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: Dragero: THE MONSTER ARENA!!!!!
  
  It will be a 1v1 match, with me (Drager0) Using a Lantern archon, fighting agaist Tiny tim using an Imp
  
  The battle will be at:
  
  Cloud Arena!
  .[/spoiler]
  5.  Clouds 
   
   Spoiler 
  
   
   
  
  
  -----------------------------------------
  
  Lantern archon:
  
   
   Spoiler 
   Lantern Archon
  Size/Type: Small Outsider (Archon, Extraplanar, Good, Lawful)
  Hit Dice: 1d8 (4 hp)
  Initiative: +4
  Speed: Fly 60 ft. (perfect) (12 squares)
  Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15
  Base Attack/Grapple: +1/-8
  Attack: Light ray +2 ranged touch (1d6)
  Full Attack: 2 light rays +2 ranged touch (1d6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues
  Saves: Fort +2 (+6 against poison), Ref +2, Will +2
  Abilities: Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
  Skills: Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4
  Feats: Improved Initiative
  Environment: A lawful good-aligned plane
  Organization: Solitary, pair, or squad (3-5)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always lawful good
  Advancement: 2-4 HD (Small)
  Level Adjustment: —
  
  Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it.
  
  Combat
  A lantern archon has little reason to get within melee range. It usually hovers just close enough to bring the enemy within its aura of menace, then blasts away with its light rays. Lantern archons prefer to concentrate on a single opponent, seeking to reduce enemy numbers quickly.
  
  Aura of Menace (Su)
  Will DC 12 negates.
  
  Light Ray (Ex)
  A lantern archon’s light rays have a range of 30 feet. This attack overcomes damage reduction of any type
  
  (&amp; common archon abilities)
   
  
  
  Please post your character and roll for initiative:
conversations.from: human
conversations.value: Dragero: (messed up roll code)
  
   (1d20+4)[ 21 ] 
conversations.from: human
conversations.value: tiny tim: Imp:
   
   Spoiler 
  
  Size/Type:  	Tiny  Outsider  (Evil, Extraplanar, Lawful)
  Hit Dice: 	3d8 (13 hp)
  Initiative: 	+3
  Speed: 	20 ft. (4 squares), fly 50 ft. (perfect)
  Armor Class: 	20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
  Base Attack/Grapple: 	+3/-5
  Attack: 	Sting +8 melee (1d4 plus poison)
  Full Attack: 	Sting +8 melee (1d4 plus poison)
  Space/Reach: 	2½ ft./0 ft.
  Special Attacks: 	Poison, spell-like abilities
  Special Qualities: 	Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5
  Saves: 	Fort +3, Ref +6, Will +4
  Abilities: 	Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
  Skills: 	Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
  Feats: 	Dodge, Weapon Finesse
  Environment: 	A lawful evil-aligned plane
  Organization: 	Solitary
  Challenge Rating: 	2
  Treasure: 	None
  Alignment: 	Always lawful evil
  Advancement: 	4-6 HD (Tiny)
  Level Adjustment: 	— (Improved Familiar)
  
  In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.
  Combat
  
  Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.
  
  An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
  Poison (Ex)
  
  Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
  Spell-Like Abilities
  
  At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.
  
  Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
  Alternate Form (Su)
  
  An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.
   
  
  
  Initiative:
   
   Spoiler 
  
  [roll]1d20+3
   
  
  [/spoiler]
conversations.from: human
conversations.value: tiny tim: Messed that one up
  
   (1d20+3)[ 19 ] 
  I will start on N25
conversations.from: human
conversations.value: Dragero: I`ll start at N1.
  
  Teleport to 60ft above E17.
  
  Your move.
conversations.from: human
conversations.value: tiny tim: I just realized that your magi circle against evil makes it so that I an't hit you with my one attack. How should we fix this?
conversations.from: human
conversations.value: Dragero: Hmm I thought you had range attacks......
  
  Well maybe we should put up a warning like:
  
  Warning: Creatures with a magic circle against evil are very hard to beat if you are an evil creature.
  
  Or we could just make  circles give -2 AC and -1 attack.
conversations.from: human
conversations.value: tiny tim: It's either that second one or you give me a tiny greatsword.
conversations.from: human
conversations.value: Dragero: Hmmm #2 it is!
  
  Your go then!
conversations.from: human
conversations.value: tiny tim: Ok then!
  
  Cast invisibility and fly to O-20