March 10th
TRAPPED DEATH MATCH
RULES FOR THE ARENA: Trapped Death Match
RULEBOOKS:
Pathfinder Core Rulebook. ONLY the Pathfinder Core Rulebook can be used to create a character – NO EXCEPTIONS! Pre-generated characters will be available as options to anyone unable or not interested in creating their own character.
LEVEL:
ALL Gladiators much be Level 3.
ABILITY SCORES:
All Gladiators MUST use the High Fantasy rules for 20 Point Buy for their Ability Scores which can be found on pages 15-16 of the Pathfinder Core Rulebook.
RACES:
Your Gladiator may be any race in the Core Rulebook.
CLASSES:
Participants MUST create a level 3 Barbarian, Fighter, Rogue, or Ranger.
NO MULTICLASSING will be allowed for this event.
HIT POINTS:
Determine your maximum possible Hit Points for your character at first level, and then add (+6/barbarian or +5/fighter/ranger or +4/rogue) + CON Bonus for each additional level after the first.
ANIMAL COMPANIONS:
Not allowed. This includes the purchasing of animals from the "Equipment" section like horses or dogs.
ALIGNMENT
Any.
EQUIPMENT:
Each character begins with 200 gp with which to buy items from the Core Rule Book Equipment section. Absolutely NO magic items.
HOW THE BATTLE WILL WORK:
All Gladiators will be placed around the approximately 4’ x 6’ arena at Battleground.
Special Event Rules:
The Arena will be littered with traps in which the participants will most certainly trigger some of. These traps could be anything from a fireball, pitfall, trip wire, basically anything.
Other more intricate traps could involve triggering a beast which attacks all Gladiators at random.
There will also be the chance of triggering some sort of beneficial trap that could aid the Gladiator who triggers it. This could be a weapon, magical buff, or healing spell, basically anything within reason.
Perception/Disable Device Check DC's will vary depending on the difficulty level of each trap.
An active Perception check is a Standard Action.
The Crit Hit deck will be in effect for this event for dramatic flair.
The remaining people on the winning team receive the court rewards. (Battleground store credit)
INITIATIVE & DELAY:
Initiative will be determined and the battle will ensue. All gladiators are expected to immediately move toward another gladiator and begin their attack, or use a missile weapon to do so. The crowd watching the fight dislikes it when gladiators stall or stay out of the fray, and their mood can have a strong influence on the success or failure of a gladiator’s performance. Each round that a gladiator does not make an attack against another gladiator will result in an adjustment on the sliding performance scale.
1st Round without making an attack: Crowd takes notice and shouts a few jeers. Combatant takes a -1 on all attack rolls, combat maneuvers, ability checks, skill checks, and saving throws.
2nd Round without making an attack: Crowd begins to shout and taunt the stalling gladiator. Combatant takes a -2 on all attack rolls, combat maneuvers, ability checks, skill checks, and saving throws.
3rd Round without making an attack: Crowd becomes very hostile and chants relentlessly about the gladiator’s cowardice and begins to throw rotten vegetables (purchased by conveniently located vendors) at the gladiator. Combatant takes a -4 on all attack rolls, combat maneuvers, ability checks, skill checks, and saving throws.
4th Round without making an attack: Crowd is enraged. The emperor’s court wizards, in order to maintain order in the stands, begins to fire magic missiles at the stalling gladiator. Subsequent rounds will continue with these penalties in place.
Gladiators must work their way back up the ladder in order to remove accrued penalties.
Conversely, gladiators who show great bravado will be rewarded in similar ways.
Every time an opponent is slain in the arena, the gladiator dealing the killing blow will receive a +1 bonus on all attack rolls, combat maneuvers, ability checks, skill checks, and saving throws (if a gladiator is in the negatives when he receives this bonus it brings him up one further on the scale). This bonus will remain for as long as the gladiator continues to relentlessly assault his opponents. If at any time the gladiator fails to attack an opponent in a given round the bonus will be affected as noted above.
A gladiator that delivers a critical hit also gains a +1 bonus on all attack rolls, combat maneuvers, ability checks, skill checks, and saving throws.
A gladiator cannot under any circumstances accrue a bonus higher than +3 in this way.
EXPECT THE REFEREE TO MAKE ON THE SPOT JUDGEMENTS TO DETERMINE IF A GLADIATOR IS GUILTY OF DELAY INFRACTIONS!