
Aurum the One |

Aurum stands feet spread apart and looking out over the field of combat. He stands loosely, on the balls of his feet, a strangely curved golden sword in his hand. He wears simple clothing of black and gold heavy cloth.
At his belt you see an array of wicked looking metal stars. He appears calm and waits patiently for the battle to begin.
Initiative 24

Champions of the Dark Wolf |

Syken steps into the arena. In contrast to his opponent, he seems calm but impatient - more as though he is bored. He carries not a trace of weapons, only some light armor, though his belt holds several concoctions.
Uh... huh. Syken sure does seem to like to tie people on initiative. He also has a 24. So, to figure out who goes first...

Aurum the One |

Aurum drops into a defensive stance, low to the ground and hands in front of him swaying back and forth.
You're up Syken.

Champions of the Dark Wolf |

Syken looks over at his opponent, and calmly takes a vial of a deep blue liquid from his belt, drinking it. He grits his teeth as a quick change goes through him, but at the end of it, he still seems mostly the same. If anything in fact, he looks somewhat diminished, but takes a step over to the side, idly placing a hand on the pillar beside him.
5-foot step over to B11, and your turn.

Aurum the One |

Aurum, seeing his opponent preparing some sort of concoction explodes like a lunging snake across the battlefield and throws a strike into his opponents throat attempting to stun him with pain.
Stunning Fist Attack 1d20 + 7 ⇒ (15) + 7 = 22
Damage 1d6 + 3 ⇒ (2) + 3 = 5
Stunning Fist DC 14
Sense Motive as immediate action for AC against first attack if needed 1d20 + 11 ⇒ (12) + 11 = 23
Charge to C11
Attack = 22
Damage = 5
If hit, Fortitude Save DC 14 or be stunned for 1 round.
You're up.

Champions of the Dark Wolf |

Can you move that far and/or ready a charge? The charging bit is something I actually did before, and requires a feat such as this or something special. Just wanna double check.

Aurum the One |

You may still be ok, this build is good but doesn't hit the hardest.
Aurum feels his nerve strike hit home and sees the stiffening go into Syken's muscles. Continuing the attack home he strikes across with his golden sword.
Damage 1d8 + 3 ⇒ (4) + 3 = 7
Attack = 17
Damage = 7
You're up Syken. Do your worst! :-)

Champions of the Dark Wolf |

Last I heard, I think things that go by rounds persist for your following turn (i.e. if you do something that lasts for 2/rounds per level, you'll have a full two rounds afterwards to use it.) Unless Stunning fist makes a specific mention or something. If it does snap off before that second strike, that actually won't hit then. Let me know how that goes then.
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Alright, so that probably puts us on the tail end of Round 2, I think when I get unstunned?
After regaining control of his body, Syken staggers back a bit, putting some distance between himself and Aurum, looking annoyed.
With a quick motion, he pulls two mixtures from his belt, combining them and tossing the resulting concoction at Aurum as it begins sizzling, then explodes in an icy burst.
Damage: 1d6 + 8 ⇒ (5) + 8 = 13
22 vs. Touch AC and 13 Cold Damage if it hits. If it did hit, you'll also need a DC 18 Fort Save to avoid being staggered on your next turn.
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And Syken 5-foot stepped back to A12 prior to throwing. You're up now.

Aurum the One |

Sense Motive1d20 + 11 ⇒ (15) + 11 = 26
Reflex Save if needed for splash damage 1d20 + 6 ⇒ (1) + 6 = 7
Attack with sword 1d20 + 5 ⇒ (14) + 5 = 19
Damage 1d8 + 3 ⇒ (6) + 3 = 9
That misses, does it have splash? If so, Reflex save roll total is a 7.
With a subtle turn the concoction goes whipping past Aurum. Looking back at Syken, Aurum goes back on the attack.
Step up to B12, then attack with sword
Attack = 19
Damage = 9

Champions of the Dark Wolf |

Well, then Syken is just barely still up. The bomb does have splash, Reflex DC 18 as well, for half damage. Jeez, that misses though? :/
Anyway, your attack hits, though Syken is still barely up. Assuming you're at B11 or B12, gonna make an Acrobatics check to move to C14. Acrobatics check will be against your CMD, failure will let you take an AoO.
With a grunt, Syken tries to roll away from the wall, getting to a more reasonable distance.
Bomb Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 + 8 ⇒ (1) + 8 = 9
18 on the Acrobatics, against your CMD. If he fails, you've got an AoO
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If he isn't downed, whether by making the Acrobatics, or by the AoO missing, he'll chuck a bomb, with an awesome 5 on the attack. 9 Damage though, Reflex DC 18, as above. Will be your turn after that.

Aurum the One |

Damage 1d8 + 3 ⇒ (2) + 3 = 5
Reflex save 1d20 + 6 ⇒ (14) + 6 = 20
AoO Attack = 12
Damage = 5
Reflex save = 20 (Doesn't seem to have taken any damage)
-----------------------------------------
Seeing you move away, Aurum draws and drinks something from a vial, his wounds visibly knitting closed. He then steps back up next to you.
Draw and drink a potion then take 5' step to C13
You are up sir!

Champions of the Dark Wolf |

:: Round... 4 Now? ::
Syken grunts and steps a bit further back, taking another vial from his belt and drinking this one as well, though it has no visible effect.
Do people get spellcraft checks for extracts? Hmm.
Aurum's turn. This is fun, an in-combat drinking contest :P

Aurum the One |

Aurum continues to follow Syken around the arena, he steps forward again and with a spinning slash attempts to cleave into Syken.
Attack 1d20 + 5 ⇒ (20) + 5 = 25
Damage 1d8 + 3 ⇒ (4) + 3 = 7
Crit Confirm 1d20 + 5 ⇒ (11) + 5 = 16
Damage 1d8 + 3 ⇒ (3) + 3 = 6
Sense Motive in case needed for AC 1d20 + 11 ⇒ (14) + 11 = 25
Step to D14
Attack = 25
Damage = 7
Crit confirm = 16
Damage if confirmed = 6
You're up, pretty sure the 16 doesn't confirm but I hope that the damage was enough to drop you as those bombs are scaring the hell out of me lol.