conversations: human
conversations:  Arena Tournament, Round 43:  Dusker  vs.  Strit Acora    
   Map:  
   Spoiler 
  
   
   
  
   XP Award:  300 XP
   GP Award:  300 GP
  
   Dusker - theTerran 
   Strit Acora - Curtis 
   All Combatants, please roll initiative. 
conversations: ArenaManager:
conversations: human
conversations:  Strit Acora
  
   (1d201)[ 170 ] 
conversations: curtis:
conversations: human
conversations:  😁
  
  You might consider rerolling your initiative...😉
    Initiative  - (1d20-2)[ 18 ] 
conversations: theterran:
conversations: human
conversations:  High Ref chilepepper  
   Dusker is the winner. 
conversations: chilepepper:
conversations: human
conversations:  So I win the round on a DQ...what a bummer...
  
  (edit)
  
  Since he's said in his sig that he'll be gone, please reverse the DQ until he returns.
  
  Thanks 😉
conversations: theterran:
conversations: human
conversations:  Oops, my bad.  That'll teach me to check round while having a hectic night.
  
   DQ is reversed, with my apologies. 
conversations: chilepepper:
conversations: human
conversations:  I'm not sure if I'll be able to post again on my holiday, but  I might be able to ( might ).
  
  Initiative:  (1d20+1)[ 15 ] , although I quite like the roll of 170. 😁
conversations: curtis:
conversations: human
conversations:  @Everyone
   
   Spoiler 
  Purchases between last round and this.
  Potion of Faith Healing, Potion of SoF, Boots of Stomping
   
  
   Dusker - Round 1 
  
  Starting in B14 with a Spiked Chain in one hand, and a Potion in the other, I will Chug the potion and move to H16.  I will place both hands firmly on the spiked chain.
  
  End my Turn.
  
  Stats:
   
   Spoiler 
  Location: H16
  HP: 12/12
  AC: 20  Touch: 16  FF: 16
  Shield of Faith (1/10)
  In Hand: Spiked Chain
  Boots Usage (0/3)
  Spell Slots:
  Level 0 - 3/3
  Level 1 - 3/3
   
conversations: theterran:
conversations: human
conversations:  Don't forget us Curtis!
conversations: theterran:
conversations: human
conversations:  Sorry.
  
  Strit Acora - Round 1
  
  Start on horse with lance, double horse move to N-O6-7.
  
  Ent turn.
  
  Stats:
   
   Spoiler 
  
  Hp:12/12
  Ac: 16  Touch: 11  FF: 15
   
conversations: curtis:
conversations: human
conversations:  Dusker - Round 2 
  
  Move to L12 and Ready an Action:
  
   
   Spoiler 
  If they come within 15ft of me, I will activate my Boots of Stomping (MiC Pg. 78) toward them.  Since the horse is the only one standing on the ground, it will need to make a Reflex Save DC13 or be thrown to the ground and take  (1d4)[ 4 ]  non-lethal damage.
   
  
  
  End my Turn.
  
  Stats:
   
   Spoiler 
  Location: L12
  HP: 12/12
  AC: 20 Touch: 16 FF: 16
  Shield of Faith (1/10)
  In Hand: Spiked Chain
  Boots Usage (0/3)
  Spell Slots:
  Level 0 - 3/3
  Level 1 - 3/3
   
conversations: theterran:
conversations: human
conversations:  Sorry.
  
  Strit Acora - Round 2
  
  Horse move to L-M10-11. Attack!
  To Hit:  (1d20+3)[ 12 ] 
  Damage:  (1d8+3)[ 10 ] 
  
  End turn.
  
  Stats:
   
   Spoiler 
  
  Hp:12/12
  Ac: 16  Touch: 11  FF: 15
   
conversations: curtis:
conversations: human
conversations:  As your horse enters LM-9/10, it triggers my readied action, which is to activate my Boots of Stomping.
  
  Your horse needs to make a Reflex Save DC13 or take 4 points of non-lethal damage (the roll was in my Round 2 spoiler, you may look in that spoiler if you like) and it falls prone.
conversations: theterran:
conversations: human
conversations:  Bessie's Reflex Save:  (1d20+5)[ 10 ] 
conversations: curtis:
conversations: human
conversations:  Alright...Bessie falls and takes 4 damage...
  
  Now you need a Ride check DC15 to fall "gracefully" and not take any falling damage...and if you fail that check you take 1d6 falling damage.
conversations: theterran:
conversations: human
conversations:  High Ref chilepepper  
  
  Everything is correct.
  
  
   
   Originally Posted by SRD - Ride skill 
    Soft Fall 
  
  You can react instantly to try to take no damage when you fall off a mount—when it is killed or  when it falls , for example. If you fail your Ride check, you take 1d6 points of falling damage. This usage does not take an action. 
   
  
  The DC is 15.
conversations: chilepepper:
conversations: human
conversations:  Ride check:  (1d20+6)[ 11 ] 
  Fall damage:  (1d6)[ 1 ] 
conversations: curtis:
conversations: human
conversations:  Dusker - Round 3 
  
  Swift Action: Cast a Spell
   
   Spoiler 
  blade of Blood (1d6)
   
  
  
  Standard Action: Attack w/ spike chain
  
    Attack  - (1d20+5)[ 18 ]  (Opponent has -4AC for being prone)
    Damage  - (2d4+1)[ 4 ]  +  (1d6)[ 4 ] 
  
  End my Turn.
  
  Stats:
   
   Spoiler 
  Location: L12
  HP: 12/12
  AC: 20 Touch: 16 FF: 16
  Shield of Faith (1/10)
  In Hand: Spiked Chain
  Boots Usage (0/3)
  Spell Slots:
  Level 0 - 3/3
  Level 1 - 2/3
   
conversations: theterran:
conversations: human
conversations:  Strit Acora - Round 3
  
  Stand up (go ahead, AoO). Attack!
  To Hit:  (1d20+3)[ 19 ] 
  Damage:  (1d8+3)[ 9 ] 
  
  End turn.
  
  Stats:
   
   Spoiler 
  
  Hp:3/12
  Ac: 16  Touch: 11  FF: 15
   
conversations: curtis:
conversations: human
conversations:  AoO
    Attack  - (1d20+5)[ 20 ] 
    Damage  - (2d4+1)[ 7 ] 
  
  Turn coming shortly.
  
  (edit)
  
  Or not...I believe that's game.
conversations: theterran:
conversations: human
conversations:  GM Kyeudo  
   Dusker is the Winner! 
conversations: Kyeudo: