conversations: human
conversations:  Arena Tournament, Round 45:  Caleb Vestrit  vs.  Little Knife Guy    
   Map:  
   Spoiler 
  
   
   
  
   XP Award:  300 XP
   GP Award:  300 GP
  
   Caleb Vestrit - Adumbration 
   Little Knife Guy - dman11235 
   All Combatants, please roll initiative. 
conversations: ArenaManager:
conversations: human
conversations:  Initiative:
   (1d20+3)[ 7 ] 
  
  Good luck. 😏
   
   Spoiler 
  
  EDIT: Starting at Y 11. With greatsword in hand.
   
conversations: Adumbration:
conversations: human
conversations:  initiative:  (1d20+5)[ 25 ] 
  
  Starting in B11.
  
  [spoiler]starting with a dagger in each hand
conversations: dman11235:
conversations: human
conversations:  Sorry bout the spoiler.  I can't actually see you (pillar in the way) so you should have put that in a spoiler, not that it matters.
  
  Anyways,
  
   
   Spoiler 
  I shall move to F16 and hide  (1d20+15)[ 34 ]  as part of the movement.
   
  
  
  End turn.
conversations: dman11235:
conversations: human
conversations:  Might as well do it now anyway, I think I'll find out soon enough...
  
  Actions:
   
   Spoiler 
  Single move to Q 17.
   
  
  
  Round not done yet, LoS required.
conversations: Adumbration:
conversations: human
conversations:  ref chilepepper  
  
  refs only 
   Spoiler 
  Little Knife Guy didn't figure in the -5 to hide because of movement, but Caleb's spot is -5 so there's no way he's going to see LKG.
   
  
  
  Caleb 
   Spoiler 
  Your question in the Waiting Room was answered.  If your opponent doesn't have Cover or Concealment, he can't hide.
  
  No LoS.
   
  
  
  LKG 
   Spoiler 
  Caleb walks into Q17 from the east.
  
  BTW, your took a -5 to that hide check.  By my calculations, you moved 35'.
  
   Your Hide check is opposed by the Spot check of anyone who might see you. You can move up to one-half your normal speed and hide at no penalty.  When moving at a speed greater than one-half but less than your normal speed, you take a -5 penalty.  It’s practically impossible (-20 penalty) to hide while attacking, running or charging. 
   
  
  
  Caleb's turn continues.
conversations: chilepepper:
conversations: human
conversations:  Actions:
   
   Spoiler 
  
  Move to F 18.
   
  
  
  End of round 1. Now would probably be a good time for LoS again.
conversations: Adumbration:
conversations: human
conversations:  Round 2
  
   
   Spoiler 
  Yes I did, and forgot to add it.  Sorry about that.  My check is 5 lower than that (just barely....grr.)
  
  My turn:
  I activate Travel Devotion, and ready an action to throw a dagger if he comes within 30' of me.
   
  
  
  End turn
  
  Stats:
   
   Spoiler 
  HP: 9
  AC: 18 touch: 16 FF: 13
  'ammo':10
  saves: 5/8/3
  locale: F16
  
  buffs: Travel Devotion 10/10
   
conversations: dman11235:
conversations: human
conversations:  ref chilepepper  
  
  Back up just a bit.
  
  LoS is established when Caleb enters F18 and sees LFG in F16.  It is now the beginning of LFG's turn.
conversations: chilepepper:
conversations: human
conversations:  Sorry, I thought he was still allowing cover, because I did not see him move past Q17.  That leads me to ask, is he still FF (he hasn't acted since he saw me, he just ended in the first square eliminating cover) or do I have to high tail it out of there?
conversations: dman11235:
conversations: human
conversations:  Perhaps that should be spoilered, or at least explained, since I lack the information to decipher it at this moment? What is FF, by the way?
conversations: Adumbration:
conversations: human
conversations:  ref chilepepper  
  
   
   Originally Posted by SRD - Initiative 
   Flat-Footed
  
  At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can’t use your Dexterity bonus to AC (if any) while flat-footed. Barbarians and rogues have the uncanny dodge extraordinary ability, which allows them to avoid losing their Dexterity bonus to AC due to being flat-footed.
  
  A flat-footed character can’t make attacks of opportunity. 
   
  
  
   
   Originally Posted by SRD - Condition Summary 
   Flat-Footed
  
  A character who has not yet acted during a combat is flat-footed, not yet reacting normally to the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity. 
   
  
  So no, he is not flat-footed because he has acted since initiative.
  
  The first LoS check was in the middle of Caleb's turn.  The information in your LoS check is correct.  You then saw him move to his current position, ending his turn.  Because you didn't have this information when you took your second turn, you may change you actions.
conversations: chilepepper:
conversations: human
conversations:  My actions then, revised.
  
   
   Spoiler 
  I activate Travel Devotion, not sure if he would know this or not so it goes here just to be safe
   
  
  
  You see me go up towards the higher ground, and then at F8 turn right and go out of your sight.
  
   
   Spoiler 
  I continue to H10 and hide ( (1d20+10)[ 29 ] , including the -5)
  
  Should've bought potions of invisibility😳
   
conversations: dman11235:
conversations: human
conversations:  Round two - Caleb 
   
   Spoiler 
  Free actions to activate Whirling Frenzy and Longstrider shifter ability. Move to F7. By the way, can I continue this move after I get LoS? I still have 20 feet of movement left.
   
  
  
  Round not done, LoS required.
  
  Stats:
   
   Spoiler 
  HP: 15/15
  AC: Full 21, Touch 17, Flat 14.
  Rage x/6.
  Longstrider x/8.
  Weapon: +5/+5, 2d6+9/2d6+9
  Saves: Fort +4, Ref +5, Will +0.
  Landspeed: 75 feet.
  Location: F7
   
conversations: Adumbration:
conversations: human
conversations:  ref chilepepper  
  
  refs 
   Spoiler 
  No point in making the reactive spot check with a -5
   
  
  Caleb 
   Spoiler 
  No LoS, and yes you can, since you were asking for a reactive spot.
  
  FYI, when you gain LoS in the middle of a move, you can always change what you're doing at that point, so long as everything is legal.  So it's easier to just state your intended destination.  You could even decide your full route for a double move and just note that if LoS is established, you'll change your move from there.  A ref can then stop you when you see your opponent, or end your turn if you don't.  It makes things move a little faster.
   
  
  
  Still Caleb's turn.
conversations: chilepepper:
conversations: human
conversations:  Round 2, continued
   
   
   Spoiler 
  My apologies. Move to V9, and if I gain LoS at any point on my way there, I'll revise. Thanks for the heads-up.
   
  
  
  Stats:
   
   Spoiler 
  
  HP: 15/15
  AC: Full 21, Touch 17, Flat 14.
  Rage 1/6.
  Longstrider 1/8.
  Weapon: +5/+5, 2d6+9/2d6+9
  Saves: Fort +4, Ref +5, Will +0.
  Landspeed: 75 feet.
  Location:
   
  
  
  Round not done yet.
conversations: Adumbration:
conversations: human
conversations:  ref chilepepper  
  
  When you get to H6 you see LKG in H10.
  
  Still Caleb's turn.
conversations: chilepepper:
conversations: human
conversations:  If you only had chosen a different route... By 5 feet. 🤨
  
  Ah, well. Move to H9.
  
  Stats:
   
   Spoiler 
  
  HP: 15/15
  AC: Full 21, Touch 17, Flat 14.
  Rage 1/6.
  Longstrider 1/8.
  Weapon: +5/+5, 2d6+9/2d6+9
  Saves: Fort +4, Ref +5, Will +0.
  Landspeed: 75 feet.
  Location: H9
   
  
  
  End of turn.
conversations: Adumbration:
conversations: human
conversations:  "Hmm, you kept up with me so far, how about now?"-free action speech
  
  I start to move down (south?), tumbling to avoid AoOs- (1d20+9)[ 10 ] 
  
  Route is H11-G13 (end move 1, soft corner so I can take it), then I jump down, tumble check to reduce damage- (1d20+9)[ 25 ]  (if necessary, it looks like it's less than 10') and you lose sight of me (again).
  
   
   Spoiler 
  I make a move as a swift action to jump down (travel devotion) with the above tumble check if needed, then move to F11 and hide  (1d20+15)[ 28 ]  and ready an action to throw a knife if he comes within 30' of me (within LoE, of course).
   
conversations: dman11235:
conversations: human
conversations:  Take your AoO.  Stupid 1.
conversations: dman11235:
conversations: human
conversations:  AoO:
  Attack -  (1d20+8)[ 22 ]  (1 BaB + 6 Str mod + 1 higher ground)
  Damage -  (2d6+9)[ 12 ] 
conversations: Adumbration:
conversations: human
conversations:  Was that it?
  
  In any event, this map was pretty much against you. I could see no good ways to utilize the sneak attack damage - no hiding places, really.
conversations: Adumbration:
conversations: human
conversations:  Yes, I was defeated.  Should have remembered to buy potions of invisibility.  I was also banking on my relatively high AC and tumble checks to avoid getting hit, but alas they weren't high enough.
  
  Nit pick though: we were on level ground.
conversations: dman11235:
conversations: human
conversations:  We were? Ah, well, I just figured that the whole thing was a big slope when I read that it was +10 feet in the up-section and -10 feet in down section.
conversations: Adumbration:
conversations: human
conversations:  It doesn't matter, you rolled 3 higher than you needed to (you needed an 11: above average).  It's too bad too, since I was about to get a dagger thrown at you.
conversations: dman11235:
conversations: human
conversations:  I have to say I'm sorry I didn't take Travel Devotion. I had all but forgotten it existed. Could've had 210 feet movement a round... 😛
conversations: Adumbration:
conversations: human
conversations:  High Ref chilepepper  
   Caleb is the victor.   Collect your winnings and wipe off that blade.
conversations: chilepepper: