conversations: human
conversations:  Arena Tournament, Round 35:  Bobo  vs.  Chile III    
   Map:  
   Spoiler 
   
  
  Extra notes: Houses are on average 20 feet high (just use that average figure all over the house), hay piles are up to 10 feet high against the walls. And, I don't care whether you're immune to  sanctuary  effects, you are not immune to the arena's  sanctuary  effect. Creatures summoned during the 1st round are also affected by the  sanctuary  effect.
   
  
   XP Award:  300 XP
   GP Award:  300 GP
  
   Talic - Bobo 
   Chilepepper - Chile III 
   All Combatants, please roll initiative. 
conversations: ArenaManager:
conversations: human
conversations:  So, Trebec....  We meet again.
  
  Purchases:  Sell studded leather (12.5 gp).
                   Purchase Leather Armor (10 gp).
  
  Reserve right to purchase additional gear on further review.
  
  Please provide description of Law Devotion.
  
   Initiative:   (1d20+2)[ 15 ] 
  
  Edit:  Spells Memorized: (Me and Refs only)
   
   Spoiler 
  Cure minor wounds x2
  Flare
  
  Shillelagh
  Longstrider
   
conversations: Talic:
conversations: human
conversations:  Trebec huh?  So you're the witty one, but I'm the intelligent one.  I can handle that.  At least I know my next character won't face you first in the next round.  Well, we're 1 and 1, let's see who wins this one.
  
  Here's my first round of purchasing.
  
  2 Sleep-smoke
  MW Hide tool
  Sundark Goggles
  Leather Armor
conversations: chilepepper:
conversations: human
conversations:  Law devotion
  
  Once per day as a swift action, you can summon
  the power of law to aid you. Upon activating this ability, you
  immediately gain a +3 sacred (if your deity is good or neutral)
  or profane (if your deity is evil) bonus on your attack rolls or
  to your AC until your next action. At the beginning of your
  next action, you can reallocate the bonus if desired. This
  effect lasts for 1 minute.
conversations: chilepepper:
conversations: human
conversations:  My purchasing, round 2.
  
  Sleep smoke x1
  Sundark goggles.
  Antitoxin x1
  
  Any other purchases, mon-frer?
conversations: Talic:
conversations: human
conversations:  One other change to the sheet, I'm bringing 20 bullets instead of the 10 originally listed, just because I can carry more with worrying about encumbrance.  My sheet already reflects the changes.
  
    "Inititive"  - (1d20-1)[ 7 ] 
  
  edit: I'll buy a smokestick and be done with my second round of purchases.  If you need nothing else, feel free to start.
conversations: chilepepper:
conversations: human
conversations:  I need nothing else.
  
   Round 1 
  I start in W11 club in one hand.
  Gail starts in W10, also holding a vial.
  
  My actions:  Cast a spell (Spellcraft DC16)
   
   Spoiler 
  Longstrider
   
  
  Move Action:  Draw a vial.
  Free: 5 foot step to V9.
  Free action (Speak - Auran):
   
   Spoiler 
  Gail, close the distance and throw that in his path if he tries to move.
   
  
  
  Gail's Actions:
  Move: Move to C9.
  Standard Action:  Ready an action:
   
   Spoiler 
  Throw sleep-smoke if opponent moves.
   
  
  
  End Turn.
  
  Stats:
   
   Spoiler 
  
  Me: 
   Spoiler 
  Location:V9
  HP: 10/10
  AC: 14 (12 touch, 12 Flat foot)
  Saves: 5/2/4
  In hand:  Club, Antitoxin
  Active Effects: Longstrider 1/600
  
  Spells
  Cure minor wounds x2
  Flare
  
  Shillelagh
  Longstrider - x
   
  
  Gail: 
   Spoiler 
  Location: C9
  HP: 9/9
  AC: 17 (14 Touch, 14 Flat footed)
  Saves:  0/6/0
  In hand:  Sleep-smoke
   
  
   
  
   EDIT:   Chile, if you want to buy a tindertwig as well, I'm cool with it.  Smokesticks need to be lit to work.
conversations: Talic:
conversations: human
conversations:  Stupid smokesticks.  Forget it, I'll leave it in the bank and sell it later.
  
  Okay, I start in C11 with the loaded sling in one hand and a vial in the other.
  
  First things first.  The spellcraft check.   (1d20+1)[ 2 ] 
  
  not done, obviously
conversations: chilepepper:
conversations: human
conversations:  You may not need to sell it.  I can't remember where, but last week, I saw an item called a fast torch.  Basically pull off a wax top and poof, it lights.  Don't have the cost or source on me, but I have it at home.  I'll let ya know.
conversations: Talic:
conversations: human
conversations:  Good, got that 1 out of the way early.
  
  Standard Action: Throw vial at the ground at B8-C9
   (1d20+7)[ 13 ]  vs. AC 5
  If I roll a 1 on the attack,  (1d8)[ 8 ]  for direction.
  
  I'll wait for the save before continuing my turn.
conversations: chilepepper:
conversations: human
conversations:  Elemental traits.  Immune to poisons, sleep effects, AND they don't breathe.  No save needed.  I like how you're aware that the throwing of Area effect that aren't targeted doesn't violate  Sanctuary , though.  :)
conversations: Talic:
conversations: human
conversations:  .............
conversations: chilepepper:
conversations: human
conversations:  Aww crap.  How did I miss that.
  
  Well, I probably just blew this match.  I'm going to make some assumptions, A the vial in the elementals hand is the sleep smoke, B you'll succeed at the trick I just tried to pull by throwing the sleep smoke in my way with that readied action.  To bad I can't "move where he doesn't throw the smoke."  So, I'm going to try and maximize my pitiful chances of success by PRAYING I can make it to the hay.  You can probably figure out my path since there's only a narrow corridor letting me safely make it up to the A-hay.   Go ahead and fill that A line with smoke.
  
  Move Action started, not done
  
  stats for refs 
   Spoiler 
  
  While what I said is deceitful, it is technically true.  (hurray for a metagame bluff) I do want to reach the one of the hay piles, I'm just not talking about right now.  Since a readied action interrupts whatever triggers it, he would have no way of knowing where I am going after B10.  I'm trying to influence his assumptions.  However, I'm actually going C11-C12-B13-A14-15-16.
   
conversations: chilepepper:
conversations: human
conversations:  You've got a move action started without defining what it is.  Is it movement? Drawing a weapon?  I need to know what you're intending to do, so I know whether you trigger the readied action.
conversations: Talic:
conversations: human
conversations:  Wow, the boards really effed up there.  It double posted my post, only not all of it was posted the first time.  If you actually didn't read the first of the double post, then my move action is actually moving.
conversations: chilepepper:
conversations: human
conversations:  Then it does trigger.  One mistaken assumption, though.  I don't use my only special weapon to block your movement and stuff.  I use it to hit your square.  My elemental's in C9.  You're in C11.  You're moving somewhere.  Sleep smoke covers B8, B9, C8, and C9.
  
  Gail throwing at square C11, not you, but the ground.  The gas will cover B10, B11, C10, C11.
  
   (1d20+5)[ 16 ]  vs AC5.
  
  If I roll a 1, scatter is:  (1d8)[ 7 ] 
  1 is due north, count clockwise from there.
  
  If it hits, I'll need the Fort save, as yes, it is sleep-smoke.
conversations: Talic:
conversations: human
conversations:  you have to target a grid intersection if you're aiming at the ground, so b11-c10 intersection
  
    "fort save"  - (1d20)[ 20 ] 
  
  
  Holy SH11111t!!!  I had given up all hope.  Woot!  I'll be back around 8am to finish move.
conversations: chilepepper:
conversations: human
conversations:  Well, I had prepared for the off chance that you'd succeed, 30% chance and all.  I has more tricks. :)  Finish your move, so that I may strike from on high, like the mighty tortoise.
  
  (Hey, I've got a pathetic intelligence, and a -2 to all knowledge skills other than "The planes".  Whaddaya want?)
conversations: Talic:
conversations: human
conversations:  You'll lose sight as I move down past A14.
  
  [roll="Hide"]1d20+20[roll]  Gail can try a spot, you can't
   
   Spoiler 
  ...to A16
   
  
  
  refs 
   Spoiler 
  
  Reactive Listen  (1d20+5)[ 22 ] 
  Reactive Spot  (1d20+6)[ 21 ] 
  Stat block after 8am EST
   
  
  
  Done.
conversations: chilepepper:
conversations: human
conversations:  [roll0]  Hide
  ................
conversations: chilepepper:
conversations: human
conversations:  Pissing me off.  Stupid 60 second rule.
  
