
Bob the Gnomish Barbarian |

Bob simply nods and then quickly quaffs his potion. He then draws his bow, knocks an arrow and keeps his eyes glued to his opponent.
Free action: Nod
-Fighting Defensively-
Standard Action: Drink Potion
Move Action: Draw weapon
Free action: load arrow

Bob the Gnomish Barbarian |

"Die!" Bob shouts as a brilliant flash of light appears directly in front of Hercule's eyes, With that he drops his bow and arrow and draws his sword as he moves back about 5' or so.
The magical screens show the rage building in Bob's eyes. "ahhhHHHHH!"
Hercule needs to make a Fortitude save DC 12 or be dazzled for 10 rounds
Standard action: Spell-like ability: Flare
Move action: move backwards 5'
Free action w/ Move action: Draw weapon
Free action: enter rage

Bob the Gnomish Barbarian |

Hercule's blows bounce harmlessly off Bob's shield. In retaliation Bob's sword started to glow red as he swung at the unarmored fighter.
Full round action: ATTACK!!!
attack 1: 1d20 + 16 ⇒ (10) + 16 = 26
damage if hit: 1d10 + 7 ⇒ (9) + 7 = 161d6 ⇒ 1
attack 2: 1d20 + 11 ⇒ (9) + 11 = 20
damage if hit: 1d10 + 7 ⇒ (5) + 7 = 121d6 ⇒ 6

Bob the Gnomish Barbarian |

"AARRRRRGGGGHHHHH!" Bob yells as the unarmed fighter wraps himself around the little gnome. However, instead of trying to break free, Bob swings at the now exposed back of his grappler!
Full round action: ATTACK!!!
attack 1: 1d20 + 16 ⇒ (5) + 16 = 21
damage if hit: 1d10 + 7 ⇒ (7) + 7 = 14
attack 2: 1d20 + 11 ⇒ (11) + 11 = 22
damage if hit: 1d10 + 7 ⇒ (1) + 7 = 8

Mr. Hercule |

"It's over!"
Maintain Grapple While Moving.: 1d20 + 20 ⇒ (20) + 20 = 40
Forcibly moving Bob 30ft. closer to the edge as per what I can do while grappling an opponent (normally it is only half speed however because of the Greater Grapple feat I can do this twice and only have to use one roll!)

Bob the Gnomish Barbarian |

Even in his fury Bob sees the edge of the ring approaching. Bob does his best to shift around to turn the tables and perhaps knock his opponent out of the ring instead... either way, so much for a good fight!
Standard action: reverse grapple
grapple check: 1d20 + 12 ⇒ (3) + 12 = 15

Azoth the Warrior |

Don't feel too bad Bob... I still have to fight Mr. Flying Hobgoblin w/o a ranged weapon...
Azoth again walks out onto the field, his armor clanging, his shield in front of him, and a potion in his hand.
"Let's get this over with."
Initiative: 1d20 + 5 ⇒ (16) + 5 = 21

Azoth the Warrior |

Thank Gorum I won initiative! If it even ends up making a difference... GM, am I correct that I still have my Victory Point from last match?
Azoth sees his opponent, and remembers what happens to the last guy that fought him. He runs at his opponent, dropping his potion 10 feet from him, and drawing his katana before the last step.
Full Round Action: Run
Free Action: Drop Item
Part of Movement: Draw Weapon
Current AC: 26

Azoth the Warrior |

There are a couple of ways that I can pinpoint you without even rolling... 1. with a 5'step, you can't move anymore, so you have to be in the square you moved into before you went invisible. 2. I can see your tracks. I am going to go ahead and roll as if you are pinpointed, if the GM disapproves, I will retcon. But I can tell you our VC has ruled about this in our area for PFS stuff...
No Action: 5'step in direction that Dakar moved before vanishing.
Full Round Action: Full Attack, Power Attack
Attack 1: 1d20 + 13 ⇒ (7) + 13 = 20
Damage 1: 1d8 + 13 ⇒ (4) + 13 = 17
Miss 1: 1d100 ⇒ 8
Attack 2: 1d20 + 8 ⇒ (19) + 8 = 27
Crit Confirm: 1d20 + 8 ⇒ (14) + 8 = 22
Damage 2: 1d8 + 13 ⇒ (1) + 13 = 14
Crit Damage: 1d8 + 13 ⇒ (6) + 13 = 19

DM Zotsune |

Okay the concealment checks do they have to be higher than the number or lower than the number... Like a 25% chance of success would be rolling 75 or under or would it be that you have to roll 25 or higher to succeed? Never had to deal with it before. Also Dakar you weren't the only ranged person but TMR got out early.

Dakar the Ugly |

Yeah, that's what I usually go with as well. Means the crit hit... Also, at the moment, I'm easy to pinpoint since the faerie dragon on my shoulder is still visible. ;-)
-33HP; AC 17/16/14 (+2 vs. AoOs, spells, SLAs, etc.)
Azoth's blade turns crimson with blood as his second blow seems to have scored a serious injury on his invisible opponent. A moment later, the dragon steps back and vanishes. Dakar reappears 25ft in the air - along with 6 identical friends.
Dakar Swift: Activate Kirin Style
Knowledge Check DC 22: 1d20 + 17 ⇒ (14) + 17 = 31
Dakar Move: Fly 30ft away (end up 25ft in the air)
Dakar Standard: cast mirror image
Illusory Doubles: 1d4 + 2 ⇒ (4) + 2 = 6

DM Zotsune |

If the character cannot perceive the invisible wizard, the wizard's movement does not provoke.
The Perception DC to detect the unmoving Wizard is 20. If the wizard is moving at half speed, DC15, and at full speed, DC 10. The Wizard could choose to use Stealth for an additional bonus as well.
I would give a +2 bonus to Perception to the character whose square the Wizard is moving through. I think this is reasonable since it should be easier for the character to detect someone moving through his square as opposed to an adjacent one.
If the character does not succeed at the Perception check, the wizard skates by without notice. If the character makes the Perception check, he can attempt an AAO with a 50% miss chance. If the AAO hits, besides doing damage, the Wizard's movement is stopped.
If the Wizard were to use Acrobatics, the character would be considered to be flat-footed and could not apply his dexterity to his CMD. I would also say that using Acrobatics would also make the Wizard easier to detect...maybe a -5 to the Perception DC.
Now granted this is a different subject as this pertains to an invisible wizard moving through someone's square so add 5 to the perception checks given here if that makes any sense.

Azoth the Warrior |

from the [url=http://paizo.com/pathfinderRPG/prd/glossary.html#_invisibility]invisibility condition rules, I think the DC is 10 when he is not moving through my square. Based on this ruling, he is moving through 2 squares that potentially provoke (1 to go up, putting him adjacently above, 1 to move up and out of my reach). Unfortunately, I did not put any ranks into Perception because I am foolish.
Perception: 1d20 ⇒ 6
Perception: 1d20 ⇒ 1
Doesn't matter lol
Azoth doesn't notice his invisible opponent leaving engagement, until he appears with 6 clones. He steps forward and attacks the familiar.
No Action:5' Step
Full Round Action: Full Attack
Attack1: 1d20 + 15 ⇒ (20) + 15 = 35
CritConfirm: 1d20 + 15 ⇒ (2) + 15 = 17
Damage1: 1d8 + 9 ⇒ (3) + 9 = 12
Crit Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Attack2: 1d20 + 10 ⇒ (13) + 10 = 23
Damage2: 1d8 + 9 ⇒ (6) + 9 = 15

Azoth the Warrior |

My performance check for the crit on you, and now the familiar assuming the crit confirms
Perform(Act): 1d20 + 7 ⇒ (8) + 7 = 15
Perform(Act): 1d20 + 7 ⇒ (14) + 7 = 21

Dakar the Ugly |

Dakar: -33HP
Familiar: -12HP
The invisible dragon whimpers as Azoth's first strike hits its mark. Then it goes silent. In unison, the seven Dakars fire rays of fire from their hands. Fortunately for Azoth, they all miss. He glares and pulls out a potion.
Dakar Standard: cast scorching ray
Dakar Move: pull potion of cure serious wounds (unlabeled so the audience won't identify it)
Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Attack 2: 1d20 + 6 ⇒ (5) + 6 = 11

Dakar the Ugly |

The Dakars reappear 30ft to the left of his previous position - still flying - and throws snowballs at Azoth. take 30pts cold damage and make a Fort DC 16 to avoid being staggered for 1 round
Standard: cast snowball
Snowball: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 5d6 + 10 ⇒ (2, 5, 2, 6, 5) + 10 = 30
Familiar recasts greater invisibility

Azoth the Warrior |

The snowball lands a little ways away from Azoth, and he remains unaffected. Azoth moves 30 feet further away and raises his shield in front of himself. Total Defense. Current AC 32

Dakar the Ugly |

Thought your Touch AC was a 15 last round. Would have hit you right on the nose.
Undeterred, the Dakar duplicates launch another snowball at Azoth. Hits Touch AC 24 for 24pts cold damage. Fort DC 16 to avoid staggered for 1 round At the same time, Azoth's katana becomes covered with slimy grease. Reflex DC 14 to avoid dropping the weapon
Damage: 5d6 + 10 ⇒ (1, 4, 4, 2, 3) + 10 = 24
Familiar casts grease