
GM BC4Realz |

You stand in darkness, there is no wind, there is no sound, there is no sensation. Are you standing? Now that you think about it you aren't sure. It is almost more like floating. A voice penetrates the emptiness. You do not hear it so much as feel it.
Welcome champion. I have brought you here to entertain me, and my friends. You will fight. If you win I will grant you a great boon. If you lose, you will lose everything. If you anger me then the loss of everything will seem a pittance in comparison to my rage.
The darkness around you shimmers, or ebbs, or...something. It resolves itself into a grand arena. Hard packed clay bakes in the sun, and in front of you four pillars stand in a square, reaching about 10 feet into the air.
Across the field from you, about 60 ft away, you make eye contact with your opponent, trapped in an enclosure, just like you. There is no fear in those eyes. That person is going to kill you if you don't kill them first.
The strange energy in the front of your enclosure vanishes...and suddenly the battle begins!
Start with initiative rolls and let's get the party started.

*Terra |

initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Terra stands ready to face her opponent her bare feet on the ground feeling the power of the dirt and gravel and stone course through her.

GARK da ORK |

The massive orc suddenly explodes into motion! He screams with primal fury! His weapon chops downward with all the power of his battle-lust!
Activating Rage and Power Attack, Charging
Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d10 + 13 ⇒ (9) + 13 = 22
Current effects:
Rage: +4 Str, +4 Con, +2 Will, -2 AC
Power Attack: -1 Attack, +3 Damage
Charge: +2 Attack, -2 AC
(HP 17/17, AC 11/T7/FF10, F+6,R+1,W+2)

*Terra |

dead battle over hit flat footed Ac is 13 I have 20 hp
thanks for the battle I think I'm done

GARK da ORK |

Ouch. I forgot the flatfooted bit. I was thinking "oh good, I missed. This isn't over yet". But I guess this is what I built this guy for. Good thing we're doing multiple rounds. I'll have my guy step up and roll an intimidate check in the future if I win initiative.

*Terra |

This is how these always end for me. Recommended that the squares on the map are 10' squares making the first round a 1 hit splat scenario. when you are 120' away there is at least a chance that both sides get to do something before loosing.
I am already considering bailing on this thing based on past experience and this is showing signs of a complete repeat of the past.
I had one that a wizard beat my dwarf fighter by using his raven familiar with a wand of vanish he just spammed me with a wand of magic missile could never target him cause the raven would make him invisible every round after he attacked me.

*Terra |

another way to make things interesting, make it performance based as well. meaning the better the show the more bonuses you get in the following matches. in this case you would get a negative for your performance meaning you get a smaller prize. basically "the crowd is not amused"

*Terra |

I am up for it as well. maybe that is something to consider as we move forward with all the battles.

GM BC4Realz |

True. I will also be looking at your suggestion of a nonchargeable start...either because of distance, or terrain, or something.
Okay, so retconn...
Gark's heavy sword swings through the air, but Terra is just able to dodge out of the way before it smashes into the ground where she had been. Terra feels a flash of understanding of just how much that would have hurt had it connected.

*Terra |

Terra manages to shift out of the way of the powerful blow of her opponents blade.
She then holds out her hands and a blade of stone forms from the dirt and rock around her. forming into a stone club as she swings it at her opponent in an attempt to at least show she means business.
attack: 1d20 + 3 ⇒ (16) + 3 = 19
damge: 1d8 + 5 ⇒ (3) + 5 = 8
the club slamming into Gark's gut. the stone club shatters after impact. she then moves to gain some distance again but putting a pillar between her and the barbarian. With the grace of a skilled acrobat she easily defends any opening that could be created as she makes her move.
acrobatics to avoid AoO: 1d20 + 10 ⇒ (10) + 10 = 20
used Devastating Infusion then tumbled out of his area to get a pillar between them (should prevent another charge as there is no line of sight and no clear charge lane)
stealth if needed to prevent the line of sight: 1d20 + 8 ⇒ (3) + 8 = 11
current stats
AC: AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
HP 20/20
Fort +7, Ref +6, Will +2 | CMD 17

GARK da ORK |

Gark lets out a HORF sound as his wind is knocked out of him by a rock to the gut. Winded, he is unable to stop his nimble opponent from slipping away! He turns and gives chase, following her around a nearby pillar. He stops a step away, and lets loose a mighty roar that fades into laughter. Now THIS is a fight!
Move after Terra, but at a slight angle, so I'm 10' away from her when I get line of sight.
Intimidate: 1d20 + 4 ⇒ (18) + 4 = 22
Intimidate for reference
Current effects:
Rage: +4 Str, +4 Con, +2 Will, -2 AC (2/6 rounds used)
Power Attack: -1 Attack, +3 Damage
(HP 9/17, AC 13/T9/FF12, F+6,R+1,W+2)

*Terra |

Terra is shaken for 3 rounds
Terra stands there for a few seconds seemingly unable to move. the full realization of what she is facing weighs heavy on her.
it has become a fight or flight situation now. with a half-hearted attempt Terra forces a mass of stone and gravel at the ferocious monster before her.
blast attack - shaken: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17
damage: 1d6 + 6 ⇒ (1) + 6 = 7
not sure if your weapon has reach but if it does you would get the attack of Opportunity as her shaken condition she may not have thought to step back
acrobatics: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
Terra then tries to tumble away once more seeking refuge behind another pillar her back against the stone breathing heavy, her heart pounding, she knew that if he ever does connect with that blade, she stood no chance to survive.
trying to prevent a charge attack on her that first near miss kind of shook her up a bit, then the roar
current stats
AC: AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
HP 20/20
Fort +7, Ref +6, Will +2 | CMD 17
Current effect: shaken for 3 rounds

GARK da ORK |

No reach
Gark roars and claws at his face, trying to clear it of sharp rocks. He sets off after Terra again, laughing. "You are a good fighter, stone-mage! I think I like you! But no more playing." He slips around the pillar he saw her disappear behind, weapon ready. The moment he sees her, he swings!
Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d10 + 13 ⇒ (1) + 13 = 14
And just grazes his target. Relatively speaking.
Current effects:
Rage: +4 Str, +4 Con, +2 Will, -2 AC (3/6 rounds used)
Power Attack: -1 Attack, +3 Damage
(HP 2/17, AC 13/T9/FF12, F+6,R+1,W+2)

*Terra |

Terra was hoping she was safe, until the blade slams into her gut, she feels the steel slice through her armor and into her flesh as Gark draws the blade across her.
She drops to one knee the blood pouring from the wound.
with her last breath she tries one last attempt to end this.
as the dirt and gravel once again form into a club in her hand she swings at Gark. holding the formed stone with both hands ARRRRRRRRRR! she screams as She swings the club upward to strike Gark in the jaw.
devastating infusion - shaken: 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20
damage: 1d8 + 5 + 2 ⇒ (7) + 5 + 2 = 14 (+2 damage for wielding two-handed)
The club shattering back to gravel as it hits. she then leans back against the pillar sliding down to the ground leaving a trail of her own blood behind. yet Terra still lives.
current stats
AC: AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
HP 6/20
Fort +7, Ref +6, Will +2 | CMD 17
Current effect: shaken for 2 rounds

GARK da ORK |

Two orc racial traits:
Light Sensitivity: Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.(-1 Attack. I don't think that changes anything, but I forgot to apply it, my bad.)
and:
Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.(So he's still up, but limited to a single action, and is bleeding out.)
Gark staggers back, blood flowing from a hideous gash on his neck and chin. He slowly brings his gaze level with Terra, coughs up a mouthfull of blood, and gurgles out "Very nice."
He swings one last time.
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d10 + 13 ⇒ (4) + 13 = 17
CON check to stabilize: 1d20 + 4 - 12 ⇒ (14) + 4 - 12 = 6 vs DC10
Still bleeding, now -13
Current effects:
Rage: +4 Str, +4 Con, +2 Will, -2 AC (4/6 rounds used)
Power Attack: -1 Attack, +3 Damage
Dazzled: -1 Attack
(HP -13/17, AC 13/T9/FF12, F+6,R+1,W+2)
Gark is basically dead. He has a 10% chance of stabilizing, and when his rage ends in 2 rounds, he dies at -14 instead of -18.

