conversations: human
conversations:  {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] 
  How many buff rounds are we doing?
conversations: PhoenixRivers:
conversations: human
conversations:  I vote for 2 buff rounds, no others active.
  
    Initiative  - (1d20+10)[ 11 ] 
conversations: Master_Rahl22:
conversations: human
conversations:  I'd prefer all day buffs as well (I only have 1.  If knowing it would help, it's Superior Resistance (+6 resistance bonus to all saves, 24 hour duration)).
  
  Init:  (1d20+12)[ 24 ] 
conversations: PhoenixRivers:
conversations: human
conversations:  If all day buffs is really a contention point, I can drop it, and go with 2 rounds only, however.
conversations: PhoenixRivers:
conversations: human
conversations:  Ok, we'll go with 2 rounds and all days.
  
  Choose which half of the board you start on and your spot.
  
  Buff rounds:
   
   Spoiler 
  
  Swift: Activate Blood in the Water stance.
  Standard: Drink Potion of Conviction +5
  
  Standard: Spend 3 charges of Scout's Headband to gain True Seeing for 1 minute
  Swift: Activate Blurring armor.
   
conversations: Master_Rahl22:
conversations: human
conversations:  All day:  Superior Resistance.
  
  2 rounds of Buffs: 
   Spoiler 
  Activate Karma Bead
  Cast  Master Air .  Gain a 90 foot fly speed +40 enhancement bonus = 130 fly speed, maneuverability good
   
  
  
  I'll take South Half.  Location: J11.
  
  For reference, How high would you like the arena ceiling to be?  Anything is ok with me, provided we have at least 20 feet, to make enough space for a variety of effects/creatures/etc.
conversations: PhoenixRivers:
conversations: human
conversations:  Location for me is I-2.  Let's say 60 feet tall.  Your turn!
conversations: Master_Rahl22:
conversations: human
conversations:  My action:
  
  Movement: 
   Spoiler 
  Fly straight up 60 feet.
  Hide check, for end of round:  (1d20+21)[ 34 ]  - 10 = 24.
   
    Still in J11.
  
   Casting a spell (Listen DC 19 to clearly hear, then spellcraft DC 16 to identify by verbal component only) 
   Spoiler 
  Obscuring Mist
   
  
  
  Turn end.
  
  At K10-J11 intersection, altitude +60 feet, a massive cloud of fog spreads out 20 feet in every direction.
conversations: PhoenixRivers:
conversations: human
conversations:  Listen  - (1d20+12)[ 14 ] 
  
  Not trained in Spellcraft, so I guess the Listen is just for fun. :)
  
  My turn:
  
  Observers only:
   
   Spoiler 
  
  Swift: Activate Hearing the Air stance.
  Free: Activate Winged Boots.
   
  
  
  Move: Fly to I-11, 5 feet up.
  Move: Fly to I-11, 35 feet up.
  
  I have blindsense out to 30 feet and True Seeing active.  I'm guessing that means I know where you are since you can't be more than 30 feet higher than me, and you're only 5 feet horizontally.
  
  End of turn.
  
  Edit: Well, so far I've gotten a 1 and a 2 on my rolls, I'm glad I'm getting the bad ones out of the way. 😉
conversations: Master_Rahl22:
conversations: human
conversations:  I'm at J11, altitude 60, by your blindsense.  True seeing doesn't penetrate  fog.  One of the few reasons I memorize fog cloud and obscuring mist.  Actual barriers are the thing that trump true seeing.
  
  I'll move to A1, altitude +60.
  
  Also: 
   Spoiler 
  Ready an action:  Cast downdraft targeting my foe, if I see him.
   
conversations: PhoenixRivers:
conversations: human
conversations:  Oh, and yes, I'm done.
conversations: PhoenixRivers:
conversations: human
conversations:  Move: Fly to H-9, 60 feet up
  Swift: Spend 1 charge from Belt of Battle for an extra move action
  Move: Fly to B-1, 60 feet up
  Standard: Initiate a maneuver, Martial Lore DC 16 to identify.
    Attack  - (1d20+19)[ 39 ] 
    Damage  - (1d20+19)[ 31 ]  x2. Total of 62 damage.  Waiting on a ref question about what to do for the critical threat.
conversations: Master_Rahl22:
conversations: human
conversations:  Please Plot your path for the movement.  It matters.
  
  Specifically, the path you take to get from H9 (+60) to B1 (+60).
conversations: PhoenixRivers:
conversations: human
conversations:  H-10 to H-9, then all the way up for my first move.
  
  Then G-8, F-7, E-6, E-5, E-4, E-3, D-2, C-1, B-1
conversations: Master_Rahl22:
conversations: human
conversations:  At E3, LOS is established, which triggers the ready action I had (listed in the "Also" block of post 10.)
  
  I cast downdraft.  Saving throw, please.  Reflex, DC  26  25.  Failure means you go down 60 feet, and take 6d6 damage from ground impact.  Success means you go down 50 feet, and take no damage.
  
  If you have Spell Resistance:  (1d20+18)[ 35 ]  to penetrate.
conversations: PhoenixRivers:
conversations: human
conversations:  No SR.  I should've known not to use the belt yet, *sigh*.
    Reflex save  - (1d20+17)[ 31 ] 
  
  Will amend the rest of my turn based on the roll.
conversations: Master_Rahl22:
conversations: human
conversations:  End my turn in D-2, 15 feet up.  Your turn.
conversations: Master_Rahl22:
conversations: human
conversations:  Cast: Cometfall, on your location.  Saving throw for half, Reflex, DC 28.
  
  Damage:  (15d6)[ 58 ] 
  
  Next:  Belt of battle activation, 2 charges.  Extra Standard Action.
  
  Cast:  Enveloping Cocoon, targeting you.  Reflex DC 28, as well.  Success negates.  Failure traps you in a cocoon with hardness 10, and 180 hp.  It will last for 18 rounds.  You may attempt to cut your way out with any light weapon or natural weapon.  You may not cast spells with somatic components while trapped, nor may you move.  It is a force effect.
  
  Move: to K10, elevation 60, in the cloud.
conversations: PhoenixRivers:
conversations: human
conversations:  Reflex vs Cometfall  - (1d20+17)[ 35 ] 
    Reflex vs Cocoon  - (1d20+17)[ 32 ] 
  
  So I take 29 damage.  I'm assuming it's my turn now.
conversations: Master_Rahl22:
conversations: human
conversations:  Yup.  Gettin good rolls on the saves, at least.  :)
conversations: PhoenixRivers:
conversations: human
conversations:  Move: Fly to K-6 (+15)
  Swift: 1 charge from Belt of Battle for an extra move action
  Move: Fly to K-6 (+45)
  Move: Fly to K-9 (+60)
  
  Your turn.
conversations: Master_Rahl22:
conversations: human
conversations:  5 foot step to K11.
  
  Cast Control Winds.  Caster level 18, I can increase the wind 6 steps.  That will take it from 0mph to tornado force winds.  They will fill the entire room from 20 feet high to 60 feet high, with a 5 foot square at my location.  Per SRD, tornado winds:
  
  
   Tornado (CR 10)
  
  All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are Listen checks. Instead of being blown away (see Table: Wind Effects), characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply). While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction. 
  
  Fort save is DC 30.
  If fail:  (1d10)[ 2 ]  rounds
  Damage, if fail:  (6d6)[ 13 ] 
  
  EDIT:  Note, this is forming a cylinder, spinning around me.  There is a single 5 foot square at my location that is unaffected.
conversations: PhoenixRivers:
conversations: human
conversations:  Fort save  - (1d20+19)[ 38 ] 
  
  Rest of my turn to follow.
conversations: Master_Rahl22:
conversations: human
conversations:  Nice.  Your average save roll, so far, is 17.3.
  
  EDIT: Note:  Right now, your blindsense likely does not function.  If it is based on hearing, at least, as listen checks are currently impossible.
conversations: PhoenixRivers:
conversations: human
conversations:  Yep, but I know where you went before the tornado started so I'll 5 ft step to K-10 and full attack.  The Obscuring Mist text says that a strong wind disperses the fog in a round, but I don't think the round is up yet so I'm fairly sure you have concealment right now.  I'll include the rolls for it and we can ignore it if we find out differently
  
  Swift: Initiate Blood in the Water stance
  Full round action: Full attack
  
    Attack  - (1d20+21)[ 26 ]    Concealment, 1-20 misses  - (1d100)[ 44 ] 
    Damage  - (1d4+11)[ 15 ] 
    Attack  - (1d20+18)[ 34 ]    Concealment, 1-20 misses  - (1d100)[ 12 ] 
    Damage  - (1d4+11)[ 13 ] 
    Attack  - (1d20+16)[ 18 ]    Concealment, 1-20 misses  - (1d100)[ 90 ] 
    Damage  - (1d4+11)[ 14 ] 
    Attack  - (1d20+13)[ 16 ]    Concealment, 1-20 misses  - (1d100)[ 31 ] 
    Damage  - (1d4+11)[ 12 ] 
    Attack  - (1d20+11)[ 17 ]    Concealment, 1-20 misses  - (1d100)[ 30 ] 
    Damage  - (1d4+11)[ 13 ] 
    Attack  - (1d20+8)[ 15 ]    Concealment, 1-20 misses  - (1d100)[ 74 ] 
    Damage  - (1d4+11)[ 13 ] 
  
  Hey, there's those bad rolls.  So, I'm thinking the only ones that have a shot were the first two, and the second missed from concealment.  Let me know which of those hit and it's your turn.
conversations: Master_Rahl22:
conversations: human
conversations:  No hits.  Make another fortitude save.  Wind's still goin', you're still in it.
  
  EDIT:  On a side note...  What race are you?
conversations: PhoenixRivers:
conversations: human
conversations:  Blarg.    Fort  - (1d20+19)[ 31 ] 
  
  Whew, safe.
  
  I'm human, wearing a chain shirt and wielding 2 kukris.  I also just realized I forgot to use an ability I have, but I doubt it made much difference.  I'll just use it next round.  Go ahead.
conversations: Master_Rahl22:
conversations: human
conversations:  Move down 60 feet.  Take an AoO.
conversations: PhoenixRivers:
conversations: human
conversations:  As the the druid lets his guard down, the human before him begins to change, his skin sprouting orange and black striped fur, his hands turning into claws, and his face becoming vaguely feline.  He strikes out with the kukri in his hand.
  
    Attack  - (1d20+22)[ 28 ]    Damage  - (1d4+12)[ 16 ] 
  
  Since it's your turn, I'm guessing the obscuring mist is gone, so no concealment.
conversations: Master_Rahl22:
conversations: human
conversations:  Some clarifications:
  
  Control Winds uses the normal spell DC, not the DC of the natural wind effect which it mimics.
  
  Rahl:  
   Spoiler 
  While activating your ability is a free action, it can not be done during an attack of opportunity. Also, activating Winged Boots is a standard action, not free.
   
conversations: Claudius Maximus:
conversations: human
conversations:  That's also a miss.  :)  Future wind saves will be at DC 27, if the save is per the spell, rather than per the SRD tornado entry.
  
  Save Calculation, Moderators only: 
   Spoiler 
  10+5(spell level)+12(wis modifier)
  
  Wis is 34 currently (24 base + 4 enhancement + 6 insight)
  
  This means current AC is 34, as well. (10+8(dex)+2(size)+14(wis))
   
  
  
  Well, now I'm under the wind, so let's make the best of it.
  
  Cast  Spiritjaws .  The ghostly maw of raptor streaks towards you and snaps at you.
  
  Attack:  (1d20+21)[ 25 ] 
  If hit: [roll]2d6 Damage[/roll]
  If Threat:  (1d20+21)[ 23 ] 
  If Crit:  (2d6)[ 12 ] 
  
  If Hit, Opposed Grapple:  (1d20+25)[ 35 ] 
  
  EDIT:  If you count as human, add +6 to all damage rolls.
conversations: PhoenixRivers:
conversations: human
conversations:  Broken damage roll:  (2d6)[ 6 ] 
conversations: PhoenixRivers:
conversations: human
conversations:  Sorry, forgot to tell you that I'm currently under the effect of a Blur spell.  I'll roll concealment.    Miss on 1-20  - (1d100)[ 95 ] 
conversations: Master_Rahl22:
conversations: human
conversations:  Ok, so I take 12 damage.
  
    Opposed Grapple  - (1d20+16)[ 32 ] 
  
  Whoops, forgot that I have Wall of Blades prepared.  See next post for roll.
conversations: Master_Rahl22:
conversations: human
conversations:  Wall of Blades: replace AC with attack roll  - (1d20+21)[ 34 ] 
  
  If that beats your spiritjaws attack roll, then no damage and no grapple.
  
  Whew, ok.  My turn to follow soon.
conversations: Master_Rahl22:
conversations: human
conversations:  Okie dokie.  BTW, I am not human, in case it matters for your abilities.  I'm about 2 foot tall, and resemble the little gremlin/goblin things from  Labyrinth .
conversations: PhoenixRivers:
conversations: human
conversations:  Free: Now I change into the tiger thing like I said previously.
  
  Move: Move to K-11, then down 45 feet, then to K-9, down to 0 elevation, then to L-11.    Tumble DC25  - (1d20+19)[ 20 ] 
  
  Standard: Initiate a maneuver, Martial Lore DC 17 to identify.
    Jump  - (1d20+29)[ 31 ]   If this is enough to jump over you, you are considered flat-footed for the attack and I don't provoke AoOs for leaving threatened squares.  I think I auto-succeed for you being 2 feet tall. 😁
    Attack  - (1d20+22)[ 35 ] 
    Damage  - (1d4+12)[ 16 ]  and  (10d6)[ 39 ]  damage, and make a Fort save DC my Jump check above or be stunned for 1 round.
  
  Ok, so I provoked an AoO there.  After my Jump, I'll be in J-11.  Your turn.
conversations: Master_Rahl22:
conversations: human
conversations:  Fort:  (1d20+18)[ 19 ]  vs stun. (DC 31)
conversations: PhoenixRivers:
conversations: human
conversations:  Fail on the save...  Epic fail at that.  1 round of stun.
  
  Spiritjaws:
  
  Attack:  (1d20+21)[ 35 ] 
  If hit:  (2d6+6)[ 10 ] 
  If threat:  (1d20+21)[ 39 ] 
  If crit:  (2d6+6)[ 14 ] 
  
  If hit, opposed grapple:  (1d20+25)[ 37 ] 
conversations: PhoenixRivers:
conversations: human
conversations:  Huh, yeah forgot that spell was still around.  This could suck.
  
    Concealment for Spiritjaws, 1-20 misses  - (1d100)[ 73 ] 
  
  Wow, I can't beat the grapple check, so here's hoping it misses due to concealment.
  
  Hmm, the spell description says that if you become unable to command the jaws, they vanish.  Since you are stunned, you can't take actions.  I take that to mean that you can't command them.  Do you agree with that or do we need to get a GM in here to clear it up?
conversations: Master_Rahl22:
conversations: human
conversations:  Damage for successfully starting a grapple:  (2d6+6)[ 12 ] 
conversations: PhoenixRivers:
conversations: human
conversations:  See edit above.
conversations: Master_Rahl22:
conversations: human
conversations:  Would prefer a GM ruling on that, as the jaws attack automatically, without my input.  I would accept unconscious and dead doing it, but as I don't need to take actions to direct it, something that impedes only my ability to take actions shouldn't impact it.
conversations: PhoenixRivers:
conversations: human
conversations:  Ruling is here .
conversations: PhoenixRivers:
conversations: human
conversations:  So I take 22 damage and I'm grappled.  I still say the spell should end. 😁
  
  I'll post my turn tonight.
conversations: Master_Rahl22:
conversations: human
conversations:  Well, I can see your point.
  
  I still say you should stop rolling 17's to save, lol.
conversations: PhoenixRivers:
conversations: human
conversations:  Full attack: 3 attempts to escape the grapple.
   (1d20+16)[ 24 ] 
   (1d20+16)[ 21 ] 
   (1d20+16)[ 27 ] 
  
  Might not be done, depends on results of the grapple checks.
conversations: Master_Rahl22:
conversations: human
conversations:  Opposed Grapple Rolls:
   (1d20+25)[ 41 ] 
   (1d20+25)[ 45 ] 
   (1d20+25)[ 33 ] 
conversations: PhoenixRivers:
conversations: human
conversations:  Ok, I'm done.  Go ahead and kill me with your stupid jaws that should've gone away. 😁
conversations: Master_Rahl22:
conversations: human
conversations:  My Turn:  Cast Spiritjaws again.
  
  Old Spiritjaws: Directed to Pin until pinned and then damage.
  Grapple to Pin:  (1d20+25)[ 32 ] 
  Grapple (Pin or damage):  (1d20+25)[ 31 ] 
  If damage:  (2d6+6)[ 9 ] 
  
  New Spiritjaws:
  Attack:  (1d20+21)[ 29 ] 
  If Hit:  (2d6+6)[ 11 ]  damage
  Opposed Grapple:  (1d20+25)[ 37 ] 
  If successful, he's in it as well, and  (2d6+6)[ 15 ]  additional damage.
  
  Go ahead.
conversations: PhoenixRivers:
conversations: human
conversations:  (1d20+16)[ 17 ] 
   (1d20+16)[ 17 ] 
  
  Miss chance for the new jaws:   1-20 is a miss  - (1d100)[ 19 ] 
conversations: Master_Rahl22:
conversations: human
conversations:  Full attack again, trying to escape grapple 3 times:
  
   (1d20+16)[ 35 ] 
   (1d20+16)[ 19 ] 
   (1d20+16)[ 22 ] 
conversations: Master_Rahl22:
conversations: human
conversations:  You have to break pin first:
  
  Opposed Check:  (1d20+25)[ 42 ] 
  
  Opposed Check 2:  (1d20+25)[ 29 ] 
  Opposed Check 2:  (1d20+25)[ 43 ]  (only if pin is broken, must beat both to escape)
  
  Opposed Check 3:  (1d20+25)[ 28 ] 
  Opposed Check 3:  (1d20+25)[ 27 ]  (only if pin is broken, must beat both to escape)
conversations: PhoenixRivers:
conversations: human
conversations:  Old Jaws:  (1d20+25)[ 40 ] 
  If success:  (2d6+6)[ 11 ]  damage
  
  Attack 2:  (1d20+20)[ 32 ] 
  If success:  (2d6+6)[ 14 ]  damage
  
  New Jaws:  (1d20+25)[ 40 ] 
  If success:  (2d6+6)[ 12 ]  damage
  
  Attack 2:  (1d20+20)[ 28 ] 
  If success:  (2d6+6)[ 10 ]  damage
  
  My action:  Cast Summon Swarm, on your square.
  
  Swarm Damage:  (1d6)[ 3 ] 
  Wounding:  You lose 1 hp every round
  Distraction: Fort Save DC 11, or be Nauseated for a round.
conversations: PhoenixRivers:
conversations: human
conversations:  Yeah that's the end.  I'm not going to beat those grapple checks.  GG, beating me with a spell that should've disappeared. 😁 It's not really a big deal, I just still think I'm right.  LOL Congrats.
  
  Also, would you say this guy is Tier 3 or 4?  I got shut down this time by grappling, but if it was just about anything else doing the grappling, I'm wielding light weapons so I could've still done damage, just without maneuvers.  Definitely the saves were great. 😁
conversations: Master_Rahl22:
conversations: human
conversations:  Originally Posted by Master_Rahl22 
   Yeah that's the end.  I'm not going to beat those grapple checks.  GG, beating me with a spell that should've disappeared. 😁 It's not really a big deal, I just still think I'm right.  LOL Congrats.
  
  Also, would you say this guy is Tier 3 or 4?  I got shut down this time by grappling, but if it was just about anything else doing the grappling, I'm wielding light weapons so I could've still done damage, just without maneuvers.  Definitely the saves were great. 😁 
   
  
  A dedicated grappler will pin you to stop the attacks.  I'd recommend a source of FoM, which will protect you from all non-warmarked grapplers (unless they're AMF grapplers).
  
  I'd put your guy likely as a solid tier 3.  One more solid attack, and I was a goner.  He also has a lockdown method, so he has a good shot of multiple rounds worth of attacks.
conversations: PhoenixRivers: