Quote Originally Posted by OldTrees1 View Post
I was telling you the results you would get with that valid challenger.

Without any special advanced notice, you will die 5 turns after it starts on your character. Since your character has no way of knowing it is in danger, it dies on turn 5 without ever rolling initiative. The first couple of pages are full of similar cases before we figured that part out.
I am banking on far superior movement speed to count for something