conversations: human
conversations:  A towering figure in a dark robe enters the room where you have been milling around sizing up the competition. His face is completely obscured by his hood. He raises both hands to get your attention and speaks in a deep voice.
   Lonehunter, Hettar 
  With that he brings his hands down and the two of you find yourself transported to the  arena 
  
  OOC:
  You've got time for one swift action and one standard action before you get transported in case you need to adopt a stance or activate an item.
  
  On the map, green is open terrain, yellow is difficult terrain, red/brown is the cliffs. Arena has a 60 foot ceiling.
  
  Opening post should have an initiative roll, anything you said after he called your name and what, if anything you did with the 'surprise round' before being transported. After that, start fighting in initiative order.
  
  Lonehunter
   
   Spoiler 
  start at C14
   
  
  Hettar
   
   Spoiler 
  start at S8
   
conversations: playswithfire:
conversations: human
conversations:  Swift action to activate Balance on the sky
   I have been defeated once. It will not happen again. 
  Initiative:  (1d20+6)[ 18 ] 
conversations: playswithfire:
conversations: human
conversations:  Standard to activate ring of blinking.
  
  Free action to mount bat (high enough ride modifier to auto succeed).
  
  Init:  (1d20+12)[ 29 ] 
  
  {OOC what does Balance on the sky do?}
conversations: Charlie Kemek:
conversations: human
conversations:  Mount moves Hettar to J11. He then sees his opponent.
  
  He shouts  "Prepare to loose again, for it will anger you!" 
  
  Mount moves him to G10, dismounts as free action, and shoots hunter with 4 arrows (rapid shot)
  
  attack 1  (1d20+32)[ 37 ]  damage:  (1d8+15)[ 22 ] + (9d6+2)[ 41 ]  Miss chance, higher than 20 hits  (1d100)[ 83 ] 
  attack 2  (1d20+30)[ 50 ]  damage:  (1d8+15)[ 20 ] + (9d6+2)[ 40 ]  Miss chance, higher than 20 hits  (1d100)[ 6 ] 
  attack 3  (1d20+27)[ 46 ]  damage:  (1d8+15)[ 17 ] + (9d6+2)[ 40 ]  Miss chance, higher than 20 hits  (1d100)[ 66 ] 
  attack 4  (1d20+22)[ 25 ]  damage:  (1d8+15)[ 22 ] + (9d6+2)[ 44 ]  Miss chance, higher than 20 hits  (1d100)[ 51 ] 
  
  AC lowered by 1 for 1 round.
  
  Mount moves him back to L10, he dismounts as free action, using mount as cover in the squares in front of him (AC is now 36).
conversations: Charlie Kemek:
conversations: human
conversations:  Forgot: also, before moving back, use Belt of battle to make extra full attack action. {OOC figures the natural 20 misses cause of blink}
  
  attack 1  (1d20+32)[ 50 ]  damage:  (1d8+15)[ 19 ] + (9d6+2)[ 36 ]  Miss chance, higher than 20 hits  (1d100)[ 73 ] 
  attack 2  (1d20+30)[ 32 ]  damage:  (1d8+15)[ 19 ] + (9d6+2)[ 35 ]  Miss chance, higher than 20 hits  (1d100)[ 71 ] 
  attack 3  (1d20+27)[ 30 ]  damage:  (1d8+15)[ 17 ] + (9d6+2)[ 42 ]  Miss chance, higher than 20 hits  (1d100)[ 37 ] 
  attack 4  (1d20+21)[ 27 ]  damage:  (1d8+15)[ 16 ] + (9d6+2)[ 22 ]  Miss chance, higher than 20 hits  (1d100)[ 10 ] 
  
  Edit: I think You're Dead
conversations: Charlie Kemek:
conversations: human
conversations:  rolling your miss chances for me cloak of diplacement minor, but quite possibly I am dead
  
   (8d100)[ 50 ][ 44 ][ 83 ][ 5 ][ 66 ][ 23 ][ 73 ][ 58 ](402)  hit on greater than 20
  
  OOC: lets me use air walk
  
  I'd have definitely survived the one full attack, but with belt of battle, I'm dead
  
  Mind if we see what would have happened if you hadn't used the belt of battle? You still get the win; I'm just curious.
conversations: playswithfire:
conversations: human
conversations:  How did the bat get 3 move actions? 
  Either way, assuming we go with you not remembering your belt of battle.
  OK, so two attacks hit and I take 110, which gets me to 38;
  Swift action to shadow blink to L14, free action to rage (HP 68 woohoo)
  Then full attack action for pouncing charge maneuver
  
  All three attacks will be grapple attempts, so I'll roll the touch and grapple checks for all 3, though the touches won't be relevant once we're grappling. If I can grapple you, then they're improved hog-tie attempts until that works, then damage your opponent.
  
   Touch attack  (1d20+29)[ 46 ]  vs 19 miss chance  (1d100)[ 12 ]  succeeds on 51+ grapple attempt  (1d20+40)[ 51 ]  vs  (1d20+16)[ 35 ]  damage  (3d6+15)[ 24 ]  miss due to blink
   Touch attack  (1d20+24)[ 33 ]  vs 19 miss chance  (1d100)[ 83 ]  succeeds on 51+ grapple attempt  (1d20+35)[ 55 ]  vs  (1d20+16)[ 31 ]  damage  (3d6+15)[ 23 ] ; success, we're grappling 
   Touch attack  (1d20+19)[ 30 ]  vs 19 miss chance  (1d100)[ 37 ]  succeeds on 51+ grapple attempt  (1d20+30)[ 50 ]  vs  (1d20+16)[ 25 ]  damage  (3d6+15)[ 23 ]   miss due to blink
  
  EDIT: As I think of it, I have no idea how grappling works against a blinking creature; it's not mentioned. Do you have a 20% chance to escape the grapple each time you try due to going incorporeal and my grapple checks have a 50% chance of doing nothing? That seem reasonable to you?
  
  My grappler is not particularly well suited to fighting ranged, blinking opponents, though it seems like a lot of these bouts are won by whoever gets to attack first
conversations: playswithfire:
conversations: human
conversations:  Originally Posted by playswithfire 
    How did the bat get 3 move actions?  
   
  
   It ran. I wasn't mounted, and thus I didn't take the penalty for moving. I can also can attack during anytime on the mount's move, and it adds up to 80 ft (I think).
  
  Also, I think that grapple counts as a physical attack, and thus has a 50% chance of failing, and I can move out of the grapple, (btw, I had cover) with a 50% chance of taking 1d6 damage.
conversations: Charlie Kemek:
conversations: human
conversations:  You had cover relative to my initial position, I moved to come at you from a different angle. Either way, I end up losing this one. I knew a grappler wouldn't do all that well in this tournament, but I like the idea of a justicar so I wanted to try
conversations: playswithfire: