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 101:  The Narcomancer  vs.  Jim the Slim    
   Map:  
   Spoiler 
   
   
  
   XP Award:  300 XP
   GP Award:  300 GP
  
   The Narcomancer  - Capt Spanner
   Jim the Slim  - darkillini
  
   All Combatants, please roll initiative and declare final purchases, if any 
conversations.from: human
conversations.value: darkillini: initiative  (1d20-4)[ 16 ] 
  considering purchases
conversations.from: human
conversations.value: Capt Spanner: "Initiative"  - (1d20+4)[ 12 ] 
  
  Also considering purchases.
conversations.from: human
conversations.value: darkillini: Alright.
  1 potion of invisibility- 300g.
  
  Sorry bout the delay, significant other came into town this weekend.
  
  starting location: Y10 holding potion in mouth, and heavy crossbow loaded in hand (spear left at home again)
conversations.from: human
conversations.value: Capt Spanner: No purchases. Your move.
conversations.from: human
conversations.value: darkillini: ugh ninja'd while editing above post.  wheres your starting location?
conversations.from: human
conversations.value: Capt Spanner: I'm starting in B10 with 3HP, scythe in my right hand.
conversations.from: human
conversations.value: darkillini: jim round 1 
  
  comon 2 good rolls I don't wanna deal with sleep
  
  standard fire heavy crossbow at narcomancer
  attack  (1d20+2)[ 12 ] 
  damage  (1d10)[ 1 ] 
  swift activate travel devotion
  move to R-7
  
  
  done
  *edit  figures..
  
  stats
   
   Spoiler 
  hp 12/12
  ac 14/12/12
  travel 1/10
   
conversations.from: human
conversations.value: Capt Spanner: Your attack misses.
  
  I cast Sleep at R7 (range - 85ft).
  
  This requires a will save DC16.
conversations.from: human
conversations.value: darkillini: Sleep has a 1 round casting time, shouldn't it go off at the start of your next turn?
conversations.from: human
conversations.value: darkillini: Also if thatts your target I don't think it would affect jim,  because there's no loe bettween that square and jims location, thus the burst wouldn't hit him. 
  
  *edit im an idiot, I moved into an illegal square &gt;.&lt;gimmy a sec and il givd you closest legal squarre for his location
  
  *edit*edit. S6 is the closest location he can possibly reach that isn't a non enterable pole &gt;.&lt;  not intended location, but il take consequences of messing up my post.
  
  *editeditedit
  also is your turn done?
conversations.from: human
conversations.value: Capt Spanner: Given that I now can't see you, I'm going revise my turn.
  
  LoS/Refs
   
   Spoiler 
  
  I move to B15 and cast Mage Armor
   
  
  
  Stats
   
   Spoiler 
  
  Pos: B15
  HP: 3/3
  AC: 20 (14 + 4 armor + 2 circumstance)
   
  
  
  EDIT: Turn is now done.
conversations.from: human
conversations.value: darkillini: Actually B10 does have los to jims location, corner to corner, they just have cover from each other, though the rivision can stand if you want.
conversations.from: human
conversations.value: darkillini: Jim round 2 
  
  Swift: Move S6-&gt;M3
  
  Can I see you from here?
  rest of turn based on awnser.
conversations.from: human
conversations.value: Capt Spanner: Yep, you can see me.
conversations.from: human
conversations.value: darkillini: double move to C4
  
  done
  stats
   
   Spoiler 
  hp 12/12
  ac 14/12/12
  travel 2/10
   
conversations.from: human
conversations.value: Capt Spanner: I cast Sleep on Jim the Slim.
  
  It resolves at the start of my next turn.
  
  Good luck!
conversations.from: human
conversations.value: darkillini: thank you sir, and good luck to you as well after this.
   jim round 3 
  free shift potion to hand swift move to c9
  standard: breath 30ft line of entangling exhilation at narco
   (1d6)[ 5 ] /2 fire damage dc 14 reflex for half
  your now entangled as it does minnimum 1 damage to you with no fire resistance
  take 1d6 fire damge at start of my turn for next  (1d4)[ 1 ]  turns
  
  entangle effect
   
   Spoiler 
  -2 attack, -4 dex, half move speed no charging, dc 15 concentration checks
   
  
  
  your now going to need 2 concentraion checks to finish casting a dc 10+ damage
  and a dc 15 for entangled
  roll them on your turn in either order just label them which is which.
  
  move action: move 40 ft to H3
  
  done
  
  stats
   
   Spoiler 
  hp 12/12
  ac 14/12/12
  travel devotion 3/10
   
conversations.from: human
conversations.value: Capt Spanner: "Reflex save"  - (1d20+4)[ 6 ] 
    "Entangling concentration"  - (1d20-1)[ 13 ] 
    "Damage concentration"  - (1d20-1)[ 2 ] 
  
  Spell casting disrupted, and I take 5 damage, putting me at -2, unconscious and bleeding out.
conversations.from: human
conversations.value: darkillini: Its actually only 2 damage its 5 devided by two so 2.5 which becomes 2.
  
  You will however go unconcius at beggining of my turn as I cn do min 1 damage. So this is your last turn.
conversations.from: human
conversations.value: Capt Spanner: I concede 
  
  I have no way of doing damage before becoming unconscious.
conversations.from: human
conversations.value: Psionic Dog: Master Ref PsiDog  
   Jim the Slim; Wins! 