   (1d20+20)[ 29 ] 
conversations: chilepepper:
conversations: human
conversations:  No need.  You've only got 30' move total.  If you went full out, you're at A16.  Either way, once I get a straight line on ya, there's no hiding.  Further, if you did not achieve total cover relative to Gail, you were being observed, and thus could not hide, by SRD.  No square within your movement achieves total cover relative to Gail, so Gail needs to make no spot check to see you.
  
   Round 2 
  
  Bobo's turn first.
  
   If you have LOS by being in A15, you may look here, otherwise,  no peeking.
   
   Spoiler 
  
  Standard: Drink Vial.
  Move: SW, losing LoS at Q14
  
  Refs only:
   
   Spoiler 
  Finishing at P18.
  Free action:  Drop vial.
   
  
   
  
  Free action:  Shout in Auran:
   
   Spoiler 
  FOLLOW HIM, HURT HIM!
   
  
  Bobo Done.
  
  Gail's turn now (readied action puts her between us).
  Move action, Part 1: Move to A14, establishing a clear LoS down A column, without cover or concealment.   Please state location, so that I may continue action.   Edit:  As you haven't established conditions for hiding from elemental, no need.
  
  
   
   Originally Posted by SRD, Hide 
    You need cover or concealment in order to attempt a Hide check. Total cover or total concealment usually (but not always; see Special, below) obviates the need for a Hide check, since nothing can see you anyway.
  
  If people are observing you, even casually, you can’t hide.  You can run around a corner or behind cover so that you’re out of sight and  then  hide , but the others then know at least where you went. 
   
  
  Not done.
  
  Edit:  Also, when you move over 1/2 movement, please remember to subtract 5 from your hide check.
conversations: Talic:
conversations: human
conversations:  Based on LOS, I continue Gail's action.
  
  Continue downward to A15.
  
  Standard Action:  Fight defensively.
  Attack:   (1d20+1)[ 21 ] 
  Damage:   (1d4)[ 1 ] 
  
  If threat:   (1d20+1)[ 10 ] 
  If Crit:  (1d4)[ 2 ] 
  
  Free action: Speak (auran)
   
   Spoiler 
  I scare him out!  Be ready!
   
  
  
  Done.
  
  Stats for refs:
   
   Spoiler 
  Me:
   
   Spoiler 
  
  Location:V9
  HP: 10/10
  AC: 14 (12 touch, 12 Flat foot)
  Saves: 5/2/4
  In hand: Club
  Active Effects: Longstrider 2/600, Antitoxin 1/600
  
  Spells
  Cure minor wounds x2
  Flare
  
  Shillelagh
  Longstrider - x
   
  
  
  Gail:
   
   Spoiler 
  
  Location: C9
  HP: 9/9
  AC: 19 (16 Touch, 16 Flat footed)
  Saves: 0/6/0
   
  
   
  
  
  EDIT:  And that's 1 damage.  :)
conversations: Talic:
conversations: human
conversations:  Sorry about the hide crap, I'm retarded.
  
  For those with LoS (ie. Gail)
   
   Spoiler 
  
  5' step: To A17
  
  Swift action: Activate Law devotion (I doubt it's actually visible, but you'll figure it out with math anyway)
  
  Standard Action: Attack Defensively
  Attack  (1d20+5)[ 8 ] 
  Damage  (1d3-1)[ 0 ]  +  (1d6)[ 1 ] 
  Crit confirm  (1d20+5)[ 20 ] 
  Crit Damage  (1d3-1)[ 1 ] 
  
  Move Action: Reload sling
   
  
  
  refs 
   Spoiler 
  
  Hide  (1d20+20)[ 33 ] 
  Move Silently  (1d20+9)[ 23 ] 
  Reactive Spot [roll]1d20+6[/roll
  Reactive Listen  (1d20+5)[ 23 ] 
   
  
  
  stat block 
   Spoiler 
  
  HP:4/5
  AC:18 T16 F13   +4 for fighting defensively
  Ammunition remaining:19
  Condition: Poisoned (sleep-smoke), secondary save on round 11
  Position: A17
   
  
  
  Done
conversations: chilepepper:
conversations: human
conversations:  Round 3 
  
  Bobo's Actions:
  
  Though not observable without LoS, to avoid confusion, I am openly announcing that Bobo is delaying until immediately after Gail, and immediately before Chile.  This is to gain direct clues to opponent's location by Gail's action.
  
  Gail's Action:
  Shout (Auran):
   
   Spoiler 
  He's moving slow!  I'll say when!
   
  
  Move Action: To A16
  Standard action:  Fight defensively
  
  Attack:  (1d20+1)[ 13 ] 
  Damage:  (1d4)[ 3 ] 
  If threat:  (1d20+1)[ 20 ] 
  If Crit:  (1d4)[ 1 ] 
  
  For Reference, Gail currently has 9 hp and AC 19.
  
  Gail done.
  
  Bobo (redux):
  
   
   Spoiler 
  
  Move from P18 to J19.
  Standard:  Cast Shillelagh.
   
  
  
  Done; your turn, round 3.
  
  Stats for Refs:
   
   Spoiler 
  
  Me:
   
   Spoiler 
  Location:J19
  HP: 10/10
  AC: 14 (12 touch, 12 Flat foot)
  Saves: 5/2/4
  In hand: Club
  Active Effects: Longstrider 3/600, Antitoxin 2/600, Shillelagh 1/10
  
  Spells
  Cure minor wounds x2
  Flare
  
  Shillelagh - x
  Longstrider - x
   
  
  Gail:
   
   Spoiler 
  
  Location: A16
  HP: 9/9
  AC: 19 (16 Touch, 14 Flat footed - +2 dodge bonus for def. fight not when FF)
  Saves: 0/6/0
   
  
   
  
  
  Edit:  In the interest of keeping the match moving quickly, when I shouted in round 2,  the sound came pretty distant, from an easterly direction.
conversations: Talic:
conversations: human
conversations:  Since your going to look anyway, I'll leave it out of spoilers.  So long as the communication continues, you'll know where I'm at anyway.
  
  5' step: To A18
  
  Standard Action: Attack Defensively
  Attack  (1d20+5)[ 15 ] 
  Damage  (1d3-1)[ 2 ]  +  (1d6)[ 6 ] 
  Crit confirm  (1d20+5)[ 18 ] 
  Crit Damage  (1d3-1)[ 2 ] 
  
  Move Action: Reload sling
  
  refs 
   Spoiler 
  
  Hide  (1d20+20)[ 28 ] 
  Move Silently  (1d20+9)[ 14 ] 
  Reactive Spot  (1d20+6)[ 11 ] 
  Reactive Listen  (1d20+5)[ 9 ] 
   
  
  
  stat block 
   Spoiler 
  
  HP:4/5
  AC:18 T16 F13 +4 for fighting defensively
  Ammunition remaining:18
  Condition: Poisoned (sleep-smoke), secondary save on round 11
  .....Law Devotion 2/10 (+3 attack)
  Position: A18
   
  
  
  Since you know where I am, if the occasion occurs when I would get a reactive spot or listen, will you post the request in the waiting room.  That way I don't have to ask for it every time.  I'm making the rolls in my refs spoiler.
  
  edit: Done
conversations: chilepepper:
conversations: human
conversations:  Round 4 
  
  Fair nuff.
  
  Gail's Action:
  
  Shout (Auran):
   
   Spoiler 
  Now!  I followed.  You're other side.
   
  
   Move action:  Move A17
   Standard:   Attack defensively.  (1d20+1)[ 14 ] 
  Damage:  (1d4)[ 4 ] 
  If threat:  (1d20+1)[ 8 ] 
  If crit:  (1d4)[ 1 ] 
  
  Current HP: 9, AC 19 (touch 16, Flat 14)
  
  Bobo's Action:
   Move action:  From current position in J19 to A20 (50'), establishing LOS for all parties.
   Standard Action:   Ready an action:
   
   Spoiler 
  Action is move.  Trigger is if opponent makes a ranged attack.
   
  
  Free Action: (speak, Auran - inflection - sounds angry):
   
   Spoiler 
  He too far!  Should have waited!
   
  
  Done.
  
  Stats: 
   Spoiler 
  
  Me: 
   Spoiler 
  
  Location:A20
  HP: 10/10
  AC: 14 (12 touch, 12 Flat foot)
  Saves: 5/2/4
  In hand: Club
  Active Effects: Longstrider 4/600, Antitoxin 3/600, Shillelagh 2/10
  
  Spells
  Cure minor wounds x2
  Flare
  
  Shillelagh - x
  Longstrider - x
   
  
  Gail: 
   Spoiler 
  Location: A16
  HP: 9/9
  AC: 19 (16 Touch, 14 Flat footed - +2 dodge bonus for def. fight not when FF)
  Saves: 0/6/0
   
  
   
conversations: Talic:
conversations: human
conversations:  What's in your hands and is there any visual difference between now and the last time I saw you?
conversations: chilepepper:
conversations: human
conversations:  Hands:  Club only (missing vial from last time you saw me).  Physically, though, I'm not radiating fire, glowing green, sporting fangs any larger than the average orc, or the like.
  
  In other words, no visible changes to the character's look.
  
  Edit:  Other than a missing vial.
conversations: Talic:
conversations: human
conversations:  Speak in Draconic: Tweet, tweet, squawk, squawk to you to buddy!
  
  Move Action: Draw a vial
  Standard Action: Ready an Action
   
   Spoiler 
  Attack in response to the first action that happens, I also reallocate my law devotion bonus to AC at the beginning of readying an action
   
  
  
  stat block
   
   Spoiler 
  
  HP:4/5
  AC:18 T16 F13 (+3 profane bonus to all)
  Ammunition remaining:18
  Condition: Poisoned (sleep-smoke), secondary save on round 11
  .....Law Devotion 3/10 (+3 AC)
  Position: A18
   
  
  
  Done
conversations: chilepepper:
conversations: human
conversations:  Gah, Readied actions, I hate those.  Well, when I'm not doing them.  I'll go slowly, to see where I trigger.
  
   Round 5 
  
  Gail's turn:
  
  Standard action:  Disarm Attempt.  This provokes an AoO.  Take it when ready, or declare your readied action, if this triggers it.
  Provided it does not, and the AoO misses, it'll be opposed rolls.
  
  Tell me if it's readied action time, or not.
conversations: Talic:
conversations: human
conversations:  Yes?  No?  I'm waiting on you.
  
  EDIT:  Action is on you, either for an Attack of Opportunity, or a readied action.  I need one or the other, before I can continue.
conversations: Talic:
conversations: human
conversations:  I'm still here, I will make my move before the two day limit is up.
conversations: chilepepper:
conversations: human
conversations:  Alright, sorry about that.  I know you're used to me moving at least once a day.
  
  ---Readied Action---
  I'll throw the vial at A20/B20/edge-of-map.
  
   (1d20+7)[ 17 ] 
  If I roll a 1,  (1d8)[ 8 ] , 1=north
  It's the sleep smoke, you know the drill.
  
  I'll check the results of these rolls and continue immediately.
conversations: chilepepper:
conversations: human
conversations:  Don't forget to fail the save for me, thanks.
  
  ---AoO---
  Attack Gail with the sling
   (1d20+6)[ 21 ] 
   (1d3-1)[ 1 ]  (min 1)
  
  edit:  So that hits and interrupts the Disarm.  You may continue your turn.
conversations: chilepepper:
conversations: human
conversations:  From SRD, emphasis bolded:
  
   An attack of opportunity is a single  melee  attack, and you can only make one per round. You don’t have to make an attack of opportunity if you don’t want to. 
  
  Please make your AoO with a legal weapon.  I believe your claw does 1d3-1 (at -2 to hit) and your bite does 1d3-1 (at -7 to hit).
  
  Further, Gail acts before my turn.  That means I can take readied actions.  Your attack triggered mine, which was:  Move.
  
  I move East, Out of Sight, and certainly out of range of your smoke.  No save needed, not today.
  
   
   Spoiler 
  To E20
   
conversations: Talic:
conversations: human
conversations:  You are right on the AoO being a melee attack, my fault.
  
   (1d20-2)[ 0 ] 
   (1d3-1)[ 1 ] 
  
  However, you are wrong on your readied action.  Per Kyeudo, familiars and animal companions act  on  your turn, and a readied action has to be before your next turn has begun.
conversations: chilepepper:
conversations: human
conversations:  Also per Kyeudo, creatures with which you share a language and have an int of 3 or higher are allowed to ready actions ( here ).  This means my companion, which does share a language with me (Auran), and which does have an int of 4, may ready actions.  It did ready an action earlier in the round.  By the rules of ready actions, this modified its initiative, off of mine.  Later in the round my Delay action changed the positioning yet again.
conversations: Talic:
conversations: human
conversations:  However, in the interest of expediency, I'll forego the readied action.  I'll make the save.
  
  Fort Save vs. Poison(DC15):  (1d20+10)[ 26 ] 
  
  Disarm Roll (against sling), -4 penalty for using a light weapon.  (1d20+1)[ 18 ] 
  
  Your roll?  You'll also have a -4 penalty, for a non-melee weapon.
  
  After this attack, I will continue with my elemental's move action.
conversations: Talic:
conversations: human
conversations:  That is quite a conundrum.  I would say, for simplicity, that while readying and delaying changes initiative order, you both still go when it's not my turn, so there's no reason to break your turns apart.  The FFA matches would complicate that though.  Oh well, I'm probably going to lose this match anyway.
  
  Disarm defend roll  (1d20+2)[ 17 ] 
conversations: chilepepper:
conversations: human
conversations:  My elemental will then move up 20 feet, and out of sight East over the building, carrying your sling with it.  This would provoke an AoO, but you're out right now.
  
   
   Spoiler 
  to D17.  Free action:  Drop sling
   
  
  
  I will move to A19(5 feet), up the arena wall to the W 15 feet (using feat: Up the Walls), N 10 feet, and down the wall to ground level At A17(15 more feet).  Total distance moved 45 Feet.
  
  Standard action:  Attack:  (1d20+6)[ 13 ] 
  If hit:  (2d6+8)[ 13 ] 
  If threat:  (1d20+6)[ 25 ] 
  If crit:  (2d6+8)[ 16 ] 
  
  After this, I end my turn.
  
  Stats: 
   Spoiler 
  Me:
   
   Spoiler 
  
  
  Location:
  HP: 10/10
  AC: 14 (12 touch, 12 Flat foot)
  Saves: 5/2/4
  In hand: Club
  Active Effects: Longstrider 5/600, Antitoxin 4/600, Shillelagh 3/10, Poison, 2nd save in round 15
  
  Spells
  Cure minor wounds x2
  Flare
  
  Shillelagh - x
  Longstrider - x
   
  
  
  Gail:
   
   Spoiler 
  
  Location: D17
  HP: 9/9
  AC: 19 (16 Touch, 14 Flat footed - +2 dodge bonus for def. fight not when FF)
  Saves: 0/6/0
   
  
   
  
  
  Gas spreads to A19 and C20.
  
  Edit:  Doh!  Should have bull rushed you.
conversations: Talic:
conversations: human
conversations:  Spoiler 
  swift action, switch devotion to +3 attack
   
  
  
  Full Attack
   (1d20+1)[ 7 ] 
   (1d3-1)[ 0 ] 
   (1d20+1)[ 19 ] 
   (1d3-1)[ 0 ] 
   (1d20-4)[ -1 ] 
   (1d3-1)[ 1 ] 
  
  If any crit, I'll roll next.  Otherwise, I'm done.
  
   
   Spoiler 
  
  HP:4/5
  AC:18 T16 F13
  Ammunition remaining:17
  Condition: Poisoned (sleep-smoke), secondary save on round 11
  .....Law Devotion 3/10 (+3 attack)
  Position: A18
   
conversations: chilepepper:
conversations: human
conversations:  Nice, 1 attack hit, for 1 damage.
  
  End of your turn:
  free action: speak (Auran):  
   Spoiler 
  He grew backbone!  Get back here!
   
  
  
  Gail first:
  Move:  Back into view, without the sling.  Down to A20, Descend to ground level, up to A19.
  
  standard:  Aid another (Atk)  (1d20+5)[ 23 ] 
  Vs.  AC10, if hit, my attack gets +2.
  
  My action:
  Attack:  (1d20+8)[ 22 ] 
  If Hit:  (2d6+8)[ 13 ] 
  If threat:   (1d20+8)[ 12 ] 
  If Crit:   (2d6+8)[ 18 ] 
  
  Rolls add in Flanking bonus, but do not add in Aid another bonus.  If Aid another succeeds, add 2 to attack and threat rolls.
  
  Edit:  I believe that's match, unless your AC exceeds 24.
conversations: Talic:
conversations: human
conversations:  GM Kyeudo  
   Bobo is the Winner! 
conversations: Kyeudo:
conversations: human
conversations:  GG Chile, and thank you for clueing me in to the importance of mobility in our early matches.
  
  Bobo was a direct result of me trying to figure out how to exploit the difficulties I had in round 1 against ChileI.
conversations: Talic:
conversations: human
conversations:  Excellent match.  That elemental is nice.  Good build, especially for the dawn arena.  I don't understand why the elemental readied an action in round one.  If you win initiative she should smoke em right away.  Good luck with the rest of the round.
conversations: chilepepper: