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 99:  Goltoth  vs.  Tir    
   Map:  
   Spoiler 
   
   
  
   XP Award:  300 XP
   GP Award:  300 GP
  
   Goltoth  - Master_Rahl22
   Tir  - Rahas
  
   All Combatants, please roll initiative and declare final purchases, if any 
conversations.from: human
conversations.value: Master_Rahl22: Init  - (1d20-4)[ -2 ] 
  
  Still considering purchases
conversations.from: human
conversations.value: Rahas: Init  -  (1d20+2)[ 15 ] 
  
  No initial purchases, reserve right for reactionary.
conversations.from: human
conversations.value: Master_Rahl22: Purchasing a CL 2 potion of Magic Fang: 100gp
  
  Reserve the right to make reactionary purchases
conversations.from: human
conversations.value: Rahas: No reactive purchases, my starting Loc is Y13.
conversations.from: human
conversations.value: Master_Rahl22: Alright, starting in B-13.  You won initiative, so good luck!
conversations.from: human
conversations.value: Rahas: Good luck to you as well
  
   Tir Round 1 
  
  Los 
   Spoiler 
  Move to W11
  Swift action to set Aura to Energy Shield
   
  
  
  Stats
   
   Spoiler 
  Location W11
  Hp 12
  Ac 18 (FF 16 T 12)
  Active Aura - Energy Shield
   
  
  
  
  Turn done
conversations.from: human
conversations.value: Sallera: Refs: 
   Spoiler 
  Nyar.
   
  
  
  Goltoth: 
   Spoiler 
  Tir is in W11.
   
  
  
  Tir: 
   Spoiler 
  No LoS.  Please state what you are holding at match start.
   
conversations.from: human
conversations.value: Master_Rahl22: Goltoth, Turn 1 
  
  LOS:
   
   Spoiler 
  Starting in B-13 holding potion of Magic Fang and potion of Resist Energy (Acid) with 2 potions of Faith Healing and flail in belt.  Shield is left outside the arena.
  
  Move: Move to B-14, C-14, C-13, C-12
  Standard: Drink potion of Magic Fang (claws)
  Free: Drop empty potion vial
   
  
  
  Stats:
   
   Spoiler 
  
  Location: C-12
  HP: 13/13
  AC: 16, FF: 14, Touch: 12
  Buffs:
  Magic Fang (claws) 20/20
   
conversations.from: human
conversations.value: Rahas: Refs 
   Spoiler 
  I am holding a morning star in one hand, heavy steel shield in the other.
   
conversations.from: human
conversations.value: Sallera: Refs: 
   Spoiler 
  Nyar.
   
  
  
  Goltoth: 
   Spoiler 
  Tir is in W11, wielding morningstar and shield.  As you do not currently have claws, as far as I can tell, your spell fizzles.
   
  
  
  Tir: 
   Spoiler 
  No LoS.
   
conversations.from: human
conversations.value: Rahas: Tir Round 2 
  
  LOS 
   Spoiler 
  Move action to P11
  Standard action: Ready action to attack if Goltoth gets in melee range of me.
   
  
  
  Stats
   
   Spoiler 
  Location P11
  Hp 12
  Ac 18 (FF 16 T 12)
  Active Aura - Energy Shield
   
  
  
  
  Turn done
conversations.from: human
conversations.value: Sallera: Tir: 
   Spoiler 
  You don't have a Jump mod high enough to autosucceed; please roll the check.
   
conversations.from: human
conversations.value: TheFallenOne: Refs/Tir
   
   Spoiler 
  his jump also lacks the commonly overlooked +4 for 40 feet speed. Still no autosuccess, but may very well become relevant
   
conversations.from: human
conversations.value: Rahas: Refs 
   Spoiler 
  Sorry about being new to the arenas and I thought a running start of 10 ft being good enough for a jump as stated within the map legend meant that I would not have to roll. Also the +4 to jump from speed is countered by armor check penalty.
  
  And if I would still have to roll then would it be possible to edit my turn to that I never moved from W11? All other actions stay the same.
   
conversations.from: human
conversations.value: Sallera: Tir: 
   Spoiler 
  As the map states, 10ft is enough to give you a running start, but that just means the DC isn't doubled.  You'll still need to hit DC10, and rewinds are not granted for mistakes as long as the posted actions are legal.
   
conversations.from: human
conversations.value: Rahas: Refs 
   Spoiler 
  Okay then here is the jump check  (1d20+3)[ 5 ] 
   
conversations.from: human
conversations.value: Sallera: High Ref Sallera  
   Tir falls to a swift death, and Goltoth takes the victory. 
conversations.from: human
conversations.value: TheFallenOne: If you fail the check by less than 5, you don’t clear the distance, but you can make a DC 15 Reflex save to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires a move action and a DC 15 Climb check. 
  
  I wanted to object because I thought 5 was included, but is says less than 5... Bad luck there. Pity to have someones first match end like that, but them's the rules
conversations.from: human
conversations.value: Rahas: Yep those are the rules and my inabilty to roll higher then a 2 on a jump check.