The Immortal Games (Inactive)

Game Master DM Heterocephalus

Once more into the fray
Into the last good fight I'll ever know
Live and die on this day
Live and die on this day


The northeastern shores of Lake Encarthan have always been a turbulent place. For centuries, this land was part of the unruly River Kingdoms, changing hands dozens of times from one burgeoning prince to the next. All of that changed 47 years ago, when the living god Razmir came to the shores and claimed his dominion. He appeared first before the people of Xer, then part of the Arch-Duchy of Melcat, and told them of his power. Razmir claimed to have taken the Test of the Starstone in far-away Absalom, and through this test he claimed to attain divinity. Using his arcane powers, Razmir set about gathering a flock by ousting the local magistrate and the Trades Guild — a front for thieves and extortionists.

In the years since, Razmiran, as the theocracy came to be called, has expanded its borders five times at the expense of various River Kingdoms and Ustalav. Threatened the Outlaw Council made up of rulers of all the kingdoms predominated by Daggermark, Gralton, Lambreth, Mivon, Pitax, the Protectorate of the Black Marquis, Sevenarches, Tymon and Uringen met up and discussed the growing powers of Razmiran.

In order to appease the living god Razmir, the Outlaw Council agreed and signed a pact to recognize the divinity of Razmir. As a show of their declaration of Faith, they have agreed to send their finest warriors every year to Thronestep to take part in the arena games. To keep these warriors in check, the Priest administered a highly addictive drug, the Tears of Razmir which is a combination of narcotics and hallucinogens which was created by Razmir.

The winner of these games will be given a choice to either ascend Priesthood by traveling to the Exalted Wood for training and acting in league with the faith despite any previous misgivings. In return, the kingdoms of these warriors will be given amnesty from Razmiran and even tribute and military might for the next 3 years.

It is called The Immortal Games.

20 years have passed since the first Immortal Games. Razmiran has strengthened considerably from the creation of a council of high-ranking priests known as the Visions. The goldmasked priests carry out Razmir’s erratic mandates, each in a unique way. While some Visions are gifted sorcerers, and others still use honeyed words and bribes to accomplish their goals, a significant portion is skilled at martial combat from the winners of the Immortal Games. Since they are all identically attired, most obey Visions without question, for fear of angering one of the more cruel members. Razmir himself holds council with his Visions from atop a 31-stepped throne, in reference to the steps he supposedly took to achieve divinity. From there, he hides his divinity behind an ornate ivory mask.

The Revelations is made up of 5 priest among the Visions. They are the most blessed and Razmir's closest council.

"α"- Alpha
"ε"- Epsilon
"Ĩ"- Iota
"Ω"- Omega
"Ψ"- Psi

However despite the pact signed by the Outlaw Council, there are still tensions between Razmiran and some of these kingdoms. Once such kingdom is Tymon. The city-state of Tymon lies southwest of Daggermark on the very western borders of the River Kingdoms, next to the kingdom of Razmiran. It is renowned for its gladiators, as Tymon boasts both a huge arena and many prestigious gladiator colleges. Tymon's history of gladiatorial excellence goes back to its founder, Maldar Tymon, who was a renowned Taldan gladiator and hero of one of Taldor's Fifth Army of Exploration. Unfortunately, this proud heritage has made Tymon a visible target, and the living god Razmir greedily eyes the city with conquest on his mind. Ullorth Ungin has to contemplate turning his valuable gladiators loose on the field of battle, supported by the bloodthirsty priests of Gorum. Each year Ullorth Ungrin seeks to win The Living God Games thus postponing Razmir's invasion for another 3 more years.

However the odds are stacked against them as Razmir seeks to deny them the championship through treachery and incredible opposition in the games. Unfortunately despite the fighting prowess of these Tymon's gladiators, they have lost the Immortal Games consecutively for the past decade. Tensions are mounting and through reliable sources, Tymon spies have reported the vast armies of Razmiran are preparing to invade Tymon by next spring. Desperate, Ullorth Ungin knows his army is not ready for an invasion yet and would require more time. Thus he has decided to call for the greatest warriors in the lands of Tymon for a single purpose. To survive through incredible odds and win the 21st annual Immortal Games...

Creation:
Creation Rules

Character Level 5, 20 point buy.

All Pazio contents allowed, 3PP check with me but I am very open.

Class Allowed: Barbarian, Fighter, Paladin, Ranger, Cavalier, Antipaladin, Samurai, Gladiator, Rogue and Ninja and Monk allowed with no class alignment restriction. Yes you read me right, you may create a Barbarian/Monk if you want.

Race allowed: Human, Half Orcs, Half Elves, Dwarves, Halfling, Aasimar, Tengu, Vanaras, Catfolk, Elves, Nagaji, Tieflings, Vishkanya, Kitsune

Traits: None. Players choose Persona instead. Refer below.

Starting Gold: Max starting gold of 10500GP.

Campaign setting:

The Immortal games is a tournament which a league table participated by the various settlements. At the end of the games, the top 5 teams will compete for the prestige of the winner of The Immortal games.

Artume
(City)
Nation Artume, River Kingdoms
Size Large town
Population 2,650
Demographics Human 86%, gnome 7%, half-elf 4%, half-orc 2%, other 1%
Government Conventional (regent)
Alignment Neutral
Ruler Sir Bransen Waike, regent

Artume is a small domain amid hills and fertile plains within the River Kingdoms. Artume lies on a western branch of the Sellen River, not far from the cities of Daggermark, Gralton, and Sevenarches. The region boasts high quality livestock, especially horses, as well as leather goods and stone. The kingdom welcomes adventurers, who Regent Waike frequently uses to deal with bandits and nagas.

Daggermark
(City)
Region River Kingdoms
Size Metropolis
Population 27,460
Demographics 96% human, 1% dwarf, 3% other
Government Anarchy
Alignment Chaotic neutral
Ruler Martro Livondar

The largest city in all of the River Kingdoms, Daggermark has maintained enough stability to control an abundant supply of food, a rarity in this unstable region of Avistan. Daggermark is so stable that it even has a thriving industry and is wealthy enough to mint its own coin. The main reason for this stability are the two guilds for which the city is so famous: the Daggermark Assassins' Guild and the Daggermark Poisoners' Guild. These two organizations often work hand in hand, as the assassins favor the use of poisons, believing that only amateurs leave behind an obvious cause of death. Few bandit lords would be stupid enough to attack Daggermark for fear of being found poisoned, strangled or some other seemingly accidental death. Even if someone were foolish enough to risk the wrath of the its assassins, Daggermark is still far from undefended. It has the largest army in all the River Kingdoms and the city itself boasts both and inner and outer wall. The most powerful and prestigious members of Daggermark society live within the inner wall (called Dagger Keep by the locals), including the ruler, Martro Livondar. Rule of the city is more complicated than it appears. while Marto Livondar in theory controls the city he would not be able to do so without the dwarven warrior Jallor Clovesh who controls the army. In addition, if Livondar were ever to loose the favor of Lady Smilos, the head of the assassins' guild, or Tragshi, head of the poisoners' guild, it is unlikely he would survive more than a week.

Gralton
(City)
Region River Kingdoms
Size Small city
Population 9,200
Demographics Human 90%, halfling 7%, half-elf 2%, other 1%
Government Governor and council
Alignment Chaotic neutral
Ruler Lord Marnius Cherlorne

The inhabitants of Gralton consist almost entirely of people who have fled the ongoing revolution (some would say anarchy) in Galt. Many of those who have fled to Gralton are the old nobility of Galt. Deposed and fallen from grace, they desperately seek any means to regain what they have lost, be it by sponsoring counter-revolutionary activity, or sending parties of hapless adventurers back into Galt to search for family heirlooms left behind in the rush to escape the guillotine's blade. As the desperation of the deposed nobility grew, Gralton began to attract con-artists and tricksters. These tried to hustle the desperate nobility by offering quick fixes and false hope.nThe town has two notable temples: one to the drunken hero deity, Cayden Cailean,nthe other to the Vengeful Sting, Calistria. In fact, many suspect the people of Gralton to be possessed by some spirit of Calistria. So bent on vengeance against Galt are they, that many see divine intervention in their hate-filled eyes.

Fort Liberthane
(City)
Nation independent, River Kingdoms
Size Hamlet
Population 170
Demographics Human 95%, Halfling 4%, other 1%
Government Conventional (military dictatorship)
Alignment Lawful Good
Ruler Lord Achille Parsall, protector

This was once a rundown bandit fortress in the River Kingdoms, until it was taken over by Achille Parsall, an aristocrat of Galt who is also a paladin of Milani.

It is the base from which Parsall seeks to recruit for his cause. In the long term, this is freedom for Galt; in the shorter term he seeks to unify the River Kingdoms. The hamlet serves as a bastion of idealism in the sometimes cut-throat society of the River Kingdoms, but all who live there are expected to follow the orders of Parsall and his soldiers.

Mivon
(City)
Region Mivon, River Kingdoms
Size Small City
Population 10,870
Demographics Human 86%, dwarf 6%, elf 6%, gnome 2%
Government Meritocracy
Alignment Chaotic neutral
Ruler Mayor Raston Selline

It was to Mivon (pronounced mih-VON) that many of the Aldori swordlords fled after Choral the Conquerer overthrew the nation of Rostland to create modern day Brevoy. Many swordlords settled in Mivon bringing with them the experience and knowledge of the ancient art of the swordlords. Warriors from as far as way Garund make pilgrimages to Mivon to learn the secrets of the swordlords, in order to do this the applicant must best a series of increasingly tough duels. The city also has a large fishing industry that specialises in catching eels in the pools surrounding the city. It is said that due to the violent nature of the city many of the eels have tasted human flesh and the phrase "a walk to the fishponds" has a very sinister meaning as the person normally does not return.

Outsea
(City)
Nation River Kingdoms
Size Small city
Population 6,700
Demographics Merfolk 34%, sahuagin 36%, human 20%, elf 5%, other 5%
Government Council of inhuman generals
Alignment Neutral

Outsea is a town in the River Kingdoms containing farmland, swampland, rivers, and canals. Its citizens include both aquatic species as well as air-breathers. Military service is mandated for all water-breathers and a few landlubbers serve in respected voluntary battalions. Locks and gates separate freshwater and salt water, preventing the districts from flowing into each other. Beneath the waterline, coral reefs and seaweed form underwater structures. Fish, octopi, and other aquatic animals are prevalent. Mages of Outsea are known for their strong tradition of practicing water magic. Unique spells of merfolk and sahuagin origins can be found only in this kingdom.

Pitax
(City)
Region River Kingdoms
Size Small City
Population 8,790
Demographics Human 90%, halfling 4%, elf 3%, other 3%
Government Autocracy
Alignment Chaotic neutral
Ruler Castruccio Irovetti

Pitax (pronounced pih-TAHKS)is the domain of Castruccio Irovetti, a petty tyrant who fancies himself a god. It seems the River Kingdoms attract these sorts of deluded megalomaniacs, with the kingdom of Razmiran ruled over by the similarly deluded Razmir. Pitax is a city filled with trashy art and bad sculpture, created by the masses of enslaved artists and poets that Irovetti maintains to massage his ego. The town itself suffers under Irovetti's rule, as his arrogant rule has turned the nearby countries of Numeria and Brevoy against him, and alienated Pitax from potential sources of trade.

Protectorate of the Black Marquis
(Region)
Alignment Chaotic neutral
Capital Deadbridge
Ruler Marquis Urdal Bazzak
Government Conventional (pirate despot and council)

The Protectorate of the Black Marquis is one of the River Kingdoms of northeastern Avistan. Since it's founding, it has been ruled by a series of despots who call themselves Marquis, despite having little proper claim to the title.

Riverton
(City)
Nation River Kingdoms
Population 572
Demographics Human 88%, half-elf 9%, other 3%
Government Theocracy
Alignment Chaotic neutral
Ruler Naerel Twice-Born

Riverton is a large village located on the banks of Kallas Lake in the southern River Kingdoms.

Sevenarches
(City)
Region River Kingdoms
Size Large Town
Population 4,340
Demographics Human 88%, fey 5%, gnome 4%, halfling 2%, other 1%
Government Mayor and druidic oligarchy
Alignment Neutral
Ruler Mayor Esmet Silkenlock

Sevenarches is a town in the southwestern River Kingdoms built around seven stone arches which are scattered around the settlement. These are an ancient site, sacred to the elves. Sevenarches has not been in elven hands for millennia, ever since they left Golarion for the safety of Sovyrian; since then, Sevenarches has been under the rule of the Oakstewards. The Oakstewards are very selective about whom they let approach the community, banning elves and outsiders from approaching, as Sevenarches guards a rift to the First World of the fey. As a result of the rift, followers of the Green Faith are extremely common. Sevenarches is also home to a wide variety of fey and many treants, some of whom live in the city, while others are simply passing through. Rumor has it that the arches for which the town is named once served as portals to other worlds, perhaps functioning like more powerful elf gates. Kyonin has shown great interest in reclaiming this ancient site, but the Oakstewards refuse any elf entry into Sevenarches. While this problem has yet to come to a head, there are rumours that some elves have been considering radical solutions to get rid of the human rulers of the town.

Touvette
(Nation)
Alignment Lawful neutral
Capital Avendale
Ruler General Cabol Voran
Government Military dictatorship
Religions None (atheist)

Touvette is one of the River Kingdoms. It is borders upon Pitax to the northeast and Gralton to the west and south. It has prime farm and ranch land, and prospered under King Aven I. However, under King Aven II it started to fall apart and descended into religious warfare.

General Cabol Voran launched a successful military coup, overthrew the monarchy and drove out all the priests.

The temples now serve as “charities” – a mixture of magistrate’s court, refuge, militia base, school, hospital and government office. The citizens are well looked after, and begin each day by thanking the General for saving them from laziness and religion. Speaking against the General carries the death penalty.

Crimes are punished harshly. The peace is maintained by the General’s knights, a hand-picked group authorised to summarily try and (if necessary) execute criminals, and who never pay for goods and services - their expenses are met by the grateful populace.

All young men must serve at least four years in the army.

Foreigners must have travel passes. Those found without valid documents are assumed to be spies or saboteurs, and treated accordingly.

Tymon
(City)
Region River Kingdoms
Size Large town
Population 2,564
Demographics Human 80%, half-orc 12%, other 8%
Government Conventional (benevolent dictator)
Alignment Lawful neutral
Ruler Ullorth Ungin

The city-state of Tymon lies southwest of Daggermark on the very western borders of the River Kingdoms, next to the kingdom of Razmiran. It is renowned for its gladiators, as Tymon boasts both a huge arena and many prestigious gladiator colleges. Tymon's history of gladiatorial excellence goes back to its founder, Maldar Tymon, who was a renowned Taldan gladiator and hero of one of Taldor's Fifth Army of Exploration. Unfortunately, this proud heritage has made Tymon a visible target, and the living god Razmir greedily eyes the city with conquest on his mind. Ullorth Ungin has to contemplate turning his valuable gladiators lose on the field of battle, supported by the bloodthirsty priests of Gorum. Each year Ullorth asks that any on the Outlaw Council who value freedom step forth to help him, and each year one or two petty lordlings offer their help, postponing Razmir's invasion for another year.

Lambreth
(City)
Region River Kingdoms
Size Large town
Population 3,000
Demographics Human 80%, half-orc 12%, other 8%
Government Military (Military dictator)
Alignment Lawful neutral
Ruler Lord Kamdyn Arnefax

The small, self-sufficient domain of Lambreth rose from the union of three rival merchant families, the Cullertons, the Angelidis, and the Vizcarra, who founded the city-states Maashinelle, Lockridge, and Sezgin, respectively. Fearing annexation from their neighbors, the families negotiated a union, ruling as the Triunes of Lambreth. Throughout the River Kingdoms, Lambreth suffers the least from bandit attacks. Newcomers and troublemakers quickly draw the attention of the Black Eagles.

Lord Kamdyn Arnefax rules Lambreth as a merciless dictator. The Black Eagles, feared horsemen resembling dark versions of Andoran's Eagle Knights, act as the local militia, protecting the citizens, collecting taxes, and enforcing Lord Arnefax's rule. In addition, each village has its own council, led by an elected mayor, who makes requests and complaints to Lord Arnefax, although most are wary to do so.

Some House Rules

Restriction on magic
It's illegal to use spells, potions, scrolls or any magical device with spells above level 1 in the arena by decree of the Razmir. If the rule is broken, an anti-magic field will spring up covering the entire arena as an immediate interrupt option and the offender will be punished by the Razmiran Priest..

Persona:

A gladiator develops a distinct persona in the arena, with signature moves, personality, and appearance.

His persona must have a name, a developed appearance and style, even it’s own alignment, all of which can be different than the gladiator’s, and must be maintained to stay in character. If a gladiator violates his persona, he must make an immediate Charisma check (DC 25) or lose the audience’s favor. The gladiator’s reputation also goes down by one point if the Charisma check fails.

Choose Face OR Heel

Face: A face is a hero in the arena. A face never backstabs or cheats, and plays the role of the “good guy” for the crowd. The crowd loves a face and cheer for him to win time and time again. The face trait gives a gladiator a +2 bonus to Charisma. The face also receives a +2 bonus to his reputation score.

Heel: A heel is the villain, the “bad guy”. He is the one the crowd loves to hate, and they boo the heel loudly every time. The heel is often is a backstabber and/or a berserker. The heel trait gives a gladiator a +2 bonus to his Charisma, but suffers a -2 penalty to his reputation score.

Backstabber: A backstabber is a gladiator who takes advantage of his opponents lack of readiness or his disadvantages, striking from behind or the side when his opponent least expects it. The backstabber trait gives the gladiator to add his DEX bonus to attack OR damage versus any opponent that is flat-footed, blinded, or has a back to the gladiator.

Berserker: The berserker is a gladiator that is wild in combat, howls like a beast or grunts and growls, cuts his arms or forehead and displays the blood to the crowd, and generally acts in a barbaric fashion. The berserker trait gives a gladiator a +5 bonus to Intimidate and Perform (act) checks.

Braggart: The braggart is a gladiator that makes loud boasts before, during and after a match. He claims no one can beat him, that he is the best there is. The braggart may even antagonize and challenge members of the viewing crowd. The braggart trait gives a gladiator a +5 bonus to Perform (oratory) and Bluff checks.

Daredevil: The daredevil is a gladiator that makes dangerous moves, performs reckless stunts and takes unnecessary risks in combat, though always with extreme confidence. The daredevil trait gives a gladiator a +5 bonus to Acrobatics checks. Once per combat, the daredevil can make a charge attack without needing a straight line to the target, and can take a full attack at the end of the charge, though the gladiator suffers a -5 penalty to AC for one full round beginning when he starts his charge.

Joker: The joker is a gladiator who pulls practical jokes on his opponents and makes derisive or derogatory jokes about his opponent to the crowd. ou get a +5 to Perform (Act) or Perform (Oratory) and the following ability:

Joke (Standard Action) (Ex):You can use this ability to cause an opponent to become enraged for a number of rounds, taking a -2 to their AC, Saving Throws and Skill Checks. To make a joke about them roll a Perform (Oratory) check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If you are successful, the target is enraged for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only joke about an opponent this way if it is within 30 feet and can clearly hear you and understand you. Using Joker again on the same creature only extends the duration; it does not create a stronger condition.

Fail: The opponent is not enraged.

Joker Action

Joking about an opponent is a standard action.

Showy: A showy gladiator is one who customizes his armor in such a way that it takes on an exotic and visually stunning appearance. It might include overly large shoulder guards, a helmet with long animal manes or tails, spikes on the leg or arm protection, a long, flowing cape, or any other sort of dramatic addition. No addition to the armor actually adds to the armor bonus of the armor. The showy extras do give the gladiator a +5 bonus to Intimidate and Perform (oratory).

Reputation:

Starting Reputation: 10+1d3+Gladiator levels+Face or Heel modifier
A gladiator develops a reputation during his career, and the reputation can go up and down throughout that career. Reputation is used to determine the DC of the gladiator’s Perform skill checks during combat. The higher the gladiator’s reputation, the lower the DC, representing a well-loved gladiator’s ability to easily get a crowd on his side.

Reputation increases by 0.5 point each time the gladiator advances a level, each time he wins a fight, and sometimes at the GM’s discretion (for acting in persona outside of the arena, for instance). Reputation decreases by 0.5 point for each fight the gladiator loses, for each time the gladiator acts out of persona (beginning at 3rd level), and sometimes at the GM’s discretion (for refusing to meet adoring fans, for example).

Reputation can also affect how others treat the gladiator outside of the arena. Shop owners may give a highly reputable gladiator a discount, while tavern owners might jack up the price of ale for a much despised gladiator.

REFER TO REPUTATION TABLE

Signature Move:

A signature move is a particular combination of moves that is used time and again by a gladiator, which the crowd comes to expect from the gladiator. The signature move is a combination of a move action (usually acrobatic in nature) greater than 5 ft. and but no more than double the gladiator’s normal movement rate, a combat maneuver, and a full round melee attack. The gladiator could also choose to make his signature move a move action followed by two combat maneuvers, or two combat maneuvers and a full round melee attack also.

The signature move trait allows the gladiator to take all three actions as a full round action (even though normally all three could not be taken in a round) once per combat.

Combat Modifications

Bloodsport Showman
Gladiators do not just fight, they fight to entertain, and as such, during combat they may add either their Strength or Dexterity bonus (not both) to any Charisma-based skill check.

Charisma Bonus:

In addition, combat maneuvers such as trip, disarm, feint, and sunder (Exclude Sever) — maneuvers that provide a distinct edge in battle but do not directly hurt one’s opponent - all get a +1 bonus to skill check, as they add more variety than just hammering one another with blows. Such techniques draw out the spectacle and showcases the gladiator’s skill and prowess more fully than a quick kill would, and give the audience a better show for their entrance fee. Likewise, a gladiator will often extend a fight by resorting to grappling if possible.

A gladiator may add his Charisma bonus to his CMB IF he makes a successful Perform (act) skill check (DC based on the gladiator’s reputation). The Perform check is made each round of combat as a free action on the gladiator’s turn. The character then fights dramatically, including feigning injuries or fatigue, making flashy moves, brandishing weapons, taunting their opponent, and other impractical but entertaining techniques.

In addition, the gladiator may make a Bluff roll against their opponent as a standard action. The Bluff is opposed by the opponents Sense Motive. If successful, the Bluff provokes an immediate attack of opportunity from the opponent, which must be taken and which counts towards the number of attacks of opportunity the opponent gets in a round.

Fatal Combat:

To make combat more realistic a gladiator learns the Sever combat maneuver which may be included in your signature move.

NOTE: You take -4 penalty to your CMB if you attempt to sever with an unarmed attack. Unarmed attacks that deals slash or pierce damage has no penalties. The limb is considered broken instead of server. Each creatures can only be attempted upon Sever Limb Maneuver once per round only

You can attempt to sever an arm, foot, hand, or leg at the joint as part as a standard action. Normally you cannot sever other limbs than those four extremities, but your GM may deem some special limbs fragile enough to qualify (a wing, for example). If you do not have the Improved Sever feat, or a similar ability, attempting to sever an item provokes an attack of opportunity from the target of your maneuver. Declare which limb you are targeting before your combat maneuver roll.

If your attack is successful, you have a chance at severing the targeted limb. Depending on the target's HP, it will determine if the Sever Limb happened. Calculate the percentage (Round off to nearest 2 decimal place) of the remaining HP against the Original HP of the target.

For example: Guard left 29/40. It is 29 divided by 40 which is 0.725 round up to 0.73 there for 73%.

Once you know the percentage the inverse is the Chance for it to happen when you roll 1d100.

For example: Guard is 29/40 which you calculated he is still at 73% health. So your chance of the Sever Limb successful after rolling successfully against his CMD is now 27%(100-73=27).
Roll 1d100 and if the dice result shows 1-27, then the move is successful. If not the move failed and the target do not receive any damage.

If the sever limb is successful, your opponent can make a Fortitude save (DC equal to your combat maneuver roll) to ignore the effect or be helpless. Although horrific, the mind blocks out the pain of losing a limb. This attack deals no damage. However, due to the lose of limb the target will receive 1D6 of Bleed Damage unless treated with a Heal DC20 or a burst of magical healing. (Use Treat Deadly Wounds)

If the Fortitude save failed, they go in a state of shock and is helpless for 1 round. During the helpless stage As a full-round action, you can use a melee weapon to deliver a coup de grace to automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die.

Either that you may perform a Sever Limb Combat Maneuver to decapitate the opponent. This attack has no damage.NOTE: For unarmed attack, take a -4 penalty to your CMB and the target is deemed to have broken his neck rather than decapitated. Decapitation is a terrific crowd pleaser. Unarmed attacks that deals slash or pierce damage has no penalties. Each creatures can only be attempted upon Sever Limb Maneuver once per round only

Example of a Limb Sever Maneuver in combat:

1. It is a standard action.

2. You may roll a Perform(Act) check against the DC of your reputation table to check if you may add your CHARISMA bonus to your CMB score.

NOTE: Due to the Bloodsport Showman your you can add your STR or DEX score to your Perform(Act)- Gladiators do not just fight, they fight to entertain, and as such, during combat they may add either their Strength or Dexterity bonus (not both) to any Charisma-based skill check.

3. If unsuccessful, you use your normal CMB for the Sever Limb. If successful you add the CHA bonus to your CMB and perform the Sever Limb.

NOTE: For unarmed attack, the CMB for server limb is at a -4 penalty. Unarmed attacks that deals slash or pierce damage has no penalties.

4. If you do not have Improved Sever Limb, then the target will resolve Attacks of Opportunity on you.

5. You will roll against the target's CMD with your final CMB. If successful the target is at risk for Sever Limb, if not successful the Sever Limb move missed and you end your turn.

6. Depending on the target's HP, it will determine if the Sever Limb happened. Calculate the percentage (Round off to nearest 2 decimal place) of the remaining HP against the Original HP of the target.

For example: Guard left 29/40. It is 29 divided by 40 which is 0.725 round up to 0.73 there for 73%.

7. Once you know the percentage the inverse is the Chance for it to happen when you roll 1d100.

For example: Guard is 29/40 which you calculated he is still at 73% health. So your chance of the Sever Limb successful after rolling successfully against his CMD is now 27%(100-73=27).
Roll 1d100 and if the dice result shows 1-27, then the move is successful. If not the move failed and the target do not receive any damage.

If the dice rolls within the chance of it happening, the limb is successfully severed. The crowd will go crazy (Depending on how you describe it, I will serve as the crowd bloodlust) which in turn will help your reputation score. The target receives 1d6 bleed damage unless treated with Heal DC20 (Use Treat Deadly Wounds)

NOTE: For blunt weapons and unarmed attack, the limb is considered broken rather than severed. It still carries the same penalties for losing a limb and same excitement level for the crowd. However there will be no bleed damage.

8. The target who lost the limb now MUST roll a Fort Save against the DC of your final CMB score again. If the Fort Save pass then he will take the penalties of losing a limb but he will not enter into a state of shock and may perform normally on his turn.

If the target fails the Fort Save, then he enters into a state of shock and become helpless until the end of his next round.

9. Coup De Grace may be performed on the target by another gladiator or by you next round. The good thing is that it scores a crit damage and if the damage do not kill the victim then He must roll a Fort Save against (DC 10+the damage dealt to him) or die. The downside is that it do not tickle the crowd's interest that much.

Thus gladiators may make a choice to perform a Decapitation instead. It is the same as a Sever Limb maneuver. Roll a perform(act)check to add CHA to CMB. Roll CMB to target CMD. The difference is that if it is successful, the gladiator need NOT roll the chance dice. (Auto success). The target will be decapitated (of course describe the gory scene for me) and the crowd goes wild adding a substantial favor to your reputation score.

NOTE: Unarmed attack is at a -4 penalty to CMB for Decapitation. There is no penalty for blunt weapons. Unarmed attacks that deals slash or pierce damage has no penalties.

NOTE: For blunt weapons and unarmed attack, the target is not decapitated but rather the neck is broken. The same effect to reputation will be in place

Treat Deadly Wounds:

Note: You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your check for each use from a healer's kit that you lack.

When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.[/i]

Loss of Body Parts Penalties:

Hand

Since a person’s manual dexterity comes primarily from the opposable thumbs interacting with the fingers and palms, the loss of a hand limits how complex items are used and how items are carried.

A character who has lost a hand incurs the following penalties:

-5 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-4 penalty on grapple checks;
Must make a caster level check to cast spells with somatic components;
Unable to wield two-handed weapons or make two-weapon attacks, but may still wear a shield on the affected arm;
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is reduced by one third, as shown on Table: Modified Lifting Capacity: Hand (for medium creatures). These penalties do not stack with other penalties for losing limbs.

A character who has lost both hands, or one hand and one arm, cannot use any of the listed skills, make attacks, cast spells with somatic components, or handle objects, without the aid of prosthetics or magic.

Arm

Losing an arm at the elbow (or higher) severely limits what that side of the body can do. With a markedly shorter reach and range, the arm is practically unusable.

A character who has lost an arm incurs the following penalties:

-10 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-8 penalty on grapple checks;
Must make a caster level check at a -5 penalty to cast spells with somatic components;
Unable to wield weapons two-handed or make two-weapon attacks, and may not wear a shield on the affected arm.
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is halved, as shown on Table: Modified Lifting Capacity: Arm (for medium creatures). These penalties do not stack with other penalties for losing limbs.

A character who has lost both arms cannot use any of the listed skills, make attacks, or use objects, without the aid of prosthetics or magic.

Foot

Keeping upright becomes a chore with the loss of the foot. Uneven legs, no pivot point, and a smaller base affect land movement.

A character who has lost a foot incurs the following penalties:

-5 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run.
Cannot bull rush or overrun and takes a -4 penalty to resist these combat maneuvers.
Land movement rate is reduced by half, and characters can no longer benefit from the fast movement class feature.
Carrying capacity is reduced by one third and the maximum weight a character can lift over head or off the ground is halved, as shown on Table: Modified Lifting Capacity: Foot (for medium creatures). These penalties do not stack with other penalties for losing limbs.

A character who has lost both feet, or one foot and one leg, is always considered flat-footed, cannot use any of the listed skills, and can only move 5 feet as a full round action, without the aid of prosthetics or magic.

Leg

Losing a leg at the knee (or higher) strips it of its fundamental purposes. Walking is replaced by hopping, standing is replaced by balancing, kicking becomes impossible. Very little can be done in an upright position without aid from a prosthetic, magic, or fellow adventurer.

A character who has lost a leg incurs the following penalties:

-10 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run or charge.
Cannot bull rush or overrun and takes a -12 penalty to resist these combat maneuvers.
Speed is reduced to 5 feet, and can no longer make a 5-foot step.
Carrying capacity is reduced by two thirds and the maximum weight a character can lift over head or off the ground is halved when sitting, impossible when standing, as shown on Table: Modified Lifting Capacity: Leg (for medium creatures). These penalties do not stack with other penalties for losing limbs.

A character who has lost both legs is always considered flat-footed and prone, and can only move 5 feet as a full round action, without the aid of prosthetics or magic.

Penis

Extreme shame.

Treatment for Severed Limbs:

The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.

Regenerate also cures 4d8 points of damage + 1 point per caster level (maximum +35), rids the subject of exhaustion and fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead). The Cost is 2,500 gold.

Earning Reputation:

From infuriated to frenzy. Your performance on the combat field plays to the audience mood towards you and therefore your reputation.

Crowd's Mood
Infuriated- -2 Reputation.
Angry- -1 Reputation.
Frustrated - -0.5 Reputation.
Calm- +0 Reputation
Bored- +0 Reputation
Amused- +0.5 Reputation
Excited- +0.5 Reputation
Fascinated- +1 Reputation
Aroused- +1 Reputation
Ecstatic- +1.5 Reputation
Frenzy- +2 Reputation

At the end of every match a favored gladiator will be chosen for his exceptional performance on the arena. He gains +0.5 Reputation.

All gladiator gains +0.5 after each victory.

Additional Feats Which Can Be Learned:

Improved Sever (Combat)

You are particularly good at cutting off body parts in melee.Prerequisite: Str 13, Power Attack.Benefit: You do not provoke an attack of opportunity when performing a sever combat maneuver (see below). In addition, you receive a +2 bonus on checks made to sever a foe’s limb. You also receive a +2 bonus to your CMD whenever an opponent tries to sever your limb.Normal: You provoke an attack of opportunity when performing a sever combat maneuver

I will be adding this in the campaign info as a possible feat for you to choose.

Greater Sever Limb

You can cause your blow to devastate an opponent severed condition.

Prerequisites: Power Attack, Improved Sever, base attack bonus +6, Str 13.

Benefit: You receive a +2 bonus on combat maneuver checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Sever. Whenever you successfully sever an opponent, the opponent is automatically helpless.

Normal: Opponents roll a fortitude save against the CMB score upon a successful server limb. Upon failure, the opponent is helpless.

Limb Ripper (Combat)

You sever limbs through sheer force.Prerequisite: Str 22, Improved Sever, Improved Unarmed Strike, Improved Grapple.Benefit: When you are grappling an opponent, a successful check allows you to continue grapplingthe foe, and also allows you to perform a special sever combat maneuver (see below) as part of the standard action spent to maintain the grapple. Designate a limb (arm, foot, hand, leg) like you normally would when severing a limb, then make a Strength check. This is the save DC for your sever limb attempt. If your target fails this Fortitude save, you rip off the designated limb. This ends the grapple

Agile Defense (Combat)

Prerequisite: Dodge

Benefit: You gain a dodge bonus to AC, based on your Base Attack Bonus.
BAB +0 to +3 AC +1
BAB+4 to +7 AC+2
BAB+8 to +11 AC+3
BAB+12 to +15 AC+4
BAB+16 to +19 AC+5
BAB+20 or higher AC+6

Special: This ability is reduced by worn armor. Subtract 1 point of dodge bonus for light armor, 2 for medium armor, and 3 for heavy armor (to a minimum of +0 bonus).

Unarmored Specialist (Combat)

You are so well-trained at fighting without armor that you find yourself better protected without it.

Benefit: As long as you do not have any armor bonus to AC (such as from wearing armor, or from the spell mage armor) you gain a +2 dodge bonus to AC. At 10th level, this bonus increases to +4.

Martial Strike (Combat)

Prerequisite: Improved Unarmed Strike, Wis 13, Dex 13, BAB +4.

Benefit: Your unarmed strike damage equals that of a monk of the level of your character level -3.

Improved Martial Strike (Combat)

Prerequisite: Improved Unarmed Strike, Martial Strike, Wis 15, Dex 15

Benefit: Your unarmed strike damage matches that of a monk of the level of your character level.