conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: ArenaManager: 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.from: human
conversations.value: curtis: Strit Acora
  
   (1d201)[ 170 ] 
conversations.from: human
conversations.value: theterran: 😁
  
  You might consider rerolling your initiative...😉
    Initiative  - (1d20-2)[ 18 ] 
conversations.from: human
conversations.value: chilepepper: High Ref chilepepper  
   Dusker is the winner. 
conversations.from: human
conversations.value: theterran: 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.from: human
conversations.value: chilepepper: Oops, my bad.  That'll teach me to check round while having a hectic night.
  
   DQ is reversed, with my apologies. 
conversations.from: human
conversations.value: curtis: 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.from: human
conversations.value: theterran: @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.from: human
conversations.value: theterran: Don't forget us Curtis!
conversations.from: human
conversations.value: curtis: 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.from: human
conversations.value: theterran: 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.from: human
conversations.value: curtis: 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.from: human
conversations.value: theterran: 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.from: human
conversations.value: curtis: Bessie's Reflex Save:  (1d20+5)[ 10 ] 
conversations.from: human
conversations.value: theterran: 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.from: human
conversations.value: chilepepper: 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.from: human
conversations.value: curtis: Ride check:  (1d20+6)[ 11 ] 
  Fall damage:  (1d6)[ 1 ] 
conversations.from: human
conversations.value: theterran: 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.from: human
conversations.value: curtis: 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.from: human
conversations.value: theterran: AoO
    Attack  - (1d20+5)[ 20 ] 
    Damage  - (2d4+1)[ 7 ] 
  
  Turn coming shortly.
  
  (edit)
  
  Or not...I believe that's game.
conversations.from: human
conversations.value: Kyeudo: GM Kyeudo  
   Dusker is the Winner! 