conversations: human
conversations:  Once again thieving the same old map, and even going as far as quoting the whole thing from Saph. Who will dare to challenge me? Is it your? Or you? Or perhaps you, in the back?
  
  EDIT: A new map, courtesy of Tidesinger, yoink.
  
  
    {table=head] |A|B|C|D|E|F|G|H| I |J|K|L 
   1 | S |||||||||||
   2 |W|W|W|W||||||||
   3 ||||||||||||
   4 |||||W|W|W|W| D |W|W|W
   5 ||||W|W|||||||
   6 |||W|W||||||||
   7 ||W|W|||||  F  ||||
   8 |||||||  F  |  F  |  F  |||
   9 ||||||||  F  ||||
   10 |W|W|W|W||||||||
   11 ||||W||||||||
   12 | S ||||||||||[/table] 
  Underlined S is start locations, W is walls, D is a door, F is a f****ng pillar of magma. 
  
  EDIT 2: Buff rounds - hours/level buffs only, and only a few preparation rounds and only if the opponent demands them.
conversations: Adumbration:
conversations: human
conversations:  I'm interested in doing this with a new character, once it's approved by Tide ("new" meaning "not Larion the Shadowcrafting Gnome with +42 to Hide checks" 😉).
  
  Hours/level  and greater  duration buffs, if that's okay. No buff rounds is fine by me, but I want all of my long-duration spells.
conversations: imperialspectre:
conversations: human
conversations:  Excellent. Greater buffs will do fine with the hours/level. Shall we begin then? If I may be so bold to choose my starting position, I'll take the southern side.
  
  Initiative:
   (1d20+4)[ 22 ] 
  
  Buffs (obs only):
   
   Spoiler 
  - Metaphysical weapon, augmented to 13 pps. Duration: 13 h, Effect: +3 enhancement to weapon.
  - Greater Precognition, 11 pps.
  
  PP left: 170.
   
conversations: Adumbration:
conversations: human
conversations:  "Good luck."
  
  Initiative:  (1d20+13)[ 27 ] 
  
  (Observers)
   
   Spoiler 
  Buffs:
  Contingency: Dimension Door: If a creature approaches, teleports, or is summoned to within 15 feet of me by a creature other than myself who is not under my control.
  Overland Flight
  Superior Resistance
  Heart of Fire
  Heart of Earth
  Heart of Water
  Heart of Air
  Nondetection
  False Life
  Protection from Evil
  Mage Armor
  
  Nerveskitter cast during initiative.
   
conversations: imperialspectre:
conversations: human
conversations:  Okay, you get to act first, I think. 🙂
conversations: Adumbration:
conversations: human
conversations:  Okay. A DC 20 or so Listen check (might be higher, I don't know if the penalties from two different stone walls stack or not) will reveal the sound of spellcasting to your north. If you make the check, you can roll Spellcraft to identify the spell being cast (see the spoiler).
  
   
   Spoiler 
  Improved Invisibility
   
  
  
  Observers:
   
   Spoiler 
  Standard action: As above.
  Move action: Fly to B6.
   
conversations: imperialspectre:
conversations: human
conversations:  Listen check:
   (1d20+6)[ 24 ] 
  
  For clarity's sake, shall we write down "End of Turn" to signify that it's the other guy's turn?
  
  EDIT: I won't bother rolling for the Spellcraft. No ranks.
conversations: Adumbration:
conversations: human
conversations:  Sure. Do you care to make the Spellcraft check? It's DC 19. EDIT: Got it. Okay.
  
  (End of turn)
conversations: imperialspectre:
conversations: human
conversations:  All right.
  
  My action(s) (obs only):
   
   Spoiler 
  Manifest Defensive Precognition as a standard action, augmented to 13 pps. Gain +5 insight bonus to AC and saves. Current AC: 28.
  
  Manifest Offensive Precognition as a swift action, augmented to 13 pps. Gain +3 insight bonus to attack rolls.
  
  Move to D9.
  
  PP left: 170 - 26 = 144. Burn, my precious ones,  burn !
  
  Oh, and cookies to any observer that can recognize what base class I'm using. I will be very surprised if anyone gets it in one go.
   
  
  
  End of turn. Let me know if you have LoS to anywhere outside of the second wall from you. (The space where the magma pillar is.)
conversations: Adumbration:
conversations: human
conversations:  (Observers)
   
   Spoiler 
  Move to A8.
   
  
  
  I do now. What do I see?
  
  Also, can you see invisible creatures?
  
  (Turn not over, waiting on intel).
conversations: imperialspectre:
conversations: human
conversations:  Description:
  
  You see what appears to be a redhaired man in chainmail, wielding a spiked chain in two hands. He also has a wide variety of mix and match clothing, such as gloves, bracers, a cloak, and an amulet. One of the most notable features is, however, that he is floating approximately 1 foot up in the air.
  
  Listen check (do I get one?):
   (1d20+6)[ 25 ] 
  Spot check:
   (1d20+6)[ 22 ] 
  
  No method of detecting invisible creatures at this moment. I have a feeling that this is about to get interesting.
conversations: Adumbration:
conversations: human
conversations:  Since I'm flying, I'm not sure that you have much of a shot at hearing anything.
  
  What square is your character in?
conversations: imperialspectre:
conversations: human
conversations:  D9, sorry about the delay.
  
  In any case, the spot check DC for detecting invisible creatures is 20, and even flying creatures are not silent. (Rustle of clothes, breathing, etc.)
conversations: Adumbration:
conversations: human
conversations:  (I'm sorry about the delay too; after the first half hour of the backup, I decided to just go to bed, since the kids were doubtless going to wake me up early exactly as they did.)
  
  That's reasonable enough. It will be immaterial anyway, as you'll have a square to target once I cast here, and I'll retain total concealment in any case.
  
  A flicker of movement catches your eye in square D9, just before a wave of force rushes toward you. It looks almost like a group of unicorns charging you, and hits like one too.
  
   (1d20+9)[ 23 ]  to hit your touch AC
   (1d8+8)[ 11 ]  for damage
   (1d20+9)[ 20 ]  to hit your touch AC
   (1d8+8)[ 10 ]  for damage
   (1d20+9)[ 15 ]  to hit your touch AC
   (1d8+8)[ 16 ]  for damage
  
  If one of these hits, make a check to avoid being bull rushed backwards (DC 21). If more than one hits, add +2 to the DC for each additional hit.
  
  This isn't the end of my turn, but I need to see what happens before I make my next move.
conversations: imperialspectre:
conversations: human
conversations:  Copycat.  :P
  
   
   Spoiler 
  Also, you're supposed to play the 'My Little Pony' theme when you cast that spell.  It's traditional.
   
conversations: Saph:
conversations: human
conversations:  What else am I going to do, when the enemy is right between me and a big column of 20d6 no-save, no-resist, half-immunity fire damage?
  
   
   Spoiler 
  I prefer the William Tell Overture, mostly because it dredges up a whole bunch of childhood associations with the Lone Ranger. Don't even ask, I have no idea how all that combines to make sense.
   
conversations: imperialspectre:
conversations: human
conversations:  The first two hit, but only the second deals any damage: the first unicorn is deflected by an immaterial force, protecting the redhaired man.
  
  I presume that these are Strength checks.
  
  Rolls (obs only - I would like to keep these secret to prevent metagaming):
   
   Spoiler 
  1st:
   (1d20+4)[ 23 ] 
  2nd:
   (1d20+17)[ 29 ] 
  
  For the second roll, I expend my psionic focus to use Fate mantle ability that adds manifester level to a d20 roll. (+13)
  
  Another reason for keeping this in spoilers is becouse I would hate to have to explain without revealing too much how I can A) reroll a failed check as an immediate check B) add +4 insight bonus to a roll retroactively.
  
  Immediate action to negate the damage on the first attack with Enhanced Elan resilience, using 3 pps.
   
  
  
  Going to edit results in a moment.
  
  EDIT: Both checks succeed. Care to name your square? I did roll very well on my listen/spot checks.
  
  EDIT 2: In hindsight, this may seem suspicious to you, but I can't be bothered to go through the loops of editing the whole post while maintaining the original rolls. The spoilers at the moment contain important information of my character, but I can reveal you this much.
  
  I got a total of 23 on my first roll, with a modifier of +4. On the second: 29, with a modifier of +17. Yes, it works. The explanation is in the spoilers for your reading after the match. 🙂
conversations: Adumbration:
conversations: human
conversations:  All right then! Nice move, whatever you're doing (right now, I'm guessing some kind of elocator psy-gish build, and that you negated the damage with elan trickery, but my character has no Knowledge: Psionics and won't abuse my conjectures).
  
  You see an outline of an elven man in square A8, as he runs through the casting motions of another spell. A blood-red chain of pure force appears in square D8 and lashes out at you, attempting to trip you.
  
  Melee touch:  (1d20+12)[ 30 ] 
  If hits, opposed check for trip:  (1d20+15)[ 27 ] 
  If successfully trips, melee attack, -4 to your AC for being prone:  (1d20+12)[ 18 ] 
  If hits, damage:  (2d6+10)[ 15 ] 
  
  End turn.
conversations: imperialspectre:
conversations: human
conversations:  Interesting - so far I've counted a move action, a standard action, and another standard action. My guess would be Belt of Battle, probably.
  
  The touch attack hits, and Dasher - my character - is tripped. The melee attack misses.
  
  Turn pending, just a minute.
conversations: Adumbration:
conversations: human
conversations:  Move action, swift action, and standard action, actually.
  
  Also, if it matters, Cavrin is floating 10 feet above the ground.
conversations: imperialspectre:
conversations: human
conversations:  Wait - forgot to roll for the check, just becouse I need a natural 20. Going to roll anyway.
  
  Resist trip:
   (1d20+4)[ 17 ] 
conversations: Adumbration:
conversations: human
conversations:  Let's see... I had hoped it would not come to this, but I guess it did. Bloody spellcasters.
  
  Dasher's eyes glow for a moment, and the chain that just tripped him so winks out. He also falls to the ground.
  
  Action:
   
   Spoiler 
  Manifesting Null Psionics field defensively, DC 21:
   (1d20+16)[ 34 ] 
  
  PP left: 130.
  
  If this fails, I'll manifest Fate of One as an immediate action to reroll the check:
   (1d20+16)[ 36 ] 
   
  
  
  Then, with a thin smile, he gets up, dusting his coat. End of Turn.
conversations: Adumbration:
conversations: human
conversations:  "You have a certain talent, then. Interesting." 
  
  Cavrin snaps his fingers, and another rush of unicorns charges you, followed by yet another as the outline appears focused briefly. He then retreats behind the wall.
  
  Unicorn Arrow 1:
  Touch attack:  (1d20+9)[ 20 ] 
  Damage:  (1d8+8)[ 11 ] 
  Touch attack:  (1d20+9)[ 12 ] 
  Damage:  (1d8+8)[ 12 ] 
  Touch attack:  (1d20+9)[ 13 ] 
  Damage:  (1d8+8)[ 16 ] 
  
  Same bull rush DC as before.
  
  Unicorn Arrow 2:
  Touch attack:  (1d20+9)[ 25 ] 
  Damage:  (1d8+8)[ 12 ] 
  Touch attack:  (1d20+9)[ 25 ] 
  Damage:  (1d8+8)[ 14 ] 
  Touch attack:  (1d20+9)[ 20 ] 
  Damage:  (1d8+8)[ 9 ] 
  
  Ditto re: bull rush.
  
   
   Spoiler 
  Swift action: Use Residual Magic to quicken Melf's Unicorn Arrow.
  Standard action: Another Melf's Unicorn Arrow.
  Move to D3, breaking contact.
   
  
  
  Note that the Unicorn Arrows are instantaneous conjurations, and therefore ignore antimagic/null psionics. Also, end turn.
conversations: imperialspectre:
conversations: human
conversations:  Either spontaneous caster with some access to Sudden Quicken, or a prepared caster with several unicorn arrows prepared.
  
  The 1st, 4th, 5th and 6th hit. 56 damage taken, total, still up.
  
  Opposed strength checks - I have a feeling I made a dread mistake there, but I'll see it through.
  
  Strength #1:
   (1d20+2)[ 18 ] 
  Strength #2:
   (1d20+2)[ 13 ] 
  Strength #3:
   (1d20+2)[ 17 ] 
  Strength #4:
   (1d20+2)[ 17 ] 
  
  EDIT: Unless the effects come very soon, I'll be gone - off to sleep.
conversations: Adumbration:
conversations: human
conversations:  I'm afraid you did make a mistake. The first bull rush (21 beats 18) pushes you back one square, to E9. The second bull rush (25 beats 13) is sufficient to push you back 3 squares, into the pillar of lava at G9, which (I believe) counts as "total immersion" for purposes of calculating damage. You therefore take  (20d6)[ 73 ]  fire damage on top of the damage from the Unicorn Arrows.
conversations: imperialspectre:
conversations: human
conversations:  Game over, then. Too bad my items are destroyed too. 😛
conversations: Adumbration:
conversations: human
conversations:  Heh. Too bad, I guess. 😛 I couldn't risk getting caught in the psionics field, though, and those 3 unicorn arrows are my only instantaneous conjurations that actually do damage.
  
  Good game. Were you an elan wilder/elocator, by any chance?
conversations: imperialspectre:
conversations: human
conversations:  Ardent, actually. And if I hadn't used the Null psionics field, he would still be alive - even if he had been bullrushed to that pillar of magma.
conversations: Adumbration:
conversations: human
conversations:  Oh, he absolutely would have been, because I would've only used the one Unicorn Arrow (since otherwise the free quicken would've been wasted). He would also have been blinded, assuming he didn't have more than 200 hp.
conversations: imperialspectre: