conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: playswithfire: Forgive me if I forgo the hooded figures.
  
  Hettar starts at
   
   Spoiler 
  
  E2
   
  
  Ghakal starts at
   
   Spoiler 
  
  AE39
   
  
  in this  arena 
  
  You still get your standard action and swift action before arriving in the arena.
conversations.from: human
conversations.value: Douglas: Standard: Inspire Courage
  Swift: Badge of Valor
  
  Initiative:  (1d20+7)[ 25 ] 
  
  Default stance: Stance of Alacrity
conversations.from: human
conversations.value: Charlie Kemek: {OOC Since I was Teleported this turn, do I get my skirmish bonus to AC and or damage? wondering, could make a big difference.}
  
  Standard: activate Ring of Blinking
  
  Init:  (1d20+12)[ 27 ] 
conversations.from: human
conversations.value: Charlie Kemek: Hettar Mounts his bat, and his bat flies (Runs) closer to the center of the battlefield (to...R20) and if At any time he sees Ghakal, he fires 3 arrows with manyshot at him.
conversations.from: human
conversations.value: Douglas: Teleportation does not count as movement for Skirmish and similar abilities.  Whether you see me from there depends on whether you are above the cliffs that are 5' ahead of you.
  
  Regardless, you cannot use Manyshot because I am not within 30'.
  
  Full Round: Activate Ring of the White Wyrm.
  Swift: Activate Dragon Mask for 5 minutes of See Invisibility
  Free: 5' step to AE38
  Free: Rage
  Free: Activate Boots of Haste
  
  Position: AD37-AE38
conversations.from: human
conversations.value: Charlie Kemek: {OOC where does it say that? I looked it up and it never said anything about teleportation not counting. and I meant I readied an action.}
  
  Bat Flies Up until he sees you, and "runs" to AE 33. Rapid Shot to make 4 attacks. Bat then moves up as high as possible.
  Attack roll  (1d20+32)[ 48 ]  damage  (1d8+17)[ 21 ] + (9d6)[ 28 ] 
  Attack roll  (1d20+30)[ 42 ]  damage  (1d8+17)[ 25 ] + (9d6)[ 35 ] 
  Attack roll  (1d20+27)[ 47 ]  damage  (1d8+17)[ 25 ] + (9d6)[ 31 ] 
  Attack roll  (1d20+22)[ 33 ]  damage  (1d8+17)[ 25 ] + (9d6)[ 33 ] 
  
  Forgot -2 penalty to attacks because mount is running.
conversations.from: human
conversations.value: Charlie Kemek: #3 chance to crit.
   (1d20+27)[ 31 ]  damage  (1d8+15)[ 20 ] + (1d6)[ 4 ] 
  Forgot miss chance. 21 or higher hits
   (1d100)[ 90 ] 
   (1d100)[ 17 ] 
   (1d100)[ 48 ] 
   (1d100)[ 60 ] 
  
  #2 misses
conversations.from: human
conversations.value: Douglas: Immediate action: Armor of God to boost my AC
  Only the natural 20 hits, for 56 damage, 15 of which goes into my delayed damage pool.
  
  Forgot to roll for maneuvers granted.  By now only one is not granted.
   (1d11)[ 9 ] 
conversations.from: human
conversations.value: Douglas: Swift: already used for Armor of God
  Full round: Searing Charge
  
  Pounce + Haste + Whirling Frenzy = 5 attacks.
  I can see invisible, so only 20% miss chance from Blink.  21+ on miss chance hits.
  
  Attack 1:  (1d20+42)[ 44 ]   (1d100)[ 29 ]  Damage:  (1d8+47)[ 50 ]  Fire:  (5d6)[ 16 ] 
  Attack 2:  (1d20+42)[ 57 ]   (1d100)[ 60 ]  Damage:  (1d8+47)[ 51 ]  Fire:  (5d6)[ 19 ] 
  Attack 3:  (1d20+42)[ 59 ]   (1d100)[ 31 ]  Damage:  (1d8+47)[ 52 ]  Fire:  (5d6)[ 15 ] 
  Attack 4:  (1d20+37)[ 41 ]   (1d100)[ 24 ]  Damage:  (1d8+47)[ 55 ]  Fire:  (5d6)[ 21 ] 
  Attack 5:  (1d20+32)[ 35 ]   (1d100)[ 31 ]  Damage:  (1d8+47)[ 55 ]  Fire:  (5d6)[ 18 ] 
conversations.from: human
conversations.value: Charlie Kemek: Originally Posted by douglas 
   Swift: already used for Armor of God
  Full round: Searing Charge
  
  Pounce + Haste + Whirling Frenzy = 5 attacks.
  I can see invisible, so only 20% miss chance from Blink.  21+ on miss chance hits.
  
  Attack 1: [roll0] [roll1] Damage: [roll2] Fire: [roll3]
  Attack 2: [roll4] [roll5] Damage: [roll6] Fire: [roll7]
  Attack 3: [roll8] [roll9] Damage: [roll10] Fire: [roll11]
  Attack 4: [roll12] [roll13] Damage: [roll14] Fire: [roll15]
  Attack 5: [roll16] [roll17] Damage: [roll18] Fire: [roll19] 
   
  
  I am 60 Ft in the air. can you get me?
conversations.from: human
conversations.value: Douglas: Searing Charge = flight with perfect maneuverability.  Even 60' up, you are well within my Hasted charge range.
  
  I do start falling down afterwards, but I'm not sure whether that happens this turn or next turn.
conversations.from: human
conversations.value: Charlie Kemek: Wait, it's 70 ft. in the air.
  
  Edit: also, how does the damage pool work?
conversations.from: human
conversations.value: Eldariel: Originally Posted by Charlie Kemek 
   {OOC where does it say that? I looked it up and it never said anything about teleportation not counting. and I meant I readied an action.} 
   
  
  OOC: I think it's in the Complete Adventurer errata. You can dl it  here . If that isn't, one important thing is "you can't use Skirmish while mounted". This may lead to broken character here.
conversations.from: human
conversations.value: Douglas: You'd have to be quite a bit higher than that to be out of range.
  
  Edit: Crusader class feature.  I actually take the damage at the end of my turn, and I get a +1 bonus on attack and damage for each 5 points of damage in it until then.  It can only hold 15 damage at a time, and any excess is not delayed.
conversations.from: human
conversations.value: Charlie Kemek: crap, I didn't know it. I would have made some changes to the build if I had known it, and if I had had time before the battle. I also made you take 1d6 of it as acid. if that makes any difference. I wish I had ToB.
  
  Can I see your sheet?
conversations.from: human
conversations.value: Douglas: I don't have acid resistance, so that doesn't make any difference.
  
  I take it you're dead?  I was going to hold off on mentioning the no-mounted-skirmish thing until after the match and let it count as working until then, even if that meant a loss.
conversations.from: human
conversations.value: Charlie Kemek: Originally Posted by douglas 
   I don't have acid resistance, so that doesn't make any difference.
  
  I take it you're dead?  I was going to hold off on mentioning the no-mounted-skirmish thing until after the match and let it count as working until then, even if that meant a loss. 
   
  
  yes, i'm dead. this is very annoying, finding out my build doesn't work.
conversations.from: human
conversations.value: Douglas: Technically, I think you could use skirmish even with the errata if you just dismount first.  Just get a +19 ride bonus so you never fail the check to mount or dismount as a free action, and it just adds a restriction of beginning and ending each turn somewhere you can stand without the bat.  Keep landing on cliffs and such, and you'd still mostly keep the benefit of requiring opponents to either fly or use ranged weapons to attack you.