*Terra |

question when you become staggered do you still rage? if not then that is -2 more hp and fatigued as well? this, I do not know the answer to.
If you still can rage then you have won, but if not then the attack will miss
either way, this was a much better combat than how it initially started. I prefer to loose in a cool way as opposed to just a "huh?... splat" method

*Terra |

I have the same result in my search
After the club shatters sending Orc blood in all directions. a blow that would have felled anyone else, yet Gark still stands.
Terra, her back against the stone pillar her mouth agape at what is before her. she cannot speak, the terror in her eyes.
suddenly the cold hard steel of Gark's, blade pierces Terra's chest. he last breaths choked with blood, Terra collapses pinned to the pillar by Garks mighty blade.
but the fight took a lot from the orc who soon collapses unable to fight on.
kind of a quick narration of the ending. Gark wins but I could argue it was a draw (a win for both)

*Terra |

sorry I am only tossing out ideas really. also by game mechanics Terra could have won after her last his she still had a move action to get away, and just keep a distance till Gark fell. but I wanted a better visual and role-play also an appreciation for the little throwback at the beginning.
anyway a draw is fine by me, it is better than I have ever done in these types of games. I must say though this one is much better run than the past ones I've seen

GM BC4Realz |

glad to hear. I think the most important thing that sometimes can be hard to remember is even if the focus is on combat instead of Roleplay the point is still for everyone to have fun.
Also, was being tounge in cheek about the forcing me to adapt rules. I am glad to have players that are willing to give input and help me make it fun for all.

GM BC4Realz |

The battle over darkness falls over your vision and you are once again... floating? falling? flying? existing? You feel energy surge through you. Not only are all of your wounds healed, but you feel stronger! More powerful. Additional equipment appears around you.
Very good! That was quite enjoyable. But let's up the ante shall we?
The darkness once again fades, and you find your self in a new arena.
A new combatant appears as you do on the other side of the strange wooden contraption, but an updraft of air obstructs your view of him from where you are standing. A large metal blade quickly spins in the center of the arena, pushing air up into the ceiling that is 50' above.
Try not to die to quickly now. I want something fun to watch. Hehehehe.
Special Arena Rules: Physical Ranged combat suffers a -10 attack penalty if it travels through the 'air column'. Magical ranged combat suffers a -5 attack penalty.
Flying creatures travelling through the air collumn must make a DC 15 fly check or be thrown into the ceiling, taking falling damage appropriate for the distance they have traveled. Flyers that pass this check gain 10' of altitude automatically due to the windgust.
If you end your turn within the sweep of the fan blade you will be attacked by a Collasal Falchion. The attack bonus is +10 and if hit you will take 6d6+10 damage. Think splat. Might make for some interesting bullrush attacks?

zz- Retired Bot Nawyu |

"Here we go again Demitrius. Let's destroy this other puppet for the amusement of our master."
Nawyu casts Acid Maw again on Demitrius, and activates his Assisting Glove with a command word. A semivisible white hand appears next to him, ready to assist with whatever is needed.
He then moves to reposition himself closer the the fan blade and slightly to the northwest.
Nawyu
AC: 20
HP: 18/18
Assisting Glove Active Duration 10/10
Can roll against DC10 to aid Nawyu once in the next minute
Demitrius
AC:19
HP:19/19
Acid Maw Active Duration 20/20
Additional 1d4 acid damage on bite attack and 1d4 acid damage following round

zz- Retired Bot Nawyu |

Sorry, work has been crazy.
Move 20' clockwise around the blades and pull and quaff a potion.
Everyone has strings puppet. You just have to know where to pull.
Will update map when I can.
Nawyu:
AC: 22
HP: 18/18
Assisting Glove 9/10
Shield of Faith 10/10
Dimitrius
AC:21
HP:19/19
Acid Maw:19/20
Shield of Faith 10/10

zz- Retired Bot Nawyu |

A spot of acid splashes against the shield of faith that Nawyu raised last round. +2 Deflection bonus, which adds to the touch AC as well
Go Demitrius, show this fool how well you eat your dinner.
The small panther will charge forward attacking Dayreth. Meanwhile Nawyu digs in his pocket and pulls out three small stones, casting a spell on them. He then loads one of the stones into his sling and begins it spinning.
Small Cat Charging Bite: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 2d4 + 1 ⇒ (1, 1) + 1 = 3 1d4 + 1d4 Acid Maw + 1 + Trip attack. You'll take 1d4 from Acid Maw at the start of my turn next round as well.
Trip: 1d20 + 5 ⇒ (5) + 5 = 10
While the bite finds a hold on Dayreth's pant leg, in only barely breaks the skin. Dealing a small amount of damage. Demitrius cannot seem to find the leverage to take Dayreth's legs out from under him.
Nawyu:
AC: 22
HP: 18/18
Assisting Glove 8/10
Shield of Faith 9/10
Magic Stone 3/3 stones or 30 minutes
Dimitrius
AC:19 (Charged last round)
HP:19/19
Acid Maw:18/20
Shield of Faith 9/10

Dayreth Ludvic Stein |

Dayreth will at first swing with his battle axe at the cat. As a free action he will use his destined blood line to ad 1 to hit. He will also activate his elemental assault.
attack: 1d20 + 7 + 1 - 2 ⇒ (16) + 7 + 1 - 2 = 22
damage: 1d8 + 7 + 1d6 ⇒ (3) + 7 + (6) = 16
Their will be electricity damage involved if the cat has any resistance.
After he will five foot step back and cast color spray at the cat. DC 14 to resist

zz- Retired Bot Nawyu |

I owe you a post...ugh...hard to keep up with this stuff and life right now. Sorry.
Having been brought very low Demetrius retreats and Nawyu advances, putting himself between his beloved pet and the agressor.
Now you die!
Magic Slingstone: 1d20 + 8 ⇒ (3) + 8 = 11
He launches one of his magic slingstones, but it flies wide, getting caught in the malestrom of the fanblade.

zz- Retired Bot Nawyu |

Will Save Nawyu: 1d20 + 6 ⇒ (1) + 6 = 7
Will Save Demetrius: 1d20 + 1 ⇒ (6) + 1 = 7
Well that is probably match then. lol.
"Argh, it's in my eyes...and my mouth?! I can taste it! I can taste the rainbow!" Sorry, couldn't help myself. He then falls over on his side, unconcious.
Nawyu and Demitrius are now:
Unconcious for: 2d4 ⇒ (1, 4) = 5 Rounds
Stunned for: 1d4 + 5 ⇒ (2) + 5 = 7 Rounds
And blind for 8 Rounds.
In other words they are tots dead.
"Finish Him!"

GM BC4Realz |

The battle over, the bloodlust fades. Darkness once again robs your sight.
This time the darkness seems to stab into your eyes. It is almost malevolent in it's aggression. You feel a coldness begin to sink into your bones as the darkness slowly fades into a dim light.
You find yourself in a dimly lit cavern, your opponent just on the other side of a wide crack in the ground. Light seems to fall into the crack and become lost. Looking around you notice the cavern is filled with grave stones. A chill crawls up your spine that you cannot seem to shake. An unearthly cold grips you as you ready yourself for combat.
Roll for initiative. Also roll 1d10 for any level per hour buffs that you have precast as outlined in discussion.