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 88:  Tom BlueJay  vs.  Jack    
   Map:  
   Spoiler 
  
   
   
  
   XP Award:  300 XP
   GP Award:  300 GP
  
   Tom BlueJay  - madtinker
   Jack  - vollmond
  
   All Combatants, please roll initiative and declare final purchases, if any. Remember that this is a single elimination Endurance tournament; all damage and effects carry over, with one hour between matches. 
conversations.from: human
conversations.value: vollmond: Jack, checking in.
  
    Initiative  - (1d20+7)[ 13 ] 
  
  Purchases to come later, when I haven't just gotten home from a great night out 🙂
  
  edit: o hai madtinker -- we meet again.
conversations.from: human
conversations.value: madtinker: Herro.    init  - (1d20+3)[ 8 ] 
  
  No money =&gt; no purchases.
conversations.from: human
conversations.value: vollmond: *blink* I just realized I have a +12 Hide mod on a perma-LoS map...
  
  Purchases:
  50gp 20x Dragonsbreath Arrows
  20gp Smokestick
  1gp Tindertwig
  
  turn coming up
conversations.from: human
conversations.value: vollmond: Jack, round 1 
  
  Starting in M-24 wielding bow.
  Double move to D-22
  
   Turn complete. 
  
  Statblock:
   
   Spoiler 
  
  Location: D22
  Low-light Vision
  Darkvision 60'
  HP 10/10
  AC 18, t15, ff13
  Spells/SLAs Remaining:
  Cantrips: 3/3
  1st-level: 3/3
  SLAs: 5/5
  Silence: 1/1
  
  Remaining Consumables:
  20x Serpentstongue Arrows
  20x Dragonsbreath Arrows
  1x Smokestick
  1x Tindertwig
   
conversations.from: human
conversations.value: madtinker: Okey dokey.
  
  Start with shortbow equipped.
  Move to G5
  Ready action 
   Spoiler 
  Shoot Jack if he begins casting a spell or ends his turn within LoE.
   
  
  
  Stats 
   Spoiler 
  HP 10/10
  AC 17
  Shortbow Attack +3, 1d6 damage.
   
  
  
  Done
conversations.from: human
conversations.value: vollmond: Jack, round 2 
  
  Move: to B17
  Standard: ready action
   
   Spoiler 
  to fire my bow if I gain LoE
   
  
   Turn complete. 
  
  Statblock:
   
   Spoiler 
  
  Location: B17
  Low-light Vision
  Darkvision 60'
  HP 10/10
  AC 18, t15, ff13
  Spells/SLAs Remaining:
  Cantrips: 3/3
  1st-level: 3/3
  SLAs: 5/5
  Silence: 1/1
  
  Remaining Consumables:
  20x Serpentstongue Arrows
  20x Dragonsbreath Arrows
  1x Smokestick
  1x Tindertwig
   
conversations.from: human
conversations.value: madtinker: CTBJ Rd 2
  
  Free: Switch bow to off hand (which is incidentally, not really needed since a right handed person holds the bow in their left hand, but that is precedent).
  Move:  Move to D10
  
  Standard:Ready Action 
   Spoiler 
  Move towards Jack when he ends his turn, or if LoE is established, and draw rapier as part of move.
   
  
  
  
  Stats 
   Spoiler 
  HP 10/10
  AC 17
  Shortbow Attack +3, 1d6 damage.
   
  
  
  Done
conversations.from: human
conversations.value: vollmond: My readied action is triggered when you end movement in D10
  
  Attack with a Dragonsbreath arrow (You have cover)
    Attack  - (1d20+7)[ 8 ]  edit: *blink*
    Damage  - (1d4)[ 2 ]  +1 Fire damage
  If it hits, catch on fire (RefNeg DC15)
  
  Does the rest of your turn stay the same?
conversations.from: human
conversations.value: madtinker: I didn't see that as being LoE, but since it is, I will revise my standard action.
  
  Ready action: 
   Spoiler 
  Move (drawing rapier) if Jack begins to cast a spell, makes an attack, ends movement, or ends his turn.
   
  
  
  Now done.
conversations.from: human
conversations.value: vollmond: Using a straightedge, it just barely does. I went ahead and confirmed in the waiting room to be sure.
  
   Jack, round 3 
  
  Move: to B14
  Standard: Attack again
    Attack  - (1d20+7)[ 26 ] 
    Damage  - (1d4+1)[ 4 ]  (the +1 is Fire)
  If it hits, catch on fire (RefNeg DC15)
  
   Turn complete. 
  
  Statblock:
   
   Spoiler 
  
  Location: B14
  Low-light Vision
  Darkvision 60'
  HP 10/10
  AC 18, t15, ff13
  Spells/SLAs Remaining:
  Cantrips: 3/3
  1st-level: 3/3
  SLAs: 5/5
  Silence: 1/1
  
  Remaining Consumables:
  20x Serpentstongue Arrows
  18x Dragonsbreath Arrows
  1x Smokestick
  1x Tindertwig
   
conversations.from: human
conversations.value: madtinker: Ending your movement triggers my readied action.  I move to B13, drawing the rapier as part of movement.  Do you still want to shoot me?
conversations.from: human
conversations.value: vollmond: I'm going to keep that attack.
  
  Also, forgot to make my Knowledge Devotion roll at the beginning:
   
   Spoiler 
    Knowledge local  - (1d20+3)[ 22 ] edit: so +2 to all my attack and damage rolls from now on
   
  
  
  Probably can't apply to that attack since I forgot to roll it, but at least I'll have it from now on.
conversations.from: human
conversations.value: madtinker: Attack of opportunity   attack  - (1d20+3)[ 8 ] 
  damage  damage  - (1d6+2)[ 7 ] 
  
  reflex save, DC 15   save  - (1d20+5)[ 6 ] 
  
  See results before turn
conversations.from: human
conversations.value: madtinker: So...I am on fire?  How does that work (mechanically I mean).
conversations.from: human
conversations.value: vollmond: Ok. The full entry is  here . I'll quote the important stuff:
  
   Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.)
  
  A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.  
  
  So you take another  (1d6)[ 6 ]  Fire damage immediately, then each round you can try the reflex save again, taking 1d6 more damage if it fails.
conversations.from: human
conversations.value: madtinker: Right.  So I take the damage.
  
  CTBJ Round 3
  
  I have two options.  Be crazy, or be crazier.
  
  Free: Designate you as my dodge opponent (should have done that earlier)
  Move: Feint in combat   Feint  - (1d20+8)[ 17 ] 
  Standard:    Attack  - (1d20+3)[ 9 ] 
    damage  - (1d6+2)[ 6 ] 
    sneak attack  - (1d6)[ 3 ]  &lt;- apply only if you fail the sense motive check
    crit confirm  - (1d20+3)[ 23 ] 
    crit damage  - (1d6+2)[ 6 ] 
  
  Free: fall unconscious
conversations.from: human
conversations.value: madtinker: That's game.  I don't think the captain is in his element in the arena.
conversations.from: human
conversations.value: vollmond: Well, good game 🙂 Curse my high-rolling abilities (max damage on one roll, near-max on the other).
  
  Until next time.
conversations.from: human
conversations.value: madtinker: And I only had one primary roll that was above a six.  Perhaps I shall see you in the finals.
conversations.from: human
conversations.value: hustlertwo: The Captain gets demoted, and Jack takes the win! 