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<|user|> Arena Tournament, Round 38: Greenscales vs. Yathor Smotr Map: Spoiler XP Award: 300 XP GP Award: 300 GP Talic - Greenscales experiment10k14 - Yathor Smotr All Combatants, please roll initiative. <|end|> <|user|> Greenscales, Checking in. My initiative roll: (1d20+2)[ 11 ] Lemme know if you're buying anything. I don't foresee any needed purchases. I'll be starting in B13, Guisarme in one hand, my single gauntlet on the other, a la Michael Jackson. <|end|> <|user|> Yathor stepping on up. initiative - (1d20+3)[ 20 ] Not buying anything. Not sure if I need to bring this up again, but after creation Karmic Strike feat was swapped for improved trip. Yathor is wielding his spiked chain in square Z 13. Edit: I am assuming we can always see opponent through the glass with only the concealment. <|end|> <|user|> Yes. 2 Panes blocks LOS, 1 Pane doesn't. You have initiative. Have at it :) <|end|> <|user|> ((Noticing I have won initiative..))) Double move action to R13 Current Stats- Spoiler Hp: 12/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) Edit: Thanks for answering my question- I end my turn. <|end|> <|user|> Greenscales, Round 1 (part 2) Double Move: From B13 to L9. Your turn, sir. Stats for refs: Spoiler Location: L9 AC: 15 (+3 armor, +2 dex), Touch 12, Flat Foot 13 HP: 15/15 In Hand: Guisarme, Gauntlet worn Rage: Not Used. <|end|> <|user|> Yathor Smotr, Round 2 (Part 1) Five foot step: Moving to Q 12. Stats- Spoiler Hp: 12/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) @ Refs Spoiler Can I ready an action to trip him as he comes into range, or can a trip be part of an Attack of Opportunity? Waiting for a Ref's response before I end my turn. <|end|> <|user|> High Ref Mav: @Yathor Spoiler You can ready any standard action you would like, so readying an action to trip your opponent is completely valid. Also, on an AoO, you can use any special attack, such as tripping, sundering, etc. <|end|> <|user|> Initiate Ref FlyMolo experiment and refs Spoiler Attack of Opportunity text says you can make a single melee attack, and Trip text says that a trip attempt replaces a single melee attack. So I think you can. I'm not that good at rules lawyering, so I'm open to another intepretation. I don't see anything to say you couldn't. Ninja'd. Hard. <|end|> <|user|> Done? silly minimum post. <|end|> <|user|> Spoiler I ready an action to trip him if he comes in range. Your turn <|end|> <|user|> Greenscales, Round 2, Part 2 You scared of spear? Fine! Me put it down. My Actions: Move: Re sheathe the guisarme on my back. Standard: Ready an action: Spoiler Attack, if opponent comes within 10 feet. Your turn, sir. <|end|> <|user|> Ref bayar Just a note that a guisarme is a 2handed weapon, so you cant attack with guisarm and gauntlet in the same round. This is for future reference and does not influence the match in any way. @talic: Spoiler How would you even hit him from 10 Ft away ? <|end|> <|user|> I know, on the gauntlet issue. If I ever intend to use an unarmed strike in conjunction with a guisarme strike, it'll be a kick at the knees, heh. @bayar, refs: Spoiler That's what I want him to think, too. You'll see. EDIT: BTW, you're still up, the spoilers don't impact the match. <|end|> <|user|> Yathor Round 3, Part 1 Move: Move to P9 Stats- Spoiler Hp: 12/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) Readied Action to Trip <|end|> <|user|> Greenscales, Round 3 (part 2) That is it, little comrade. Come....closer. Free: Five foot step, M10. Standard: Ready an action: Spoiler Shatter the wall, when opponent stops moving. You're up. Stats for refs: Spoiler Location: M10 AC: 15 (+3 armor, +2 dex), Touch 12, Flat Foot 13 HP: 15/15 In Hand: Guisarme, Gauntlet worn Rage: Not Used. <|end|> <|user|> Yathor Round 4, Part 1 Move: Five foot step to Q10 Your turn Spoiler Hp: 12/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) Readied Action to Trip <|end|> <|user|> You triggered my ready action. Attack (punch), targeting the glass wall, intersection between M-N row. (1d20+7)[ 15 ] Damage: (1d3+6)[ 8 ] Need 7 damage to shatter the 5x10 section, should be automatic. I lose my initiative in round 4, for the ready action, but I act just before you in round 5, now. Now, my Turn. Greenscales, Round 5 (part 1) Standard: Ready an action: Spoiler Attack if opponent gets within 10 feet Arena effects: any can read Spoiler Broken glass, ground level, glass at M-N/9 and M-N/10 You have the turn. :) Stats: Spoiler Location: M10 AC: 15 (+3 armor, +2 dex), Touch 12, Flat Foot 13 HP: 15/15 In Hand: Guisarme, Gauntlet worn Rage: Not Used. <|end|> <|user|> Yathor Round 5, Part 2 "Really, breaking glass?" Move: Five foot step to P10 Your turn Spoiler Hp: 12/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) Readied Action to Trip <|end|> <|user|> Greenscales Round 6, part 1 You not scared of spear? Must be scared of ME! Standard: Ready an Action Spoiler Attack if opponent moves within 10 feet. Stats: Spoiler Location: M10 AC: 15 (+3 armor, +2 dex), Touch 12, Flat Foot 13 HP: 15/15 In Hand: Gauntlet worn Rage: Not Used. <|end|> <|user|> Yathor Round 6, Part 2 "I think your scared of my chain!" Move: Five foot step to P9 Your turn Spoiler Hp: 12/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) Readied Action to Trip <|end|> <|user|> Greenscales, Round 7, Part 1 Aww, come here. Me just want to give you hug. Move: Draw guisarme. Free: Activate Rage. Standard: Ready an action: Spoiler Attack if opponent makes any movement at all. You're up. Stats: Spoiler Location: M10 AC: 13 (+3 armor, +2 dex, -2 Rage), Touch 10, Flat Foot 11 HP: 17/17 In Hand: Gauntlet worn, Guisarme in hand Rage: 1/9. <|end|> <|user|> \ Yathor Round 7, Part 2 "This isn't going anywhere." Move: Move to N7 Your turn Spoiler Hp: 12/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) Readied Action to Trip <|end|> <|user|> High Ref Mav: Just a note. Expirement, we have ruled that readying an action in the arena is visible, you don't have to stat what it is just that you've readied an action. See Talic's turn for an example of how this is most commonly done. Also, Talic, expirement has an action readied. <|end|> <|user|> Your movement out of P9 triggered my readied action. Free: As a part of my readied action, 5 foot step to N10. Touch Attack (trip): (1d20+9)[ 19 ] If that hits your touch AC, then my strength check: (1d20+8)[ 17 ] versus your dex check, I believe. <|end|> <|user|> avoid trip - (1d20+3)[ 13 ] As a question- Can you take a five foot step if it was not part of your readied action? <|end|> <|user|> Originally Posted by SRD, Readied Actions You can ready a standard action, a move action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, any time before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action. You can take a 5-foot step as part of your readied action, but only if you don’t otherwise move any distance during the round. Relevant portion bolded. You may continue your turn. Round 7, part 2. It's no longer legal for you to make the move you did, as you're prone. Thus, you're not obligated to continue that action. Not sure on the exact rules on whether or not that move action is lost or not, but I'm willing to say that you still have both a move action and a standard available. Go ahead and finish out your turn, and I'll start up round 8, part 1. <|end|> <|user|> Yathor Round 7, Part 2 "This isn't going anywhere." Move: Stand Up Standard : Trip - (1d20+4)[ 16 ] If that hits- Trip Check - (1d20+6)[ 7 ] Spoiler Hp: 12/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) Edit: Wear did your bonuses come from on the trip attack? I see +9 written there, but you only have +6 from strength? <|end|> <|user|> High Ref Mav: Just a point of order, not sure if it changes things any. Talic was wrong on trip defense. You use either Strength or Dexterity, which ever has the higher modifier. <|end|> <|user|> His dex has the higher modifier, which is why I stated that. Edit: Post 22, activate Rage. That boosted my Str to 26 (+8 mod). If I used a +9 mod, I mistakenly added BAB. If that is the case, adjust it down 1 point. I don't think it makes a difference, but if it does, I'll be happy to reverse to that point. Edit2: Automatically Pass the Trip defense, as my Str mod alone is greater than your roll, and ability checks to not fail on a natural 1. Will post my turn momentarily. <|end|> <|user|> My Turn: Greenscales, Round 8, Part 1: You: P9 Me: N10 Free: 5 foot step from N10 to O9, and Drop Guisarme in O9. Melee Touch attack (Initiate Grapple): (1d20+9)[ 13 ] Opposed Grapple check, if Touch hits: (1d20+13)[ 29 ] Current Str Mod: +8, BAB: +1, Improved Grapple Feat Damage, If grapple successful (lethal, due to gauntlet): (1d3+8)[ 9 ] <|end|> <|user|> My Turn: Greenscales, Round 8, Part 1: You: P9 Me: N10 Free: 5 foot step from N10 to O9, and Drop Guisarme in O9. Melee Touch attack (Initiate Grapple): (1d20+9)[ 20 ] Opposed Grapple check, if Touch hits: (1d20+13)[ 30 ] Current Str Mod: +8, BAB: +1, Improved Grapple Feat Damage, If grapple successful (lethal, due to gauntlet): (1d3+8)[ 10 ] Edit: Disregard, double post. <|end|> <|user|> Yathor Round 7, Part 2 Resist Grapple - (1d20+3)[ 21 ] If I succeed I will make a unarmed attack- Hit - (1d20-1)[ 11 ] [Roll=Damage (Non-lethal)]1d3+2[/roll] Spoiler Hp: 12/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) Edit:Roll didn't work, so I will try it again... <|end|> <|user|> Damage - (1d20+2)[ 5 ] I think the parentheses messed up the other roll, damage is non-lethal. Requesting a hold on the game until next Saturday. Edit: I successfully avoided your grapple! Move: 5 ft step to Q9 Attack: Attacking with my Spiked Chain [Rollv=Attack]1d20+4[/rollv] [Rollv=Damage]2d4+1[/rollv] <|end|> <|user|> Current AC is 13, so that's a miss. Greenscales, Round 9, Part 1 Grapple check to deal damage. (1d20+11)[ 22 ] (1d3+6)[ 9 ] Add +2 to each of these. (neglected to add in +2 for additional str while raging) EDIT: And I believe, with your mod, there's no way you can beat a 24. <|end|> <|user|> No, I resisted your grapple I believe, as I won the opposed check. Rerolling for damage if that is correct- Move: 5 ft step to Q9 Attack: Attacking with my Spiked Chain Attack - (1d20+4)[ 7 ](11) Damage - (2d4+1)[ 1 ][ 2 ](4) <|end|> <|user|> My Opposed check in round 8 was 29. There was no way you could. My touch attack was only 13, but that just needed to hit your touch AC. <|end|> <|user|> Yathor Round 9, Part 2 Sorry, did not read that right (I was thinking my check v. the touch attack), I am almost down. Grapple Check To Escape- grapple - (1d20+3)[ 15 ] If I escape I move to Q9. Your turn. Spoiler Hp: 1/12 AC: 18 AC, 13 touch, 15 flat-footed (10 + 5 [armor] + 3 [dex] = 18) <|end|> <|user|> Your grapple should have been to prevent my damage. Relevant posts: post 31 (my initial grapple) post 32: double post post 33: (your failed opposed check, and failed melee attack) post 34: in error post 35: my 2nd grapple check to damage Post 36-37: dealing with error Post 38: should have been grapple check to resist damage. <|end|> <|user|> Just take your turn, I don't get grappling, make a check or I escape. <|end|> <|user|> Sure thing. Grapple: (1d20+13)[ 16 ] (+8 str, +1 BAB, +4 feat) My turn. Using the following option: Originally Posted by SRD, Grapple Damage Your Opponent While grappling, you can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal lethal damage, you take a -4 penalty on your grapple check. If we're still grappling: Opposed check: (1d20+13)[ 27 ] Damage, if success: [roll1d3+8[/roll] <|end|> <|user|> Damage roll broke: (1d3+8)[ 11 ] And I think you can't get the grapple check, so you take this damage. <|end|> <|user|> You win, as I cannot make it under any circumstance. Good Game. <|end|> <|user|> You too. Not a bad build for a tripper. <|end|> <|user|> High Ref Mav: Greenscales wins <|end|>
<|user|> Arena Tournament, Round 38: Mr Underhill vs. Zaknefien Map: Spoiler XP Award: 300 XP GP Award: 300 GP Bayar - Mr. Underhill Deathslayer7 - Zaknefien All Combatants, please roll initiative. <|end|> <|user|> 2 druids meet in the woods... Initiative: (1d20+5)[ 13 ] Dunno if I will buy ****, will have to decide...You buy **** ? <|end|> <|user|> High Ref Talic Mr. Underhill wins by DQ. <|end|>
<|user|> Arena Tournament, Round 36: Ulric vs. Ned the Knight Map: Spoiler XP Award: 300 XP GP Award: 300 GP Roland - Ulric Lord Sarthax - Ned the Knight All Combatants, please roll initiative. <|end|> <|user|> (1d20-4)[ 6 ] I want to sell my mule (how much does it sell for) and by a light warhorse (trained for combat riding) Buy 5 bags of caltrops and 6 bags of marbles (if you accept stuff from arms and equipment guide, not sure if its a 3.5 source) <|end|> <|user|> Anything you sell gives you half of the listed value that it was bought for. Also note, pretty much any animal with "war" in its title is trained for combat riding automatically. This includes the Warhorse, the Warpony, and the like. EDIT: Also, Arms and Equipment Guide is a 3.0 source, so unfortunately, it's out. That said, if you can find Marbles from a 3.5 source, you're more than welcome to use them. <|end|> <|user|> High Ref Talic Ned the Knight wins by DQ. <|end|>
<|user|> Arena Tournament, Round 33: Okgar vs. Kepeskjhank Map: Spoiler XP Award: 300 XP GP Award: 300 GP munimortal - Okgar Corsair420 - Kepeskjhank All Combatants, please roll initiative. <|end|> <|user|> init: (1d20+2)[ 10 ] lets do it <|end|> <|user|> For some reason, I doubt that he will post here. He already got DQ in another match if my memory serves me well. <|end|> <|user|> eh his problem not mine <|end|> <|user|> just in time... Init (1d20+2)[ 15 ] <|end|> <|user|> Start in B13. Double Move to M12 You are up <|end|> <|user|> technically your 11 hours late cause its 2 days once someone rolls, and i don't care one way or another. <|end|> <|user|> 3 days for both to post initiative. Dont care. Commit crimes against nature on one another already !!! <|end|> <|user|> staring in z13 dbl move to Z1 <|end|> <|user|> ref chilepepper Okgar Spoiler No LoS even though you know where he is Kepeskjhar Spoiler No LoS even though you know where he is Originally Posted by bayar Commit crimes against nature on one another already !!! LOL! <|end|> <|user|> Start in M12 double move to S6 <|end|> <|user|> Hmm thought I posted I will start casting a spell refs Spoiler I will cast Fist of Stone (+6 to str and natural slam attack 1d6+1 1/2 str mod if its the only attack i make) <|end|> <|user|> I will attack the wall to my north S 5/6.. Attack (1d20+5)[ 16 ] Damage (2d4+5)[ 12 ] End of turn, u are up. <|end|> <|user|> High Ref Talic LOE check based on Corsair's request in Waiting room. LoE is established, at a range of 115 feet. Play continues, Kepeskjhank's turn. <|end|> <|user|> I will cast a spell Magic Missile Dmg: (1d4+3)[ 4 ] Come fight me barbarian! My fists hunger for you! <|end|> <|user|> Ref Bayar Range 115 Ft. Magic missile has a range of 100 Ft if I remember correctly. <|end|> <|user|> High Ref Talic Per SRD: Range: Medium (100 ft. + 10 ft./level) Minimum caster level 1, minimum range is 110 feet. <|end|> <|user|> theres no way Z1 to S5 is 115 feet <|end|> <|user|> Am i good to go? or are we waiting on a ruling? <|end|> <|user|> ref chilepepper I have no idea where the mixup in range came in. Here's where we're at right now. The shattered glass as S5/6 gave LoE. Kepeskjhar cast magic missle at a range of 45' doing 4 points of damage. Kepeskjhar is in Z1. Okgar is in S6. It is Okgar's turn. <|end|> <|user|> Start in S6 Activate Rage Move to Y2 You are up <|end|> <|user|> I'll use my slam attack on him Attack: (1d20+3)[ 15 ] dmg: (1d6+3)[ 5 ] <|end|> <|user|> it's been 2 days since its been his turn I think we can call this? <|end|> <|user|> High Ref Talic You never passed your turn, technically, though I think the last massage posted counts as notification. if 48 hours pass from your call request, I'll call it. <|end|> <|user|> High Ref Talic Kepeskjhank wins. Collect xp and gold. <|end|> <|user|> bout the only way i can beat a barbarian at this lvl <|end|>
<|user|> Arena Tournament, Round 27: Xerxes vs. MiTS - Final Match Map: Spoiler XP Award: 300 XP GP Award: 1st Place - 600 GP 2nd Place - 300 GP Xerxes - king_korath Morbius - Monster in the Shadows All Combatants, please roll initiative. <|end|> <|user|> initiative - (1d20+3)[ 8 ] ready manuevers Spoiler Charging Minotaur Shadow Blade Technique Distracting Ember Counter Charge I reserve to buy something in response to what you buy, other than that I am ready <|end|> <|user|> can we please postpone the match as I will be away from a computer until monday. <|end|> <|user|> Fine by me <|end|> <|user|> High Ref Talic At player request, match on hold until monday, 3/31. <|end|> <|user|> I am back. init (1d20+4)[ 20 ] <|end|> <|user|> Spoiler move to U11, have a javelin in my hand, shield in the other. your turn stats Spoiler ac22 hp12 focused <|end|> <|user|> Sorry I don`t have time to post today but I shall do it tomorrow <|end|> <|user|> Sorry for the delay, my PC is still down and some boop guy blocked the proxy server that allowed me to see photobucket.com from my work PC, I will try to post from a friend's house tonight or if you have the time you could post the map for me here in a different server? EDIT: Nevermind, they blocked all the image hosting sites I checked ¬¬ <|end|> <|user|> And finally... Mits round 1 - 2nd to act Spoiler Mits starts on B10 with his greatsword. he uses a swift action to activate child of shadow stance then double moves to P5 we need a LoS check, then it's your turn. Monster’s Stats (for refs) Spoiler Location: HP: 11/11 Speed: 40 ft. AC: 16, Touch 12, Flat-footed 14 Saves: Fortitude +4, Reflex +4, Will +1 Attacks: +8 MW greatsword (2D6+9), +2 10xjavelins (1d6+6) Held/worn: 3/3brute gauntlets Effects: concealment Reactive rolls: spot - (1d20-4)[ 14 ] listen - (1d20-3)[ -1 ] <|end|> <|user|> High Ref Talic @Xerxes: Spoiler No LOS @MitS: Spoiler No LOS Xerxes is up. <|end|> <|user|> Spoiler move to U 13 and then activate burst (+10 move). end turn. stats Spoiler ac22 hp12 focused <|end|> <|user|> Mits round 2 - 2nd to act Spoiler Mits enters full defense mode (standard action) and moves from P5 to U6 your turn. Monster’s Stats (for refs) Spoiler Location: T8 HP: 11/11 Speed: 40 ft. AC: 16, Touch 12, Flat-footed 14 (full defense not added) Saves: Fortitude +4, Reflex +4, Will +1 Attacks: +8 MW greatsword (2D6+9), +2 10xjavelins (1d6+6) Held/worn: 3/3brute gauntlets Effects: concealment Reactive rolls: spot - (1d20-4)[ 7 ] listen - (1d20-3)[ 5 ] <|end|> <|user|> High Ref Talic LOS is established. Xerxes is in U13, with javelin and shield in hand. MitS is in U6, greatsword in hand. <|end|> <|user|> Cool I am in charging range. So I will charge and attack, expending my psionic focus to use Psionic weapon (2d6 extra damage). attack (1d20+6)[ 12 ] (+4 to hit and +2 from the charge.) damage (3d6+3)[ 17 ] stats Spoiler ac19 hp12 <|end|> <|user|> *Note to self, ask opponent to spoiler any charge attack...* Well I was going to use counter charge but since that was a miss anyway... Mits round 2 - 2nd to act The shadows around Mits fades and his bright yellow eyes show only malice, he utters a couple words on an old language causing fire to surround Xerxes from behind. A cold aura surrounds Mits' sword and he moves it so quickly that it becomes as two. meaning... No concealment this turn. Mits uses a swift action to initiate distracting ember creating a small fire elemental on U8(assuming Xerxes is on U7) then he uses a standard action to use shadow blade technique attack1 - (1d20+10)[ 16 ] (+2 from flank added) attack2 - (1d20+10)[ 15 ] damage - (2d6+9)[ 14 ] and if both attacks hit cold damage - (1d6)[ 4 ] your turn. Monster’s Stats (for refs) Spoiler Location: U6 HP: 11/11 Speed: 40 ft. AC: 16, Touch 12, Flat-footed 14 (full defense not added) Saves: Fortitude +4, Reflex +4, Will +1 Attacks: +8 MW greatsword (2D6+9), +2 10xjavelins (1d6+6) Held/worn: 3/3brute gauntlets Effects: Reactive rolls: EDIT: Sigh, a very bad time for a 5 and a 6 in a row <|end|> <|user|> Sigh, I though you were going to die with that Ok, I have to say that I was going to use counter charge had I not know the attack result so roll a str check... if you win your turn happened exactly as you said, if not your attack failed and you didn't spend your psionic focus (sigh) str check - (1d20+6)[ 14 ] <|end|> <|user|> OK, that means my Ac goes back up to 22 and I get a chance for a one-hit kill again. str (1d20+3)[ 6 ] <|end|> <|user|> Just to remember it is still your turn <|end|> <|user|> what did the str check mean, and how does it affect me. <|end|> <|user|> The counter charge manuever made your charge fail (so you were never able to attack me and spend psionic focus) and Mits did not change your location after the counter-charge(even if he could). Then Mits attacked, missed(boop) And now it's your turn. <|end|> <|user|> OK which means that I can try to one-hit kill you again, so I will try. Attack expending psionic focus for psionic weapon. attack (1d20+4)[ 23 ] damage (3d6+3)[ 8 ] <|end|> <|user|> Potential crit. roll to confirm (1d20+4)[ 20 ] damage if confirmed (added to damage in post above) (1d6+3)[ 8 ] stats Spoiler ac21 hp12 not focused <|end|> <|user|> 😦 Ouch, stupid critical... Mits falls unconcious <|end|> <|user|> coup de Grace time. I perform a coup de grace on you. damage (2d6+6)[ 11 ] <|end|> <|user|> I am at -5 and you still coup de grace me? 😦 Ouch <|end|> <|user|> sorry I got burned once by some one who could recover, So I played it safe, Good game though. <|end|> <|user|> High Ref Talic Xerxes is the victor. Treasure and experience are on the right. Painful death on the left. Looks like someone's already gone left. <|end|> <|user|> Originally Posted by king korath sorry I got burned once by some one who could recover, So I played it safe, Good game though. Well, I CAN recover, but I need to be conscious😉 <|end|>
<|user|> Arena Tournament, Round 37: Chile IV vs. Running Fist Map Spoiler XP Award: 300 XP GP Award: 300 GP Chilepepper - Chile IV Kaganmonk - Running Fist All combatants, please roll initiative. <|end|> <|user|> [roll=Initiative]d20+2+2[/roll] Start with shurikens in hand, no purchases. (I'll update my sheet soon) <|end|> <|user|> Initiative - (d20+2)[ 11 ] Start with shurikens in hand, no purchases. (I'll update my sheet soon) By the way, I'm not Hal I. Tosis. <|end|> <|user|> My last match was against Hal I Tosis. It's just a cut and paste error. Poor Talic is working himself to the bone keeping these rounds updated. "init" - (1d20+5)[ 18 ] I'll start by purchasing a tent. <|end|> <|user|> I'll start in my tent. Spoiler Tent is in B13-14. I'll start in B13. Double move up to G13 and hide. Hide (1d20+7)[ 26 ] Reactive Spot (1d20+5)[ 14 ] Reactive Listen (1d20+4)[ 18 ] <|end|> <|user|> I'll start in my tent. Spoiler Tent is in B13-14. I'll start in B13. Double move up to G13 and hide. Hide (1d20+7)[ 19 ] Reactive Spot (1d20+5)[ 13 ] Reactive Listen (1d20+4)[ 18 ] Oops, double post, first rolls count. Done <|end|> <|user|> No LoS from steps. Spoiler Double move to D2. Done. Stats: Spoiler Location: D2 HP: 8/8 AC: 16 (10 + 2Dex + 4Wis) Saves: 2/4/6 <|end|> <|user|> Waiting on LoS <|end|> <|user|> The steps blocked any view initially, and I can tell you that I haven't done anything to change that. <|end|> <|user|> Ninja Ref Maurkov @runningfist Spoiler You're on the blue side, and once you mirror your action to W2, there's no LoS. @Chili IV Spoiler No LoS <|end|> <|user|> High Ref Mav: @Runningfist Spoiler I'm going to transpose you to W2, cause well, you started in the Blue Circle. No LoS @Chile Spoiler No LoS @Maurkov Spoiler Wow, do we think alike or what, nice Ninja 😁 <|end|> <|user|> Spoiler Move to J14, scatter planks. Done <|end|> <|user|> High Ref Talic Looks around for ninjas @Chile: Spoiler No LOS @runningfist: Spoiler No LOS <|end|> <|user|> High Ref Talic Chile IV is declared the victor, by DQ. <|end|> <|user|> Thank you. I was just about to declare my resignation. Hope you all have a good time. <|end|>
<|user|> It is a time of war and battle, you are the heroes of this story. Will you save your nation, or destroy it You are in a treehouse with your superior commander, the elf-lord Findol. He turns to you and say's It is time. We can't win this war alone, not with everyone after us. I'm sending you on a boat to Drascon with over 500,000 gold. You need to convince Drascon to side with us for with tem we can't be defeated. You shall leave in 24 hours on the boat Swift Runner Any questions? <|end|>
<|user|> It is a time of war and battle, you are the heroes of this story. Will you save your nation, or destroy it You are in a cold dank dark room with your lord the lich king himself there. My young follower are you ready to bring this nation to victory? Are you ready to do the unthinkable? For if you are not leave, and if you are than bring me glory. I need you to go to the battlefield that will be waged in but 2 weeks. In the town of Corland. In Kyllion we shall aid our allies as we wage war on the massive forces of Sumet. We shall take their forests and burn them out. His voice is a cold whisper, and knife plunged in cold water. He looks at you with his dead eyes, to see if there are any questions <|end|>
<|user|> Arena Tournament, Round 36: Krull vs. Leaf Map: Spoiler XP Award: 300 XP GP Award: 300 GP theterran - Krull Maurkov - Leaf All Combatants, please roll initiative. <|end|> <|user|> Krull Initiative - (1d20+5)[ 6 ] <|end|> <|user|> Krull Initiative - (1d20+5)[ 8 ] Stupid slow site. <|end|> <|user|> Additional purchases: None Spell selection Spoiler 0:Guidance, Guidance, Virtue; 1:CLW, Magic Stone Init - (1d20+3)[ 17 ] Leaf begins in Y14 mounted on the chain barded dog. The other dog is in Z14. He carries his shield on his left hand. His right is empty. Edit: Leaf Round 1 Note: Leaf automatically succeeds DC 5 ride checks to guide with knees. Leaf rides Y14-&gt;X15-&gt;X22 (40') and casts a spell. Spoiler Cast virtue, shared with companion. Unhandled, the other dog stays where it is. Done. Status Spoiler Leaf X22 HP 11/10 AC 20 Spells: Virtue Max X22 HP 14/13 AC 20 Spells: Virtue[shared] Bud Z14 <|end|> <|user|> Krull - Round 1 Starting in B14 with a Javelin in hand, Krull moves to J14. There he casts a spell. Spoiler True Strike. He also uses a swift action to activate Travel Devotion End my Turn. Stats: Spoiler Location - J14 HP: 10/10 AC: 18 Touch: 11 FF: 17 In Hand: Javelin Travel Devotion (1/10) Spells: Spoiler Level 0 - Guidance, Virtue, Guidance Level 1 - Shield of Faith, Obscuring Mist, True Strike (D)-x <|end|> <|user|> Leaf Round 2 Attempt a rapid dismount - (1d20+7)[ 20 ] Not done. <|end|> <|user|> Leaf Round 2 part 2 Leaf commands the loitering canine (Y13) to attack. Handle Animal - (1d20+4)[ 8 ] The dog doesn't react. @refs Spoiler If Leaf readies an action to handle his animal companion, does the animal's action also interrupt Krull? Or would the animal be treated as delaying, and fulfill the command after Krull finishes his turn? Not done. <|end|> <|user|> High Ref Talic @Refs: Spoiler Originally Posted by Handle Animal, SRD This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action. Arena ruling has limited special initiative actions to creatures with Int 3 or greater, and the ability to communicate with the player. Thus, the animal cannot delay. It will perform whatever action a player specifies, on its next action, which is on the player's next initiative count. Is this correct? Match on hold while I verify something. <|end|> <|user|> High Ref Mav @Refs Spoiler This is a tricky one... I'd say that since the animal goes on the same turn, any initiative modifying action that the owner takes, would also be taken by the pet. Just to keep things simpler. The pet itself would waiting to receive commands on its owners turn, and can't do anything on any other initiative count. Also, since the owner has to give up his round and burn his standard action on a HA check, its not like its really advantages to do so. <|end|> <|user|> High Ref Talic @Mavian, Refs: Spoiler Yeah, my only issue is that Kyeudo's already ruled that mounts can't ready actions at their rider's direction. Delay seems reasonable, but if that's the case, then the mount would go after the action that triggered it, and it would jank up initiative counts. But I'll take this one whichever way you feel is best. <|end|> <|user|> @Talic, Refs Spoiler Actually, I'm fairly certain that in my match with Chile, he ruled that a mount couldn't ready an action on its own, but a rider could ready an action to make his mount do something <|end|> <|user|> @Refs, Leaf: Spoiler If you ready an action to act with your mount, the mount interrupts also. <|end|> <|user|> @refs Spoiler Okay, thanks. But a companion fulfills the command on its next action. (I found the citation in the SRD) Maybe I shouldn't have dismounted. Leaf commands the other dog, Max to attack. Max surges forward (O15), but then Leaf calls him to guard instead. (Free actions to handle animal - (1d20+8)[ 15 ] handle animal - (1d20+8)[ 12 ] ). Max growls at Krull in warning. Leaf then waits for something. Ready action: Spoiler If Krull throws the jav, Leaf will move to get full cover. Done. status Spoiler Leaf: Location X22 AC 20 HP 11/10 Spells: Virtue[9] Max (companion): Location O15 AC 20 HP 13/13 Bud (useless gp sink): Location Y13 AC 19 HP 13/13 <|end|> <|user|> Krull - Round 2 Swift Action: move to Q15. Standard Action: Throw Javelin. Attack - (1d20+15)[ 26 ] (+20 True Strike, -1 Range attack, -4 Range Increment) Damage - (1d6+5)[ 7 ] Move Action: Move to O18. end my turn. Stats: Spoiler Location - O18 HP: 10/10 AC: 18 Touch: 11 FF: 17 In Hand: Javelin Travel Devotion (2/10) Spells: Spoiler Level 0 - Guidance, Virtue, Guidance Level 1 - Shield of Faith, Obscuring Mist, True Strike (D)-x <|end|> <|user|> High Ref Talic In the future, when you have more than 1 legal target, please announce the target of your sharp pokey object tossing. <|end|> <|user|> What path does he take to Q15? To O18? Max the dog was guarding O15, so I think there's an AoO in there someplace. AoO - (1d20+3)[ 13 ] damage - (1d6+3)[ 7 ] trip - (1d20+2)[ 18 ] @refs Spoiler I don't think there's any place within 10' that provides full cover from Q15, but let me know if I'm mistaken <|end|> <|user|> High Ref Talic We'll actually need a rewind. There's no way for Krull to go from J14 to Q15 in 40 feet without passing through O15. Krull cannot pass through O15, however, as it is occupied by an opponent. Rewind to beginning of action, restate your movement, Krull. <|end|> <|user|> Meh...didn't realize which way I was going...will revise my moves... But probably not until Monday. <|end|> <|user|> Redoing my move to make it legal. Krull - Round 2 Swift Action: Move to M19 Standard Action: Throw Javelin at Dog in O15. ((Depending on what the refs say, just use the rolls from the previous post)) Move Action: Move to P24. End my Turn. Stats: Spoiler Location - P24 HP: 10/10 AC: 18 Touch: 11 FF: 17 In Hand: Javelin Travel Devotion (2/10) Spells: Spoiler Level 0 - Guidance, Virtue, Guidance Level 1 - Shield of Faith, Obscuring Mist, True Strike (D)-x <|end|> <|user|> High Ref Talic If your opponent has no problem with you keeping the rolls, I see no reason why to disallow it. <|end|> <|user|> Same rolls is fine. Without cover, a miss is about as likely as a crit. Leaf round 3 Leaf releases Max to attack Krull handle animal - (1d20+6)[ 22 ] . The dog moves (O15-&gt;O23), charge attack - (1d20+5)[ 7 ] damage - (1d6+3)[ 9 ] trip - (1d20+2)[ 6 ] Leaf steps 5' to X21 and begins a long spell. Spoiler Exchange Magic Stone to spontaneously cast SNAI Done. status[/spoiler] Leaf X21 AC 20 HP 11/10 Spells: Virtue Max O15-&gt;O23 AC18 (charge) HP 3/10 Bud Y13 AC 19[/spoiler] <|end|> <|user|> Krull - Round 3 Move Action: Draw Morning Star. Standard Action: Attack Doggie! Attack - (1d20+5)[ 22 ] Damage - (1d8+5)[ 9 ] Secondary Gore Attack Attack - (1d20)[ 12 ] Damage - (1d6+2)[ 5 ] End my Turn. Stats: Spoiler Location - P24 HP: 10/10 AC: 18 Touch: 11 FF: 17 In Hand: Morning Star Travel Devotion (3/10) Turn Undead Attempts Used: (0/2) Javelins Used (1/4) Spells: Spoiler Level 0 - Guidance, Virtue, Guidance Level 1 - Shield of Faith, Obscuring Mist, True Strike (D)-x <|end|> <|user|> Leaf round 4 Leaf frowns at the loss of Max, but doens't let that break his concentration. He completes his spell, summoning wolf (X24) which immediately charges (-&gt;P24). charge attack - (1d20+10)[ 11 ] damage - (1d6+4)[ 7 ] trip - (1d20+3)[ 23 ] Leaf just shakes his head and casts again. Spoiler burn the other 1st level spell for another SNAI Done. status Spoiler Leaf X21 AC20 HP11/10 Spells: Virtue Max KO Bud Y13 <|end|> <|user|> Krull - Round 4 ((I'm in P24...So I will assume the wolf in Q24)) I will withdraw to O24, then to S17. End my turn. Stats: Spoiler Location - S17 HP: 10/10 AC: 18 Touch: 11 FF: 17 In Hand: Morning Star Travel Devotion (4/10) Turn Undead Attempts Used: (0/2) Javelins Used (1/4) Spells: Spoiler Level 0 - Guidance, Virtue, Guidance Level 1 - Shield of Faith, Obscuring Mist, True Strike (D)-x <|end|> <|user|> Yes, that's right. Q24. Leaf round 5 The wolf gives chase (70' double move to R16). Leaf finishes the spell, creating another wolf-missile in V20, which charges: charge Attack - (1d20+12)[ 32 ] (incl. flank) damage - (1d6+4)[ 5 ] trip - (1d20+3)[ 20 ] Leaf commands the lazy dog to join the attack. handle animal - (1d20+4)[ 17 ] . It charges (Y13-&gt;T16, 30') and attacks: charge Attack - (1d20+5)[ 14 ] damage - (1d6+3)[ 4 ] trip - (1d20+2)[ 15 ] Oops, should be -4 to hit for cover. Leaf casts a short spell and advances (X21-&gt;W20) Spoiler Guidance Done. status Spoiler Leaf W20 AC20 HP 11/10 Spells: Virtue, Guidance, SNAI [1], SNA [2] Bud T16 AC 19 HP 13/13 Wolf 1 R16 Wolf 2 T16 <|end|> <|user|> confirming threat - (1d20+12)[ 19 ] (1d6+4)[ 5 ] <|end|> <|user|> *Sigh* The Crit Downs me... <|end|> <|user|> Not that I want to argue too strenuously, but 10 damage puts you at 0. You could conceivably cast CLW on the defensive. <|end|> <|user|> Vs Trip 20 STR - (1d20+5)[ 6 ] This will tell me if I'm on the ground or not... <|end|> <|user|> This isn't looking good... Krull - Round 5 Casting a Spell Defensively Spoiler Dropping Obscuring Mist to cast CLW. Concentration - (1d20+6)[ 24 ] CLW - (1d8+1)[ 6 ] End my Turn. Stats: Spoiler Location - S17 (prone) HP: 6/10 AC: 18 Touch: 11 FF: 17 In Hand: Morning Star Travel Devotion (5/10) Turn Undead Attempts Used: (0/2) Javelins Used (1/4) Spells: Spoiler Level 0 - Guidance, Virtue, Guidance Level 1 - Shield of Faith, Obscuring Mist-x, True Strike (D)-x <|end|> <|user|> Leaf round 6 The first summoned wolf returns to whence it came. The second attacks. Bud the dog steps over (T16-&gt;T17) for a better angle and bites as well. wolf attack - (1d20+12)[ 19 ] damage - (1d6+4)[ 8 ] dog attack - (1d20+7)[ 26 ] damage - (1d6+3)[ 8 ] If Krull is still struggling, Leaf will take a 5' step to V19, draw a flask of alchemists' fire and wait. Readied action: Spoiler If Krull moves or casts after standing up, throw the flask. Done. status Spoiler Leaf V19 AC 20 HP 11/10 Spells Virtue, Guidance, SNA1[1] Bud T17 AC 19 HP 13/13 Wolf T18 AC 14 HP 17/17 <|end|> <|user|> Ok...now I'm dead 😛 <|end|> <|user|> Good game. I suspect I'll see you again in the finals. <|end|> <|user|> Hopefully... I'll have to figure out some way of dealing with your 'pets' 🤨 <|end|> <|user|> High Ref Talic Leaf wins, by virtue of winning. Collect swag. <|end|> <|user|> Originally Posted by theterran I'll have to figure out some way of dealing with your 'pets' 🤨 I've got some suggestions... which I will share after the rematch. 🙂 <|end|>
<|user|> As the Moonspeakers disperse back into the woods, you linger a moment to ponder. This was the first Moonspeaker gathering you have been allowed to attend, and the circle officialy recognized you as an initiate. You suddenly notice that another has remained behind, an old dreamseer name Greva. She is the second oldest in the circle, younger only than the High Druid Hess. "Come closer, Kren, we must speak," she beckons to you. "I have had strange visions this past week. I have kept them to myself thus far, but when I saw you tonight I knew by the tattoo on your arm that I must tell you. Yes, the others may not know, but you cannot hide your mark from those who have our eyes. Not many of our kind choose the service; few remember the debt we owe to the Empire. But enough of this, we must speak of what I saw." I saw a lion, proud and noble. Suddenly he is struck by an arrow. He turns and roars in defiance at a mighty giant standing near. The giant's mouth opens and hundreds of arrows pour forth. The lion is pierced many times and sinks to the ground. The ground begins to burn, engulfing everything. The lion disapears, the giant disapears. All that remains visible are five arrows, embedded in the ground in a circle. You feel your stomach sink and she relays the vision. For the last month you have seen parts of this vision in your dreams--the lion roaring, the flames, arrows everywhere. "I fear dark days are coming to this world, and I think you may be somehow involved Arrow-Arm. Leave for Vrath in the morning, in the ages past many giants lived there. Tell me what you find, the survival of our people may depend on it." Before you can speak she shapeshifts into a crow and flies away, leaving you alone with the smoldering embers of the campfire. <|end|> <|user|> Damn! Kren had hoped the dreams were nothing more than the dredged-up memories of his time in the Pathfinders... If Greva saw them too, they must mean something . She was wise one, and her advice was always good. In the morning he would go to Vrath. Back to the human lands? Not a pleasant thought. The humans had too much...civilization. Too many rules; too many people obedient out of habit or apathy or fear instead of conviction of right. And too much cultivation! The great forests - out here they still stretched for hundreds of miles - were thinned out and tamed by farmers and lumbermen. Kren settled down for the night under a pine. As he began to doze, wrapped in his cloak, he let himself consider Greva's vision. The lion - a symbol of Ilium, and its patron, Volcannon... Arrows made him think of the Pathfinders, but why would they turn on their own country? Why would they join this giant - whatever it represents? His thoughts spinning, Kren drifted to sleep. Breakfast the next morning was a small rabbit, which Kren caught and ate while he hiked. A few days walk to the woods edge, a quick stop to get horse from Frez the hostler - he owes me one - and he would be in Vrath all too soon. <|end|> <|user|> "Look Kren, I'm very appreciative of what you did for me with that mange. I promised never to give the horses alchemical boosters again. I will only use natural methods from now on. But I just don't have a horse I can give you. The only horse I have right now belongs to a knight who's stabling it here for a week. Its a purebred Ilian charger, not some riding horse. I'm supposed to be getting it ready for a joust. Its tempermental, it probably would buck you off anyway." <|end|> <|user|> Fighting back the urge to growl, Kren sighs and rubs the bridge of his nose. Three days fast walk to get here, barely stopping to sleep, and now this. A charger, huh? Sounds perfect. Look, Frez, I'm in a hurry and you owe me more than it'll cost to replace. Give it to me - and throw in the tack - and I'll say we're even. Don't say anything, Frez! I'm too tired to argue. Have the horse at the inn before dawn tomorrow, or you'll have to deal with a very angry druid. Now for a bath, a hot meal, and the last soft bed for a while. The trip to - Drellin, was it? - would be a long one, with little time for comfort. Spoiler Diplomacy = 16 +0 = 16 Wild Empathy = 5+9 = 14 Handle Animal = 17+7 = 24 Ride = 11+3 = 14 <|end|> <|user|> Frez opens his mouth to protest but stands dumbfounded as Kren approaches the horse and leads it over to Frez. Frez nods in agreement as the horse nuzzles its new master. <|end|> <|user|> Kren left the inn at dawn. The horse was waiting out front - in full barding. Well, what did I expect? I told him to throw in the tack. Kren lead the horse back to Frez's stables, removed everything except the saddle as quietly as he could, and left it neatly piled outside the door. The horse - Horatio was the name on the saddle - pranced a bit when Kren mounted, but a few soothing words quieted him. Now, let's see how fast a druid can travel! Placing his hand on Horatio's neck, Kren muttered a few words and felt a surge of power. Spoiler Traveler's Mount Lasts 3 hours. +10 enhancement to move speed. Can hustle without damage or fatigue. Cannot make attack rolls. Base speed / hour = 6 mph. With Traveler's Mount = 14 mph (hustling) Casting Traveler's Mount twice each day gives an overland speed of 96 miles per day on normal terrain. About three times the speed of an unbuffed horse! Now, he would ride hard for Drellin. Vrath's capital seemed a good place to start a search. <|end|> <|user|> After a day of hard riding aided by magic you arrive in Vrath. Not wasting time to find the main road, you cut cross country straight toward Drellin, hoping to find the road along the way. You crest a hill and see the main road stretch out before you. Suddenly the sound of flames assault your ears and your vision goes dark for a moment. You see flashing arrows again. You shake your head once the vision passes and look down at the road. To the right you see two humans riding at a medium pace, one wears studded leather, has a mustache and wears a whip and rapier at his belt. The other wears a breastplate and has a huge greatsword strapped to his back. Off to the left you catch sight of something strange. Following behind them about 40 feet you see a bit of dirt from the road being kicked up as if there were a rider behind them, but see no rider. Though you can hear faintly the sound of the two humans horses, no sound seems audible from the phenomenon to the left. <|end|>
<|user|> Arena Tournament, Round 26: Oathbreaker vs. Kurgan Map: Spoiler XP Award: 300 XP GP Award: 300 GP Oathbreaker - Paladin Latham Kurgan - Dragonstar All Combatants, please roll initiative. <|end|> <|user|> Initiative (1d20+2)[ 7 ] I will purchase: Nothing! <|end|> <|user|> Nor shall I! Initiative - (1d20+2)[ 5 ] Looks like you go first - let the battle begin! 😁 <|end|> <|user|> Oathbreaker round 1: Oathbreaker starts in B14 with his Large Katana in two hands. He then double moves to P15 with murder and glee in his bloodshot eyes! Stats for Refs: Spoiler Vital Statistics: HP: 10/10 AC: 16, Touch: 12, FF: 14 Saves: Fort +2, Ref +2, Will +1 Current Location: P15 Current Buffs: none <|end|> <|user|> To charge, or not to charge? That is the question... Oh, what the hell. 😏 Begin in Y14 , Heavy Pick and Shield at the ready. Swift action, enter Righteous Fury. Chaaaaaaaaarge! to Q14 and attack. attack - (1d20+7)[ 25 ] for a potential damage - (1d6+4)[ 8 ] . <|end|> <|user|> Actually, it's 2 more damage than that - I called the Righteous Fury but didn't calculate it in the damage roll, so you've taken 10. Stats (for refs): Spoiler HP: 20/20 AC 14 Righteous Fury (flat +2 to damage rolls) will end at the beginning of my turn on Round 3. You may go... <|end|> <|user|> Oathbreaker round 2: "OW! Now you will hurt you shiny lizard!" Oathbreaker says in his mocking sing-song voice. Large Katana Attack! (1d20+2)[ 8 ] /\ If it threatens (1d20+2)[ 20 ] If it hits (2d8+6)[ 14 ] /\ If it crits (2d8+6)[ 9 ] Armor Spikes Attack! (1d20+3)[ 7 ] /\ If it threatens (1d20+3)[ 5 ] If it hits (1d6+2)[ 4 ] /\ If it crits (1d6+2)[ 6 ] Tail Slap Attack! (1d20)[ 16 ] /\ If it threatens (1d20)[ 17 ] If it hits (1d6+2)[ 5 ] /\ If it crits (1d6+2)[ 5 ] Stats for Refs: Spoiler Vital Statistics: HP: 2 /10 AC: 16, Touch: 12, FF: 14 Saves: Fort +2, Ref +2, Will +1 Current Location: P15 Current Buffs: none Edit: Curse my evil alignment! Oh well. I just had to try out the two-handed weapon + armor spikes as a two weapon fighting thing. Not as good as the two sword thing. 😏 I am at -1 and dying. <|end|> <|user|> Dying and down... Dragonborn Paladin of Bahamut delivers the coup de grace to the evil dragonblood, eh? damage - (4d6+24)[ 34 ] 😎 One more victory away from another Level 2.... <|end|> <|user|> High Ref Bronz Kurgan is declared the victor And keep the level 2's coming. We need competition 😁 <|end|>
<|user|> Arena Tournament, Round 26: Bulch vs. Todd Map: Spoiler XP Award: 300 XP GP Award: 300 GP Bulch - stimpius Todd - Mavian All Combatants, please roll initiative. <|end|> <|user|> Initiative - (1d20+1)[ 11 ] <|end|> <|user|> Bulch Init - (1D20-2)[ 8 ] reserving right to buy after your purchases. Good luck. <|end|> <|user|> I don't buy things, Todd - Round 1 Swift Action: Activate Punishing Stance Move Action: Y14 to U14 Standard Action: U14 to Q14 End of Turn Stats: Spoiler Hp: 19 Ac: 13 Manuevers: All Readied Breath Weapon: Readied Stance: Punishing Stance <|end|> <|user|> Bulch Bought Spoiler Nothing Move to A12 Stats (refs only) Spoiler HP 11 AC 18 Position A12 Ready an action to throw a javelin as soon as he comes into my LoE. Attack - (1D20+5)[ 19 ] +1 if PB shot. Damage - (1D6+6)[ 8 ] +1 if PB shot. <|end|> <|user|> Todd - Round 2 Move Action: Q14 to N15 Standard Action: Ready an Action Spoiler Ready an action to move after he finish moving End of Turn: Stats: Spoiler Hp: 19 Ac: 13 Manuevers: All Readied Breath Weapon: Readied Stance: Punishing Stance <|end|> <|user|> Bulch Move to K12 Stats [refs only] Spoiler HP 11 AC 18 Position; K12 Ready an action; Spoiler throw a javelin at him as soon as he enters LoE Attack - (1D20+5)[ 6 ] +1 if PB shot Damage - (1D6+6)[ 11 ] +1 id PB shot <|end|> <|user|> When you stop moving, my readied action goes off, and I move to K15, as per my readied action spoiler. This would happen before you readied your action. <|end|> <|user|> Bulch Okay then I throw a javelin at you which well and truely misses and now my head is completley skew whiff on whos go it is :D <|end|> <|user|> It's now mine at the top of Round 3, initiative order doesn't change at all. Todd - Round 3 Swift Action : Activate Strength Domain Move Action : K15-&gt; K14 Standard Action : Attack with Sapphire Nightmare Blade and my Heavy Polaxe Sapphire Nightmare Blade - (1d20+13)[ 31 ] vs AC Attack Roll (1d20+4)[ 17 ] Axe Damage (2d6+6)[ 17 ] Punishing Stance (1d6)[ 4 ] Sapphire Damage (1d6)[ 3 ] Only if Sapphire Nightmare Blade Hits End of Turn Stats: Spoiler Hp: 19 Ac: 13 Manuevers: Sapphire Nightmare Blade , Moment of Perfect Clarity, Charging Minotaur Strike. Breath Weapon: Readied Stance: Punishing Stance Strength Domain: 1/10 <|end|> <|user|> Doh, I messed up my damage roll. The axe was actually supposed to deal 2d6+5, so I only did 16 instead of 17. The sapphire nightmare blade hits, leaving you flatfooted against my axe attack, which means that it hits. So in all you take 23 points of damage. <|end|> <|user|> Assuming it works that way then its game :D I thought you would only get one action having had a readied action but my understanding of them may be off. <|end|> <|user|> What happens with readied actions depends on your place in the initiative order. If you take the action on the same round as you readied it, your initiative moves to above the one that activates your action, and you don't lose any actions. If you take your readied action on the round after you readied it, then it counts as your action for that round. <|end|> <|user|> High Ref Bronz Mavian is correct in his readied action. Therefore.. Todd is declared the winner! <|end|> <|user|> Todd picks up the pieces of the orc and tries to stick them back together You fight good. <|end|>
<|user|> Arena Tournament, Round 17: Kale vs. Dunkin Map Spoiler XP Award: 300 XP GP Award: 300 GP Kale - Qworg Dunkin - Damionte All combatants, please roll initiative. <|end|> <|user|> Dinkin Round-0 Initiative (1d20+2)[ 15 ] <|end|> <|user|> High Ref Paladin Latham Due to inactivity, Kale is disqualified. Dunkin is declared the winner and recieves his due. <|end|> <|user|> Yeah ! ... .. . <|end|>
<|user|> Arena Tournament, Round 26: Grey Wolf vs. Clamber Map: Spoiler XP Award: 300 XP GP Award: 300 GP Grey Wolf - Olidammara Clamber - Stimpus All Combatants, please roll initiative. <|end|> <|user|> Clamberer Initiative - (1D20+5)[ 17 ] <|end|> <|user|> The man and his wolf smirk at the little goblin. "Good luck little crawler..." Ini - (1d20+3)[ 9 ] <|end|> <|user|> Prepared spells: Spoiler 0st level: guidance, virtue, virtue; 1st level: cure light wounds, updraft <|end|> <|user|> Clamberer To Refs Spoiler Start in B10. Move to G10 Take 10 on climb check auto success - 26. Racial allows. Will do this in one move if possible but im thinking it should be 2 actions so perch at the top of G10. Crossbow in 1 hand. Stats Spoiler HP 12 AC 19 Pos; G10 <|end|> <|user|> Grey Wolf, round 1 Spoiler GW starts in Y11, with a scroll of sunstroke in his hand. Ranger starts in Y10. GW casts virtue on his Ranger and then commands him to heel ( Handle Animal - (1d20+8)[ 28 ] ) and moves to U11. If the skill check is succesful, Ranger follows the druid to U10. Stats: Spoiler GW HP:11 AC: 16 (+3 hide armor, +3 dex) Buffs: none Position: U11 Listen - (1d20+7)[ 9 ] Spot - (1d20+7)[ 14 ] Ranger HP: 14 AC: 17 (+2 dex, +2 nat., +3 Studded leather) Buffs: virtue (10 rounds) Position U10 Listen - (1d20+2)[ 22 ] Spot - (1d20+3)[ 18 ] You're up. <|end|> <|user|> Clamberer To Refs Spoiler Maintain position in G10. Hide Hide - (1D20+5)[ 6 ] Ready an action to loose a bolt at the druid or the wolf. Druid preferably with one hand on the crossbow the instant LoS and LoE is established. Attack - (1D20+5)[ 22 ] Damage - (1D6)[ 5 ] Stats Spoiler HP 12 AC 19 Pos; G10 <|end|> <|user|> GM Kyeudo No LoS yet <|end|> <|user|> Grey Wolf, round 2 Spoiler Grey Wolf casts virtue on himself. Stats: Spoiler GW HP:12 AC: 16 (+3 hide armor, +3 dex) Buffs: virtue (10 rounds) Position: U11 Listen - (1d20+7)[ 9 ] Spot - (1d20+7)[ 16 ] Ranger HP: 14 AC: 17 (+2 dex, +2 nat., +3 Studded leather) Buffs: virtue (9 rounds) Position U10 Listen - (1d20+2)[ 15 ] Spot - (1d20+3)[ 11 ] You're up. <|end|> <|user|> Clamberer Actions; To refs Spoiler Maintain position at G10. Hide again Hide - (1D20+5)[ 20 ] Ready an action to shoot the druid or its wolf on LoS. Whichever appears first. Atacck - (1D20+5)[ 14 ] Damage - (1D6)[ 5 ] Stats Spoiler HP 12 AC 19 Pos; G10 <|end|> <|user|> Grey Wolf, round 3 Spoiler GW moves to U8 and hides there, looking for Clamber. Hide - (1d20-2)[ 4 ] and Spot - (1d20+7)[ 13 ] . My other actions depend on the LOS check. . Not done yet. <|end|> <|user|> Ref Mav: Grey Wolf Spoiler No LoS Clamber Spoiler No LoS @Refs: Spoiler Clamber gets a reactive spot. Instead of telling him to roll it, and giving him Metagame knowledge, I'll just roll it for him (1d20-3)[ 7 ] <|end|> <|user|> Grey Wolf, round 3 Spoiler Grey Wolf moves to U12 and, while hiding, tries to locate Clamberer again: Hide - (1d20-2)[ 18 ] and Spot - (1d20+7)[ 23 ] . I'm done, but you better wait for another LoS check before you act. Stats: Spoiler GW HP:12 AC: 16 (+3 hide armor, +3 dex) Buffs: virtue (9 rounds) Position: U12 Ranger HP: 14 AC: 17 (+2 dex, +2 nat., +3 Studded leather) Buffs: virtue (8 rounds) Position U11 <|end|> <|user|> High Ref Bronz @Grey Wolf Spoiler No LoS, and for the record you only get one reactive spot check per round. Any additional checks require actions. @Clamberer Spoiler No LoS <|end|> <|user|> @ Bronz Spoiler My phb states that moving into a new area, allows you to take a spot check without spending an action. In my view this applies to this situation: Grey Wolf can't see things from U8 which can be seen from U12 and vica versa. <|end|> <|user|> Just checking in tell me when its my go :D <|end|> <|user|> Well... you're up since Bronz posted the LoS-check. <|end|> <|user|> Clamberer Actions Spoiler Maintain position in G10 Hiding - result of 20. Ready an action to attack either to enter my LoE and LoS first. Preferably Grey Wolf but his dog beast thing if that comes first. Attack - (1D20+5)[ 24 ] Damage - (1D6)[ 5 ] Im done no need for LoS check - same as the spoilers above whatever yours was. Didn't move position. <|end|> <|user|> Grey Wolf, round 4 Spoiler GW moves to U16, hides ( Hide - (1d20-2)[ 9 ] ) there and peeks around the corner: Spot - (1d20+7)[ 13 ] . Ranger follows him to U15 ( Spot - (1d20+3)[ 12 ] . Not done, we will wait again for a LoS check. <|end|> <|user|> GM Kyeudo No LoS. <|end|> <|user|> *Poke* just to say its still your go. <|end|> <|user|> Grey Wolf is disqualified due to not posting for 4 days. Clamberer is declared the winner and collects the posted rewards <|end|>
<|user|> Arena Tournament, Round 26: Bunny vs. Kodrul Map: Spoiler XP Award: 300 XP GP Award: 300 GP Rezig "Bunny' Rene - faithfreebible Kodrul - VeisuItaTyhjyys All Combatants, please roll initiative. <|end|> <|user|> Spoiler init: (1d20+3)[ 7 ] <|end|> <|user|> Bunny is declared the winner due to inactivity on Kodrul's part and collects the posted rewards <|end|>
<|user|> Arena Tournament, Round 26: Krux vs. Xerxes Map: Spoiler XP Award: 300 XP GP Award: 300 GP Krux - Tortise262 Xerxes - king_korath All Combatants, please roll initiative. <|end|> <|user|> initiative (1d20+4)[ 8 ] <|end|> <|user|> High Ref Paladin Latham Krux is disqualified for inactivity Xerxes is declared the winner and recieves 300xp and 300gp. <|end|> <|user|> Krux hurries in on his exhausted mount, hoping to beat the bell. *DING* Too late! "Grrrr.... Me oversleep again..." Ahhhh! I only just found out the new waiting room was up! Oh, well, I'll just have to rock the loser's bracket 😉 <|end|>
<|user|> Arena Tournament, Round 9: Rune vs. Zaknefein Map Spoiler XP Award: 300 XP GP Award: 300 GP Rune - Bingo Bob Zaknefien - Deathslayer7 All combatants, please roll initiative. <|end|> <|user|> High Ref Morbius For the records I just PMed both players <|end|> <|user|> ummmmmm i thought rune lready beat me in the final match? 🤨 <|end|> <|user|> GM Kyeudo Looks like someone made a mistake setting up matches. Since I was the one that set up this match, that someone would be me. Just ignore this and we'll cut it from the official records. <|end|>
<|user|> Arena Tournament, Round 43: Tordek the Bloody vs. Strit Acora Map: Spoiler XP Award: 300 XP GP Award: 300 GP Tordek the Bloody - Lord Henry Strit Acora - Curtis All Combatants, please roll initiative. <|end|> <|user|> Strit Acora (1d20+1)[ 12 ] "Ah, Tordek, we meet again." <|end|> <|user|> High Ref chilepepper Strit is the winner. <|end|>
<|user|> Arena Tournament, Round 45: Velis vs. En Map: Spoiler XP Award: 300 XP GP Award: 300 GP Velis - Jasmine Rhadix En - Curtis All Combatants, please roll initiative. <|end|> <|user|> En (1d20)[ 17 ] <|end|> <|user|> High Ref chilepepper En is the winner. <|end|>
<|user|> Arena Tournament, Exhibition Match: SamTheCleric vs. SithLackey Map Spoiler Both Combatants Please Roll Initiative. <|end|> <|user|> Level 10 Phelonius Initiative: (1d20+3)[ 16 ] Good Luck to you, sir. <|end|> <|user|> I have a proposal...if you guys would ref our exhibition match, I'll ref yours...that way we don't have to bother the refs for LoS checks and such. <|end|> <|user|> sure thing, I'll keep an eye on your match when I'm free. <|end|> <|user|> Brilliant! Now make with the killin'. <|end|> <|user|> Sorry that there's going to be a delay here, I have AP testing tomorrow, followed by filming for an English project, so it may be a day and a half or so. <|end|> <|user|> It's cool... I've been swamped, started up new classes at college... and Pre-Calc is flying right over my head. <|end|> <|user|> Alright, I'm back (sorry for the delay, mother's day and all). initiative - (1d20+3)[ 11 ] EDIT: Looks like you get to go first. Again. <|end|> <|user|> Phelonius - Round 1 "Well, if it isn't my little Barbarian friend!" Spoiler Start in B13. Cast Greater Invisibility, move to E10. Your turn. Stats: Spoiler Position: B13 HP: 66 AC: 15, Touch 13, Flat Footed 12 Spells: Spoiler Level 1 Shield, Ray of Clumsiness, Lesser Orb of Cold, Lesser Orb of Electricity, Grease, Net of Shadows, Level 2 Boiling Blood, Glitterdust, Tasha's Hideous Laughter, Sting Ray, Touch of Idiocy, Phantasmal Assailants, Phantasmal Assailants Level 3 Fly, Greater Mage Armor, Displacement, Phantasmal Strangler, Phantasmal Strangler Level 4 Solid Fog, Greater Invisibility , Orb of Force, Dimension Door, Greater Mirror Image Level 5 Cloudkill, Mind Fog, Baleful Polymorph, Illusory Feast Buffs: Greater Invisibility 10/10 <|end|> <|user|> Thunk - Round 1 "Thunk smarterer now, little man. Thunk GET you! Thunk use pronouns! Spoiler Thunk begins in Y13 , holding the arrow and with the shield out and animated. Standard Action: Thunk stabs himself with the arrow, gaining See Invisibility for the next 30 minutes. He also takes (1d4+1)[ 2 ] damage, because he's not about to put his full strength behind this. (1d4 because it's not being used as an arrow, but as a dagger-like improvised weapon) Free Action: Command the boots to Fly , duration 5 minutes Move Action: Move to R11 , and crouch to try and maintain a low profile. I'd end the turn, but we probably need a LOS check. And someone to check this turn in general. Stats for Refs Spoiler HP: /120 AC:19/19/18 Location: R11 See Invisibility: 1/300 Fly: 1/50 <|end|> <|user|> Exhibition Ref Terran No LoS <|end|> <|user|> Phelonius - Round 2 "Planning on defeating me with the cunning use of Pronouns, eh? I see your pronouns and raise you a prepositional phrase! " Spoiler Cast Fly. Move to A1 Your turn. Stats: Spoiler Position: A1 HP: 66 AC: 15, Touch 13, Flat Footed 12 Spells: Spoiler Level 1 Shield, Ray of Clumsiness, Lesser Orb of Cold, Lesser Orb of Electricity, Grease, Net of Shadows, Level 2 Boiling Blood, Glitterdust, Tasha's Hideous Laughter, Sting Ray, Touch of Idiocy, Phantasmal Assailants, Phantasmal Assailants Level 3 Fly , Greater Mage Armor, Displacement, Phantasmal Strangler, Phantasmal Strangler Level 4 Solid Fog, Greater Invisibility , Orb of Force, Dimension Door, Greater Mirror Image Level 5 Cloudkill, Mind Fog, Baleful Polymorph, Illusory Feast Buffs: Greater Invisibility 9/10, Fly 1000/1000 <|end|> <|user|> Thunk "Thunk laugh at you! Pepazishun not real word! Spoiler Move Action: move to H11 LOS check and then I'll finish my turn. <|end|> <|user|> Exhibition Ref Terran @SithLackey Spoiler You see him in A1 @SamtheCleric Spoiler You see him in H11 <|end|> <|user|> I see you. What're you holding, please? <|end|> <|user|> Just to go ahead and circumvent this...SithLackey has See Invisibility on, that's how he can see you. <|end|> <|user|> I have Nothing in my hands. :) And I figured he'd have see invis up... stabbed himself with the arrow... clever. <|end|> <|user|> I may have to use that again, it was pretty cheap for 3 minutes of see invisibility. Thunk, Round 2 Continued Thunk see you! Now you dead! Go ahead and look if you have LOS (heck, if you can see you will by the end of this). Spoiler Free Action: BEAR ON! Move Action: Move to A3, and touch down. End Turn Stats Spoiler HP: 138/140 AC: 22/22/19 Location: A3 See Invisibility: 2/300 Fly: 2/50 Bear Form (Black): 1/10 <|end|> <|user|> Phelonius - Round 3 Cast Defensively (1d20+17)[ 35 ] vs DC19 If successful... speak a word and vanish through a dimension door. Spoiler Dimension Door to E26, 50 feet in the air. End turn. <|end|> <|user|> Gah! I forgot you had that one! And I'm already in bear form! ☹️ Thunk - Round 3 "Where you go, little man?" Spoiler Full Round Action: Double Move to L14, +20ft (so, on orange level) LOS Check, then I'm good. Stats Spoiler HP: 138/140 AC: 22/22/19 Location: L14, +20ft See Invisibility: 3/300 Fly: 3/50 Bear Form (Black): 2/10 <|end|> <|user|> LoS is Established SithLackey is in L14. SamtheCleric is in E26 hovering 50ft above the floor. <|end|> <|user|> Phelonius Round 4 "Lights out, little bear!" Cast Solid Fog . 20' radius sphere with him in the center. Spoiler Move to P-26, still 50' in the air. This SHOULD be the area of the solid fog... Spoiler <|end|> <|user|> Does solid fog change speed to 5ft, so a 5x sprint would move 25ft, or does it make it so that one can only move 5ft per round? Also, Is that second spoiler one I can look in? <|end|> <|user|> It makes it so you can only move 5ft per round...and yes, that second spoiler is just the area of the solid fog. Solid Fog = best spell in the game. 😁 <|end|> <|user|> grumblegrumble...😛...grumblegrumble Thunk - Round 4 Spoiler Move to L13 as a full round action... I guess... Stats Spoiler HP: 138/140 AC: 22/22/19 Location: L13, +20ft See Invisibility: 4/300 Fly: 4/50 Bear Form (Black): 3/10 End Turn <|end|> <|user|> Phelonius Round 5 Cast a Cloudkill Spoiler Center is 10 feet closer to me than solid fog... (1d4)[ 4 ] Constitution Damage. Fortitude DC 22 for half. Spoiler Move to X18 <|end|> <|user|> High Ref chilepepper Housekeeping Unless one of you object in the next week or so, I'm going to remove this match from the list since there hasn't been a post in over 2 months. <|end|> <|user|> High Ref chilepepper This match has been removed from the listing. <|end|>
<|user|> A Shadar-Kai with a massive sword and energy crackling around his hands storms into the arena. His opponent is an Eladrin with a shimmering bow. The announcer bellows "FIGHT!" [ ][ ][ ][ ][Q][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][L][ ][ ][ ][ ] <|end|>
<|user|> Arena Tournament, Round 46: Torpedo vs. Whindle Map Spoiler XP Award: 300 XP GP Award: 300 GP Gareth - Torpedo Curtis - Whindle All gladiators please roll initiative <|end|> <|user|> Whindle (1d20)[ 15 ] <|end|> <|user|> High Ref chilepepper Torpedo quits. Whindle in the winner. <|end|>
<|user|> Arena Tournament, Round 39: Phelonius vs. Glunk , final match Map: Spoiler XP Award: 300 XP GP Award: 300 GP Glunk - SoD Phelonius Phink - SamtheCleric All gladiators please roll initiative <|end|> <|user|> Glunk, pre-round initiative - (1d20+2)[ 15 ] May need purchases. I hope my opponant turns up though. I'm looking forward to this re-match. <|end|> <|user|> High Ref chilepepper Glunk is the winner, match and round. <|end|>
<|user|> Arena Tournament, Round 46: Bacchae vs. Jeananne Map Spoiler XP Award: 300 XP GP Award: 300 GP SoD - Bacchae Fishy - Jeananne All gladiators please roll initiative <|end|> <|user|> Bracchae, pre-round initiative - (1d20-6)[ 11 ] Will still make purchases. <|end|> <|user|> Jeananne, Pre-Round Initiative: (1d20+2)[ 7 ] I think I'm actually good for right now, purchase-wise. Jeananne will start in D10 with her armor, sword and shield, predictably. <|end|> <|user|> High Ref chilepepper Jeananne is the winner. <|end|>
<|user|> Arena Tournament, Round 44: Drex Milo vs. Froy Map: Spoiler XP Award: 300 XP GP Award: 300 GP Drex Milo - KCiemir Froy - The Chilli God All Combatants, please roll initiative. <|end|> <|user|> Ta for the PM reminder. Don't wanna double-DQ, here. Buying... Nothing. So there. Thus as it is that Froy the Shirtless commoner exposes his bronzed belly (suntan fresh!) for all the rest of the arena to see! Up goes the dirty pitchfork in a salute to the audience. Init - (1d20+2)[ 6 ] <|end|> <|user|> High Ref chilepepper The bronzed hairy chest must've scared him off. Froy, the shirtless commoner, is the winner. <|end|> <|user|> Hairy? Oh, right, I suppose his chest is hairy, too... Froy keeps his pitchfork raised as he walks awkwardly back inside. Mighty quick on the guns, there, by the way. 😁 <|end|>
<|user|> Arena Tournament, Round 64: Glunk Too vs. Quork Map: Spoiler The Arena walls for this map are 30 ft high, with a Climb DC of 30. XP Award: 300xp GP Award: 300gp Glunk Too - SoD Quork - Sallera All Combatants, please roll initiative and declare any final purchases. <|end|> <|user|> (aagh scary orcy orc 😦) Init: (1d20-3)[ 16 ] Purchasing 20 sling bullets (2s) and a scroll of Hold Person (150g). Waiting on further purchases. <|end|> <|user|> Glunk initiative - (1d20+2)[ 18 ] Purchaces to come. <|end|> <|user|> More stuff bought; Potion of Owls Wisdom. <|end|> <|user|> Purchasing scroll of Light of Mercuria (150g). <|end|> <|user|> Is that all? If so, I'm good to start. <|end|> <|user|> Aye, go ahead. Starting in B11, holding a scroll with loaded sling on belt. Stats: Spoiler HP 7/7, AC17 (13, 14) TU attempts: 11/11 Spells: 0th Virtue Guidance Inflict Minor Wounds 1st Light of Lunia Shield of Faith Doom <|end|> <|user|> Starting in Y11, unarmoured, with heavy crossbow loaded in one hand, and potion in the other. Standard Action; Drink Potion. End turn. Stats Spoiler HP; 16/16 AC; 12 (touch 12) F/R/W; +6/+2/ +0 Owl's Wisdom; 0/10 <|end|> <|user|> Quork, Round 1 5ft step to C11. Standard: Attempt to cast from scroll. CL: (1d20+1)[ 14 ] If successful: Spoiler Start glowing. Swift: Quickened Doom, DC14 Will or shaken. Free: If scroll casting was successful, drop empty paper. Move: If scroll casting was successful, draw second scroll. Stats: Spoiler HP 7/7, AC17 (13, 14) TU attempts: 6/11 PP: 2 Spells: 0th Virtue Guidance Inflict Minor Wounds 1st Light of Lunia Shield of Faith Doom Done. <|end|> <|user|> Come on... will - (1d20)[ 19 ] "Hah! Glunk Toos mind an inpenetrable fortess! I will Water Orc Orc you to death!" Glunk Too, round II Double Move to E11, drawing Great Falchion en route. Free Action; Rage. Done. Spoiler HP; 18/18 AC; 10 (touch 10 ) F/R/W; +8 /+2/+2 Owl's Wisdom; 1/10 Rage; 0/13 <|end|> <|user|> Quork, Round 2 "Hmm... I don't know if ravens eat sodden corpses. Maybe you should climb out?" Free: Declare Hatred on the orc orc. Standard: Release both rays of the Light. First ray: Touch attack: (1d20+5)[ 7 ] Damage: (2d6)[ 6 ] Crit confirm: (1d20+5)[ 11 ] Crit damage: (2d6)[ 10 ] Second ray: Touch attack: (1d20+5)[ 21 ] Damage: (2d6)[ 8 ] Crit confirm: (1d20+5)[ 16 ] Crit damage: (2d6)[ 8 ] Not done, need to see results first. <|end|> <|user|> ...right then. Swift: Quickened cast from scroll: CL: (1d20+1)[ 13 ] If successful, DC15 Will or paralyzed. Need to see whether you save before I finish. <|end|> <|user|> That's 8 damage...and will - (1d20+2)[ 9 ] Bollocks. That's the first save he's ever failed... <|end|> <|user|> Okies, so to finish off, 5ft step to D11 and draw spear. Edit: Oh, and drop the empty scroll, of course. Stats: Spoiler HP 7/7, AC19 (15, 16) TU attempts: 1/11 PP: 2 Spells: 0th Virtue Guidance Inflict Minor Wounds 1st Light of Lunia Shield of Faith Doom Done. <|end|> <|user|> Glunk, round 3 Free Movement; sink to the bottom, 10 feet down. Full round action; attempt to shake off the hold person (assuming it was hold person) will - (1d20+2)[ 22 ] And that shakes it off! Spoiler HP; 8/18 AC; 10 (touch 10 ) F/R/W; +8 /+2/+2 Owl's Wisdom; 2/10 Rage; 1/13 Holding Breath; 0/44 Done, hoping I'm out of reach of that spear! <|end|> <|user|> ...crap. Glunk is a damnably lucky orc. 😛 Quork, Round 3 Hmm. I guess if you're standing on the bottom, you're actually in reach still. Unless being in the water counts as being on the square of the water's surface, in which case I'll move over 5ft to D11 and then down 5ft to the square above your head, but that doesn't make much sense. Either way... Standard: Stabbity. Attack: (1d20+5)[ 22 ] Damage: (1d8+3)[ 6 ] Crit confirm: (1d20+5)[ 14 ] Crit damage: (2d8+6)[ 18 ] Stats: Spoiler HP 7/7, AC19 (15, 16) TU attempts: 1/11 PP: 2 Spells: 0th Virtue Guidance Inflict Minor Wounds 1st Light of Lunia Shield of Faith Doom Done. <|end|> <|user|> Glunk Too, round 4 Move to waters surface in D11, bursting out spectacularly before swinging wildly with the great falchion. "I will kill you so hard you will die to death!" attack - (1d20+8)[ 17 ] damage - (1d12+12)[ 16 ] Well, if your AC is equal to what your sheet says, that's game. If not, fight on, for I am done (and probably done for!). Spoiler HP; 2/18 AC; 10 (touch 10) F/R/W; +8/+2/+2 Owl's Wisdom; 3/10 Rage; 2/13 <|end|> <|user|> Luckily for the poor cleric, that Hatred gives her a little boost. Quork, Round 4 Standard: One last desperate stab. Attack: (1d20+5)[ 16 ] Damage: (1d8+3)[ 9 ] Crit confirm: (1d20+5)[ 17 ] Crit damage: (2d8+6)[ 15 ] Stats: Spoiler HP 7/7, AC19 (15, 16) TU attempts: 1/11 PP: 2 Loc: C11 Spells: 0th Virtue Guidance Inflict Minor Wounds 1st Light of Lunia Shield of Faith Doom Done. <|end|> <|user|> Originally Posted by Sallera ...right then. Swift: Quickened cast from scroll: CL: [roll0] If successful, DC15 Will or paralyzed. Need to see whether you save before I finish. Not to step in the middle of your tea party, but since when can you apply a character's metamagic feats to normal scrolls? 🤨 From the SRD: The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device. Since he didnt buy a scroll of quickened Hold Person, he cannot cast it as such, feat or not. (apologies again for interrupting, just seemed like a glaring rules snafu) <|end|> <|user|> Oh bother, so it is. Rewinding to the middle of Round 2, then; after releasing the light: Move: To B15. Swift: Cast a quickened spell: Spoiler Shield of Faith. Stats: Spoiler HP 7/7, AC23 (19, 20) TU attempts: 1/11 PP: 2 Spells: 0th Virtue Guidance Inflict Minor Wounds 1st Light of Lunia Shield of Faith Doom Done. <|end|> <|user|> Glunk Too, round III, take 2 Burst out of the water, looking really impressive "Glunk have a strange feeling of de ja vu..." and charge to C14, with a wild swing. attack - (1d20+10)[ 27 ] damage - (1d12+12)[ 19 ] "I will Water Orc Orc you to death!" Edit; Wow. Talk about an inpenetrable mind! The only save he failed, and it never actually happened. <|end|> <|user|> And even my 23 AC isn't going to save me from that. 😛 Good thing someone noticed that scroll error, ne? <|end|> <|user|> Originally Posted by Sallera And even my 23 AC isn't going to save me from that. 😛 Good thing someone noticed that scroll error, ne? Yup. Glunk Too's luck holds out still! The only save he's ever failed, and it never happened! Also...that would've been your win as well. You had me worried for a while. <|end|> <|user|> High Ref Mav: Glunk Too gets the win and the loot <|end|>
<|user|> Arena Tournament, Round 52: Croysp vs Grappler (AF) Map Spoiler XP Reward: 300 XP GP Reward: 300 GP Croysp - Psionic Dog Grappler (AF) - AlterForm All Gladiators, please declare final purchases (if any) and roll initiative. <|end|> <|user|> Croysp will purchase a new Bite of The Wolf psionic tatoo. No other purchases planed, may make reactionary purchases. Initiative - (1d20+4)[ 18 ] <|end|> <|user|> Grappler makes no purchases. Init - (1d20+2)[ 16 ] <|end|> <|user|> Cool. Croysp - Round 1 Croysp starts in Y-10 holding the Personal Space Enforcer™, mach Long Spear in one hand. Standard Action: Activate Psionic Tatoo and grow a big toothy muzzle. Move to S-9. Free: Assume two-handed grip on long spear. Done. Stats: Spoiler HP: 15/15 AC: 15 (+4 armor +2 dex -1 vulnerable) Touch: 11 Psionic Focus: Yes. Aora: Offensive. Bite of the Wolf: 1/10 <|end|> <|user|> Grappler - Round 1 Grappler starts in B11, Girallon Arms bound+infused. Swift: Activate Travel Devotion Move: 40 ft to I12 Standard: Ready an Action Spoiler Action: Move Trigger: Croysp enters a square from which he threatens Grappler Status Spoiler HP: 9/9 AC: 14 Travel Devotion: Round 1 of 10 End Turn <|end|> <|user|> Croysp - Round 2 Charge! Auto-succeed on jump check, charge to K-11. (Long) Spear Attack - (1d20+7)[ 14 ] Damage - (1d8+7)[ 12 ] Done. Stats: Spoiler HP: 15/15 AC: 13 (+4 armor +2 dex -1 vulnerable -2 charging) Touch: 9 Psionic Focus: Yes. Aora: Offensive. Bite of the Wolf: 2/10 <|end|> <|user|> McToughy's readied action triggers. In response to Croysp entering K11, Grappler enters J11 immediately before. McToughy avoids the Personal Space Enforcer TM , but I suspect Croysp still has a good chance at victory with his Jaws of the Wolf. <|end|> <|user|> Hmm. Clever. Bite Charge - (1d20+7)[ 16 ] Damage - (1d8+5)[ 10 ] <|end|> <|user|> And that's the match. GG. <|end|> <|user|> Hi Ref Scorer And Croysp Bites the Victory! Wins the loot and the round! <|end|>
<|user|> Arena Tournament, Round 67: Ford Prefect vs. Chuck E. Cheese Map: Spoiler XP Award: 300xp GP Award: 300gp Ford Prefect - Madtinker Chuck E. Cheese - Schism All Combatants, please roll initiative and declare any final purchases. <|end|> <|user|> Ford Prefect No purchases, init (1d20-3)[ 5 ] Not the fell drained shenanigans! @Refs Spoiler can I start a grapple as part of a charge? Charge requires a melee attack,a nd starting a grapple is a melee touch attack, so it should be legal, yes? Doesn't it cost some gold or something to summon familiar? Edit: Nevermind, I see it now. <|end|> <|user|> I know, I know. It's so lame.. I feel dirty for ever putting the sheet together. 🤢 Initiative: (1d20+4)[ 15 ] <|end|> <|user|> Go ahead and go then, but I'll need an answer to my question before we get too far along. <|end|> <|user|> Alright. Starting in Y-14, wondering how on earth glass can provide total concealment. Chuck "Lamer" Cheese, round 1 Free: Muse about poorly made glass. Move action: Move somewhere into total concealment. You lose sight of Chuck as he leaves X-15. Spoiler Finish half-speed move to X-18. Hide: (1d20+6)[ 12 ] Reactive spot: (1d20+3)[ 9 ] Reactive listen: (1d20+2)[ 13 ] Cast a spell: Spoiler Mage Armor Done. Edit: Fixed spoiler tags. Stats: Spoiler HP: 9/9 AC: 18 full, 14 touch, 14 ff Currently in: X-18 Buffs/rounds: Mage Armor 1/600 Prepared Spells 0th: Fell Drained Sonic Snap**, Sonic Snap, Ghost Sound, 1st: Fell Drained Magic Missile**, Mage Armor , Shield Notes: Spells marked with a single asterisk have been prepared with Metamagic School Focus; spells marked with two asterisks have been prepared with Metamagic School Focus and Midnight Metamagic. <|end|> <|user|> Well, the concealment is mutual. F ound O n R oad D ead @Refs/LoS Spoiler Starting with Sling in hand and loaded. Move south from B14 to E21. Hide, taking penalty for moving at full speed. (1d20+2)[ 16 ] . Refs, please see question in my first post. Ready an action Spoiler shoot Lamer with Sling if he begins to cast a spell or ends his turn in a space where I can shoot him. Stats Spoiler Ford Prefect M LN Human Monk, Level 1, Init -3, HP 8/8, Speed 40 AC 15, Touch 15, Flat-footed 12, Fort +3, Ref +2, Will +4, Base Attack Bonus 0 FoB +0/+0 Unarmed Strike (-) +2 (1d6+2, x2) Sling (20 bullets) +3 (1d4+2, x2) FoB +1/+1 Shuriken (10) +3 (1d2+2, x2) (+3 Dex, +2 Misc) Abilities Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 8 Condition None Done. Edit was to fix the spoiler tags. I'm retarded, I swear. <|end|> <|user|> Chuck, round 2 Spoiler Cast a spell: Spoiler Shield Move half-speed to X-22 Hide: (1d20+6)[ 9 ] Reactive spot: (1d20+3)[ 20 ] Reactive listen: (1d20+2)[ 3 ] Done. LoS might be needed, depending on where you moved. Stats: Spoiler HP: 9/9 AC: 22 full, 14 touch, 18 ff Currently in: X-22 Buffs/rounds: Mage Armor 2/600, Shield 1/10 Prepared Spells 0th: Fell Drained Sonic Snap**, Sonic Snap, Ghost Sound 1st: Fell Drained Magic Missile**, Mage Armor, Shield Notes: Spells marked with a single asterisk have been prepared with Metamagic School Focus; spells marked with two asterisks have been prepared with Metamagic School Focus and Midnight Metamagic. <|end|> <|user|> LoS established, FORD in E21, Chuck in X22: continue. <|end|> <|user|> LOS Check: Ford- Spoiler You see ford in E21, with a loaded sling in hand. Chuck- Spoiler You may charge to start a grapple, but doing so provokes and AoO as usual for starting a grapple. Need to roll a reactive spot check for you: (1d20+7)[ 11 ] You see Chuck in X22, having just cast a spell. Good Gaming! -Jason <|end|> <|user|> Ford Prefect Attack the glass in F20-21 with unarmed strike. (1d20+2)[ 18 ] (1d6+2)[ 3 ] Need to see results before I finish my action. So I didn't overcome the hardness, and it doesn't break. I feel puny. Nevertheless, ready an action Spoiler move north out of LoE if Cheesy there casts a spell at me. Done Stats Spoiler Ford Prefect M LN Human Monk, Level 1, Init -3, HP 8/8, Speed 40 AC 15, Touch 15, Flat-footed 12, Fort +3, Ref +2, Will +4, Base Attack Bonus 0 Loc E21 FoB +0/+0 Unarmed Strike (-) +2 (1d6+2, x2) Sling (20 bullets) +3 (1d4+2, x2) FoB +1/+1 Shuriken (10) +3 (1d2+2, x2) (+3 Dex, +2 Misc) Abilities Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 8 <|end|> <|user|> You're... taking two standard actions in a round? 🤨 Attack and ready? <|end|> <|user|> My bad. I readied a move action, but forgot the part where any readied action counts as a standard action. So Ford sits tight, no valid readied action. <|end|> <|user|> Chuck, round 3 Chuck moves into total concealment again. You lose sight of him as he leaves T-26. Spoiler Finish move to R-26. Ready action: Spoiler Cast a Fell Drained Magic Missile at Ford if he enters LoE with anything less than total cover/concealment. Done. Stats: Spoiler HP: 9/9 AC: 22 full, 14 touch, 18 ff Currently in: X-22 Buffs/rounds: Mage Armor 3/600, Shield 2/10 Prepared Spells 0th: Fell Drained Sonic Snap**, Sonic Snap, Ghost Sound 1st: Fell Drained Magic Missile**, Mage Armor, Shield Notes: Spells marked with a single asterisk have been prepared with Metamagic School Focus; spells marked with two asterisks have been prepared with Metamagic School Focus and Midnight Metamagic. <|end|> <|user|> Ford Ref question: Spoiler K, I really need to know now, can I end a charge with a grapple attempt? A charge requires a melee attack roll, a grapple is a melee touch attack. Legal, yes? Refs/LoS Spoiler Move to I21, sneakily. Hide: (1d20+7)[ 15 ] and ready an action Spoiler shoot Cheesy McMuffin if he casts a spell at me or ends his turn within LoE and is attackable by a legal charge. Done, but I will need an answer soon. Stats Spoiler Ford Prefect M LN Human Monk, Level 1, Init -3, HP 8/8, Speed 40 AC 15, Touch 15, Flat-footed 12, Fort +3, Ref +2, Will +4, Base Attack Bonus 0 Loc I21 FoB +0/+0 Unarmed Strike (-) +2 (1d6+2, x2) Sling (20 bullets) +3 (1d4+2, x2) FoB +1/+1 Shuriken (10) +3 (1d2+2, x2) (+3 Dex, +2 Misc) Abilities Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 8 <|end|> <|user|> GM Kyeudo Originally Posted by madtinker Ford Ref question: Spoiler K, I really need to know now, can I end a charge with a grapple attempt? A charge requires a melee attack roll, a grapple is a melee touch attack. Legal, yes? @madtinker Spoiler Yes, that is legal. @Ford Spoiler No LoS @Chuck Spoiler No LoS <|end|> <|user|> Chuck, round 4 Spoiler Move to J-26. Hide: (1d20+1)[ 6 ] (including -5 for full-speed) Reactive spot: (1d20+3)[ 11 ] Ready Action: Spoiler Blast the snot out of Ford if he attempts any action within LoE or enters LoE at any point. Done. Stats: Spoiler HP: 9/9 AC: 22 full, 14 touch, 18 ff Currently in: X-22 Buffs/rounds: Mage Armor 4/600, Shield 3/10 Prepared Spells 0th: Fell Drained Sonic Snap**, Sonic Snap, Ghost Sound 1st: Fell Drained Magic Missile**, Mage Armor, Shield Notes: Spells marked with a single asterisk have been prepared with Metamagic School Focus; spells marked with two asterisks have been prepared with Metamagic School Focus and Midnight Metamagic. <|end|> <|user|> Ford, assuming still no LoS Ref/LoS Spoiler Ready an action Spoiler Shoot Gouda there if he begins to cast a spell or ends his turn within LoE. Stats Spoiler Ford Prefect M LN Human Monk, Level 1, Init -3, HP 8/8, Speed 40 AC 15, Touch 15, Flat-footed 12, Fort +3, Ref +2, Will +4, Base Attack Bonus 0 Loc I21 FoB +0/+0 Unarmed Strike (-) +2 (1d6+2, x2) Sling (20 bullets) +3 (1d4+2, x2) FoB +1/+1 Shuriken (10) +3 (1d2+2, x2) (+3 Dex, +2 Misc) Abilities Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 8 Done, and thanks Kyeudo <|end|> <|user|> One sec here. Ford: Spoiler Before you take your turn, you see Chuck move to J26 and ready an action. This triggers your readied action, do you take it? Chuck: Spoiler No LoS. <|end|> <|user|> Thank you Sallera. Yes, I take my readied action, to shoot the scoundrel Sling attack (1d20+3)[ 21 ] Damage (1d4+2)[ 5 ] Then take my regular turn, no? Charge to I25 and make a melee touch attack with unarmed strike to initiate a grapple. No AoO, I have improved grapple. If I hit, that's a grab. (1d20+4)[ 19 ] Opposed grapple checks! (1d20+6)[ 21 ] Deal damage as with unarmed strike: (1d6+2)[ 8 ] Assuming success, move into target's space (J26) Done Stats Spoiler Ford Prefect M LN Human Monk, Level 1, Init -3, HP 8/8, Speed 40 AC 15, Touch 15, Flat-footed 12, Fort +3, Ref +2, Will +4, Base Attack Bonus 0 Loc I21 FoB +0/+0 Unarmed Strike (-) +2 (1d6+2, x2) Sling (20 bullets) +3 (1d4+2, x2) FoB +1/+1 Shuriken (10) +3 (1d2+2, x2) (+3 Dex, +2 Misc) Abilities Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 8 <|end|> <|user|> Uh-uh. No no noooo. My readied action goes off at some point here, just trying to figure out where. @refs: Spoiler Wouldn't my readied action trigger when he attacked me with his sling? <|end|> <|user|> Chuck's readied action goes off after yours does. Edit: In other words, yes. Or to be more precise, as he catches you flat-footed with the attack, I believe it happens after the attack. <|end|> <|user|> Alright. Fell Drained Magic Missile to the face, then. (1d4+1)[ 2 ] damage and a negative level. <|end|> <|user|> So there is a legitimate way to get Fell Drained MM? Interesting. <|end|> <|user|> Yeah. The only reason I made it was because I realized it could be done. It's so cheesy... my shame extends to depths best left unexplored. <|end|> <|user|> Is it possible to do Fell Drained Kelgore's Fire Bolt? Because it seems like that would be better, given how MM is canceled out by Shield. <|end|> <|user|> So you'ld better explain how it's legal then, I am curious and robbed.😡 <|end|> <|user|> I'm using Incarnum feats, channeling Essentia to remove the cost of the Fell Drain. MOD was trying to use Precocious Apprentice Versatile Spellcaster to gain a 2nd level slot. Edit: If an opponent has Shield, you can bet your life I'll be using KFB instead of MM, Hustler. 😛 <|end|> <|user|> This spell seems to dog you, doesn't it Mad? First your opponent's use of it negates your round 59 win, and now this. <|end|> <|user|> More specific would be appreciated. Although, losing this way did save me from having to grapple a naked man. And legal but cheap is still legal. (If indeed it is legal). <|end|> <|user|> Midnight Metamagic uses Essentia instead of spell level adjustment for metamagic. How much more specific can it be? <|end|> <|user|> Okay, I'll take your word for it. Buuuut... I hope you don't mind, but since there is no way to avoid death from FDMM, I looked at your readied action (and only your readied action) from immediatly before you blasted me. As far as I know "blast the snot" is not a legal spell, and readied actions have been overturned for not naming the specific spell to be cast. 😛 I argue that your readied action was not valid, and you must now succede an opposed grapple check or die. If it was improper of me to check your readied action in such a manner, I will concede the match without further argument. <|end|> <|user|> ...Right. Now go check my other readied actions where I do name the spell, and realize that they're all the same. Humorous readied actions are an arena tradition. *facepalm* Edit: And what else would I "blast the snot out of you" with, exactly? It's not like I prepared another offensive spell. 🫤 Editedit: There are several feats that can negate/ignore/save vs a negative level, by the way. <|end|> <|user|> Well, cheesy is cheesy, and this one technicality is all I got, so... ask a ref? <|end|> <|user|> *facepalm* Fine. <|end|> <|user|> Saying that it wasn't a specific spell when it was previously named in the same readied actions is rather akin to claiming that when we were slinging 'stones' at each other that we should have done the damage for improvised sling ammo because we didn't say 'bullets'. <|end|> <|user|> Come to think on it, I might have won if we were using improvised weapons in Rusty v Quork. 😉 Edit: But yes, it really is taking lawyering to a whole new level, here. <|end|> <|user|> On the one hand, it's a pretty cheap tactic. On the other, so is Fell Drain. I highly doubt this works though, but I won't call it until there's a ruling. <|end|> <|user|> GM Kyeudo While it would have been better for him to mention the Fell Drained Magic Missile in his "blast the snot out of him", I don't believe that there is enough reason to invalidate his readied action. After all, what else would he have cast? As such: Chuck E. Cheese is the Winner! <|end|> <|user|> Thanks, Kyeudo. No hard feelings, mad. FDMM really is cheap enough to warrant pulling that kind of trick. In the future I'll just make sure to clearer in my readied actions, just in case. <|end|> <|user|> One more question: does fell drain work like a metamagic in that it increases casting time or anything, making it more than a standard action and thus unreadiable? If not, thanks for the thorough nasal cleansing, and I'll see you in the finals. <|end|> <|user|> Only sorcerers have casting time increased by using metamagic, and metamagic specialists don't even have that 3 times a day. Even if Chuck was one of those - which he isn't - Midnight Metamagic specifically states that the metamagic it takes the place of does not increase casting time. <|end|> <|user|> Good enough for me. See you in the finals. <|end|>
<|user|> Arena Tournament, Round 67: Daagri vs. Squirrel Map: Spoiler XP Award: 300xp GP Award: 300gp Daagri - Romeir Squirrel - Sallera All Combatants, please roll initiative and declare any final purchases. <|end|> <|user|> Init: (1d20+4)[ 18 ] No purchases. <|end|> <|user|> Reporting in... Initiative - (d20+2)[ 16 ] And I'll buy a sling and 10 bullets, and leave 5 bullets, so I can still be in light load. <|end|> <|user|> Squirrel, Round 1 Starting Y13, greatsword held, loaded sling on belt. Standard: Activate burst. Move: To N9. Stats: Spoiler HP 18/18, AC18 (14, 14) Loc: N9 Bursts left: 2/3 Burst 3 rounds Done. <|end|> <|user|> Start in B-14 with sword and shield in hands, double move to E-21 Stats Spoiler HP:16 AC:19 T:12 FF:17 Position E-21 Hide - (d20+2)[ 12 ] Listen - (d20+2)[ 13 ] Spot - (d20)[ 6 ] Have to go to the airport, see ya tomorrow. <|end|> <|user|> Squirrel, Round 2 Move: To F14. Standard: Ready action: Spoiler Move if Romeir either attacks me, comes within 10ft of me, or ends his turn. Stats: Spoiler HP 18/18, AC18 (14, 14) Loc: F14 Bursts left: 2/3 Burst 2 rounds Done. <|end|> <|user|> Move to H-24 and ready an action. Action Spoiler As soon as he comes within melee range, attack with bastard sword Stats Spoiler HP:16 AC:19 T:12 FF:17 Position H-24 <|end|> <|user|> Trigger my readied action, I move to F24. If your readied action doesn't involve moving away, open the spoiler. If it does, take it. Spoiler Squirrel, Round 3 Free: Rage. 5ft step to G24. Swift: Expend Xeph Burst for a second attack. Full-round: Attack. Swing 1: Attack: (1d20+5)[ 18 ] Damage: (2d6+6)[ 10 ] Crit confirm: (1d20+5)[ 23 ] Crit damage: (2d6+6)[ 12 ] Swing 2: Attack: (1d20+5)[ 10 ] Damage: (2d6+6)[ 14 ] Crit confirm: (1d20+5)[ 25 ] Crit damage: (2d6+6)[ 13 ] Done. Stats: Spoiler HP 20/20, AC16 (12, 12) Loc: G24 Psionically focused Bursts left: 1/3 Burst 1 round <|end|> <|user|> @Refs Spoiler Does my action trigger? I got confused with the 5 foot step. Wait, I need confirmation from Refs. <|end|> <|user|> Romeir Spoiler Your action triggers as soon as Squirrel makes the 5 foot step, before Squirrel attacks. Go ahead and take it, and then I guess it's your turn, since it doesn't look like the attacks killed you. <|end|> <|user|> GM Kyeudo Yes, your readied action triggers. It goes off before Squirrel attacks. <|end|> <|user|> Those attacks don't hit, but before that, here comes one of my own... Attack - (d20+5)[ 12 ] Damage - (d10+3)[ 10 ] Confirm Critical - (d20+5)[ 17 ] Critical Damage - (d10+5)[ 12 ] <|end|> <|user|> And, here's my turn... Attack - (d20+5)[ 9 ] Damage - (d10+3)[ 10 ] Confirm Critical - (d20+5)[ 10 ] Critical Damage - (d10+3)[ 10 ] And 5' step to I-25 End Turn Stats Spoiler HP:16/16 AC:19 T:12 FF:17 Position I-25 <|end|> <|user|> Squirrel, Round 4 5ft step to H25. Swift: Expend Xeph burst for another attack. Full-round: Hack and slash... Swing 1: Attack: (1d20+5)[ 7 ] Damage: (2d6+6)[ 11 ] Crit confirm: (1d20+5)[ 10 ] Crit damage: (2d6+6)[ 11 ] Swing 2: Attack: (1d20+5)[ 20 ] Damage: (2d6+6)[ 15 ] Crit confirm: (1d20+5)[ 22 ] Crit damage: (2d6+6)[ 13 ] Stats: Spoiler HP 20/20, AC16 (12, 12) Loc: H25 Psionically focused Bursts left: 0/3 Rage 6 rounds Done. <|end|> <|user|> Ugh! That looks bad... Attack - (d20+5)[ 23 ] Damage - (d10+3)[ 9 ] Confirm Crit - (d20+5)[ 25 ] Crit Damage - (d10+3)[ 10 ] And 5' step to J-25 End Turn Spoiler HP:1/16 AC:19 T:12 FF:17 Position J-25 <|end|> <|user|> Squirrel, Round 5 Free: Drop greatsword. Move: Draw sling. Standard: Fling bullet. Attack: (1d20+5)[ 11 ] Damage: (1d4+4)[ 7 ] Crit confirm: (1d20+5)[ 11 ] Crit damage: (1d4+4)[ 5 ] 5ft step to G24. Stats: Spoiler HP 11/20, AC16 (12, 12) Loc: G24 Psionically focused Bursts left: 0/3 Rage 5 rounds Done. <|end|> <|user|> Move to H-25 and attack... Attack - (d20+5)[ 23 ] Damage - (d10+3)[ 8 ] Confirm Crit - (d20+5)[ 8 ] Crit Damage - (d10+3)[ 8 ] End Turn Stats Spoiler HP:1/16 AC:19 T:12 FF:17 Position H-25, and hoping to get another lucky round <|end|> <|user|> Squirrel, Round 6 5ft step to G23. Move: Reload sling. Standard: Fling bullet. Attack: (1d20+5)[ 7 ] Damage: (1d4+4)[ 8 ] Crit confirm: (1d20+5)[ 18 ] Crit damage: (1d4+4)[ 7 ] Stats: Spoiler HP 3/20, AC16 (12, 12) Loc: G23 Psionically focused Bursts left: 0/3 Rage 4 rounds Done. <|end|> <|user|> Man I tought that last one was a ko. Move to E-23 and attack! Attack - (d20+5)[ 15 ] Damage - (d10+3)[ 5 ] Crit Confirm - (d20+5)[ 7 ] Crit Damage - (d10+3)[ 6 ] End Turn Stats Spoiler HP:1/16 AC:19 T:12 FF:17 Position:E-23 And hoping for another lucky round <|end|> <|user|> Still alive, albeit barely... I presume you meant F23? Can't attack from E23... Squirrel, Round 7 5ft step to H24. Move: Reload sling. Standard: Fling bullet. Attack: (1d20+5)[ 7 ] Damage: (1d4+4)[ 8 ] Crit confirm: (1d20+5)[ 17 ] Crit damage: (1d4+4)[ 8 ] Stats: Spoiler HP 3/20, AC16 (12, 12) Loc: H24 Psionically focused Bursts left: 0/3 Rage 3 rounds <|end|> <|user|> Yeah, I meant F-23, sorry. Well, let's see if this is the good one... 5' step to G-23, or next to squirrel in case my eyes betray me again. Attack - (d20+5)[ 8 ] Damage - (d10+3)[ 7 ] Crit Confirm - (d20+5)[ 17 ] Crit Damage - (d10+3)[ 13 ] End Turn Stats Spoiler HP:1/16 AC:19 T:12 FF:17 Position:G-24 Please, one round more... <|end|> <|user|> Squirrel, Round 8 5ft step to I25. Move: Reload sling. Standard: Fling bullet. Attack: (1d20+5)[ 23 ] Damage: (1d4+4)[ 8 ] Crit confirm: (1d20+5)[ 10 ] Damage: (1d4+4)[ 8 ] Stats: Spoiler HP 3/20, AC16 (12, 12) Loc: I25 Psionically focused Bursts left: 0/3 Rage 2 rounds Done. <|end|> <|user|> Yeah, I'm done too, agh -7Hp. <|end|> <|user|> Heh, was a good match, more difficult than I expected. <|end|> <|user|> High Ref Hust Squirrel gets the win and the loot. Nice match on both sides. <|end|>
<|user|> Carter Hall puts down a set of utensil's, having just finished lunch at a classy resturant, out of costume at the moment, as the Spandex tended to grope, and bunch up around the wings. The meal was tasty, but lonely, Hawkgirl having been injured in a terrible conflict a few days ago. He would have been by her side if Bats, and Supes hadn't insisted that he go out, and enjoy himself a little. You pay for the meal on Hero credit, a special government fund that had been set up to aid full time heroes in paying for day to day expenses. As you set the card through the scanner... Something... Odd happens. All the machinery, even in the giant floating orbital tower the Justice League uses... For a instant, almost more then even Martian Manhunter, and Superman could possibly precieve, everything stopped, your watch, even the Earth's rotation. Then, as if nothing had happened, things resumed. (Your free to do whatever... Investigate whatever this is, why it happened, or continue with your day. Your choice.) <|end|> <|user|> ' What a strange event! ' Carter Hall thinks, as he dashes to his car, and pops open the trunk to reveal his wings and collection of ancient weapons. He quickly changes in the back alley into Hawkman! ' I'd best take the sword which restored my memories, for good luck if nothing else .' Hawkman proceeds to fly off to meet with Alan Scott, the green lantern, for help with understanding this mystery. <|end|>
<|user|> Avatar Kyuuka rode loftily above the clouds, white whisps passing underneath him like a turbulent sea of smoke, the crest of each cloud looking like waves on the background of a eternal blue sky. Oham Rah, gives a roar of content as it preforms a barrel roll in the sky, tearing through the white sea, dew doplets pooling in the excess cloth of your robe. The dragon gives a series of coughs mingled with growl's, that you think may be Oham attempting to laugh, as you wipe the droplets from your now drenched robe. In all honesty, this was the only upside to this trip. Recently, a lot of Earth Kingdom citizens had gone missing, their bodies mangled in ways that were definitely not made by any natural animal, and everytime one would go missing, the entirety of all the Earth Kingdom machinery always stopped working. What this could mean, you don't know, but the other avatars are in agreement that this needs to be addressed. <|end|> <|user|> Kyuuka Bending the water out of his clothes and hair he addressed the Dragon. "Do that again and I promise you'll spend the rest of the summer barbecuing the Fire Lord's chickenfly steaks." He then laughed as the dragon looked at him grumpily. His mind soon fell back onto the matters at hand though. Whatever it was had apparently managed to take down Deepwarden; a notable Earth Kingdom wrestler, meaning it was strong enough to kill a relatively powerful Earth Bender. What could it be? Assuming a meditative position, he focussed himself. He hoped to avoid a battle, but if necessary he wouldn't hesitate to strike. Subconsiously he checked his water skin, his belt-pack of earth, and his sword, just in case one had fallen off inside the cloud. <|end|>
<|user|> Cecil passes the halls of Baron, the beautiful, sprawling Castle overlooking the city, immaculate white walls, and beautiful artwork adorning the walls. The castle has done well since he had defeated the arch fiends, and he broke the mind control on Golbez by killing the one known as Zemus. The airships flourished in a air show above, fireworks, and various other celebrations going on. Today was the day that he had destroyed Zemus, and took over the Barony of... Baron, and the celebrations were glorious indeed in the city below, wonderful dancers, and even a few fire eaters in the streets. For a instant though.. All of this stops... All flames snuffed out, the airship's almost crashing, but after that instant... Everything resumed.... If you hadn't been in the streets, or in a air ship though... One would not have even noticed. In his pagoda overlooking the city though, Cecil saw it all, and somewhere deep inside. A soft disquiet grew within him. <|end|> <|user|> Cecil Harvey Cecil is happy, for the first time in a long time, on this day. The endless battles of the recent months had finally run their course, and at long last, there was peace. He had not seen the citizens of Baron this happy in a long time, not since the fiend Cagnazzo had killed the king and stolen his throne. And there were other things to be happy about...a soft smile spreads over his face. This was not Cecil the warrior and paladin, this was Cecil, the kind, gentle man who his friends knew, content with the happiness he saw below him. A happiness that disappears as the he sees the city in ruins. Even for a second, but...it wasn't right. Something changed, had caused it. Whatever had, it couldn't mean anything good. "Cecil? Why are you up here? You should be out enjoying yourself!" Cecil turns. Rosa, his wife and dearest friend, is standing there. Her happy smile vanishes as she sees his face, instantly able to tell that something is wrong. She walks closer to him. "What is it? What happened?" Cecil shakes his head slowly, and puts an arm around her shoulders. "Nothing, I hope. The city seemed to die, for a second. Maybe it was just me." The doubt remains, though. <|end|>
<|user|> Another day, another mystery to solve for the Pinkerton Agents. Nestled in your spacious and well-appointed one-room office (to better facilitate teamwork) in the Pinkerton building in the UC City of Hasc, the team barely has time to settle in before the frosted glass door opens. The clipped and efficient section chief, Otto von Schattenwerk, presents a new missing persons case for the team. "Clarise Evans, female human," Otto begins, passing out case folders to the team, "She was last seen two months ago, booking passage to Cerini Isle. Her brother has commissioned us to find her -- and has paid handsomely in advance. Unfortunately, he has been called away for an indefinite period of time on business, so will not be available to interview directly, but the case files should have all the relevant information you need. Use the Pinkerton archives if you need any further information not in the files." With that quick briefing, Otto leaves. The jacket of the case folder contains numerous items including information on the missing person herself, information on the Evans family in general, and data on Cerini Isle. The Evans family is Old Money. They were rich even before the Industrial Era coming from a long line of aristocrats. When the Industrial Revolution began and the aristocracy saw their power and fortunes begin to crumble underneath the rising middle class, the Evans family managed to maintain their position through canny investment in up-and-coming industries. Their portfolio is wide and varied ranging from such things as paper milling to railroad investments to banking. It was during a visit to one of their holdings -- a textiles factory -- that a fire broke out and killed Clarise and her brother's parents. Although the fire was deemed suspicious by the authorities, the investigation couldn't find any proof of arson and so the case was eventually closed. Clarise herself seems pretty unremarkable for a woman of her high status. She was educated at home by tutors and engaged in the normal societal gatherings and etiquette that a debutant generally must. Her family consists of her brother, Edward, their parents having died tragically in a factory fire when she was six and he was ten. While she was being courted by several wealthy young men, neither she nor her family seemed particularly enthralled by any of the suitors. There is nothing to indicate why she would suddenly book passage to Cerini Isle. She left no note or word with the servants when she left and took with her only a few changes of clothes, some money, and some personal keepsakes. Included with the info on Clarise Evans is a wondrous product of the Industrial Era: a photograph. Hard to believe that just a scant few decades ago one would have to rely on a portrait or even merely a physical description. Regardless, the black-and-white photo shows a young and attractive fair-skinned woman in an elegant dress sitting serenely on a bench and surrounded by foliage. She has long, light-colored hair (according to the written description also included, it is honey-blonde and her eyes are green) that ends about her mid-back. Her age is listed on the data sheet as 19. The Island of Cerini is a small island off the coast of the main continent. Cerini, despite its small size, is an extremely wealthy place and is known as the "Breadbasket of the Coast" due to its prodigious export of fruits, vegetables, and grain to the mainland. In addition, it is also renowned for its textiles (particularly cotton, which is grown locally); the finest cloth and garments worn by the upper crust all come from the island. The Isle is part of the Independent Kingdoms and travel to and from the Isle is quite restricted by the local government there; one requires special visas to visit. Although it would be comparatively easy for someone of Clarise's status to obtain one of these visas, her brother insists that she had no such visa or any way of obtaining one without him knowing. Passage is booked on cargo transports operated by the Cerini government; there is no teleportation ring or airship docking ports on the island. The only reason her brother knows she boarded one of the cargo ships is that there were multiple witnesses at the docks who reported it -- a woman of Clarise Evan's elegance and obvious wealth boarding a ship like that is not easily missed by the dockworkers and riff-raff that populate the area. <|end|> <|user|> Kodg So, I guess we just head on over to Cerini Isle and begin investigating? Kodg says with his feet propped on the desk and his monstrous hands behind his head. He is wearing a shirt, tie, vest, pants, shoes, and has his jacket and hat on the coat rack. The vest, jacket, pants, and hat are brown pinstripe while the shirt is white and his tie is brown. <|end|> <|user|> Gav Oh oh oh. Maybe we can take one of those new steam powered ships. I always wanted to take a look at one of those. Gav says in excitement. He has traces of soot on his face from his most recent experiments with gunpowder and wears a pair of dark tinted goggles that are on his forehead. He is clothed in brown trousers and a loose white shirt. <|end|> <|user|> Smithers Smithers is wearing fine pants and a well starched shirt and doublet combination, spoiled slightly by pocket sown carefully into the doublet Looks like that's it, we'll probably be over for a while i'd guess, i should pack some of my gear, after all that's why i draw a salary here (as he says this, he disassembles a pen from his shirt pocket, cleans a razor embedded in place of the tip, and puts it back together) <|end|> <|user|> Alistair Greene "While underway, I suppose it wouldn't hurt to check up on some of the witnesses - deckhands and the like, I assume - and see if they can tell us anything in addition to what we know from von Schattenwerk's report. It might also be a good idea to see how the person they've seen compares to the photograph we have of Clarise now. After all, it would be a shame if this all turned out to be some sort of misunderstanding and she never even went to Cerini Isle in the first place, as unlikely as that may sound." Alistair speaks softly, as if to avoid being overheard. He is wearing a grey sleeved shirt with nearly half of the buttons missing, as well as black trousers. A brown greatcoat is hanging on the chair besides him. <|end|> <|user|> Right, and if it is the case that she went to Cerini Island we ought to look into the matter of procuring a visa. Gav says as he shoves items into a backpack at his desk. <|end|> <|user|> (Okay, guys, it looks like the others might not be coming, so I'll go ahead and get this thing a-moving. It sounds like everyone has decided to go down to the docks, is that right?) <|end|> <|user|> (Fine by me.) <|end|> <|user|> (I'm good with moving along) <|end|>
<|user|> Daren Crepsley passes through the billowing flaps of his tent, Madam Octa following close behind him, the affectionate spider giving him a nuzzle that would have brought any other man to wetting himself. The flash of bulb camera behind you was still bright, and the flashes still burned in your eyes leaving spots that floated in your vision for a few seconds, but nothing you weren't used to since the Press got wind of the Cirque being in town. You navigate around Paparazzi, and screaming children who run terrified from the giant spider, and come into your room, the single light bulb that hung loosely from the jury rigged electrical system casting a dim light over the room, leaving little unliluminated in the small space, a coffin near the otherside of the room. You draw a bottle of "Red Gatorade" (Wink, wink, nudge, nudge.), and unscrew the screw top, taking a swig of the thick liquid. As you sit down to manage some basic aspects of life, and enjoy a good bottle, all of the lights in the Cirque, the City, and hell even the creepy Red neck 30 miles out in his shed in the woods running on a generator loses power , but only for a instant, the scream of a small child punctutes that instant though, and then... Silence. <|end|> <|user|> (assuming it's night) Larten Crepsley Larten moves out of the tent of the cirque, the most recent preformance done with. It is very disturbing to see the level of attention the cirque is getting, this could be bad if a vapinese or vampire hunter was around. Then again, he had little time to think on the situation, the man pushes through the crowed, using such deadly speed he almost seemed to teleport. The disturbing but very bright, and exotically collored spider sits on his chin, her skull pattern conplementing crepsley's scar. Sitting on his coffin, and unbottling some "neurishment" crepsley lets out a large *sigh*. Looks like I need to talk to hibernius. It's not good to be getting this much attention. The man muses to madam octa and himself only a moment longer before a scream is heard, and the power fails momentarily. Crepsely, being used to the lack of luxuries, haden't noticed if it weren't for the lights and devices of the camera crew blinking out momentarily. He rushes out of his tent, his instincts telling him to see if the wolfman is locked up, or if a child had only been frightened by one of the preformers. It was rare that children came to this kind of show, the last he remembers, is that "shawn" boy. (list of SOME freaks, larger list in a few days. Remus twobellies (fatman, eats anything, even radioactive materials, or metals, won't be harmed) Hans Hand's (Legless, has learnt to walk, and even RUN, on his hands, can outrun the FASTEST man alive on his hands.) Evra Von (Snake-boy hybrid, preforms with his snake to make a startling closing) Wolfman (Were-wolf, too uncontrollable to be "free", has no real emotions, only instinct, the "little people" that Desmond tiny provides controls him, with sort of "magic") Birtha Beard (or something, name might be off) (Russian chick, very "hot" from her description, can make an unbreakable 7ft long bear as she pleases, a bit of a turn off. :p) <|end|>
<|user|> {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] I start at C2 <|end|> <|user|> Roll for Initiative: (1d20+2)[ 16 ] <|end|> <|user|> Let me see if I can remember how to do rolls here... Initiative: (1d20+3)[ 13 ] I start at F11 How many Buff Rounds do you want? First round buff: Spoiler Empathic Feedback, Overchanneled to ML 14. 11 points from the Cognizance Crystal and 3 from him. He uses Talented and blows his psionic focus to not take damage, then uses his move action to Refocus [roll]1d20+16[/roll] DC 20 <|end|> <|user|> Move Silently (1d20+8)[ 19 ] to B4, Hide (1d20+10)[ 19 ] <|end|> <|user|> Spot: (1d20+12)[ 14 ] What do I see? <|end|> <|user|> You see an unarmed and unarmored human, gazing off into the distance, apparently unaware of his surroundings. His black hair is tattered and unkempt, as is his clothing. Faintly, you can hear the babble of thousands of incoherent insanities Self-Buff... if you can make a Psicraft check DC 19, read this Spoiler Manifesting Psionic Freedom of Movement for 7pp Spot (1d20+6)[ 12 ] End turn. <|end|> <|user|> Shneeky, label who your spoilers are for/not for... Now, which square are you in? <|end|> <|user|> Originally Posted by Pharaoh's Fist Shneeky, label who your spoilers are for/not for... Now, which square are you in? F11. He did not move this turn. <|end|> <|user|> Shneeky, I don't think I have line of sight to you. I move down to B9 Hide: (1d20+10)[ 15 ] Move Silently: (1d20+8)[ 15 ] <|end|> <|user|> Listen: (1d20)[ 1 ] Rules for Listen - Calculate the DC according to what your character is doing. End turn. <|end|> <|user|> We still don't have LoS on each other, being on the opposite sides of the pillar. Manifesting another power, DC 16 Psicraft to identify Spoiler Synesthete, costing 1pp, Feeling Light for +4 to Spot checks He still does not move, or even seem to be aware of his surroundings. End turn. <|end|> <|user|> Do I detect the Auditory or Visual displays? Spot and Listen as needed: Spot: (1d20+12)[ 30 ] Listen: (1d20)[ 10 ] <|end|> <|user|> Not on this one <|end|> <|user|> Ok. Then I shall move to B10 Peek around the corner. Hide: (1d20+10)[ 14 ] Move Silently: (1d20+8)[ 17 ] Spot: (1d20+12)[ 32 ] One standard action left. I assume that I see you? <|end|> <|user|> See above physical description. There is a smell in the air, the ozone tang which comes just after a lightning bolt Manifesting, DC 17 Psicraft check to identify Spoiler Detect Hostile Intent for 3pp Afterwords, his head turns unerringly to your location. His eyes seem soulless and empty, the gaze of a man who has not only left sanity behind, but no longer has any desire to regain it. He turns to face you, but otherwise does not move. End turn. <|end|> <|user|> 5 ft step to C11, full attack with a guisarme. Attack 1: (1d20+18)[ 27 ] Attack 2: (1d20+13)[ 33 ] Attack 3: (1d20+8)[ 17 ] Damage 1: (2d4+8)[ 14 ] , (2d6)[ 9 ] Damage 2: (2d4+8)[ 14 ] , (2d6)[ 11 ] Damage 3: (2d4+8)[ 13 ] , (2d6)[ 9 ] <|end|> <|user|> Attack 2 is a natural 20, so that's a critical threat. Confirm Crit: (1d20+13)[ 18 ] <|end|> <|user|> all three attacks easily hit and crit is confirmed. Which numbers are the damage numbers? Is the 2d6 damage numbers from precision-based damage such as Sneak Attack? <|end|> <|user|> The 2d6 is from a viscious weapon. Total damage: 84. I personally take (3d6)[ 15 ] , but I get healed that amount due to a Crystal of Lifedrinking. End turn. <|end|> <|user|> He smiles at you, as though he doesn't care about his bleeding wounds. I have something to give you. I don't want it anymore. Thirty hours of pain all at once, all for you Actually, you take more than that. Empathic Feedback. 14 per hit, please. Will save, DC 19 for half, or take 80 damage, unless you are completely immune to mind-affecting. This is a 20' burst. Empathic Transfer, Hostile. Using Overchannel to increase Manifester Level to 14 and Talented to negate the damage. He then steps back 10' to H11 with that same creepy gaze <|end|> <|user|> Will save: (1d20+16)[ 17 ] (I am including the +2 for being a dwarf, as I assume magic-psionics transparency is in effect.) <|end|> <|user|> Manifesting on the Defensive Concentration check (1d20+20)[ 23 ] I'll let it slide, but you still failed. Not only do you take 14 per hit, for a total of 42, but you also take 80 damage of pure, mental anguish, wheras Shinji is healed 80 damage. <|end|> <|user|> Right, of all times to roll a natural one, now it shows up. <|end|> <|user|> are you still up after taking 122 damage? <|end|> <|user|> Oh, yes. For I, sir, am a dwarf. "Right back at you, buddy." Attack 1: (1d20+18)[ 26 ] Attack 2: (1d20+13)[ 33 ] Attack 3: (1d20+8)[ 25 ] Damage 1: (2d4+8)[ 14 ] Damage 2: (2d4+8)[ 12 ] Damage 3: (2d4+8)[ 12 ] I heal for 15 damage. <|end|> <|user|> Originally Posted by Pharaoh's Fist Oh, yes. For I, sir, am a dwarf. "Right back at you, buddy." Attack 1: [roll0] Attack 2: [roll1] Attack 3: [roll2] Damage 1: [roll3] Damage 2: [roll4] Damage 3: [roll5] I heal for 15 damage. How are you hitting him with a full attack from 30' away? <|end|> <|user|> And another crit threat. Confirmation: (1d20+13)[ 26 ] <|end|> <|user|> Did you miss the move back, or were you pouncing somehow? <|end|> <|user|> Hold on, I have Knockdown! I forgot to make trip attempts against you the first time I attacked. If successful, that means you can't move. I shall do so below. <|end|> <|user|> Immune to trip due to Freedom of Movement effect. <|end|> <|user|> It takes a swift action to activate the Belt of Battle. You can only do it once per turn barring RKV or a similar situation. You can burn 3 for a full-round action, and charge + full attack, though. Also, since you took 80 damage from a single attack, you have to roll a massive damage save. Edit: Boy you guys ninja'd me. To my knowledge Freedom of Movement does nothing to prevent you from being tripped or knocked back. <|end|> <|user|> Um, sorry to stealth edit you, but I realized I should be making trip attacks due to Knockdown. Trip Attack 1: (1d20+18)[ 24 ] vs touch AC Trip Check: (1d20+9)[ 12 ] Trip Attack 2: (1d20+18)[ 37 ] vs touch AC Trip Check: (1d20+9)[ 21 ] Trip Attack 3: (1d20+18)[ 38 ] vs touch AC Trip Check: (1d20+9)[ 18 ] <|end|> <|user|> Doesn't Freedom of Movement make me immune to tripping? I'm pretty sure tripping is a movement impediment... <|end|> <|user|> Originally Posted by ShneekeyTheLost Immune to trip due to Freedom of Movement effect. I don't see it... Freedom of Movement Abjuration Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4 Components: V, S, M, DF Casting Time: 1 standard action Range: Personal or touch Target: You or creature touched Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing. Material Component A leather thong, bound around the arm or a similar appendage. <|end|> <|user|> Originally Posted by Claudius Maximus Also, since you took 80 damage from a single attack, you have to roll a massive damage save. Fort save: (1d20+24)[ 39 ] <|end|> <|user|> Then his move action is to manifest Dimensional Slide and move clear back to the wall, use his own belt of battle from there for the move action to stand up [L11] manifesting on the defensive (1d20+20)[ 28 ] He also starts levitating 5' in the air Would this have hampered your second round of attacks? <|end|> <|user|> One more attack and you're free... Improved Trip gives me an attack when you are tripped. Attack: (1d20+18)[ 24 ] Damage: (2d4+8)[ 14 ] , (2d6)[ 10 ] Damage to me: (1d6)[ 2 ] Heal for 5 <|end|> <|user|> Originally Posted by Pharaoh's Fist One more attack and you're free... Improved Trip gives me an attack when you are tripped. Attack: [roll0] Damage: [roll1], [roll2] Damage to me: [roll3] Heal for 5 You cannot trip a prone person, sorry but it only works on the first trip. Glah, my bad. Thought you were trying to hit me with every trip as an improved trip. Sure, he takes another 24 damage, then goes poof clear across the room. Keep in mind, you take another 14 damage with that hit GM Spoiler can I use Stone Power to get temp hit points even if I don't make an attack? Current PP tally accurate in character sheet I sent you as of after the Dimension Slide augmented to be a Move action for 9pp Using Boots of Levitation. Can one trip a levitating person? <|end|> <|user|> Just to confirm. which square? <|end|> <|user|> Originally Posted by Pharaoh's Fist Just to confirm. which square? L11, the square on the wall as far away from you as possible. Also, is that an adamantine weapon? It may come up in following rounds. <|end|> <|user|> No, isn't. Brb 10 min. <|end|> <|user|> Originally Posted by Pharaoh's Fist No, isn't. Brb 10 min. no worries <|end|> <|user|> I'm disappointed in you, though. No use of the Samurai ability that drew me to this battle. <|end|> <|user|> Shneeky only: Spoiler You must make an actual attack to gain the benefits of Stone Power. I'm... not sure about tripping a levitating person. I'd treat it as flying without wings, so I say you're untrippable. Since I'm almost out of PM space, here's the latest on your character's approval: Spoiler You are over budget by 1020 gp. Also, Crusaders have 4 + int skill points/level. You should have 8 more Crusader skill points. <|end|> <|user|> Charge at you, attack with a Gauntlet Attack: (1d20+20)[ 39 ] Damage: (1d3+6)[ 9 ] Each successful attack with the gauntlet deals one point of Con damage. Use the Belt of Battle to get a full round attack. Attack: (1d20+18)[ 25 ] Damage: (1d3+6)[ 9 ] Attack: (1d20+13)[ 30 ] Damage: (1d3+6)[ 7 ] Attack: (1d20+8)[ 22 ] Damage: (1d3+6)[ 9 ] Unfortunately, with Empathetic Transfer, that puts me at -11 hp and dead :( <|end|> <|user|> Originally Posted by Pharaoh's Fist I'm disappointed in you, though. No use of the Samurai ability that drew me to this battle. Sorry, that build is still under construction, I can pull him out for the next match, though. I think I figured out a way to get him to work right. Are you a Large size right now? <|end|> <|user|> Well. you've taken 4 points of Con damage and 34 regular damage. If you're still alive, then that means you've won. <|end|> <|user|> Originally Posted by Pharaoh's Fist Well. you've taken 4 points of Con damage and 34 regular damage. If you're still alive, then that means you've won. Counter-Charge. Contested Dex checks. I get a +4 if you are large size. (1d20+3)[ 16 ] Rolled as though you were NOT large size, if you are, add 4 to this roll. If I beat your roll, you go backward 10', out of reach of the rest of your gauntlet attacks. <|end|> <|user|> Let's do this: (1d20+2)[ 22 ] <|end|> <|user|> You got me Okay, I take 34 damage and 4 Con damage. You take 42 HP damage. I am still up, did that 42 damage knock you down, or should I take my turn? GM Spoiler Ditch the ring of sustenance then until I can figure out where the money shortage is <|end|> <|user|> I'm dead :( Rolling a one on the will save when I needed a 3 or higher really sucked... <|end|> <|user|> Originally Posted by Pharaoh's Fist I'm dead :( Rolling a one on the will save when I needed a 3 or higher really sucked... Yea, and that healed me 80 at the same time, otherwise I'd have been dead. As it is, I was at 34+24+6 (unhealed from first round) + 26 (effectively, from con loss), which was not enough to kill me. Barely. Of course, the follow-up will save for half take your damage back would have gone off next round, but hey... Basically, this was exactly the kind of fight Shinji was set up to do: take physical damage and return to sender, postage due. If you had Save or Loose effects instead of raw damage output, or if you had one-round KO'd me, I'd have been much worse off. <|end|>
<|user|> Arena Tournament, Round 14: Grek Thur vs. Bloatsack the Vile Map Spoiler XP Award: 300 XP GP Award: 300 GP All combatants, please roll initiative. <|end|> <|user|> Initiative (1d20-1)[ 11 ] Aw man! Lets see if the 7th time is the charm. Don't blind Bloatsack or otherwise cripple him permanently. A nice messy death will do. <|end|> <|user|> No problem Pal! One messy, first round kill, coming up😉 init - (1d20-6)[ -2 ] <|end|> <|user|> No first round kill for you this time! Bloatsack the Vile round 1: For Refs: Spoiler Bloatsack starts at Y14 and double moves to U23 with his crossbow in one hand and a grappling hook in the other. Stats(for refs): Spoiler Vital Statistics: HP: 10 AC: 17, Touch: 15, FF: 12 Saves: Fort +1, Ref +5, Will +0 Current Location: U23 your turn. <|end|> <|user|> Grek Thur -2nd to act round 1 Spoiler Start mounted with spiked chain in one hand and potion of bulls strength in the other. Ride double moving, across the bridge, to U/V 13/14. I then need to make sure I stay in the saddle: ride - (1d20+5)[ 21 ] DC 15 and ride - (1d20+5)[ 23 ] DC 15) As you are allowed to take a standard action at the mid-point of a double move, when the mount is at N/M 13/14 I drink the potion. Note: any checks I did not make are automatic successes. EDIT: I just realized how poorly worded that is. to rephrase: I double move to U/V 13/14. In order to do that, I need a DC 5 ride check, which I automatically succeed with my +5 bonus. I then need two ride checks for the horse to jump the holes in the bridge. these are DC 5, two more automatic successes. I need a DC 15 ride check, however, to stay in the saddle. That is what the above rolls are for. At the midpoint, I drink a Potion of Bulls strength. End, Need a LoS check, will edit in stats depending on rolls in spoiler/ stats Spoiler AC:14 HP:11 Position:U/V 13/14 Buffs: Bulls strength 1/30 Mounted: yes Mount's AC:14 Mount's HP: 22 <|end|> <|user|> No LoS at this time. <|end|> <|user|> Bloatsack the Vile round 2: For Refs: Spoiler Bloatsack throws the grappling hook up to S23, deliberately making it a visible throw. [use rope check [roll]1d20+11/roll] vs. dc14/roll]] and then moves to T26 hiding and moving silently Hide (1d20+7)[ 13 ] Move Silently (1d20+7)[ 18 ] Stats(for refs): Spoiler Vital Statistics: HP: 10 AC: 17, Touch: 15, FF: 12 Saves: Fort +1, Ref +5, Will +0 Current Location: T26 <|end|> <|user|> woops. For Refs: Spoiler Use Rope (1d20+11)[ 20 ] It your turn, you might need a LoS check. <|end|> <|user|> Grek: Spoiler You see a grappling hook sail over the cliffs towards S23, with a rope attached <|end|> <|user|> Spoiler move to W/X 15/16, and will continue my move based on if (and where) I see him NOT done <|end|> <|user|> for Grek Spoiler You don'e see your opponent yet although you do see the hook and rope abandoned and hanging onto S23. <|end|> <|user|> Sorry, no disappeared, still waiting on a LOS check. I posted at least twice in the waiting room, will post again... Never mind, didn't see bigmac's post😳 <|end|> <|user|> Spoiler Ah well, time to go to the last place he could be... Move to W/X 23/24 and need another LoS check STILL not done <|end|> <|user|> If Bloatsack had a peg leg and an accordian he'd be doing a wicked shanty while he waited. <|end|> <|user|> Ref Terran @KCiemir Spoiler Need a Spot check @PL Spoiler You see him move into W/X 23/24 <|end|> <|user|> For Theterran or other refs: Spoiler spot - (1d20-1)[ 11 ] <|end|> <|user|> So am I up? Such secrecy, SCANDAL! <|end|> <|user|> 😩 No, its just people aren't on a whole lot this time of year... when they are, they have their own matches, not worrying☹️ about this one... <|end|> <|user|> Ref Morbius KCiemir Spoiler You see nothing Still KCiemir's turn <|end|> <|user|> ugh. Spoiler Move to W/X 12/13 Done stats Spoiler AC:14 HP:11 Position:W/X 12/13 Buffs: Bulls strength 2/30 Mounted: yes Mount's AC:14 Mount's HP: 22 <|end|> <|user|> Ref Morbius KCiemir Spoiler No LoS PL Spoiler You see him move into W/X 12/13 To other refs Spoiler And its because of reactions like this that we should avoid asking the players to make spot checks, we should enfroce them to auto roll one each round or roll it ourselves , nothing screams more " There is a halfling in the bushes" more than a ref asking for a spot check <|end|> <|user|> Since when are Morbius and Terran the same person? <|end|> <|user|> @Morbius (or another ref): Spoiler So does he have cover against me? Can I even see him? Whats up? <|end|> <|user|> Originally Posted by KCiemir Since when are Morbius and Terran the same person? That's what I get for being lazy and quoting another ref's message &gt;.&lt; PL Spoiler What is happening is what has been said to you, he was moving south, when he did not see you there he decided to go north to W/X 12/13. The stairs are way to low to block your LoS there. And: 1. If we are still using the character= a cube then he is 10 feet tall right now and 2. I think you can choose any of his squares to negate cover So you can see him and he does not has cover against you <|end|> <|user|> This is called 'fishing'. I'm glad KC was biting. Bloatsack the Vile round 3: Bloatsack attempts to snipe Grek Thur Heavy Crossbow Attack! (1d20+10)[ 18 ] (taking into account that you can't see me for +2 to attack) /\ If it threatens (1d20+10)[ 23 ] If it hits (1d10+2)[ 8 ] /\ If it crits (1d10+2)[ 5 ] If you beat my hide DC12: &lt;- yes. this was with -20 taken into account. Spoiler Hide (1d20-7)[ 12 ] You see Bloatsack in T26 Edit: There was a second spoiler here with a mistaken move. The rolls inside it don't apply anymore. Stats(for refs): Spoiler Vital Statistics: HP: 10 AC: 17, Touch: 15, FF: 12 Saves: Fort +1, Ref +5, Will +0 Current Location: T26 Your turn. <|end|> <|user|> Ref Morbius Bloatsack, snipping also requires a move action, your second spoiler is not valid <|end|> <|user|> Really? My bad. Fixing it now... Edit: Done. <|end|> <|user|> Alright. I need to know if I see you before making any actions, so: spot - (1d20-1)[ 6 ] <|end|> <|user|> Damn. Alright, I don't know where you are, but I think I can at least know which direction the shot came from. Spoiler If it is from the north (top of map), I move to U/V 16/17. If it was, as is more likely given the grappling hook and requisite spot check, from the south (bottom of map) I move to U/V 10/11. If a ref rules that I cannot tell, I move to U/V 10/11 either way, I should have total cover because of the cliffs, but if I do not and he tries to snipe again, ride - (1d20+5)[ 20 ] DC 15 to take cover from my horse. Done, but need a ref check Stats Spoiler HP:3/11 AC:14 Position: depends on info from refs Buffs: Bulls strength 3/30 Mounted: Yes Mount's AC:14 Mount's HP:22/22 <|end|> <|user|> Grek Spoiler You move to U/V 10/11. And taking cover wouldn't work because since he is hidden you are flat-footed against his attack and can not take any actions in response to it. Unlike an invisiable opponent, one who is hiding becomes visiable AFTER the attack is resolved so a ready action on sight wouldn't work either. Bloat Spoiler Grek Thur rides north before heading east and losing sight of you behind the stairs. <|end|> <|user|> Bloatsack the Vile round 4: For Refs: Spoiler Bloatsack drops his cutlass as a free action (sticks it in the ground), reloads his crossbow as a standard action, and picks his sword back up as a move action (pulls it back out of the ground). Stats(for refs): Spoiler Vital Statistics: HP: 10 AC: 17, Touch: 15, FF: 12 Saves: Fort +1, Ref +5, Will +0 Current Location: T26 your turn. <|end|> <|user|> Sorry about my unannounced absence, I was at a debate tournament that I did not know I was going to, and didn't get a chance to post anything. Grek's Actions: Spoiler total defense action, move to S/T 13/14 Done Stats Spoiler HP:3/11 AC:18 Position:S/T 13/14 Buffs: Bulls strength 4/30 Mounted: Yes Mount's AC:14 Mount's HP:22/22 <|end|> <|user|> Bloatsack Spoiler You see Grek in S13-&gt;T14 Grek Spoiler No LoS Bloatsack is up <|end|> <|user|> Bloatsack the Vile round 5: I have no idea how much cover you get but Bloatsack the Vile again attempts to snipe you! Heavy Crossbow Attack! (1d20+10)[ 26 ] /\ If it threatens (1d20+10)[ 27 ] If it hits (1d10+2)[ 7 ] /\ If it crits (1d10+2)[ 8 ] The attack has +2 added in because you can't see me (I think. Otherwise ignore that.) Edit: DC8 + distance for the spot check. It might not matter though... For Refs: Spoiler Bloatsack uses a free action to drop his cutlass before firing and then snipes Grek Thur. Hide (1d20-7)[ 8 ] He remains in T26 Stats(for refs): Spoiler Vital Statistics: HP: 10 AC: 17, Touch: 15, FF: 12 Saves: Fort +1, Ref +5, Will +0 Current Location: T26 <|end|> <|user|> I don't think you could have LoE on me. I'll get a ref to decide. <|end|> <|user|> Ref Morbius I really think there is LoE KCiemir, at best you would get cover against his attack <|end|> <|user|> Yahar! Silver medal here I come! <|end|> <|user|> rechecked, and I agree there is LoE... gg paladin. <|end|> <|user|> Good game to you too. I honestly thought I didn't have a chance. <|end|> <|user|> GM Kyeudo Bloatsack is declared the Winner! <|end|>
<|user|> Arena Tournament, Round 26: Jocco vs. Bulch Map: Spoiler XP Award: 300 XP GP Award: 300 GP All Combatants, please roll initiative. <|end|> <|user|> Jocco A ugly man, full of scars and with mechanically enlarged limbs, grins in a evil and mad way at Blunch. He waves his halberd wildly at the water orc and hissis: "prepared to die?" Ini - (1d20+2)[ 14 ] <|end|> <|user|> Initiative - (1D20-2)[ 10 ] " Im prepared to do the killing halberd boy. Bring it. " Starting in Y13, with a javelin in each hand. <|end|> <|user|> Jocco, round 1 Jocce hussles from B13 to M13 and makes obscure and provoking signs and faces from behind the glass wall at Bulch/Blunch. Stats (you may look): Spoiler HP:11 AC 17 (+5 armor, -1 Deformaty (tall), +2 Dex, +1 Expertise) Buffs: none Position: M13, halbert drawn. You're up. <|end|> <|user|> Bulch " Come to me you huge freak-man. " Move to X4. To refs Spoiler ready an action to throw one of my javelins at him if he enters LoE. Attack - (1D20+5)[ 9 ] Damage - (1D6+6)[ 8 ] Stats - Prefer to keep Ref only look on my sheet if you really want to :) http://www.thetangledweb.net/addon.p..._char&amp;cid=5958 Spoiler HP ; 11/11 AC 18 Saves; +2 +4 -2 Location; X4 <|end|> <|user|> Jocco, round 2 I assume your done. Jocco moves from M13, M11, N11, O12 to R12. He crouches behind the pilar (total defence). Stats: Spoiler HP: 11 AC: 20 [24 if cover applies] (+5 armor, -1 Deformaty (Tall), +2 Dex, +4 TD) Buffs: none Position: R12, halbert drawn. I'm done. <|end|> <|user|> When crossing my LoE I throw a javelin, which misses you. I figure tthis gives you the last bit of movement if you wanna take it - or keep it the same. Then my turn but i only get a move action Then your turn Then my turn. <|end|> <|user|> Jocco, round 2 redone When Jocco enters P12, Blunch's javelin flies over his head and he desides to take a different path: he hussels to the water-orc and stops at W5. He grins at the female barbarian, while he circles his weapon above his head. "Run, run, as fast as you can, worm!", he giggles Stats: Spoiler HP: 11 AC: 16 (+5 Armor, -1 Def., +2 Dex) Buffs: none Position: W5. <|end|> <|user|> Bulch 5ft step to X3 and woosh she's off moving to N3. If she can't take 5ft step then move - ill take the AoO and finish at O3 Finished. <|end|> <|user|> Jocco round 3, AoO You can't take a five foot step. That's only possible if you don't move in your round at all. So, it's an AoO. Jocco swings his halberd at Blunch, trying to hook her leg: Trip touch attack - (1d20+5)[ 7 ] (+1 BAB, +3 Str, +1 WF). If it's a hit, Blunch has to make a strenght check versus (1d20+7)[ 16 ] (+3 STR, +4 Improved Trip). If Jocco wins this strenght check, Blunch is tripped and falls prone in X4. A succesful trip is immediatly followed by a swing with the halberd: Attack - (1d20+5)[ 23 ] for (1d10+4)[ 11 ] . EDIT: that's a miss, so you're at N3. <|end|> <|user|> Jocco, round 3 Jocco double moves to Q6. End of my turn. EDIT: I misread, Blunch is at O3, not N3, my bad. <|end|> <|user|> Blunch Free; Drop one Javelins Free; Draw Battleaxe Free; Rage Move; To Q5 Standard Attack! Attack - (1D20+8)[ 16 ] Damage - (1D8+9)[ 14 ] Stats Spoiler Raging 1/5 AC; 16 HP; 13/13 <|end|> <|user|> Jocco, round 4 AoO Doing that provokes an attack of opportunity: When Blunch tries to step in Q5 (from Q4 I presume), Jocco's halberd sweeps again in the direction of the legs of the orc. Trip Attempt - (1d20+5)[ 6 ] . If that's a hit: strenght check - (1d20+7)[ 15 ] . If Jocco beats Blunch's strenght check, Blunch is tripped and falls prone. Jocco immediatly follows the tripping with an attack: Attack - (1d20+5)[ 23 ] for (1d10+4)[ 7 ] damage. EDIT: Jocco totally missed the slippery water-orc and dies. By the way, your character sheet states that Blunch has a longsword, but you used a battleaxe. <|end|> <|user|> By draw battleaxe i made a typo and meant draw longsword. <|end|> <|user|> GM Kyeudo Bulch is declared the Winner! <|end|>
<|user|> Arena Tournament, Round 26: Oathbreaker TGH vs. Todd Map: Spoiler XP Award: 300 XP GP Award: 300 GP All Combatants, please roll initiative. <|end|> <|user|> Initiative - (1d20+1)[ 18 ] I will be starting in square Y14. <|end|> <|user|> Why do I always end up fighting an extremely competent player with a character that better than mine right off the bat? Initiative (1d20+2)[ 8 ] <|end|> <|user|> I'm not sure, I don't consider myself competent at any rate 😛 Todd is equipped with his armor and poleax Todd - Round 1 Swift Action: Activate Strength Domain Standard and Move Actions: Double Move to Q14 End of Turn Stats: Spoiler HP: 19 AC: 15 Manuevers: Moment of Perfect Clarity, Charging Minotaur Strike, Sapphire Nightmare Blade. Stance: None Breath: Good to Go Position: Q14 Speed: 20 Strength Domain: 1/10 <|end|> <|user|> I'm not gone. There was a storm on the west coast and my internets been down for two days. I'll post as soon as I'm able. <|end|> <|user|> Oathbreaker round 1: Oathbreaker starts at B14 with both his swords drawn. he then double moves to L15. Stats for Refs: Spoiler Vital Statistics: HP: 10/10 AC: 16, Touch: 12, FF: 14 Saves: Fort +2, Ref +2, Will +1 Current Location: L15 Current Buffs: None Your turn. <|end|> <|user|> Todd - Round 2 Swift Action: Activate Punishing Stance Move Action: Q15 to N17 Standard Action: Ready an Action. Spoiler Ready an action to use my breathe weapon if he moves adjacent to me. End my Turn Stats: Spoiler HP: 19 AC: 13 Manuevers: Moment of Perfect Clarity, Charging Minotaur Strike, Sapphire Nightmare Blade. Stance: Punishing Stance Breath: Good to Go Position: N17 Speed: 20 Strength Domain: 2/10 <|end|> <|user|> Oathbreaker round 2: Oathbreaker takes a 5ft. step to M16 and full attacks: Large Katana Attack! (1d20+2)[ 13 ] /\ If it threatens (1d20+2)[ 17 ] If it hits (2d8+4)[ 18 ] /\ If it crits (2d8+4)[ 7 ] Off-hand Bastard Sword Attack! (1d20+3)[ 23 ] /\ If it threatens (1d20+3)[ 19 ] If it hits (1d10+2)[ 3 ] /\ If it crits (1d10+2)[ 3 ] Tail Slap Attack! (1d20)[ 11 ] /\ If it threatens (1d20)[ 19 ] If it hits (1d6+2)[ 7 ] /\ If it crits (1d6+2)[ 5 ] Stats for Refs: Spoiler Vital Statistics: HP: 10/10 AC: 16, Touch: 12, FF: 14 Saves: Fort +2, Ref +2, Will +1 Current Location: L15 Current Buffs: None your turn. <|end|> <|user|> See, I told you I wasn't competent, completely forgot about the rules for ranged weapons and diagonal distance. Your attacks both hit and I fall down at -5. <|end|> <|user|> Huh? How? Isn't your AC 15? At the least? Edit: Was it a stance thing? <|end|> <|user|> GM Kyeudo Oathbreaker is declared the Winner! <|end|>
<|user|> You all start the same, but separated.. You wake up in a cell, alone and powerless. after quick attempts you figure that there is nothing you can do to escape it. You can see that all your equipment is on you, including a ring that is not yours and a blank paper. You can hear a voice, the voice of the king, saying the following: "The rules of this game is simple. each one to reach to the finish may leave and gain his freedom, if you first don't succeed, you die. However, this is not that easy. only 3 can ever go out. This maze has two part of it, at the first part you are to locate one of nine keys, once you do you must protect it while going to the gate that you also need to locate, the key allows you to go to the second level with anyone you want to take with you. For the second part you must secure three keys and reach the exit, the three keys will allow a single person and all animal companions or such he commands to leave, but none other. The fun begins with the paper. on this magical paper you can see the face of anyone holding each key, and whether he is a competitor or a part of the maze. the paper will only show his true face, not any mask or deception. Whenever anything on the paper changes, he will send you a telepathic message. The ring on the other end, it makes it so that as long you are in here, you need not eat, sleep, drink or any natural need to survive. also, each time a competitor goes to level 2, or leave the maze it will grant you full regeneration of your health, magic and natural abilities. Also, each key is capable of unlocking some secret passages, armories, chests full of potions and other useful items. Best of luck, you will need it to survive the other competitors and the handful of traps and machines waiting to kill you. By the way, I gave three keys to competitors, so the real fun will begin early." As you look at the paper you see the following appear onto it: Spoiler Red key: held by a red dragon, competitor. Blue key: held by a white bear, maze. Yellow key: held by a stone golem, maze. Purple key: held by a shadow dragon, competitor. Orange key: held by a skeleton, maze. Green key: held by an ent, maze. Black key: held by a mummy, maze. White key, held by a human with a mustache and black hair, having a holy symbol carved into his cheek, competitor. Rainbow key: held by nothing. A few minutes later, a trap door opens and you fall down to a room with a single door, you hear a counting by some mechanic voice, once it reaches 84 the door opens. and you hear "LET THE GAMES BEGIN!" <|end|>
<|user|> You all start the same, but separated.. You wake up in a cell, alone and powerless. after quick attempts you figure that there is nothing you can do to escape it. You can see that all your equipment is on you, including a ring that is not yours and a blank paper. You can hear a voice, the voice of the king, saying the following: "The rules of this game is simple. each one to reach to the finish may leave and gain his freedom, if you first don't succeed, you die. However, this is not that easy. only 3 can ever go out. This maze has two part of it, at the first part you are to locate one of nine keys, once you do you must protect it while going to the gate that you also need to locate, the key allows you to go to the second level with anyone you want to take with you. For the second part you must secure three keys and reach the exit, the three keys will allow a single person and all animal companions or such he commands to leave, but none other. The fun begins with the paper. on this magical paper you can see the face of anyone holding each key, and whether he is a competitor or a part of the maze. the paper will only show his true face, not any mask or deception. Whenever anything on the paper changes, he will send you a telepathic message. The ring on the other end, it makes it so that as long you are in here, you need not eat, sleep, drink or any natural need to survive. also, each time a competitor goes to level 2, or leave the maze it will grant you full regeneration of your health, magic and natural abilities. Also, each key is capable of unlocking some secret passages, armories, chests full of potions and other useful items. Best of luck, you will need it to survive the other competitors and the handful of traps and machines waiting to kill you. By the way, I gave three keys to competitors, so the real fun will begin early." As you look at the paper you see the following appear onto it: Spoiler Red key: held by a red dragon, competitor. Blue key: held by a white bear, maze. Yellow key: held by a stone golem, maze. Purple key: held by a shadow dragon, competitor. Orange key: held by a skeleton, maze. Green key: held by an ent, maze. Black key: held by a mummy, maze. White key, held by a human with a mustache and black hair, having a holy symbol carved into his cheek, competitor. Rainbow key: held by nothing. A few minutes later, a trap door opens and you fall down to a room with a single door, you hear a counting by some mechanic voice, once it reaches 84 the door opens. and you hear "LET THE GAMES BEGIN!" <|end|>
<|user|> Accidental Double Post: Please Delete <|end|>
<|user|> Arena Tournament, Round 26: Xerxes vs. Kodrul Map: Spoiler XP Award: 300 XP GP Award: 300 GP Xerxes - king_korath Kodrul - VeisuItaTyhjyys All Combatants, please roll initiative. <|end|> <|user|> initiative (1d20+4)[ 6 ] <|end|> <|user|> initiative (1d20+4)[ 20 ] edit don't use see post below. <|end|> <|user|> initiative (1d20+4)[ 14 ] edit : don't use see post below. <|end|> <|user|> Originally Posted by king korath initiative [roll0] My computer freaked out just now leading to the triple post so just use the first initiative post. I am very sorry. <|end|> <|user|> It happens. <|end|> <|user|> GM Kyeudo Xerxes is the Winner! <|end|>
<|user|> Arena Tournament, Round 26: Shasnuart vs. Beleg Map: Spoiler XP Award: 300 XP GP Award: 300 GP All Combatants, please roll initiative. <|end|> <|user|> rolling initiative. And the round has finally started. init (1d20+5)[ 12 ] <|end|> <|user|> Woohoo, been wating for this Initiative: (1d20+2)[ 6 ] Spoiler Soulmelds Formed: Wormtail Belt 2 Essentia Invested. +4 Natural AC Rageclaws 0 Essentia Fight normally until -10 HP Here is my Character For reference. -Suzuro <|end|> <|user|> Since there is LoS every where, I start in Z 13, with my bow in one hand and a vial in my other. I apply the oil to my weapon. Then move to Z 7. Spoiler oil of magic weapon +1 your turn vital stats Spoiler hp 13 ac 18 1 potion of shield of faith +2 left. 80 arrows <|end|> <|user|> I will start in A 13 and double move to J 11 Stats Spoiler AC: 21 FF: 19 Touch: 12 Position: J 11 Soulmelds Formed: Wormtail Belt 2 Essentia Invested. +4 Natural AC Rageclaws 0 Essentia Fight normally until -10 HP Your go. -Suzuro <|end|> <|user|> move to Z1. I nock an arrow. Spoiler readied action to shoot at him as soon as I have LoE vitals Spoiler hp 13 ac 18 1 potion of shield of faith +2 left. 80 arrows <|end|> <|user|> Move to L 14 Spoiler AC: 21 FF: 19 Touch: 12 Position: L14 Soulmelds Formed: Wormtail Belt 2 Essentia Invested. +4 Natural AC Rageclaws 0 Essentia Fight normally until -10 HP <|end|> <|user|> Move to X 4. Vitals Spoiler hp 13 ac 18 1 potion of shield of faith +2 left. 80 arrows <|end|> <|user|> Double move to P 9 Stats Spoiler C: 21 FF: 19 Touch: 12 Position: P 9 Soulmelds Formed: Wormtail Belt 2 Essentia Invested. +4 Natural AC Rageclaws 0 Essentia Fight normally until -10 HP your go. -Suzuro <|end|> <|user|> move to Y 1 and then shoot you. attack (1d20+8)[ 28 ] damage (1d8+1)[ 2 ] vital stats Spoiler hp 13 ac 18 1 potion of shield of faith +2 left. 79 arrows <|end|> <|user|> rolling to confirm crit. threat roll (1d20+8)[ 17 ] damage if confirmed (2d8+2)[ 13 ] <|end|> <|user|> Just for future reference I have 21 AC, heh, awesome Totemists. Double Move to U 2 Spoiler HP: 11 AC: 21 FF: 19 Touch: 12 Position: U 2 Soulmelds Formed: Wormtail Belt 2 Essentia Invested. +4 Natural AC Rageclaws 0 Essentia Fight normally until -10 HP -Suzuro <|end|> <|user|> move to Z4 then shoot. attack (1d20+8)[ 18 ] damage (1d8+1)[ 2 ] <|end|> <|user|> Ooooh! Close, no cigar! Move to Z 3 Attack: (1d20+2)[ 21 ] Damage: (1d8+2)[ 9 ] Your go! Stats Spoiler HP: 11 AC: 21 FF: 19 Touch: 12 Position: Z 3 Soulmelds Formed: Wormtail Belt 2 Essentia Invested. +4 Natural AC Rageclaws 0 Essentia Fight normally until -10 HP -Suzuro <|end|> <|user|> Almost killed me. five foot step to z3 then use rapid shot. attack 1 (1d20+7)[ 12 ] damage (1d8+1)[ 3 ] attack 2 (1d20+7)[ 25 ] damage (1d8+1)[ 4 ] edit: stats Spoiler ac 18 hp 4 arrows 76 <|end|> <|user|> ummmm...do you mean Z5....because, I'm kind of in Z3... -Suzuro <|end|> <|user|> Yes sorry. <|end|> <|user|> Move to Z 4 Attack: (1d20+2)[ 19 ] Damage: (1d8+2)[ 3 ] Stats Spoiler HP: 7 AC: 21 FF: 19 Touch: 12 Position: Z 4 Soulmelds Formed: Wormtail Belt 2 Essentia Invested. +4 Natural AC Rageclaws 0 Essentia Fight normally until -10 HP Your go. -Suzuro <|end|> <|user|> I am at one hp!! how did you get the dice roller to roll so good. I have not rolled over a four for damage all game! Oh well back to the game. five foot step to Z 6 then rapid shot again. attack 1 (1d20+7)[ 18 ] damage (1d8+1)[ 3 ] attack 2 (1d20+7)[ 14 ] damage (1d8+1)[ 7 ] vitals Spoiler hp 1 ac 18 72 arrows <|end|> <|user|> If I've found out anything in my...year and a half-ish of Playing D&amp;D and 40,000, it's that I'm favored of the dice Gods. Anyways, I'll get back to this. Move to Z 5 Attack: (1d20+2)[ 21 ] Damage: (1d8+2)[ 4 ] Stats Spoiler HP: 7 AC: 21 FF: 19 Touch: 12 Position: Z 5 Soulmelds Formed: Wormtail Belt 2 Essentia Invested. +4 Natural AC Rageclaws 0 Essentia Fight normally until -10 HP Your go! -Suzuro <|end|> <|user|> And I believe that's game, like I said, "Favored of the Dice Gods (I still think it's Gork and Mork)." Anyways, good game, if you'd rolled better, you most likely would have beat me. -Suzuro <|end|> <|user|> You are not the only one favored by the dice gods! We will see who can beat the odds in the upcoming match! HaHa! *dissapears in puff of smoke* <|end|> <|user|> Good game Suzuro. <|end|> <|user|> GM Kyeudo Shasnuart is the Winner! <|end|>
<|user|> Mount Ryan has never been a particularly populated locale. Named after the second-generation Irish immigrant who led the first party over it in the 1800's, few travelers since have passed that way. The mountain was not on any of the more convenient routes westward into Oregon territory, nor into California, Nevada, or Utah. The timber barons and mining surveyors never thought its mineral or floral wealth worth plundering - its sides, perhaps, were too precipitous, and roads to difficult to carve compared to richer, more easily garnered treasures elsewhere. Highways were never built over Ryan - again, its angle was too sharp, its bare gray head too high above its neighbors to make conquering it worth the effort. in the 40's and 50's a few developers tried to sell summer homes there, but it never took off. More popular spots like Aspen offered better amenities, and Ryan's densely forested lower slopes always seemed inimical to the efforts of homebuilders. No one ever stayed there for long, and soon most of the cheaply-built rental homes were vacant, their windows staring like empty eyes and shadows moving softly within, visited only by small, furtive things and by the nesting birds. The thickly forested road you approach the rental cabin on is only barely wide enough to accomodate your vehicles. The trees cluster thickly at either side, thrusting roots up through the hardpack to jolt and jostle your cars as you attempt to navigate the winding mountain tracks - barely more than fire roads, really. Nonetheless, the occasional views you get through the trees are spectacular - Sheer drops that show the vast green carpet of forest below, rolling out to the plains in the smokey blue distance. The cabin you arrive at is a solidly-built construction of timber, or at least something that looks very much like it. In front of it is parked a battered red jeep, and behind it you can spot the sort of large trash-bin more commonly seen at construction sites. A short, powerfully built woman of middle years waits for you with a wide, white-toothed grin on her face - her blonde hair is pulled back in a sensible ponytail tucked under a ballcap. She smiles and waves, approaching you as you exit your cars. "Hey there. I'm Terry. I just wanted to meet you folks, drop off the keys here and answer any questions you might have. Everything's cleaned out an in order, and the binder with all the contact info is on the counter. If there's anything you need, feel free to call - but it can take a couple of hours for anyone to get here from town, so for a lot of things, you're on your own." As she speaks, she hands you an envelope with four sets of keys in it. "Oh, and just to let you know, there's quite a bit of wildlife around - especially bears, so make sure you keep the lid down when you put trash in the bin, otherwise they get all into it, hell to clean up. Was there anything you folks wanted to ask before I take off?" <|end|> <|user|> Daniel raises his hand, "Actually there is one thing. I seem to have forgotten to bring any type of jars or containers with me. Are there any old canning jars or something in the cabin that I would be allowed to use?" <|end|> <|user|> Tristan looks around and smiles. " Looks good to me. So, what do you guys want to do today? Once we've carried our packs and stuff inside, I think I'll go for a walk, I feel a little disoriented after the long drive. " Tristan waits patiently until the woman answers Daniel's question, then speaks: " Do you know any good hiking trails around here? Are there any maps of this area in the cabin? " Spoiler What time is it? What time of the year is it? What's the weather like? <|end|> <|user|> Edwin looks around, and says " Yeah, everything looks good to me. I'd be up for hiking afterwards too. " He thinks a little and as Tristan asks his question he says " Yeah, a map would be great " <|end|> <|user|> Terry nods amiably, answering your questions "Yep, there are a number of maps in the chest in the living room, and there should be some jars in the kitchen. There's all sorts of stuff in the kitchen, feel free to help yourself to it - just don't take it with ya when ya leave." She adds with a little laugh. Spoiler Eh, it's early afternoon, say 12:30 or 1:00. It's late summer/early fall, similar to what it is now in the northern hemisphere - and as far as year, it's probably the early 90's - '92 or '93, say. <|end|> <|user|> " Alright, thanks! " Tristan says with a smile. " So, let's go check the cabin out. Oh, is the old guy ok? " referring to the fourth person who's been quiet so far. Tristan takes one of the keys and walks up to the door, opens it and has a look inside the cabin. <|end|> <|user|> Spoiler Em... I wasn't really sure how to respond... wasn't it supposed to be John's cabin? The old guy is quite unconscious in the back of the car, empty beer cans strewing the floor about him. His only luggage is a couple of spare t-shirts, his wallet, a big case chock full of beer and whiskey, as well as his shotgun plus a box of shells. <|end|> <|user|> "Thank you, ma'am." Daniel says politely, following Tristan into the cabin. <|end|> <|user|> Spoiler So.....? Raise dead check on game: (1d20-20)[ -8 ] <|end|>
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<|user|> {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 | C | C | C | C || 11 |||||||||| C 12 |||||||||| C || 13 | 14 ||| C | 15 ||| C ||||||||| 16 ||| C | C | C | C | C | C | C | C || 17 ||| C | C ||||| C | C || 18 | 19 |||||||||||| 20 | 21 | 22 |||||||||||| 23 ||| C | C ||||| C | C || 24 ||| C | C ||||| C | C || 25 | 26 |||||||||||[/table] Arena is 30 feet tall, worked stone. Normal lighting. Buff Rounds : 1 + All Day (12+ hour) buffs. Starting locations: I'll start somewhere in the top two rows, and you'll start somewhere in the bottom two. Cool? <|end|> <|user|> cool. starting pos: Spoiler L25 2o ft up. Buffs: Spoiler Oil of magic weapon on simitar Inititive: init. - (d20+10)[ 17 ] also is there a ceiling or are the columns iviso-walled to the edge of the universe? <|end|> <|user|> Ryth'lin . Relevant modes of detection : True Seeing Starting position : Spoiler C2 Buffs : Spoiler Round 1: Drink Potion of Shield of Faith, Nerveskitter for initiative. All-Day: Persistent Extended Quickened Shield [Power Component: Guardinal Feather] Persistent Protection From Evil Persistent Master's Touch Persistent Blades of Fire Persistent Ectoplasmic Armor Persistent Bladeweave Persistent Burning Sword Persistent Heroics [Improved Initiative] Persistent Wraithstrike Persistent Sonic Weapon Persistent Weapon Of Impact Persistent Weapon of Energy [Acid] Persistent Haste Persistent Greater Magic Weapon [+3] Persistent Displacement Persistent Fly Persistent Greater Mighty Wallop Persistent Greater Luminous Armor [Power Component: Guardinal Feather] Persistent Greater Invisibility Persistent Greater Mirror Image Persistent Acid Sheathe Persistent Greater Blink Persistent Bite Of The Wereboar Persistent Extended Divine Power Persistent Antimagic Field [Extraordinary Spell Aim to exclude myself] Persistent Bite Of The Weretiger Persistent Greater Heroism Persistent True Seeing Oil of Greater Magic Weapon [+5] Initiative: (d20+15)[ 27 ] <|end|> <|user|> Turn 1: Spoiler Fly to D15. Ready move action in case someone comes into view and stops. Your move. <|end|> <|user|> turn 1: Spoiler move up to L25 and up to 40ft oh I forgot to mention I have a ring-o-spell battle, so I might detect spells when cast <|end|> <|user|> Turn 2: Spoiler Move to K18. Fly to L24, 30ft up. Done. <|end|> <|user|> Skill trick see the unseen. spot - (d20+15)[ 26 ] rest to follow. <|end|> <|user|> Damnit your too close to charge... Full attack attack 1 attack - (d20+17)[ 19 ] crits 15-20 confirm - (d20+17)[ 37 ] damage - (d8+5)[ 13 ] crit - (2d8+10)[ 18 ] Off-hand attack - (d20+17)[ 28 ] confirm - (d20+17)[ 28 ] damage - (d10+3)[ 8 ] crit - (2d10+6)[ 25 ] attack 2 attack - (d20+12)[ 32 ] crits 15-20 confirm - (d20+12)[ 19 ] damage - (d8+5)[ 13 ] crit - (2d8+10)[ 21 ] attack 3 attack - (d20+7)[ 12 ] crits 15-20 confirm - (d20+7)[ 26 ] damage - (d8+5)[ 9 ] crit - (2d8+10)[ 21 ] On any crit you are slowed as per the spell. <|end|> <|user|> Miss chances: 1: Mirror Images : (1d9)[ 3 ] (1 hits) Miss Chance : (d2)[ 2 ] (1 hits) 2: Mirror Images : (1d9)[ 2 ] (1 hits) Miss Chance : (d2)[ 2 ] (1 hits) 3: Mirror Images : (1d9)[ 2 ] (1 hits) Miss Chance : (d2)[ 1 ] (1 hits) 4: Mirror Images : (1d9)[ 7 ] (1 hits) Miss Chance : (d2)[ 1 ] (1 hits) <|end|> <|user|> New Mirror Image rolls: [Follow the spoilers, you should receive a total of three rolls; one for the off hand attack, one for the first iterative, and one for the second iterative.] Spoiler (1d8)[ 3 ] If 1: Spoiler (1d8)[ 4 ] If 1: Spoiler (1d8)[ 5 ] If != 1: Spoiler (1d7)[ 2 ] If != 1: Spoiler (1d7)[ 4 ] If 1: Spoiler (1d7)[ 7 ] If != 1: Spoiler (1d6)[ 3 ] <|end|> <|user|> So, every attack targeted a mirror image; the first three attacks connected and each dissolved an image. The last missed. My turn: Another mirror image appears, and quickly all seven of the elves move upwards and attack. Attack [Power Attack: 12]: (d20+19)[ 34 ] vs. touch AC. (10d6+42)[ 69 ] bludgeoning + (1d6)[ 6 ] fire + (1d8)[ 4 ] fire + (1d6)[ 5 ] sonic + (1d6)[ 2 ] acid for 86 damage. (d20+19)[ 37 ] vs. touch AC. (10d6+42)[ 74 ] bludgeoning + (1d6)[ 3 ] fire + (1d8)[ 6 ] fire + (1d6)[ 3 ] sonic + (1d6)[ 4 ] acid for 90 damage. (d20+14)[ 23 ] vs. touch AC. (10d6+42)[ 71 ] bludgeoning + (1d6)[ 6 ] fire + (1d8)[ 2 ] fire + (1d6)[ 6 ] sonic + (1d6)[ 3 ] acid for 88 damage. (d20+9)[ 18 ] vs. touch AC. (10d6+42)[ 82 ] bludgeoning + (1d6)[ 1 ] fire + (1d8)[ 2 ] fire + (1d6)[ 6 ] sonic + (1d6)[ 5 ] acid for 96 damage. The first attack that connects forces a DC20 will save. <|end|> <|user|> Second attack threat confirmation: (d20+19)[ 34 ] Additional damage: (30d6+126)[ 240 ] bludgeoning + (3d10)[ 22 ] fire damage + (3d10)[ 29 ] acid damage. Total damage: Hit 1: 86. Hit 2: 381 with confirmation, 90 without. Hit 3: 88. Hit 4: 96. Total: 651 with critical, 360 without. <|end|> <|user|> ... followed by an activation of a belt of battle, and another set of attacks. Attack: (d20+19)[ 39 ] vs. touch AC (10d6+42)[ 77 ] bludgeoning damage + (1d6)[ 6 ] fire damage + (1d8)[ 6 ] fire damage + (1d6)[ 6 ] sonic damage + (1d6)[ 5 ] acid damage for 100 damage. (d20+19)[ 34 ] vs. touch AC (10d6+42)[ 83 ] bludgeoning damage + (1d6)[ 1 ] fire damage + (1d8)[ 7 ] fire damage + (1d6)[ 6 ] sonic damage + (1d6)[ 2 ] acid damage for 99 damage. (d20+14)[ 28 ] vs. touch AC (10d6+42)[ 69 ] bludgeoning damage + (1d6)[ 1 ] fire damage + (1d8)[ 5 ] fire damage + (1d6)[ 5 ] sonic damage + (1d6)[ 6 ] acid damage for 86 damage. (d20+9)[ 15 ] vs. touch AC (10d6+42)[ 87 ] bludgeoning damage + (1d6)[ 1 ] fire damage + (1d8)[ 6 ] fire damage + (1d6)[ 6 ] sonic damage + (1d6)[ 6 ] acid damage for 106 damage. <|end|> <|user|> Critical confirmation for first attack: (d20+19)[ 32 ] Additional Damage: (30d6+126)[ 234 ] bludgeoning damage + (3d10)[ 19 ] fire + (3d10)[ 16 ] acid damage. Total damage: Hit 1: 369 with critical, 100 without. Hit 2: 99 damage. Hit 3: 86 damage. Hit 4: 106 damage. Total: 660 damage with critical, 391 without. <|end|> <|user|> despite shrugging off all elemental damage, you still are able to wallop me into oblivion. <|end|> <|user|> And this is why Spelldancer is banned. Please submit your 'dancer for vivisection. <|end|>
<|user|> Apocalypse Rising Background: Spoiler You were all once great people in your given profession but recently over the past few months an amazing evil has swept over the land leaving many dead. You were chosen by an almighty being with power beyond imagining to be its hand on eberron. You have excepted its offer and are now something new something powerful and something with only one mission. Conquer and Destroy. <|end|>
<|user|> Starting a hundred feet apart, open plain. No prep time. <|end|> <|user|> Initiative: (1d20+9)[ 17 ] And if I manage to have a higher Init: Spoiler Move 30 feet forward, assuming ready stance with Robilar's Gambit as I go. <|end|> <|user|> Initiative: (1d20+10)[ 17 ] <|end|> <|user|> A tie, roll again Initiative: (1d20+10)[ 29 ] <|end|> <|user|> I...uh..wow. Assuming we follow the higher Init bonus goes first in this case, it's you. <|end|> <|user|> or roll again, either way. [roll0] <|end|> <|user|> grarg, post limit pain. (1d20+9)[ 13 ] Though i doubt i'm gonna make it, since i need a nat 20 to tie. <|end|> <|user|> Oh sorry, I was in a rush and forgot about the higher modifier initiative rule :) Well, seems I start so: Free action: Activate boots of speed to gain haste. +30 feet move, +1 dodge ac, +1 attack roll, +1 reflex Free action: Mountain Rage!! GROAAAAR!! +8 str +8 con -2 ac +3 will save and Deimon becomes a large creature. Full round action: Charge! -2 ac +2 attack roll Jumping 10 feet before arriving near you: DC10 auto passed Using power attack for -18 Rolling to hit: (1d20+24)[ 25 ] Eventual critical confirm (x4): (1d20+24)[ 29 ] Damage: (3d6)[ 9 ] +20 from epic warrior +25 from STR 44 with a 2 handed weapon +8 from barbarian homebrew bonus +18 x 6 from power attack + leap attack with a 2 handed weapon: 108 Total: 170 AC: 27 HP: 254 Rage: 10/10 Reach: 10' Location: the square in front of you EDIT: A shameful miss!!! <|end|> <|user|> AoO from the attack on me due to Robilar's Gambit, Denied Dex due to Unexpected Attack (1d20+23)[ 37 ] and damage: (1d6+9)[ 15 ] + sneak attack (9d10)[ 41 ] and that was a nat 1, right? if so, another AoO: (1d20+23)[ 29 ] and damage: (1d6+9)[ 13 ] + sneak attack (9d10)[ 43 ] and then just a regular attack routine: Attack1: (1d20+21)[ 32 ] and damage: (1d6+9)[ 14 ] Attack2: (1d20+21)[ 38 ] and damage: (1d6+9)[ 13 ] Attack3: (1d20+16)[ 26 ] and damage: (1d6+9)[ 14 ] Attack4: (1d20+11)[ 28 ] and damage: (1d6+9)[ 11 ] AC: 26, opponents get +4 to hit and damage on me HP: 274 Location: Still right in front of you Edit: Damage is nonlethal, too. Not that it matters too much for this, but... <|end|> <|user|> I do not understand, you get an AOO from robilar even If I begin the game? <|end|> <|user|> Anyway: Take a 5 foot step back. Full Attack (reach 10')!! Using -18 on attack rolls for power attack Attack roll: (1d20+26)[ 33 ] and damage (3d6+25)[ 35 ] Attack roll: (1d20+21)[ 38 ] and damage (3d6+25)[ 36 ] Attack roll: (1d20+16)[ 28 ] and damage (3d6+25)[ 35 ] Attack roll: (1d20+11)[ 31 ] and damage (3d6+25)[ 41 ] The first attack that hits deals +20 damage others deal +36 from Power attack and +4 from Robilar <|end|> <|user|> Roll 2 and 4 threaten a critical. Confirmation for 2 (1d20+21)[ 32 ] Confirmation for 4 (1d20+11)[ 23 ] Multiplier is x4 (ouch!!) TOTAL: not accounting for damage reduction total damage is: 415 I have an additional attack thanks to Haste but I don't think is required. <|end|> <|user|> Yeah, that puts me out of the running even with my DR. As for Robilar's Gambit, I've never exactly been clear on that myself. It never states in the feat that it takes any kind of action to activate it or deactivate it, or if you even can deactivate it. <|end|> <|user|> Feat says: "if you activate this at the start of your turn" <|end|>
<|user|> Arena Tournament, Round 33: Stonefist vs. Kor Map: Spoiler XP Award: 300 XP GP Award: 300 GP Docnessuno - Stonefist Bayar - Kor Battleborn All Combatants, please roll initiative. <|end|> <|user|> Initiative: (1d20+1)[ 4 ] Will buy a MW greatsword and a Spiked chain, for now, still thinking if I need something else. <|end|> <|user|> Just as an FYI, Stonefist Timed Out of our match. <|end|> <|user|> Originally Posted by theterran Just as an FYI, Stonefist Timed Out of our match. I know that...but maybe he will be back in 3 days <|end|> <|user|> Ref TT Kor wins this match by DQ, pick up your prize at the door on the way out! <|end|>
<|user|> Arena Tournament, Round 29: Skrag vs. Bob the Destroyer Map: Spoiler Extra notes: Houses are on average 20 feet high (just use that average figure all over the house), hay piles are up to 10 feet high against the walls. And, I don't care whether you're immune to sanctuary effects, you are not immune to the arena's sanctuary effect. Creatures summoned during the 1st round are also affected by the sanctuary effect. XP Award: 300 XP GP Award: 1st Place: 600 GP, 2nd Place: 300 GP Talic - Skrag King Korath - Bob the Destroyer All Combatants, please roll initiative. <|end|> <|user|> Ah, rematch. Thank goodness I was undefeated up to that point. Hmm. Init: (1d20+5)[ 15 ] My tactic was sound last time, odds went against me. Let's try this one more time. Will make purchases in a bit. <|end|> <|user|> Time to end this, I don't need to buy any thing so it is time to rumble. init (1d20+3)[ 16 ] <|end|> <|user|> Yes! I get to start. Can I get your starting position. <|end|> <|user|> You may. I am purchasing a potion of spider climb. I'm in X11, mounted. In hand is a vial, and a crossbow. <|end|> <|user|> Start in D11 with my axe in one hand and a vial in the other. I will move to W11, rage and drink the vial (potion of bears endurance). your turn. Stats Spoiler ac15 hp17 rage round 1/12 <|end|> <|user|> Would you care to explain how you're getting 95 feet of movement AND using a standard action to drink a potion? <|end|> <|user|> ref chilepepper Here's what talic is talking about : Relevent text from SRD Run You can run as a full-round action . (If you do, you do not also get a 5-foot step.) When you run, you can move up to four times your speed in a straight line (or three times your speed if you’re in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat. You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action. You can’t run across difficult terrain or if you can’t see where you’re going. A run represents a speed of about 12 miles per hour for an unencumbered human. <|end|> <|user|> No, he's got 50 move, he can get there with a double move. He just can't do a double move (Requiring both his standard and move action) and drink a potion (requiring a standard action). <|end|> <|user|> OK I don't drink the potion, sorry about that, other than that my actions are the same, your turn. <|end|> <|user|> KK. My action, Round 1: move : Direct my mount to move, Pushing Mount, per ride skill. Ride (DC 15): (1d20+11)[ 17 ] If successful, my mount gains an additional 10 feet of movement this round. Edit: Success. Remainder of action to follow. Mount takes 1 damage from pushing. <|end|> <|user|> Round 1: continued. Move North, breaking LOS as I move North. LOS broken as I move north out of Z6. Auto succeed guide with knees check. Spoiler Ending in Z1. Mount's move actions both used. Mount will enrage at start of next action, per mount entry. I drink my spider climb potion (move action). Ride check: Fast Dismount (DC20): (1d20+11)[ 27 ] Dismounting into Y1: Hide: (1d20+15)[ 31 ] Move Silent: (1d20+15)[ 29 ] Edit: Success on dismount. End Turn. Stats: Spoiler Skrag: Location Y1, Hiding HP: 8/8 AC: 18 (+5 dex, +2 armor, +1 Size) In hand: Vial, Crossbow. Effects: Spider Climb 1/300 Badgera: Location: Z1 HP: 27/28 AC: 20 Status effects: Will enrage on next action <|end|> <|user|> ref chilepepper Skrag Spoiler Drinking a potion or applying an oil is a standard action. You succeeded on the fast dismount, so that was a move action. You're turn is fine as is, but for future reference drinking a potion is a standard action. Still Bob's turn. <|end|> <|user|> @Chile Spoiler Yeah, I brain farted for a minute. I had it all worked out, just typed it up wrong. Everything's good, continue. <|end|> <|user|> Spoiler move to Z 8 Can I get a LoS check please. stats will be in the post that ends the turn. <|end|> <|user|> ref chilepepper refs Spoiler Bob's spot isn't enough to beat Skrag's hide. Bob Spoiler You see Skrag's mount in Z1 Skrag Spoiler You see Bob moving northeast into Z8 Still Bob's turn. <|end|> <|user|> Spoiler stay where I am, and drink the potion of bears endurance. end turn stats Spoiler ac15 hp17 +2 con bonus from a potion, raging rage round 2/12 <|end|> <|user|> Awaiting LOS for my turn. <|end|> <|user|> @Refs Spoiler I have one problem here. I don't believe that Skrags mount should be in rage. The rage ability specifically states that it only applies due to combat damage.The damage taken from being pushed is not combat damage, the same as falling is not combat damage. If we call it combat damage, then the one who actually damaged it and who it should be raging against is Talic, and it should turn to attack him. Quick pause for a ref chat, but I can do LoS for ya. @Talic Spoiler LoS is the same as before @king korath Spoiler LoS is the same as before <|end|> <|user|> ref chilepepper My 2cp refs Spoiler The entry for dire badger says, "A dire badger that takes damage in combat..." It doesn't say combat damage, it says damage in combat. The badger is in combat and has taken damage, so by the letter of the rule, it enters rage. Match still on hold. <|end|> <|user|> Ref Maurkov @refs Spoiler Shouldn't the badger rage and attack the person who damaged it, in this case, Skrag? After all, who gave it the spurs? No? Well, that would be funny, anyway. By RAW, it is combat and it is damage (and I suppose the rider is not technically an opponent). I think it works; good rules lawyering on Talic's part. Unless it senses Bob, though, I think that lacking an opponent it will then stop raging, and I would assume be fatigued. <|end|> <|user|> ref chilepepper refs Spoiler There is an opponent. I would think the badger would take off looking for it in a feverish recklessness. <|end|> <|user|> @Refs Spoiler So if Bob were to leave the badgers sight, would it then go after Skrag? Since he's no longer actively controlling it? <|end|> <|user|> Ref Maurkov @refs Spoiler Now that I think about it, Skrag has an opponent. I'm not certain that the badger does. Until Bob attacks the badger, or Skrag (via handle animal) makes it attack Bob, why would it go hunting? I'm not certain that an animal knows it's "in combat" until somebody attacks it, or it is made to attack. I reverse my previous ruling. I don't think it would rage up. <|end|> <|user|> High Ref Mav @Refs Spoiler That's kind of were I was going... If it does rage... wouldn't it attack the one that had caused it damage? Which would be Skrag, as Bob has done nothing threatening towards it at all. <|end|> <|user|> Are we still paused? <|end|> <|user|> @refs Spoiler Oops. I had the names reversed. *goes to revise his posts so they might make sense* <|end|> <|user|> Ref Bayar @refs: Spoiler I would say that it doesnt activate rage because: 1. It didnt get damaged during actual combat (which requires it to be damaged by an opponent) 2. It doesnt sense Talic's opponent as his opponent unless it is attacked by him or is handled to attack him <|end|> <|user|> ref chilepepper refs Spoiler I'm inclined to lean towards: The mount is trained for combat, and the arena is the only combat it's seen. It's been in a previous match, and in the Dawn Arena, it has LoS. Given a random situation, no it would be able to discern friend from foe. But in the arena, with experience in this particular arena, it has LoS to the opponent's starting position and it can see who or what is there at the beginning of the match. I think it plausible to assume the badger knows, from training, that what it sees on the other side of the arena is the enemy. and yes, we are still paused, your ex-girlfriend won't answer the phone <|end|> <|user|> *grumble* She always was the type to make me wait. <|end|> <|user|> @Refs Spoiler It doesn't have training to say that though, it's simply an animal, with an intelligence of 3. It's been damaged, by the one that was riding it, not by the one who's standing in front of him. It's like smacking a dog, and then jumping off and expecting him to chase someone else. <|end|> <|user|> I have a bad feeling when there is a ref debate going on☹️ . Just let me know when we will restart. <|end|> <|user|> Nah, it's not gonna be a match restart, I'm pretty sure. Everything we've done so far is by the book, as far as I can tell. I think they're trying to head something off so it doesn't later become a rewind. <|end|> <|user|> ref chilepepper refs Spoiler I was referring to combat riding. I guess it all depends on what that entails. I could see it either way. I think I'm all debated out on this subject. There's not much else I have to offer in the way of opinions. Good luck. <|end|> <|user|> GM Kyeudo @refs Spoiler I do not get what the debate here is about. RAW: If a dire badger takes damage, then it rages until the end of combat. RAW: Pushing a mount causes damage. Therefore, RAW: The Badger is raging. Not RAW: Raging badgers attack indiscrimiately or attack the nearest creature. Nowhere in the Dire Badger's Rage entry does it say anything about the badger's behavior changing. A Raging Badger is even less mentaly handicapped than a Raging Barbarian. The Badger continues to act as it's training dicatates. Unless another ref has something else, I think this match can resume. <|end|> <|user|> Yay! Round 2! (barring further ref discussion) Skrag, Round 2, part 2 My actions: Spoiler Free: Drop Vial Double Move: From Y1 to Y6 (on top of building, 20 feet up) Hide: (1d20+10)[ 21 ] MS: (1d20+10)[ 27 ] (factored in penalty for movement over 1/2, did not factor in distance penalties) Badger: Rages. Charges south from Z1 to Z7, and attacks. Attack: (1d20+8)[ 24 ] Damage: (1d4+4)[ 8 ] If Threat: (1d20+8)[ 12 ] If Crit: [roll] 1d4+4[/roll] Edit: Hit, no threat, so broken roll doesn't matter. Edit: Done. Stats: Spoiler Skrag: Location Y6, Hiding (Hide: 21, MS: 27) HP: 8/8 AC: 18 (+5 dex, +2 armor, +1 Size) In hand: Crossbow. Effects: Spider Climb 2/300 Badgera: Location: Z7 HP: 31/32 AC: 16 (+3 Dex, +3 Natural, +4 Armor, -2 Charge, -2 Rage Status effects: Rage */* <|end|> <|user|> Ref Maurkov I'm not certain it's required, but could you make a handle animal check to direct the badger? If you fail, we refs will hash out whether you needed it. <|end|> <|user|> Already asked in PM with both Kyeudo and Mavian for this point. The rage description (as follows: A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily. That clawing and biting line can be considered enough to set the default to "attack", rather than "avoid combat". Still, if that is overturned: Spoiler Handle Animal: (1d20-3)[ 5 ] <|end|> <|user|> Ref Maurkov I guess my question would be, why is Bob the badger's opponent? Skrag is the one that injured him. Now I'm noticing that with no ranks in Handle Animal, Skrag can't really make the badger do anything. But if Kyuedo and Mavian are handling it, I'll butt out. <|end|> <|user|> @Refs: Spoiler Valid question, and I'll answer, but I REALLY think that this match has been on hold long enough. The badger isn't even really a necessary part of my strategy. I should be able to pepper the guy from the roof with crossbow bolts relatively easily. If I get any more "match holds", and they're related to this, I'll happily state that the mount has gone completely retarded and will choose to stand unmoving, for the remainder of the match, a complete waste of the gold that was spent for it. Answer: Simple. Counting this match, that badger has fought 3 times in the arena. All 3, Bob was my opponent. In the first, he cleft that badger nearly in twain with a large 2 handed weapon. The same large 2 handed weapon he charged across the arena with in the first round of this combat, actually. I think that establishes a solid case for a "threatening action". In addition, nowhere in the rules does the Push mount ability change the attitude of your mount. It's not a commonly used ability, but I don't think the intent of the ability is, "+10 feet movement, 1 damage, and your mount hates you." It doesn't change your mount from friendly to indifferent, or indifferent to hostile. The mount takes one damage because it overexerts itself. That's why the damage doubles each round, if you keep doing it. It's nothing I'm doing, other than urging it to greater speed. <|end|> <|user|> Ref Maurkov Originally Posted by Maurkov But if Kyuedo and Mavian are handling it, I'll butt out. This is me not putting the match on hold. <|end|> <|user|> Is it my turn, with me taking 8 damage or is something else happening? <|end|> <|user|> yes, your go. have at it. <|end|> <|user|> OK I attack the badger. attack (1d20+8)[ 25 ] damage (3d6+12)[ 27 ] end turn stats Spoiler ac15 hp9 rage round 3/12 <|end|> <|user|> Ouch! That's a hit. Badger's down to 4hp remaining. Skrag, Round 3 Badger: Full attack back: Claw: (1d20+6)[ 26 ] Damage: (1d4+4)[ 6 ] If threat: (1d20+6)[ 8 ] If Crit: (1d4+4)[ 7 ] Claw: (1d20+6)[ 26 ] Damage: (1d4+4)[ 6 ] If threat: (1d20+6)[ 19 ] If Crit: (1d4+4)[ 6 ] Bite: (1d20+1)[ 4 ] Damage: (1d6+2)[ 4 ] If threat: (1d20+1)[ 13 ] If Crit: (1d6+2)[ 3 ] My action: (assuming you haven't seen me yet) (Standard action, Attack) Attack: (1d20+9)[ 23 ] Damage: (1d8+1)[ 6 ] Sneak Damage: (1d6)[ 2 ] If threat: (1d20+9)[ 25 ] If Crit: (1d8+1)[ 4 ] Attack bonus includes the following modifiers: +5 (dex) +1 (size) +1 (point blank) +2 (unseen). Following the attack, you see me in Y6, atop the building. I then draw a vial (move action), and disappear from view. Spoiler 5 foot step to X5 End turn. Edit: I believe that's 26 damage this round. And yes, if the badger attacks drop him, I still fire. I follow the evil overlord's guide. Stats: Spoiler Skrag: Location X5 HP: 8/8 AC: 18 (+5 dex, +2 armor, +1 Size) In hand: Crossbow. Effects: Spider Climb 3/300 Badgera: Location: Z7 HP: 4/32 AC: 16 (+3 Dex, +3 Natural, +4 Armor, -2 Charge, -2 Rage) Status effects: Rage */* <|end|> <|user|> GM Kyeudo Skrag is the winner! He is then eaten by a badger for causing so much trouble. <|end|> <|user|> Even though your badger ripped me to shreds, I still have my petty revenge, it by order of our overlords got you too😉 . Good game. <|end|> <|user|> You too. You were a worthy opponent, and I learned a big lesson from you in round 2. :) <|end|>
<|user|> Arena Tournament, Round 38: Arashi vs. Zaknafien Map: Spoiler XP Award: 300 XP GP Award: 300 GP theterran - Arashi Deathslayer7 - Zaknafien All Combatants, please roll initiative. <|end|> <|user|> Arashi Initiative Initiative - (1d20-1)[ 6 ] <|end|> <|user|> High Ref Talic Arashi wins, by virtue of good attendance! Who says it never gets you anywhere? <|end|>
<|user|> Arena Tournament, Round 37: Heintz vs. Aeli Map Spoiler XP Award: 300 XP GP Award: 300 GP Matticus - Heintz Reiswind - Aeli All gladiators please roll initiative <|end|> <|user|> High Ref Talic Double DQ, No prizes given! (1d2)[ 1 ] <|end|>
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