fills the air)
   
conversations: Talic:
conversations: human
conversations:  Preparation -  (1d6)[ 3 ]  (1: No Prep, 2-3: 1 round, 4-5: 2 rounds, 6: 3 Rounds)
  terrain -  (1d7)[ 5 ]  (disregard swamp)
  weather -  (1d6)[ 1 ]  (1:drought, 2:cloudy, 3:mist, 4:rain, 5:frost, 6:clear)
  wind -  (1d6)[ 5 ]  (1:still, 2-3: breeze, 4-5: strong wind, 6: hurricane)
  light -  (1d6)[ 1 ]  (1-3: night, 4-6:day)
conversations: Talic:
conversations: human
conversations:  The shifting facets of the arena settle upon a lightly wooded forest, with undergrowth.  The trees are dry, and undergrowth wilts from the heat.  A fierce wind blows through the area whipping dust and pebbles up off the ground.  The sun can just barely be seen through the forest canopy.
  
  Terrain Features: 
   Spoiler 
  
  FOREST:
  
   Undergrowth
  Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren’t mutually exclusive; it’s common for a 5-foot square to have both a tree and undergrowth. 
  
  
   Stealth and Detection in a Forest
  
  In a sparse forest, the maximum distance at which a Spot check for detecting the nearby presence of others can succeed is 3d6×10 feet. In a medium forest, this distance is 2d8×10 feet, and in a dense forest it is 2d6×10 feet.
  
  Because any square with undergrowth provides concealment, it’s usually easy for a creature to use the Hide skill in the forest. Logs and massive trees provide cover, which also makes hiding possible.
  
  The background noise in the forest makes Listen checks more difficult, increasing the DC of the check by 2 per 10 feet, not 1 (but note that Move Silently is also more difficult in undergrowth). 
  
  This is a light forest.
  
  Full SRD entry for Forest:  http://www.d20srd.org/srd/wilderness.htm#forestTerrain 
  
  Strong Wind:
   Strong Wind
  
  Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a -2 penalty on ranged attack rolls and on Listen checks. 
   
conversations: Talic:
conversations: human
conversations:  (... Belial should make maps of each arena. They are cool and all but the truth is that we have no idea where the undergrowth is, where the trees are, where the rocks are, where anythng is.
  
  We barely know where we stand when we start.)
  
  And behold. The Infernal Lord of the Sea of Sand. Again out of both his elements. Poor bastard. No sea and no sand. Sucks to be him.
  
  The (reallylongname) stares at a tree between himself and his opponent. Wee. Or not. I don't know. His ashworm stares at nothing, it is a worm, it has no eyes.
conversations: Draken:
conversations: human
conversations:  This is true.  I assume, for this one:
  
  Light undergrowth everywhere at ground level.
  Trees too small to effectively climb.
  All squares at ground level grant concealment, but not total concealment (20% miss chance at ground level, able to hide if not observed).
conversations: Talic:
conversations: human
conversations:  And behold!
  
  A small nixie, almost swallowed by the underbrush, in a very shiny suit of mithril chainmail.  It's skin carries a bronzed, golden sheen, and an aura of light radiates from it.
  
  Introducing...  Apollo.  And, being sort of a good character, he has a Creed.
  So I guess...  Apollo Creed.
  
  You're not undead, so there goes 30% of my offensive battleplan.  2 rounds of prep though, so let's get started.
conversations: Talic:
conversations: human
conversations:  Initiative:   (1d20+7)[ 25 ] 
  
  Prep:
  Round 1:
  Cast: Energy Immunity (Sonic)
  Cast Quickened Magic Vestment
  
  Round 2:
  Cast: True Seeing
  Cast Quickened Ghost Touch Armor.
  
  Visibility is  (3d6)[ 6 ]  x10 feet
conversations: Talic:
conversations: human
conversations:  Initiative:  (1d20+12)[ 13 ] 
  
  Description is already up there. Also yay. Good! Means I can smite.
  
  Preparation round 1: Cast Golden barding. Should probably rename it for evil effect.
  
  Preparation Round 2: Summon  (1d4+1)[ 4 ]  Osyluths.
  
  Osyluth 1: casts Fly on the Ashworm.
  Any remaining Osyluths cast Fly on themselves.
  
  ----
  
  One? Seriously? ONE?
conversations: Draken:
conversations: human
conversations:  My turn 1:  Free:  Activate my Protective Aura.  It extends out 20 feet, provides light, and acts as a double strength Magic Circle Against Evil and Lesser Globe of Invulnerability.
  
  Cast:  Sheltered Vitality
  Cast:  Quickened Entropic Shield.
  Free:  Drop the lesser rod of quicken I just fully expended.
  Move:  Fly forward 60 feet.
  
  Edit:  Done.
conversations: Talic:
conversations: human
conversations:  The Lord and his worm give a small step forward (Five foot step), and see the Nixie in the grass.
  
  Three of the Osyluths, under mental orders, proceed to cut rear and up escape routes from Apollo with  Walls of Ice  (50 feet long, 20 feet tall, with the third one atop the first two, forming an arch)
  
  With this, and in a show of brutality, the Lord and His Ashworm charge forward with all the brutality they can muster. Intending to end their movement 10 feet behind the Nixie (move 70 feet during the charge).
  
  (Flying Chaaarge - Smite Good - Divine Might - ride-by - trample with three arms on the lance!)
  
   (1d20+41)[ 56 ]  (+another 9 if you are good)
  Damage:  (1d8+44)[ 47 ]  (+ (2d6+5)[ 9 ]  if you are good). This damage is them tripled.
  
  Miss chance due to concealment: 1-20 equals a miss:  (1d100)[ 98 ] 
  
  Also, trample strength roll for the Ashworm mount:  (1d20+20)[ 32 ] 
  
  This mounted trample cannot be avoided.
  Should this mounted trample succeed, it will take a full round action for the victim to lift itself off the floor.
  
  Hmm... How does a flying trample works in this fashion anyway?
  
  After all this charging is resolved, the last Osyluth greatly teleports to the front of the ice cage, potentially surrounding the potentially flattened Nixie.
conversations: Draken:
conversations: human
conversations:  That's a miss.  AC is currently 69.
  EDIT:  I get squished on the trample.
conversations: Talic:
conversations: human
conversations:  My go.
  Swift: Belt of battle:  3 charges.  Gain an additional full round action.
  Full round action:  Stand up.
  Move action: Fly forward 60, Auto success on tumble checks to avoid all AoO's while moving through enemy squares... Out of the Ice corridor.
  
  Standard:  Cast a spell...  Specifically, Blistering Radiance...  In the center of the ice corridor.
  
  Blazing light fills the area, stretching 100 feet in every direction.
  Everyone in this area is Dazzled, no Save.
  
  Everything within the area also takes 2d6 fire damage (Fort half).
  &lt;Long name&gt;:  (2d6)[ 10 ] 
  &lt;Mount&gt;:  (2d6)[ 8 ] 
  &lt;summoned critter 1&gt;:  (2d6)[ 5 ] 
  &lt;summoned critter 2&gt;:  (2d6)[ 5 ] 
  &lt;summoned critter 3&gt;:  (2d6)[ 12 ] 
  
  And the light remains, burning those within.  I'm dazzled as well, but not burned.
  
  Go ahead.
conversations: Talic:
conversations: human
conversations:  Ice Wall 1:  (2d6)[ 9 ] 
  Ice Wall 2:  (2d6)[ 9 ] 
  Ice Arch 3:  (2d6)[ 6 ] 
conversations: Talic:
conversations: human
conversations:  o.o
  
  That's one serious Armor class.
  
  Even with the Smite Evil bonus I need a 19 or 20 to hit.
  
  Hmm...
  
  Better make that hit count!
  
  The four Osyluths shoot rays of Dimensional Anchor at Apollo.
  
  Ranged touch attack:  (1d20+14)[ 25 ] , Miss chance:  (1d100)[ 44 ] , Spell Resistance (if any):  (1d20+12)[ 28 ] 
  Ranged touch attack:  (1d20+14)[ 22 ] , Miss chance:  (1d100)[ 21 ] , Spell Resistance (if any):  (1d20+12)[ 26 ] 
  Ranged touch attack:  (1d20+14)[ 32 ] , Miss chance:  (1d100)[ 47 ] , Spell Resistance (if any):  (1d20+12)[ 15 ] 
  Ranged touch attack:  (1d20+14)[ 21 ] , Miss chance:  (1d100)[ 5 ] , Spell Resistance (if any):  (1d20+12)[ 23 ] 
  
  The ashworm moves over Apollo again, trampling him a second time if he decided to get up. ( (1d20+18)[ 32 ] ), and again, ending his movement ten feet in front of him, in the perfect spot for his rider to stab.
  
  Noticing that only with a really lucky shot he will be able to hit the small creature, The Lord of the Sea of Sand decides to blow precision away and strike with all he's got.
  
  (Power attack for -18, all my BAB and +36 damage)
  
  Full attacking thanks to Ashworm Dragoon ability! (Each attack has a +4 bonus for attacking a prone target).
  
  Attack: (1d20+25)[ 40 ]  Damage:  (1d8+51)[ 57 ]  Miss chance:  (1d100)[ 73 ] 
  Attack: (1d20+20)[ 40 ]  Damage:  (1d8+51)[ 55 ]  Miss chance:  (1d100)[ 4 ] 
  Attack: (1d20+15)[ 29 ]  Damage:  (1d8+51)[ 57 ]  Miss chance:  (1d100)[ 95 ] 
  Attack: (1d20+10)[ 27 ]  Damage:  (1d8+51)[ 54 ]  Miss chance:  (1d100)[ 57 ] 
conversations: Draken:
conversations: human
conversations:  I smell a natural twenty! Going to confirm just because. Would need another natural 20 to confirm that thing.
  
   (1d20+20)[ 27 ] 
  
  Wait. Miss chance. GAH.
conversations: Draken:
conversations: human
conversations:  Power attack doesn't matter much.  Elusive target.  As you're my dodge target, you don't ever receive a power attack bonus on me.  Just the penalty.
  
  My go.  While Prone, cast Ethereal Jaunt.  None of those critters came close to my touch AC (46)...  And this character isn't the one I consider "High AC".  That one can hit 99 AC, 92 Touch.
conversations: Talic:
conversations: human
conversations:  Hmm...
  
  In face of these events, the Lord does the one thing he can do.
  
  The Lord and his mount sink in the land, burrowing the hell away from sight.
  
  And we reach an impass, I fear.
conversations: Draken:
conversations: human
conversations:  Hardly.  I'm doing that cause I need a round of breathing room.  LOL.
  
  Right myself more easily while ethereal.
  Cast Righteous might.
  
  Over a couple rounds, I plan to cast a few more, then I'll be back.
conversations: Talic:
conversations: human
conversations:  Very well. I can wait. I have all the time in the world down there.
  
  Well, 10 minutes before needing to resurface for a bit. But you get my point.
conversations: Draken:
conversations: human
conversations:  Divine power.
  Holy Transformation.
  Shield of the Archon.
  Fly up 60 feet.
  Dismiss Ethereal Jaunt.
conversations: Talic:
conversations: human
conversations:  The four Osyluths teleport to the edges of the arena. Ziut.
  
  The Lord Remains underground, really unable to see.
conversations: Draken:
conversations: human
conversations:  I'll wait.  Summons don't last forever, and they've got next to no chance to hurt me.
  
  Cast Daylight, on my square.  It extends 120 feet in every direction.
conversations: Talic:
conversations: human
conversations:  The lord and his mount burst from the ground, the mount flies up 30 feet, and the Lord casts  Blasphemy .
  
  SR roll, if any:  (1d20+18)[ 28 ] 
conversations: Draken:
conversations: human
conversations:  Bypassed my SR.  What's your Caster level?
conversations: Talic:
conversations: human
conversations:  Caster level 18.
conversations: Draken:
conversations: human
conversations:  Daze and weaken.
conversations: Talic:
conversations: human
conversations:  Well, time to roll for weakness.
  
  Str lost:  (2d6)[ 9 ] 
  Duration:  (2d4)[ 7 ] 
  
  The Lord and his mount fly up 40 feet, and the Sahuagin delivers a hail of attacks against the Nixie.
  
  Also Burn one turn undead to use divine might.
  
  Attack:  (1d20+39)[ 55 ] , Damage:  (1d8+44)[ 48 ] 
  Attack:  (1d20+39)[ 45 ] , Damage:  (1d8+44)[ 50 ] 
  Attack:  (1d20+39)[ 50 ] , Damage:  (1d8+44)[ 48 ] 
  Attack:  (1d20+39)[ 43 ] , Damage:  (1d8+44)[ 49 ] 
conversations: Draken:
conversations: human
conversations:  Miss.  My go.
  
  Cast Defensively.
  
  Lucent Lance.  On you.
  
  Ranged Touch attack:  (1d20+24)[ 35 ] 
  
  If hit, you are  dazed for  (1d6)[ 3 ]  rounds  blinded for 1 round, dazzled for 16 rounds, no save.
  In addition,  (15d6)[ 47 ] , if hit.
  
  If you take penalties in bright light, you do so for the next round.
  
  EDIT:  Sorry, got my lightly spells mixed up.
conversations: Talic:
conversations: human
conversations:  Blinded. Yay.
  
  The Lord, unable to see, spurs his mount against the Nixie.
  
  Aerial trample. No other attack.
  
  This is a resisted strenght check:  (1d20+18)[ 28 ] 
  
  Now I am not sure what happens when you trampled while flying. Fall?
conversations: Draken:
conversations: human
conversations:  Says I go prone, not much else...  Prone doesn't have effect on flight, but the intent certainly seems to be dropping someone.
  
  Fall 30' reasonable?
conversations: Talic:
conversations: human
conversations:  Perfectly reasonable. I would expect normal fall speed but 30 feet is perfectly reasonable.
conversations: Draken:
conversations: human
conversations:  When my flight is both magical and winged, I'd say arrested fall is possible.  Plus there's the opportunity to piledrive me from 30 feet.
  
  On my go?  Fly down 15 feet, away from you 50.  That should put me 40 feet down, and 60 feet away.
  
  Cast Cometfall.  A comet appears 20 feet above you and drops.
  Reflex Save half, DC 31, for you and your mount.
  Damage:  (4d6)[ 19 ]  For you.
  Damage:  (4d6)[ 17 ]  For mount.
  
  In addition, any that fail the above save:
  Trip check for you:  (1d20+11)[ 13 ] 
  Trip check for your mount:  (1d20+11)[ 24 ] 
  
  Failure means going prone, which, we just established, is a 30 feet drop for those with flying ability.  Trip checks while mounted are used to knock you off your mount.  You're allowed, in this case, to use your Ride skill in place of your trip modifier, if you like.
conversations: Talic:
conversations: human
conversations:  My reflex save:  (1d20+29)[ 32 ] 
  My mount's:  (1d20+11)[ 14 ]  (Improved Evasion.)
  
  My ride check:  (1d20+37)[ 41 ] 
  My pount's trip check:  (1d20+14)[ 26 ] 
  
  Wait for the results before acting.
conversations: Draken:
conversations: human
conversations:  You take 9, mount takes 17.
conversations: Talic: