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So, after perusing (and sometimes being sucked into) the several threads on who is better at combat, which classes are weak and useless (Rogues seem to get this a lot). I have decided to try something.
Welcome to the Games! Each of you are pitted against each other for the amusement of the crowd. Though you are neophytes to start, your skill, showmanship and just plain luck can lead to renown and eventual freedom.
Everyone starts at 1st level with 150 GP worth of gear (any money not spent is lost). Only combat gear is needed, no food, supplies, incidentals, etc. are needed. When you level, you gain gold equal to the WBL minus the gold you had previously and may trade in any equipment you currently have at 100% value. You may never purchase consumables (potions, wands, etc.) However, items that recharge daily are allowed (i.e. they have a number of uses per day).
Arenas will be randomly generated before each match (I have seen a couple random generators, will have specifics if enough interest is shown). 1d4 will be rolled before each match to determine the number of rounds the combatants have to prepare before the gates open (as there will be a minimum of 1 round, no one begins flat-footed).
Combat will be in a round robin format (everyone gets a chance to fight everyone else once). The winner will be the one that has the most wins ( I can explain tie breakers latter if needed). After each tournament all players gain a level.
20 pt buy
2 traits, one drawback allowed (no Campaign Traits allowed)
Any Core, Feature, or Uncommon race that does not have a level adjustment is allowed (note, for this rule, Drow Noble is considered a race with a template, so it is not allowed).
All Paizo classes allowed (Yes, that's right, If you want to try that Synthesist Summoner go right ahead).
Only Paizo material allowed, no 3PP.
Backstory- You are a slave, no one cares where you came from :)
We will be using the performance combat rules from Ultimate Combat, read them well. The only exception will be that victory is solely determined by who is left standing at the end. A match ends when one opponent is dropped below zero HP. Unless you are killed outright, you are stabilized immediately. If a character dies, he is out of the game. He is replaced by the next submitted character in the queue.
I will be taking the first 5 (yes, I am playing too, however I am held to the same dying rules) COMPLETED and CORRECT character submissions. Other people can submit and their submissions will be put in queue to fill casualty spots. Anyone in queue is eligible to referee matches also. When submitting DO NOT make an avatar until after being selected to fill a game slot (characters in queue do not create avatars). Please submit using your main avatar so that we can track by identity (no entering multiple characters). If you die, you are more than welcome to resubmit a new (and different) character.
Finally, ask questions.

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Al'shaa
Male kasatha warpriest (sacred fist) of Tamiir-Quah 3 (Pathfinder RPG Advanced Class Guide 60, 130; Pathfinder RPG Bestiary 4 174)
Init +2; Senses Perception +9
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Defense
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AC 17, touch 17, flat-footed 13 (+2 dexterity, +2 dodge, +3 untyped bonus)
hp 22 (3d8+6)
Fort +5 (+0 vs. hot or cold environments and to resist damage from suffocation), Ref +3, Will +6
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Offense
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Speed 30 ft.
Melee unarmed strike +4 (1d6+2+1d4 bleed)
Ranged javelin +4 (1d6+2) or
. . mwk javelin +5 (1d6+2)
Special Attacks flurry of blows
Warpriest (Sacred Fist) Spells Prepared (CL 3rd; concentration +6)
. . 1st—aspect of the four winds, divine favor, entropic shield, fallback strategy
. . 0 (at will)—detect magic, hone blade, light, vigor
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Statistics
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Str 14, Dex 14, Con 14, Int 11, Wis 16, Cha 12
Base Atk +2; CMB +4; CMD 21
Feats Belier's Bite, Improved Unarmed Strike, Leapfrog
Traits crowd dodger, roof racer (korvosa)
Skills Acrobatics +13 (+15 to avoid attacks of opprotunity for leaving a threatened square or to move through a creature's space), Escape Artist +6, Perception +9, Stealth +6, Swim +6
Languages Common, Kasatha
SQ blessed fortitude, blessing (protection blessing, war blessing), blessings, desert runner, desert stride, fervor 1d6, increased defense +1, jumper, multi-armed, stalker, war mind
Other Gear javelin (6), mwk javelin, boots of elvenkind, ioun torch ioun stone, 118 gp
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Special Abilities
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Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Blessed Fortitude (Su) If you succeed at a Fort save for partial effect, take none instead.
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Crowd Dodger +2 Acrobatics to avoid AoO for leaving a square or move through a creature's space.
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Fervor 1d6 (4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Flurry of Blows +1/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Increased Defense +1 (Su) Gain a +1 bonus to saves and AC for 1 min.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Leapfrog Performance combat check or combat manuever: +2 on perf. com. check and +4 on Acro., Climb, Fly, Ride, or Swim before end of next turn.
Multi-Armed (Ex) Has one primary and 3 off hands.
Roof Racer (Korvosa) Treat a long jump as if it was 5 ft shorter.
War Mind (Su) Touched ally can choose one each rd: +10 speed, +1 AC, +1 att, +1 save.

Edward Sobel |

ok just to make a small point..
I have been in a couple of these and lost every time.
at level 1 even with only 150 gold and with the rules in place it is possible to make a chaarcter that will have a near guarntee win as long as he wins initiative.
it usually is done with a mount with a base speed of 50'
win initiative charge with lance damage output is usually enough to outright kill a level 1 before he can even act. commonly called the charge and splat technique.
I would recommend no mounts or you cannot begin mounted or something to gurantee that both players get at least 1 round to act before dying.
second thing but it is handled with no wands.
a familiar that can use wands with a wand of vanish wizard blasts while the familiar zaps him with vanish every round.
my fighter died in that combat without even a single attack roll. (could not target the other player)

The Dragon |

The thing is, there's ALWAYS something to kill your opponent in 1 rd. The spells to do so at level 1 is sleep & color spray, at level 3 they're called sleep & hold person (cleric spell)
Also, there's an archetype for alchemists that entangle you on a bomb hit.
If your combat isn't going (roll initiative) -> SPLAT
Then someone was A) lucky (it happens) or B) not doing their job.
That vanish trick was pretty cheesy however. I'd be annoyed to have someone win like that.
Edit: could we roll 1d6-1 or 1d5-1 instead of 1d4? that way there's a real possibility of starting off without any buffs up, which will be more fair to the martials.
I mean, since it seems we're only having 1 fight in a day, what we're measuring here is peak capability, not exactly fair to how real adventuring goes.

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Edward, as mentioned above, you don't start out flat footed. Also, in the section on equipment, it says NO consumables (such as wands, potions, etc.).
@ The Dragon, good point. Make it 1d4-1 rounds before gates open.
As to the one shot kills, at 3rd level that is somewhat reduced. But that's part of it, I believe that spellcasters are over rated in their supposed superiority over martials and aim to prove it. :)
@ Reckless, I will check over the submission when I get home (as well as post mine), but for now, you have tentative lock on 1 position.

Joshua Hirtz |

Any Core, Feature, or Uncommon race that does not have a level adjustment is allowed (note, for this rule, Drow Noble is considered a race with a template, so it is not allowed).
Does core include the Bestiaries? I was under the impression you were referring to all the different races listed in the Advanced Race Guide.

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1v1 to start, though the random generator does occasionally have monsters crop up in the arena. Sometimes there is terrain, sometimes not. all class abilities are allowed, so yes to animal companions, summoned creatures, etc. However, we are using the performance combat rules and the crowd usually has great disdain for combatants that use other creatures to fight for them. In addition, all modifiers that apply to your character also apply to the help (even if they are normally immune to morale effects).

Edward Sobel |

as per the performance combat section that I saw:
you gain a bonus on your performance combat check based on the number of ranks you have in perform.
from the SRD:
Performance Combat Check
Whenever a combatant has a chance to affect the crowd's attitude, she makes a performance combat check. The check is a Charisma ability check modified by the base attack bonus of the character plus any ranks the character has in Perform (act), Perform (comedy), or Perform (dance), whichever is highest. Making a performance combat check is usually a swift action, triggered when a combatant performs a trigger action (see the Affecting the Crowd's Attitude section).
so i am asking can the ranks in profession gladiator be used in place of the rank in perform
if not then I will simply change the ranks to perform (acting)

Edward Sobel |

Oooooh yeeeah!"! The Macho man is in da house. The tower of power, too sweet to be sour, ohhhh yeahh!
Macho Man
Male human barbarian (brutal pugilist)
CN Medium humanoid (human)
Init +3; Senses Perception +5
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 41 (3d12+15)
Fort +5, Ref +2, Will +1
Defensive Abilities savage grapple
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Offense
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Speed 45 ft.
Melee cestus +7 (1d4+4/19-20) or
. . unarmed strike +7 (1d3+4)
Ranged throwing axe +4 (1d6+4)
Special Attacks rage (10 rounds/day), rage power (knockdown)
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Statistics
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Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 12
Base Atk +3; CMB +8 (+12 grapple); CMD 18 (20 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike, Tribal Scars
Traits bred for war (shoanti), reactionary
Skills Acrobatics +8 (+12 to jump), Escape Artist +0 (+1 competence to break a grapple), Intimidate +8, Perception +5, Profession (gladiator) +4, Survival +4
Languages Common
SQ fast movement, heart of the fields, pit fighter
Other Gear +1 lamellar (leather) armor, cestus, throwing axe (4), armbands of the brawler, belt of superior maneuvers +1, 253 gp
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Tracked Resources
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Belt of superior maneuvers +1 (Trip, 3/day) - 0/3
Heart of the Fields +1 (Profession [gladiator], 1/day) - 0/1
Knockdown (1/rage) (Ex) - 0/1
Rage (10 rounds/day) (Ex) - 0/10
Throwing axe - 0/4
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Special Abilities
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Armbands of the brawler +1 to Escape Artist to break a grapple.
Belt of superior maneuvers +1 (Trip, 3/day) Gain +1 enhancement bonus to selected maneuver for 1 rd.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Fields +1 (Profession [gladiator], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockdown (1/rage) (Ex) 1/rage, make a Trip maneuver without AoO
Pit Fighter +1 (Grapple) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Savage Grapple (Ex) Grapples always provoke AoO from you, halve grapple penalties.

Tricord |

Fighter below but I'm willing to que in an arcane caster for sake of testing. I'm assuming consumables will be replenished after each fight.
Halvor
Human (ulfen) fighter (gladiator) 3
N Medium humanoid (human)
Init +6; Senses Perception +1
Wealth 2,952gp
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Defense
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AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex)
hp 29 (3d10+9)
Fort +5, Ref +3, Will +4
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk guisarme +7 (2d4+4/×3) or
. . sap +6 (1d6+3 nonlethal) or
. . shortsword +6 (1d6+3/19-20) or
. . spiked gauntlet +6 (1d4+3)
Ranged composite shortbow +5 (1d6+2/×3)
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Statistics
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Str 16, Dex 14, Con 14, Int 13, Wis 12, Cha 10
Base Atk +3; CMB +6 (+7 grapple, +8 trip); CMD 18 (20 vs. trip)
Feats Combat Expertise, Heavy Armor Proficiency, Improved Initiative, Improved Trip, Iron Will, Performance Weapon Mastery[UC]
Skills Acrobatics -1 (-5 to jump), Climb +1, Escape Artist -4 (-3 competence to break a grapple), Intimidate +6, Perform (act) +6 (3 skill ranks), Ride +0, Swim +1
Languages Common, Dwarven, Skald
SQ armor training 1, fame, piecemeal armor proficiency
Combat Gear oil of magic weapon, potion of cure light wounds (2), potion of enlarge person, potion of jump, potion of shield of faith +2, quick runner's shirt; Other Gear half-plate, arrows (20), composite shortbow (+2 Str), mwk guisarme, sap, shortsword, spiked gauntlet, armbands of the brawler, bandolier
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Special Abilities
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Armbands of the brawler +1 to Escape Artist to break a grapple.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Fame (1 victory points) (Ex) Begins a performance combat with at least 1 victory points.
Improved Trip You don't provoke attacks of opportunity when tripping.
Performance Weapon Mastery All weapons you are proficient with act as if they had the performance quality
Piecemeal Armor Proficiency A gladiator using piecemeal armor is considered to be wearing a suit of armor as long as he wearing two or three armor pieces, gaining the +1 to armor bonus but still taking the +5% chance of arcane spell failure if the pieces are mixed.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.

Edward Sobel |

Working on a Warpriest of Achaekek. 2WF with sawtooth sabres, naturally. Looking for some good feats and traits.
(skill focus - profession cook) that was always a good feat...
Always glad to help the competition...
Of course I might be able to find a way for that skill to be useful here....
hmmm. can I use animate object on a cupcake?

Gilthanis |

So, to play Devils advocate, you mention you want to see the different power between classes at various levels. So I presume you take spell casters into this theory crafting of sorts. Yet you list NO consumables (pots, wands, and scrolls??). For if this includes scroll, you are severly handicapping casters..it would be like telling a martial NO weapons or armor.
Don't mean to be a dick, but just my thoughts :)

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Actually, no. The casters still have their spells and other abilities. Consumables allow characters to have abilities beyond their class. For instance, a caster gets a set number of spells per day. Allowing consumables gives them more than their class allotment. Or worse, giving fighters potions allows them to emulate class features outside their class. As for the ability to craft items, that is a campaign feature, not a dueling feature.

Tricord |

So, to play Devils advocate, you mention you want to see the different power between classes at various levels. So I presume you take spell casters into this theory crafting of sorts. Yet you list NO consumables (pots, wands, and scrolls??). For if this includes scroll, you are severly handicapping casters..it would be like telling a martial NO weapons or armor.
Don't mean to be a dick, but just my thoughts :)
I think the consumables help martials way more.