March 24th
MAGE BATTLE
RULES FOR THE ARENA: MAGE BATTLE
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 4.
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 4 Wizard or Sorcerer.
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 (+3/wizards and sorcerers) + CON Bonus for each additional level after the first.
ANIMAL COMPANIONS/FAMILIARS:
Not allowed. This includes the purchasing of animals from the "Equipment" section like horses or dogs.
ALIGNMENT
Any.
EQUIPMENT:
Each character begins with 75 gp with which to buy items from the Core Rule Book Equipment section. Absolutely NO magic items. No substance items from the Goods and Services section as well.
All Spell components of less than 1 gold piece will be free (as the Eschew Materials Feat)
HOW THE BATTLE WILL WORK: This will be a Free For All event.
Arcane Bond will be limited to an Amulet or Ring slot ONLY.
The last Gladiator standing will 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, use a missile weapons, or cast a spell. 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. CASTING A SPELL THAT DOES NOT MAKE AN ATTACK OR FORCE THE DEFENDER TO MAKE A SAVING THROW (such as buff spells, but not including summon monster spells) WILL ALSO CAUSE YOU TO DROP DOWN ON THE PERFORMANCE SCALE.
1st Round without making an attack: Crowd takes notice and shouts a few jeers. Combatant takes a 20% chance of Arcane Spell Failure, -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 50% chance of Arcane Spell Failure, -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 75% chance of Arcane Spell Failure, -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 and archers, in order to maintain order in the stands, begins to volleys of spells or arrows 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.
Also, Gladiators will not have the option of delaying or readying actions. In the heat of battle, a Gladiator would immediately react to the dangers presented in the arena, since they are fighting for their life.
EXPECT THE REFEREE TO MAKE ON THE SPOT JUDGEMENTS TO DETERMINE IF A GLADIATOR IS GUILTY OF DELAY INFRACTIONS!
SPELLS ALLOWED FOR THIS EVENT (Core Rulebook Only)
Oth Level Spells
Resistance
Acid Splash
Detect Magic
Daze
Flare
Ray of Frost
Touch of Fatigue
1st Level Spells
Alarm
Protection from Chaos/Evil/Good/Law
Shield
Grease
Mage Armor
Summon Monster I
True Strike
Hypnotism
Sleep
Burning Hands
Magic Missile
Shocking Grasp
Color Spray
Cause Fear
Chill Touch
Ray of Enfeeblement
Enlarge Person
Expeditious Retreat
Magic Weapon
Reduce Person
2nd Level Spells
Protection from Arrows
Acid Arrow
Glitterdust
Summon Monster II
Web
Detect Thoughts
Daze Monster
Hideous Laughter
Touch of Idiocy
Flaming Sphere
Gust of Wind
Scorching Ray
Shatter
Blur
Hypnotic Pattern
Blindness/Deafness
Command Undead
False Life
Ghoul Touch
Scare
Spectral Hand
Alter Self
Bear's Endurance
Bull's Strength
Cat's Grace
Darkvision
Eagle's Splendor
Fox's Cunning
Owl's Wisdom
Pyrotechnics
Rope Trick
Spider Climb
ANY PARTICIPANT THAT WOULD LIKE TO USE ANY SUMMON MONSTER SPELL (I or II) IS REQUIRED TO MAKE A NOTE CARD WITH THE STATISTICS OF THE CREATURE(S) THEY PLAN TO SUMMON IN THE ARENA BEFORE THE EVENT BEGINS!