
Caster-Martial Discussion DM |
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Roll for initiative.
The map is found in the following link.
Map.
Read comments to understand situation.
At this time, Arhena is 'A' and
Terylinlara the exile is 'T'.

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Round 1: Move action to pull out my bonded wand, standard action to cast see invisibility.
Round 2: Move action to pick my nose, standard action to cast fly.
Round 3: Move action to scratch my butt, standard action to cast greater invisibility.
Initiative: 1d20 + 6 ⇒ (14) + 6 = 20

Caster-Martial Discussion DM |

As the characters arrives in the arena, teleported by an unspeakable force, a distant voice screams:"Fight!"
You see an elf woman with a good leather armor. She has a bow, a net and a sword with her; none of them are equipped, but it's too far to get any detail about them. She has some potions with her.
Arhena goes first.

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With an invisible flick of his wand, Arhena fires off some bolts of force at his enemy:
Magic missile: 4d4 + 4 ⇒ (2, 2, 3, 4) + 4 = 15
Using one of my 50 charges, not a spell slot. I've got adventuring to do later today!
After zapping his opponent, Arhena floats casually off the ground, shifting to a semi-recumbent position as he drifts through the air.
As a move action, I move 30ft. Going diagonally upwards at 45 degrees, and circling counterclockwise. Since my move speed is 60ft with fly, this means I'm going no more than half speed, so Stealth has no penalty. Additionally, I don't believe there's any Fly checks needed for this basic movement, but if so, having fly active gives me an extra +3 bonus, and I already auto-succeed most Fly checks.
Stealth: 1d20 + 29 ⇒ (3) + 29 = 32

Caster-Martial Discussion DM |

From the starting position of his opponents, 4 darts of energy fly towards Terylinlara, damaging her. The invisible opponent position is still unknown, as his attack hasn't made him visible again.

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Arhena lets out an exaggeratedly loud yawn, then fires another blast from his wand.
Magic missile: 4d4 + 4 ⇒ (2, 1, 4, 4) + 4 = 15
Arhena then crosses his legs in a decidedly relaxed manner and drifts 30ft straight south, and slightly upwards.
Stealth: 1d20 + 29 ⇒ (16) + 29 = 45
This begins round 3 of greater invisibility's duration, for the record.

Terylinlara the exile-buffed |

Terylin backpedals to the edge of the arena, drawing her bow, and notching an arrow. She puts her back against the wall, so that she can only be attacked from one direction, and curls into a tight defensive posture.
Move action 40ft to the arena's edge behind her. Then using the total defense action. Terylinlara has more than three ranks in acrobatics so she benefits from a +6 dodge bonus to AC. By my calculations that makes her AC 27, and her Touch AC 25. Not that any of that helps against magic missiles, but still.
She then yells, using her best arena voice, "COWARD! You hide behind illusion and conjure magic, because you know you cannot even hope to contend with me in equal combat! Fly down puny wizard, or I will bring you down like the lame duck you are!"
Desperate Perception Check: 1d20 + 11 ⇒ (6) + 11 = 17
She then unstops and swallows her potion of cure serious wounds.
Healing from potion: 3d8 + 5 ⇒ (4, 6, 2) + 5 = 17

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Arhena bellows out, "COWARD! You hide behind brute force and forged steel, because you know you cannot even hope to contend with me in equal combat! Fly up puny fighter, or I will bring you down like the lame duck you are!"
Then as a move action Arhena removes his pants, letting them fall to the ground. Once they leave my possession, they become visible.
Arhena then fires off another blast of force:
Magic missile: 4d4 + 4 ⇒ (4, 4, 3, 3) + 4 = 18
Finally, he takes a 5ft step diagonally north and upward so she still can't hit me if she targets my last known square. Auto-succeed the "move less than half speed" Fly check. I should be up to, what, 30ft altitude by now?
Stealth: 1d20 + 29 ⇒ (7) + 29 = 36
Begin round 4 of greater invisibility.

Caster-Martial Discussion DM |

A clear sign of the presence of the caster has finally came!
Arhena says:"COWARD! You hide behind brute force and forged steel, because you know you cannot even hope to contend with me in equal combat! Fly up puny fighter, or I will bring you down like the lame duck you are!", as another blast of energy reaches Terylinlara.

Terylinlara the exile-buffed |

Terylin swallows the last of her potion as she concentrates on the area where the voice came from, she holds her bow, arrow against the wood with her left hand, and pulls another potion from her belt, then responds in kind.
If we are to fight in the air, then so be it!
Since I overused standard last round, I'm transporting the cure potion swallow into the standard for this round, which is awful for me because Terylin is currently at 31/53 HP, and next round if I want to fly I'm using my standard to take that potion and get up in the air. Then I won't even be able to attack until the next round. Speaking of which, what round is it? Some of my buffs are only good for 5 rounds

Caster-Martial Discussion DM |

Now it's the beginning of the fourth round. Remember that the order of buffs counts, and if, for example, a buff lasted 5 rounds and it started in the first round of the preparation time, it would have its effect ended by now.

Terylinlara the exile-buffed |

Terylin greedily swallows another potion
Enough! She screams, staring at the sky while tears stream down her face. Enough... Her head falls, chin to chest. You've won... I can no more fight you than fight the wind. She weakly lifts her hands, palm upward, and begins to walk slowly back toward the center of the arena. I declare you victor, but I ask that you grant me a request. Let me see your face. Let me kneel before you in supplication, and pay you the honor of victory. I'm sure, though you fight from the shadows of illusion, you have that much honor in you?

Caster-Martial Discussion DM |

After a week of silence, the blood of Terylinlara is cleaned by a mysterious force from the arena.
Just after a few seconds, the voice says:"There shall be another fight now!".
Three entities appear immediately after. Two on the side of the martials, one on the side of the casters.
You didn't told me where the angel spawns, I'll assume it's behind you and adjacent.
Roll for initiative.
EDIT: the map is working if you need to track specific movement.

Castey Hexey |

Knew I should've taken knowledge planes.
initiative: 1d20 + 8 ⇒ (7) + 8 = 15
If I win, I want to cast wall of fire between us, right in front of me (Damage end towards Megan of course). It would be 180 feet long. Then I want to run 50 feet (+30 blessing of fervor), zig zagging diagonally, so she doesn't know where I am. (The walls opaque right? It feels like it should be opaque).
If I don't win, I want to know what Megan does before I try anything.
Whether or not I win, I'm taking a trick from Terylinlara's book. I want to start my turn by yelling at the top of my lungs with a freakishly high pitched voice "It is I! The great Castey Blastey Zappy Hexey! And today, you get to see my famous magic up close and personal."

Megan the Gnome |

Megan jogs forward with all of the speed of a heavily armored gnome, glancing at the notebook of hastily scribbled philosophy notes in her hand.
Using a double move action to move 30 ft forward and looking at her masterwork bluff tool.
Suddenly, Megan meets the other gnome's eyes with look somewhere between quizzical and mischievous.
"Hold on, Mr. Hexey. Why is causality even a thing?"
Megan spends a ki point as a swift action to use Bewildering Koan on Castey Hexey.
Bluff: 1d20 + 25 ⇒ (6) + 25 = 31
Castey Hexey must make a DC 31 Sense Motive check or lose his next turn.
"Allow me to rephrase that," adds the angel behind Megan.
He dives forward, soaring along just above the ground and swooping up at the last moment.
Flying 45 ft forward, then flying 10 more feet both forward an upward at a 45 degree angle. So he ends up 55 ft forward and 15 ft in the air. This uses 70 feet of movement as a move action.
This brings Castey Hexey within the angel's lesser globe of invulnerability. All active spell effects of third level or lower are temporarily negated.
He gazes down at Castey Hexey, and when he speaks, his voice is calm and clear.
"Yield."
The angel uses his holy word spell-like ability. All creatures that are within 40 ft that are not good-aligned must make a DC 23 Will save. If they fail, they are deafened for 1d4 rounds, blinded for 2d4 rounds, and paralyzed for 1d10 minutes. If they succeed, they are still blinded for 1d4 rounds and paralyzed for 1 round.
Rounds of Deafness: 1d4 ⇒ 2 Negated on a successful save.
Rounds of Blindness: 2d4 ⇒ (2, 3) = 5 Reduced to 2 rounds on a successful save.
Minutes of Paralysis: 1d10 ⇒ 1 Reduced to 1 round on a successful save.

Caster-Martial Discussion DM |

You feel yourself supernaturally filled with unanswerable questions.
You have been "Bewildering Koaned". Roll sense motive.
The angel says:"Allow me to rephrase that,", before quickly moving in your direction and sightly upward (exact movement in the map). When it stops, you feel that your magic doesn't work quite well.
All level 3rd or lower spells are suppressed.
It finishes by speaking his last word:"Yield".
That last word is something beyond normal voice. It's powered by celestial, powerful might.
Roll a will save. And you are blinded and paralyzed.

Megan the Gnome |

Another swift action, another ki point, another unanswerable question. Megan also takes a 5-foot step forward.
Bluff: 1d20 + 25 ⇒ (13) + 25 = 38
The angel grimaces. His voice goes cold and gains a subtly vicious edge.
"Yield!"
Holy word again, and he easily makes the fly check to hover.

Caster-Martial Discussion DM |

The angel repeat the same word with a colder voice. It's again magically powered.
Bewildering koaned again. Roll will and sense motive again.