conversations: human
conversations:  Alright, this will be a practice battle so it won't count for entry
  
  That aside, do you want to choose a map?
  
  And for buff rounds how about Alldays and 3 rounds of buffs?
conversations: lvl 1 sharnian:
conversations: human
conversations:  You can choose the map. I think that that many buffs might be a tad excessive, so maybe 1 round of buffs at most on top of all-day buffs.
conversations: Signmaker:
conversations: human
conversations:  We'll use this map if you don't mind, as I'm getting tired of the generic arena
  
   
  
  I'm Ok with 1 buff round and all days
conversations: lvl 1 sharnian:
conversations: human
conversations:  Sounds fine to me.
  
  Buffs:
   
   Spoiler 
  All Day: Superior Resistance
  Round 1: Greater Luminous Armor, burn Circlet charges to Swift Freedom of Movement.
   
  
  
  Starting distance? Modes of vision?
  
  I've got Darkvision. Nothing else special.
conversations: Signmaker:
conversations: human
conversations:  I think the blue and red zones are starting zones, you take first pick
  
  Buffs
   
   Spoiler 
   Alldays- Potions of Greater Magic Vestment +4, Greater Magic Weapon +5
  Round 1 - Mirror Image  (1d4+5)[ 6 ] 
   
  
  
  I've got Darkvision and Low Light Vision
  
  btw I forgot to mention what is the lighting? Irrelevant to abilities?
conversations: lvl 1 sharnian:
conversations: human
conversations:  Y10 for me. Not using my Animal Companion this fight.
  
  Initiative:  (1d20+10)[ 11 ] 
conversations: Signmaker:
conversations: human
conversations:  I've got nothing that hinges on lightning conditions. You?
conversations: Signmaker:
conversations: human
conversations:  I'll start in B11 then
  
  Initiative:
   (1d20+2)[ 7 ] 
  Come on dicey
  
  EDIT: aww..
  
  I've got light sensitivity
conversations: lvl 1 sharnian:
conversations: human
conversations:  Originally Posted by lvl 1 sharnian 
   I've got light sensitivity 
   
  
  I'm fine with you not being affected by it. Sunset dimness or something that's fine for you.
  
  Assuming we can see each other, physical description before I start my turn?
  
  You see a silver-haired female wearing 100% organic armor underneath what appears to be a luminescent set of full-plate. She wields a staff with one hand while a dagger is sheathed on her other side.
  
  I do believe I also forgot to roll Str damage for my buff.
  
   (1d2)[ 1 ] 
conversations: Signmaker:
conversations: human
conversations:  Alright that's cool
  
  You see a small lizard looking creature with copperish scales wearing a cloak and wielding a rapier.
conversations: lvl 1 sharnian:
conversations: human
conversations:  You see Emelyn hold up an Ankh, casting a spell. In sheer moments, a tornado whips up around her, with an eye of calm spanning 15 feet in diameter, centered on her. This tornado also threatens to engulf you in its wind.
  
  DC 25 Fort Save, barring some sort of protection.
  
   
   Spoiler 
  Casted a CL 18 Transdimensional Control Winds spell, Tornado-strength. 720 feet radius, 40 feet high.
   
  
  
  I'd also like to note that concentration checks for weather are probably justified.
  
  Also: trees and such are all uprooted. =P
conversations: Signmaker:
conversations: human
conversations:  Unfortunately, none
  
  Fort save:  (1d20+6)[ 13 ] 
  
  what kind of weather?
conversations: lvl 1 sharnian:
conversations: human
conversations:  DC 25 Concentration check, as per this line:
  
  
   Distracting spell’s save DC  	Weather caused by a spell, such as storm of vengeance. 
  
  Now then, I'm not sure how Tide handles weather, but I'm used to this build using the tornado wind effect rules. Namely, you get sucked up for 1d10 rounds and spit out later, taking 6d6 per round.
  
  Rounds:  (1d10)[ 3 ] 
conversations: Signmaker:
conversations: human
conversations:  So... what happens till then, do I still get turns? 
  
  Nvm, I read it now, but am I restricted in any way?
conversations: lvl 1 sharnian:
conversations: human
conversations:  Taking damage:  (6d6)[ 26 ] 
conversations: lvl 1 sharnian:
conversations: human
conversations:  As far as I can, you still do. You just take the damage every round until you're spit out. As far as actions, the rules are pretty vague about what you can do inside of a tornado in terms of movement, but I'm also entirely sure that you can still act.
conversations: Signmaker:
conversations: human
conversations:  Ok thanks,
  
  Wow this sucks
  
  Cast:
   
   Spoiler 
   Cure Serious Wounds  (3d8+9)[ 27 ] 
   
  
  
  End turn
conversations: lvl 1 sharnian:
conversations: human
conversations:  Without a concentration check? o.O
  
  Scary.
conversations: Signmaker:
conversations: human
conversations:  sorry forgot
   Concentration check DC25 iirc:  (1d20+16)[ 26 ] 
conversations: lvl 1 sharnian:
conversations: human
conversations:  Kay.
  
  Move to W15, swift action Air Devotion, and attempting to cast:
  
   
   Spoiler 
  Death Ward
   
  
  
  Concentration for Weather:  (1d20+22)[ 26 ] 
conversations: Signmaker:
conversations: human
conversations:  Wind damage  (6d6)[ 16 ] 
  
  Quick question, would resilient sphere protect me from the storm if I'm already caught?
conversations: lvl 1 sharnian:
conversations: human
conversations:  I would think so.
conversations: Signmaker:
conversations: human
conversations:  Then
  
  Concentration:  (1d20+16)[ 27 ] 
  
  Cast
   
   Spoiler 
   Otiluke's Resilient Sphere on myself
   
  
  
  A shimmering 15 ft diameter sphere encircles Kabol/centered on B11
  
  End turn
conversations: lvl 1 sharnian:
conversations: human
conversations:  Move to R18, attempt to cast:
  
   
   Spoiler 
  Lesser Restoration
   
  
  
  Concentration: (1d20+22)[ 36 ] 
  
  If success:
   (1d4)[ 1 ] 
conversations: Signmaker:
conversations: human
conversations:  Mirror Images are dead, forgot to mention
  
  Concentration  (1d20+16)[ 22 ] 
   Cast 
   
   Spoiler 
  Cure Moderate Wounds  (2d8+9)[ 15 ] 
   
  
  Fizzle
  
  End Turn
conversations: lvl 1 sharnian:
conversations: human
conversations:  Move to L18.
  
  Attempt to cast:
   
   Spoiler 
   Dispel Magic-Targeting Otiluke's Sphere
   
  
  
  Concentration: (1d20+22)[ 29 ] 
conversations: Signmaker:
conversations: human
conversations:  Dispel Magic-Targeting the Sphere
  
   (1d20+10)[ 11 ] 
conversations: Signmaker:
conversations: human
conversations:  Too low
  
  Concentration  (1d20+16)[ 31 ] 
  
  If Success, Dismiss Resilient Sphere
  Cast:  
   Spoiler 
  Wall of Dispel affecting H-I 1-20
   
  
  
  How many magic items/effects do you have?
  Affected by Dispel Magic
conversations: lvl 1 sharnian:
conversations: human
conversations:  Are you targeting me, or doing a blanket dispel?
  
  If I am being target, is the spell in question Greater Dispel Magic?
conversations: Signmaker:
conversations: human
conversations:  You're standing in a Wall of Dispel Magic, it's just regular Dispel Magic and targeted effect
  
  I've gotta go to bed, we'll pick this up tomorrow
conversations: lvl 1 sharnian:
conversations: human
conversations:  Oh boy. Lesse..
  
  Freedom of Movement
  Greater Luminous Armor
  Superior Resistance
  
  For magic items, are they affected?
  
  And I suppose my Spellstaffed Quarterstaff would count to.
  
  Would the control winds spell I have currently in place count too? If you hadn't noticed, I'm not used to area dispels.
conversations: Signmaker:
conversations: human
conversations:  It's a targeted effect
  
  it merely suppresses magic items on a success for 1d4 rounds and I suppose it'd wipeout the spellstaff
  I don't think it affects control winds
  
  Dispel Check  (1d20+10)[ 21 ]  freedom
  Dispel Check  (1d20+10)[ 26 ]  lum armor
  Dispel Check  (1d20+10)[ 25 ]  resistance
  Dispel Check  (1d20+10)[ 11 ]  spellstaff
  
  will roll for magic items when you post them
conversations: lvl 1 sharnian:
conversations: human
conversations:  It appears that my Luminous Armor and Superior Resistance got blasted away.
  
  As for Magic Items...
  
  Periapt of Wis +6 (CL8)
  Circlet of Rapid Casting (CL11)
  Monk's Belt (CL10)
  Tunic of Steady Spellcasting (CL 3)
  Ankh of Ascension (CL 17)
  Boots of Elvenkind (CL5)
  Ring of Counterspell (CL11)
  Bag of Holding (CL9)
  Pearl of Power (CL17)
  
  Targeted dispel rather than area dispel eh? Geez that hurts.
  
  Also, do note that as you have dismissed Otiluke's Resilient Sphere, you're back in the midst of a tornado. Fort Save at your discretion.
conversations: Signmaker:
conversations: human
conversations:  Huh... Forgot... Well atleast I got to dispel you
  
  Dispel Check  (1d20+10)[ 21 ] 
  Dispel Check  (1d20+10)[ 27 ] 
  Dispel Check  (1d20+10)[ 15 ] 
  Dispel Check  (1d20+10)[ 14 ] 
  Dispel Check  (1d20+10)[ 23 ] 
  Dispel Check 1  (1d20+10)[ 25 ] 
  Dispel Check 1  (1d20+10)[ 17 ] 
conversations: lvl 1 sharnian:
conversations: human
conversations:  Missed a few
  
  Dispel Check 1  (1d20+10)[ 25 ] 
  Dispel Check 1  (1d20+10)[ 12 ] 
  
  fort:  (1d20+8)[ 17 ] 
conversations: lvl 1 sharnian:
conversations: human
conversations:  Srry triple post
  
   (6d6)[ 16 ] 
   and deAth 
  
  EDIT: IM ALIVE
conversations: lvl 1 sharnian:
conversations: human
conversations:  Not if I can help it. I do believe I'm in range for a Flame Strike. Using the Ankh to boost Caster Level, ditching Control Water.
  
  Concentration: (1d20+17)[ 26 ] 
  Damage:  (15d6)[ 44 ] 
  Reflex DC 19.
conversations: Signmaker:
conversations: human
conversations:  Or 22, depending on whether or not you suppressed my Periapt with that wall.
conversations: Signmaker:
conversations: human
conversations:  Reflex  (1d20+9)[ 15 ] 
  unless it's ref negates I die
conversations: lvl 1 sharnian:
conversations: human
conversations:  Originally Posted by lvl 1 sharnian 
   Reflex [roll0]
  unless it's ref negates I die 
   
  
  Good game. That was a nice trick you pulled, with the Otiluke Sphere.
conversations: Signmaker:
conversations: human
conversations:  Thanks you've given a another reason to hate both Druids and outofshape Arcane casters.
conversations: lvl 1 sharnian:
conversations: human
conversations:  What, for making a druid entirely focused on casting? I thought it was a pretty beatable concept. It was only 40 feet high, so a teleport up with flight would have saved you. Or a DDoor away aways.
  
  I'm surprised how many people I've been nabbing with the concentration checks. You're currently the third person I've tried this idea on, and also the third to have spells fizzle.
conversations: Signmaker:
conversations: human
conversations:  ... I thought about flying but couldn't remember how high the tornado was or I could if ddoored to the calm but I wouldve gotten slaughtered in melée
  
  Btw is control winds dismissible
conversations: lvl 1 sharnian:
conversations: human
conversations:  Nope. The only way I have to cancel it is to cast another Control Winds spell, this one reducing the wind speed.
  
  Or wait three hours for it to wear off.
  
  Additionally, DDooring to the calm would have just made me recast the spell, with the new center on my current position. Didn't have a backup for a second teleportation effect, though.
conversations: Signmaker: