conversations: human
conversations:  The Dojo of Stillness
  
  - all walls are made of thick oak
  - lighting is daylight-equivalent everywhere
  - leaving the premises of the dojo results in disqualification
  - you begin at the square marked in blue (N20), the enemy at one in red (M7)
  
   
conversations: emeraldstreak:
conversations: human
conversations:  Zephyr 
  
  Although nervous, the air goblin prepares himself for the challenge.  If he fails but survives, perhaps he will face another foe.
  
   
   Spoiler 
  
  Init  (1d20+6)[ 23 ] 
   
conversations: J-H:
conversations: human
conversations:  All is still and silent. You act first.
conversations: emeraldstreak:
conversations: human
conversations:  Zephyr 
  
  From within his spot in the U-shaped walls, Zephyr slips stealthily forwards, pulling out a bag of caltrops and dumping them on the ground.
  
   
   Spoiler 
  
  Hide  (1d20+12)[ 17 ] 
  Move Silently  (1d20+12)[ 29 ] 
  
  Move to M22, lay caltrops in L22.
  
  Stance: Child of Shadow:  Move 10', gain concealment (20% miss chance on attack rolls vs. Zephyr, able to Hide)
  
  Counters:  Counter Charge (opposed dex checks with Zephyr at +4 to negate charge attacks)
   
conversations: J-H:
conversations: human
conversations:  Child of Shadow will not let you hide when Hide in Plain Sight would otherwise be required, as clearly stated in the stance's description.
  
  Listen roll during enemy's turn  (1d20+2)[ 17 ](17) 
conversations: emeraldstreak:
conversations: human
conversations:  Round 2 
  
  
  Again all is eeriely silent and still. The caltrops glisten on the lacquered wooden floor.
  
  It's Zephyr's turn...
conversations: emeraldstreak:
conversations: human
conversations:  Zephyr 
  
  Zephyr tosses out more caltrops, then silently pads over to the other corner.
  
   
   Spoiler 
  
  Oops, right.  Oh well, at least there are walls and corners to hide around.
  
  Caltrops in K22, then move to O22.
  
  Hide  (1d20+12)[ 24 ] 
  Move Silently  (1d20+12)[ 14 ] 
  
  Stance: Child of Shadow:  Move 10', gain concealment (20% miss chance on attack rolls vs. Zephyr)
  
  Counters:  Counter Charge (opposed dex checks with Zephyr at +4 to negate charge attacks)
   
conversations: J-H:
conversations: human
conversations:  During the enemy's turn, Zephyr listens carefully
  
   (1d20+2)[ 17 ](17) 
conversations: emeraldstreak:
conversations: human
conversations:  Zephyr is certain now! There's an invisible creature somewhere close!
  
   
   Spoiler 
  
  Listen was high enough to alert, but not high enough to pinpoint at +20 DC.
  
  Round 3
  
  Zephyr's turn
   
conversations: emeraldstreak:
conversations: human
conversations:  Spoiler: ooc 
  
  Do I get a rough direction?
   
conversations: J-H:
conversations: human
conversations:  Originally Posted by J-H 
    
   Spoiler: ooc 
  
  Do I get a rough direction?
   
   
   
  
   
   Spoiler 
  The check is only slightly higher than the minimum to be alerted at all, but let's say right-ish (and below 30' distance for sure).
   
conversations: emeraldstreak:
conversations: human
conversations:  Zephyr 
  Zephyr moves back into the corner stealthily and prepares to attack.
  
   
   Spoiler 
  
  Move to M20.  Readied standard action to charge my opponent if he appears (the walls should keep him in direct line of effect for a charge).
  Charge will use Shadow Blade Technique (roll attack twice, 2d20+9; use the higher to-hit roll, or if the lower roll is a total of 20 or higher, I'll use it and gain +1d6 cold damage instead); damage on the charge is 1d4+7
  
  Hide  (1d20+12)[ 26 ] 
  Move Silently  (1d20+12)[ 24 ] 
  
  Stance: Child of Shadow:  Move 10', gain concealment (20% miss chance on attack rolls vs. Zephyr)
  
  Counters:  Counter Charge (opposed dex checks with Zephyr at +4 to negate charge attacks)
   
conversations: J-H:
conversations: human
conversations:  The Air Goblin skulks in wait.
  
  Next, Zephyr overhears an arcane muttering, momentarily followed by a loud bang that hurts his ears. The goblin grips his blade even harder ready to lunge at the assailant - but instead, he feels the hilt fall out of his hand as fingers lose all strength and black spots rapidly grow on the skin.
  
  Zephyr falls to the ground as darkness engulfs him. The last thing he sees is the Invisibility spell dissipating. A dark-clad figure whose face is hidden behind a skull mask appears, one hand extended as it beckons the final wisp of Zephyr's life energy: the Hand of Death.
  
   
   Spoiler 
  
  
  Zephyr dies to an inflicted negative level. Cause: Fell Drain metamagic on a Sonic Snap cast as 1st level spell prepared under Metamagic School Focus:Evocation.
   
conversations: emeraldstreak:
conversations: human
conversations:  Huh, and the description for the guy mentioned arrows.
  
  How does he have access to  Invisibility  at level 1?  A potion is outside WBL, and I cannot think of any LA0 races that have it as a SLA.
conversations: J-H:
conversations: human
conversations:  Originally Posted by J-H 
   Huh, and the description for the guy mentioned arrows.
  
  How does he have access to  Invisibility  at level 1?  A potion is outside WBL, and I cannot think of any LA0 races that have it as a SLA. 
   
  
  The arrow guy(girl?) is the third Dagger (who is apparently an annoying stealth sniper)
  
  Invisibility explanation
   
   Spoiler 
  
  
  The Hand of Death cast Invisibility with the aid of the feats Precocious Apprentice and Arcane Mastery.
  
  Now you know of four feats, meaning he is a human or near-human(Azurin, Silverbrow -  as we don't use Strongheart Halflings as they are 3.0 content).
  
  PS. While the Dagger builds aren't entirely secret to the optimization community, they are still very good and only those brave enough to face them can ask about their mechanics. The Ultimate Champion is something else: a-never-defeated-build. The only way to learn about him is to face him in battle and decipher whatever you can with Spellcraft, Knowledges, etc.
   
conversations: emeraldstreak:
conversations: human
conversations:  Makes sense.  At level 1, you can't optimize against everything, and obviously he has a good Spot roll too!  I should have popped my smokestick when you said "invisible person" to deny line of sight (for casting) and to help make him visible.
  
  I'd be happy to take on the others and then perhaps try for a rematch if I beat them.
conversations: J-H:
conversations: human
conversations:  Originally Posted by J-H 
   Makes sense.  At level 1, you can't optimize against everything, and obviously he has a good Spot roll too!  I should have popped my smokestick when you said "invisible person" to deny line of sight (for casting) and to help make him visible.
  
  I'd be happy to take on the others and then perhaps try for a rematch if I beat them. 
   
  
  His spot isn't that high. However, he moved (possibly faster than expected) to a square Zephyr had no cover from, and saw the goblin.
  
  At this point a DM could call for a surprise round against you and reroll of Initiative, but it would be all the same. Also, his Initiative is actually very high as he trades Scribe Scroll for a variant with Improved Initiative and has Neverskitter prepared - so LoS+LoE close start arenas also go in his favor most often than not.
  
  Smokestick was a better option, as it would have allowed Zephyr to hide inside.
  
  ***
  
  Fighting the third Dagger may end up really prolonged as both of you try to stay hidden, so we won't do that.
  
  The Brute, however, is all ready to face Zephyr. You have a choice between the dojo and the Alabaster bridge as maps.
conversations: emeraldstreak:
conversations: human
conversations:  [roll]1d2[/roll
  1 dojo
  2 bridge
conversations: J-H:
conversations: human
conversations:  arrr  (1d2)[ 1 ] 
  ....
conversations: J-H:
conversations: human
conversations:  Dojo it is (you avoid random weather roll per the DMG).
  
  Brute initiative  (1d20+2)[ 21 ] 
  
  Roll yours and go first if you win.
conversations: emeraldstreak:
conversations: human
conversations:  Init  (1d20+6)[ 21 ] 
  I go first due to having a higher modifier.
conversations: J-H:
conversations: human
conversations:  Zephyr moves to P20 and tosses a set of caltrops into P18.
   
   Spoiler 
  
  Not much point in hiding.
  
  Move Silently  (1d20+12)[ 24 ] 
  
  Move to M22, lay caltrops in L22.
  
  Stance: Child of Shadow:  Move 10', gain concealment (20% miss chance on attack rolls vs. Zephyr)
  
  Counters:  Counter Charge (opposed dex checks with Zephyr at +4, ie total of +9, to negate charge attacks)
   
conversations: J-H:
conversations: human
conversations:  First you hear a powerful voice,  "A Gibbin'! Out of all da great warriors, dey send a littl' Gibbin' againt me!" 
  
  The Brute walks into sight. He wears a rag of a studded leather armor that does little to hide his ripped Water Orc muscles. A heavy piece of dull steel that appears to have seen a hundred battles - must be a greatsword - is clenched in his fist and rests on the shoulder above. His eyes are protected by cheap bamboo shades, probably costing only a silver.
  
   
   Spoiler 
  Double move to L13. Round 2, Zephyr's turn.
   
conversations: emeraldstreak:
conversations: human
conversations:  Zephyr 
  Zephyr steps to S20 (putting the caltrops in P18 on an exact diagonal line between himself and the barbarian) and throws a vial of alchemist's fire at his foe.  It shatters on impact, bursting into flame that covers the orc.
  
   
   Spoiler 
  
  Ranged touch attack  (1d20+2)[ 21 ]  (+6, minus 4 for distance penalty - 7x7, pythagoras says that the direct line is just shy of 10 squares or 50'; I get penalties at 10', 20', 30', and 40')
  
   I'm going to call a 21 a hit :) I forgot to roll for the 1d6 fire damage and will let you do that.   Alchemists Fire Link.  
  
  Stance: Child of Shadow:  Move 10', gain concealment (20% miss chance on attack rolls vs. Zephyr)
  
  Counters:  Counter Charge (opposed dex checks with Zephyr at +4 to negate charge attacks)
   
conversations: J-H:
conversations: human
conversations:  A few clarifications are needed:
  
  - first, a look at the map. Caltrops aren't a hard corner, so perhaps reconsider positioning in order to avoid pounce.
   
   Spoiler 
  
   
   
  
  
  - secondly, last action Zephyr threw caltrops. That would have required a hand. I'm presuming he's holding his sword in the other. So if he wants to move and attack, can he draw the alchemist's fire as a swift action? Alternatively, perhaps he started holding the fire and the caltrops, but then he'll be weaponless.
  
  - finally, each range penalty is -2, not -1; still a pretty good roll though
conversations: emeraldstreak:
conversations: human
conversations:  Thanks for the map.  I was looking at empty squares and moving my finger around on my monitor and I got it wrong.
  
  I am not used to being in combat with 0 BAB and being unable to draw a weapon as part of a move action.  It looks like I can either not throw the alchemist's fire, or end my turn without a weapon available, and needing to draw a weapon (and not move!) next round.  Correct?
conversations: J-H:
conversations: human
conversations:  Originally Posted by J-H 
   Thanks for the map.  I was looking at empty squares and moving my finger around on my monitor and I got it wrong.
  
  I am not used to being in combat with 0 BAB and being unable to draw a weapon as part of a move action.  It looks like I can either not throw the alchemist's fire, or end my turn without a weapon available, and needing to draw a weapon (and not move!) next round.  Correct? 
   
  
  Yeah, I guessed you're used to moving&amp;drawing. BAB 0 is strange. But I'm already waiving it for Finesse and I forgot to warn you about announcing what Zephyr holds at start/tracking draws. So as I final option, I can allow for moving&amp;drawing at 0 BAB.
  
  Your choice.
conversations: emeraldstreak:
conversations: human
conversations:  How about I take the murky-eyed flaw (roll twice take lowest for concealment) and then pick up the Quick Draw feat?   Nope, BAB+1 requirement.  Darn WOTC.
  
  I guess I should have gone Warblade and taken a bunch of flaws for some extra maneuvers &amp; stances.
conversations: J-H:
conversations: human
conversations:  Originally Posted by J-H 
    How about I take the murky-eyed flaw (roll twice take lowest for concealment) and then pick up the Quick Draw feat?   Nope, BAB+1 requirement.  Darn WOTC.
  
  I guess I should have gone Warblade and taken a bunch of flaws for some extra maneuvers &amp; stances. 
   
  
  2 flaws limit anyway.
conversations: emeraldstreak:
conversations: human
conversations:  Zephyr 
  
  Zephyr steps back to P21 and readies an action to throw the alchemist's fire at the orc if the orc should come into view/range.
conversations: J-H:
conversations: human
conversations:  Zephyr hears the enemy move to somewhere on the other side of the oaken wall. It sounds as just a single move action, meaning the Brute has most likely prepared a Readied Action too.
  
   
   Spoiler 
  Your trigger expires and it's your turn again
   
conversations: emeraldstreak:
conversations: human
conversations:  Zephyr 
  Zephyr moves 30' to the east and readies his flask of flaming fluid for flinging.
conversations: J-H:
conversations: human
conversations:  As the Orc advances in sight once again, Zephyr throws the alchemist's fire.
  
   (1d20-2)[ 14 ](14)  (range penalty 4x -2)
   (1d6)[ 6 ]  fire damage
  
  
  Flames engulf the Brute, but he is not deterred. After his move, he readies a standard attack if the goblin comes into range.
  
  Roll the other 1d6 fire damage on your turn.
  
   
conversations: emeraldstreak:
conversations: human
conversations:  Zephyr backs away while drawing his swords.
  
   
   Spoiler 
  
   (1d6)[ 6 ]  fire damage.
  
  Move to Y16, standard to draw swords.
  
  Stance: Child of Shadow:  Move 10', gain concealment (20% miss chance on attack rolls vs. Zephyr)
  
  Counters:  Counter Charge (opposed dex checks with Zephyr at +9 to negate charge attack and reposition the target anywhere within 10' - if I'm successful, I'm going to throw him out of the arena)
   
conversations: J-H:
conversations: human
conversations:  The Brute frenzies and charges.
  
  Zephyr's counter  (1d20+9)[ 23 ]  vs  (1d20+2)[ 18 ] 
  
  
  (whatever happens it won't be the end)
conversations: emeraldstreak:
conversations: human
conversations:  "Good" snarls the Brute at Zephyr's impeccable martial technique.
  
  
  "BUT NOT GOOD ENOUGH!!!" the Orc yells as foam bursts from his mouth. (The Brute employs Mad Foam Rager to delay the effect of the counter).
  
  Pounce attacks
  
   (1d20+11)[ 24 ]  concealment miss on 1-20  (1d100)[ 17 ]  dmg  (2d6+12)[ 18 ] 
   (1d20+11)[ 25 ]  concealment miss on 1-20  (1d100)[ 71 ]  dmg  (2d6+12)[ 16 ] 
conversations: emeraldstreak:
conversations: human
conversations:  The Brute's first swing hits only deceptive shadows, but the second one lands true with bone-pulverizing strength. A memory of the Air Goblin will live in yet another scar on the Orc's leathery skin...
conversations: emeraldstreak:
conversations: human
conversations:  Heh, 0/2.  Mad Foam Rager is a handy feat.
conversations: J-H:
conversations: human
conversations:  Originally Posted by J-H 
   Heh, 0/2.  Mad Foam Rager is a handy feat. 
   
  
  He also had Instantaneous Rage. Even so Zephyr has better chances against the Brute than many builds.
conversations: emeraldstreak:
conversations: human
conversations:  Yeah, 20% miss chance and counter charge.
  If I had been able to strike first, I might have won.
  
  1st level combat is rocket tag, and he had a better rocket.
conversations: J-H:
conversations: human
conversations:  Actually the Champion isn't rocket tag. But that's a story for another time.
conversations: emeraldstreak: