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 26:  Grall  vs.  Yoshi    
   Map:  
   Spoiler 
  
   
   
  
   XP Award:  300 XP
   GP Award:  300 GP
  
   Tortise262 - Grall Greenskin 
   Mavian - Yoshi  
   All Combatants, please roll initiative. 
conversations.from: human
conversations.value: Mavian: I have a few items I may yet purchase depending upon various things.
conversations.from: human
conversations.value: Tortoise262: Initiative:  (1d20+3)[ 4 ] 
  
  EDIT: Er, I don't think you have to worry about rolling... Glad I got that 1 outta the way, at any rate!
conversations.from: human
conversations.value: Mavian: Yeah, the +4 Initiative bonus makes rolling unnecessary.  I also ended up not making any additional purchases.
  
  Yoshi - Round 1
  
   
   Spoiler 
  
  Once again applying my Carmendine monk bonus to speed for a 40 foot movement this round.  Turn
  
  Double Move: From M25 to D15, where I'll hide.  (1d20+14)[ 22 ]  Note this does not taken in the negatives for movement.
   
  
  
  End of Turn
  
  Stats for Refs:
   
   Spoiler 
  
  Hp: 6 *Note: Dam Red: 3/Lawful
  AC: 21, 19, 17
  Position: D15
  Shuriken: 12
   
conversations.from: human
conversations.value: Tortoise262: Grall - Round 1 
   Spoiler 
  Start on M2
  Move to M8
  Take total defense as a standard action.
  Use Dodge feat against Yoshi.
  
  Current position =  M8 
  HP = 12 / 12
  AC = 22 (touch 18)
   
conversations.from: human
conversations.value: Mavian: Flipping through your character sheet, I happened across something that won't impact this round, but needs to be fixed.
  
  Your initiative is wrong, you should have a further -2 on it due to your musclebound trait.
  
   From Initiative: 
  
   At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. 
  
   From Musclebound.   
  
   You take a -2 penalty on Dexterity-based skill checks and ability checks. 
  
  I'll also grab an LoS check before my turn.
conversations.from: human
conversations.value: Bronz: High Ref Bronz  
  
  @Mavian
   
   Spoiler 
  
  No LoS
   
  
  
  @Tortoise
   
   Spoiler 
  
  No Los
   
conversations.from: human
conversations.value: Mavian: Yoshi - Round 2
  
   
   Spoiler 
  
  Move Action: D15 to H18 Hide Check  (1d20+14)[ 22 ]  movement not factored in.
  Standard Action: Ready an Action to wing a shuriken if LoS is established
   
  
  
  End of Turn
  
  Stats for Refs:
   
   Spoiler 
  
  Hp: 6 *Note: Dam Red: 3/Lawful
  AC: 21, 19, 17
  Position: H18
  Shuriken: 12
   
conversations.from: human
conversations.value: Tortoise262: Originally Posted by Mavian 
   Flipping through your character sheet, I happened across something that won't impact this round, but needs to be fixed.
  
  Your initiative is wrong, you should have a further -2 on it due to your musclebound trait. 
   
  
  Good call. I'll fix it after this match. I'd also like another LOS check before I go.
conversations.from: human
conversations.value: Kyeudo: GM Kyeudo  
  
  No LoS that I can see.
conversations.from: human
conversations.value: Tortoise262: Grall, round 2
   
   Spoiler 
  Start: M8
  Move Action: Move to N14 (as long as no LOS occurs during movement)
  Standard Action: Total Defense ( " )
  Dodge Feat is still active.
  
  END OF TURN
  
  Current position = N14
  HP = 12 / 12
  AC = 22 (touch 18)
   
conversations.from: human
conversations.value: Mavian: Yoshi
  Assuming no LoS
   
   Spoiler 
  
  Move to K18 Hide Check -  (1d20+14)[ 16 ]  No negatives to add this time
   
  
  
  Not done, need a LoS check.
conversations.from: human
conversations.value: Seribro: Yoshi
   
   Spoiler 
  You establish LoS, he is in N14. Are you crouching/crawling? If not, I would like to ask what allows you to hide.
   
  
  
  Grall
   
   Spoiler 
  make a spot check please.
   
conversations.from: human
conversations.value: Tortoise262: @ refs: 
   Spoiler 
   Spot Check:  (1d20-5)[ 10 ] 
  Plus a bonus listen check!:  (1d20-5)[ -4 ] 
  
  NOTE: I think that -5 is the right modifier, but my character sheet won't load right now, so I'll get back to you.
   
conversations.from: human
conversations.value: Mavian: @Seribo
   
   Spoiler 
  
  The ground above me is higher, hence I can treat it as low wall cover?  The differences heights aren't really established enough to rule it any other way.
   
conversations.from: human
conversations.value: Seribro: @Yoshi
   
   Spoiler 
  The height in difference is only five feet... Well, I aint going to fuss about it right now. I allowed him a spot check and you see your target at the top of the hill between in the pass. You're not triggering any reaction as far as you can tell so you pretty much got a clear shot here.
   
conversations.from: human
conversations.value: Mavian: Yoshi - Rest of Turn
  
  Attack:  (1d20+6)[ 19 ] 
  Damage:  (1d6+1)[ 6 ] 
  
  And I'm in K18
  
  End of Turn:
  
  Stats for Refs:
   
   Spoiler 
  
  Hp: 6 *Note: Dam Red: 3/Lawful
  AC: 21, 19, 17
  Position: k18
  Shuriken: 11
   
conversations.from: human
conversations.value: Tortoise262: That attack misses.
  
  Start at N14
  Charging Trip Attack with Ranseur*
  End on M16, if I'm correct
  
  Touch Attack:  (1d20+9)[ 27 ] 
  STR Check:  (1d20+10)[ 20 ] 
  
  If I win, I get a free attack with Improved Trip.
  
  *EDIT: I meant Guisarme, sorry.
  
  End of Round for refs:
   
   Spoiler 
  End on M16
  AC = 16
  HP = 12 / 12
   
conversations.from: human
conversations.value: Mavian: Trip Defence:   (1d20)[ 2 ] 
conversations.from: human
conversations.value: Tortoise262: Follow-up Attack:
   (1d20+11)[ 23 ]  (+2 if charge bonus still applies)
  Damage:
   (2d4+7)[ 14 ] 
conversations.from: human
conversations.value: Seribro: Wait, what? What special ability or feat you have allows to make a follow-up attack? A trip is a standard action and no free attacks are mentioned in its description.
  
  Edit: indeed your right. Always thought it just prevented AoO and gave a bonus to the strength check. Well, in that case, this game seems like a match to me. Your attack bonus doesn't get the +4, but since your opponent is prone, he does get a -4 to AC, so it doesn't really make that much a difference. Also, yes I do think you get the +2 from charge since the description of improved trip says the normal attack functions as if you never made the trip attack.
  
   Winner be Tortoise.  
  (Unless I am missing something?)
conversations.from: human
conversations.value: Bronz: High Ref Bronz  
  
  He gets a free attack via Improved Trip feat.
conversations.from: human
conversations.value: Tortoise262: Oops, I knew the 4 came in some way, but I forgot it was an AC penalty, not an attack bonus.
conversations.from: human
conversations.value: Bronz: High Ref Bronz  
   
  And Grall wins, collecting all treasures hidden by map.  X Marks the spot! 
conversations.from: human
conversations.value: Tortoise262: Search Check:  (1d20+1)[ 7 ] 
  
  Did I find the "X"?