
Overseer of the Arena |

Also, Luckyhalfling and ScegfOd, I'd be willing to run a re-match for you guys just for fun when this is all over, if that interests you guys. I might do this for some others too but I think you're fight, in particular, would be interesting as a rematch.

Overseer of the Arena |

So some grapple rulings were required as RAW is not explicit on these subjects:
1. Attack bonuses from flanking, prone, etc apply to grapple checks. There was some dispute as to whether or not this was the case since these rules call out "melee attacks" but my ruling was that these bonuses do apply for a couple of reasons: 1. The dirty fighting feat is worded such that it seems to me flanking bonuses normally apply to combat maneuver checks. 2. It seems logical and likely that this is RAI since two people attacking you makes it harder to defend yourself against one of them grappling you.
2. If creature A is grappling creature B then creature C comes and grapples and pins creature A, creature A's grapple of B does not automatically break. Creature A must maintain the grapple on its turn which it will automatically fail to do if it does not break out of the pin.
Wanted to announce so that people are prepared should these come up in subsequent rounds.

Overseer of the Arena |

There is only one fight which I can reveal so far: That between the Lucky Halfling and Vrog Skyreaver as both have been eliminated. Here's the short version: LH was a cyclopean seer 4/Fighter 6 sylph with boots of speed and a tin imp with dust of disappearing focused on using the nat 20 from flash of insight to crit and automatically confirm with disposable weapon (mattock).
Vrog was a spirit walker focused on dealing damage through magic missile. Unfortunately, his build didn't get to show off much of what it could do.
LH won initiative and had imp throw dust of disappearance on himself. He then activated his boots of speed and took a double move to arrive invisibly adjacent to Vrog. Vrog, making the perception check to know LH was nearby, decided to cast "See Invisibility", which provoked the deadly AoO from LHs x4 crit weapon. That was it.

Overseer of the Arena |

Tournament bracket:
Round 0:
Michael MacComb (?) vs Avr (Sorcerer) won by MM
ScegfOd (Wizard) vs The Lucky Halfling (Oracle/fighter) won by TLH
ScegfOd vs Avr won by ScegfOd
Round 1:
Michael MacComb vs Jace Nailo (Primal companion hunter) won by MM
The Lucky Halfling vs Vrog Skyreaver (mesmerist) won by TLH
Dwilhelmi (?) vs Terror of Death (Magus) won by Dwilhelmi
ScegfOd vs Saasha (Rogue/slayer/horizon walker) won by ScegfOd
Round 2:
Michael MacComb vs The Lucky Halfling won by MM as TLH timed out on every one of his turns. :(
Dwilhlemi vs ScegfOd won by Dwilhelmi after a long and epic war
Here’s a summary of the first declassified fight and one that’s very fast for me to summarize:
Round 0: ScegfOd vs The Lucky Halfling
TLH wins initiative, has tin imp throw dust of disappearance on him, activates boots of speed, and double moves into position to threaten ScegfOd.
ScegfOd realizes an invisible creature is nearby, orders imp familiar to move and turn invisible, then moves himself, provoking an attack of opportunity.
AoO: TLH procs his flash of insight (cyclopean seer) to critical hit on the AoO, uses disposable weapon (mattock) to automatically confirm the critical hit, and kills ScegfOd with >100 damage.
Unfortunately, it’s inevitable that I made errors in adjudicating these rounds. I already see a significant one that likely would not have influenced the final outcome of this tournament but… I still very much dislike that fact… While opponents did generally get the opportunity to ask questions and argue rules with me as to whether or not an attack killed them, I did want to catch these things myself.

ScegfOd |

Opinions and documentation desired: What happens when a summoned creature fires an arrow into an AMF?
Anti-magic field? Funny, I was thinking about that myself before the tourney. I'd say AMF should have the same effect on a summoned creature using a reach weapon into AMF, (normally) non-magical breath weapons, or a summoned Lantern Archon using its light ray attack since they're all in some way non-magical.
I'm not sure what should happen, but I thought that I'd point out that those should probably all be affected exactly the same way, and so the ruling should make sense in those four cases (reach, ranged, breath weapons, (Ex) abilities) xDSomething related but not definitive to think about (from the spell's description):
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it...
...If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature’s spell resistance to make it wink out...
...Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
So maybe weapons/attacks should count as magical effects brought into the area (because the summoned creature is magical) and therefore wink out. Or wink out unless the caster fails the CL check vs the creature's SR, since it's sort of part of the summoned creature.
For the record, I'm a fan of that last possibility. (also I'm pretty sure you just roll one CL check per creature per AMF...)