
The Arbiter |

The ugly camel (and her potentially uglier rider) trots in from the north door, and the posh little gnome from the south. The crowd seems unimpressed with the two losers, but they are at least curious what they have up their sleeves, since nobody has actually seen them do more than cast some failed magicks, or spit.
Initiatives, please.

Nomfiddle McAbowitzfiddykins |

Once again, "Doc" takes his place on the arena sands, his glasses perched on his nose, his hat cocked back. He flicks his fingers a few times, wiggling them as if to loosen them up. He smiles to the few spectators and gives a little wave, then readies himself for the fight to begin.
Initiative: 1d20 + 4 ⇒ (9) + 4 = 13

Warlords of Choon |

Bruno sizes his opponent up with a critical eye. After a moment he laughs heartily, points his lance, and yells through his thick accent Time fer an Gnome-Kebab! Have at ye, little maggot!. He then launches a glob of phlegm in his opponent's general direction and couches his weapon.
initiative: 1d20 + 3 ⇒ (9) + 3 = 12

Nomfiddle McAbowitzfiddykins |

Oh, whatever works beautifully, haha. Can't wait 'til outside of arena RP starts up, you guys are gonna hate this gnome...
The gnome smiles at Bruno, and, in response to his call, begins spouting gibberish and waving his arms, reaching into a pouch on his belt and throwing what looks like a cricket into the air before it disappears mid-flight.
Standard action: begin full-round action (casting sleep)

The Arbiter |

A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.
Unfortunately you cannot use your standard action on the surprise round to begin casting sleep. Even beginning the spell is a full-round action, and as far as I know there is no way to split a full round action between two rounds. If you can show me rules that say otherwise, please do.
Bruno, it's not your turn yet.

Nomfiddle McAbowitzfiddykins |

The "start full-round action" standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can't use this action to start or complete a full attack, charge, run, or withdraw.
By this allowance right here, I should be able to begin casting the spell this round, then use another standard action next round to finish it. The sleep effect should then come into effect just before the third round of the battle.
If I'm wrong, I'd be happy to alter my action.
Sorry for the delay, Bruno; minor rules question that I caused. >_<

Warlords of Choon |

Bruno gives a cry and digs his heels into Esmarelda. The camel grunts and springs into a charge. Bruno lowers the tip of his lance to match the little foe's low clearance.
attack: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 2d8 + 10 ⇒ (4, 7) + 10 = 21
GM- I think I've messed up my damages and attack bonuses. I need to look up exactly what is doubled on a charge. I know for sure it's 2d8+9 at least, probably more than my +10. I'll research and get back to you.
Edit:see PM
charge to J10. If I'm not interrupted, I'll attack:
To hit:24
Damage:21
I kinda want you to interrupt me just to avoid another charge-splat

The Arbiter |

That... actually checks out as a standard action charge, since a camel has a 50 ft. move speed. Poor Nomfiddle D:
Having put all of his concentration into casting his spell, Nomfiddle McAbowitzfiddykins stands no chance as the mounted dwarf bears down on him. He is stuck clear through by the lance, the charge's momentum carrying him upwards and pinning him against the top of the doorframe. His blood dribbles all over the place, and he generally looks pretty bummed. He is also killed instantly. Victory Bruno.
Some of the crowd cheers, they enjoy the violence, but most just sort of shake or nod their heads, as though everything had gone as they expected.