
The Arbiter |

As the first two combatants to progress past the first tier of the pits, Rolg and Aurum are showered with praise in the form of being stuck right back in the arena to try to kill people again.
The two enter a swankiful new arena, Rolg from the north and Aurum from the south. There is a distressing lack of audience considering that this is the highest powered fight thus far, but the pit fighters are strong individuals who don't need the cheering of adoring fans to validate them, so they struggle on.
Rolg 1d2 ⇒ 2, Aurum 1d2 ⇒ 2
Rolg A11, Aurumm L11. Initiatives, posturing, descriptions, etc., please.

Gladiator_Eben |

The dwarf swaggers into the new arena, giving a low whistle as he sees all the renovations. His nearly-square frame is decked out in all new gear; apparently the winnings have gone to his head.
Under his red-maned head, he's armored in a very shiny breastplate, a heavy steel shield strapped over his left shoulder. A few magical components hang from his gear: a spell component pouch, a focus, and a scroll case. In his spiked gauntleted hands is his customary long-hafted hammer (lucerne hammer), and a small army's worth of weapons decorate his body. It's a wonder the stout warrior can fight under the arsenal's weight. Lashed to his back are a pair of dwarven war axes, one his size and one sized and gripped for a giant. A foursome of nets hang from his belt, and what looks like nearly a dozen chakram are in easy reach of his right arm.
He drags in a few extra of the long-hafted hammers. Either he wanted replacements available or he simply couldn't figure out what to do with his excess gold. Either way, he leans them against the wall on either side of his arena entrance as he watches his opponent.
Without taking his dark dwarven eyes from the human, he bends down and picks up some of the sand, rubbing it between his hands before tossing the rest into the air and hefting his long weapon. He nods to the vacant seats and the man across from him.
Initiative 11

Aurum the One |

Aurum walks calmly into the arena and immediately looks to his opponent across the way. The dwarf had an excellent reputation as a fighter and appears to be armed to the teeth. It is at this point that Aurum thinks he might have been better served spending a bit more of that coin that he had won.
He has a small vial in one hand and a strangely curved golden sword at his waist. He carries a multitude of small star shaped pieces of razor sharp metal as well as a small pouch. Aside from a long flowing cloak of black and gold he has little else as far as gear.
Stepping forward he gives a short bow of respect...while never taking his eyes from his opponent.
Initiative 16
Surpise Round
When the signal is heard, Aurum quickly lifts his hand and drains the potion in one quick gulp, disappearing from view.
I just realized I never gave him gear for being at 3rd level lol. Oh well, we'll see how this goes. :-) You're up!

Gladiator_Eben |

:: Round 1 ::
Rolg drops his hammer, draws a scroll from his case, and holds it up to read off a few words . The paper dries like the sun-baked husk of some long-dead bug and drifts away on a wind that neither combatant can actually feel.
Draw Scroll of Bloodhound
Use the scroll : Caster level check DC 5 1d20 + 1 ⇒ (15) + 1 = 16
Drops lucerne hammer, draws scroll, uses scroll. (Do you get a chance to Spellcraft ID spells cast from scrolls?)
You're up.

Gladiator_Eben |

:: Round 2 ::
Rolg repeats the scroll-casting process, otherwise remaining in place.
Activate Scroll of Shield of Faith
Draw Scroll; Activate scroll.
Also, let me know if you come within 30' of Rolg (and unless your character has a way of detecting that Rolg has Scent, please keep in mind that this is player knowledge until Rolg acts on it).
You're up.

Gladiator_Eben |

Cool. Thx.
:: Round 3 ::
Rolg begins moving carefully around the north-east perimeter of the arena, skirting around the north side of the pillar, ready to strike out at a moment's notice.
If that happens to be within 5' of Aurum, spiked gauntlet attack.
Otherwise, move on around to H.17, along the east side of that eastern column
Perception 1d20 + 8 ⇒ (18) + 8 = 26
Spiked gauntlet (if it's used) 1d20 + 6 ⇒ (11) + 6 = 17
---> Hit (shooting for higher than 50) 1d100 ⇒ 19
---> Damage 1d4 + 3 ⇒ (4) + 3 = 7
Perception 26
Move to D.12 along this path (B.12 > B.13 > B.14 > C.15 > D.16). Please let me know if Rolg ends up adjacent to Aurum at any point along that path (or if he started adjacent -- which i doubt). If Rolg isn't adjacent at any point, he'll continue on to H.17 along this path (E.17 > F.17 > G.17 > H.17)
Let me know on any of the above, but otherwise, you're up.

Aurum the One |

Yes you would have been able to smell him again as soon as you stepped to D16 I think.
Round 4
All of a sudden Aurum bursts into view near you although he has doubled in size. Swinging his wicked looking sword he grunts in effort.
Damage 2d6 + 8 ⇒ (3, 4) + 8 = 15
Sense Motive if needed for AC 1d20 + 12 ⇒ (2) + 12 = 14
Attack = 20 vs Flat Footed AC
Damage if hit = 15
In squares HI14-15 so I wouldn't have been within 5' to pinpoint before the attack.
You're up!

Gladiator_Eben |

:: Round 4 ::
The massive sword crashes off Rolg's shield, "Nå er vi får et sted!"
Then the dwarf steps backwards, muttering a few words as he tosses a pinch of wool at Aurum.
Cast Daze
Rolg steps back to G.17,then casts a spell. Will Save DC 13, please.
It's a mind-effecting enchantment and if you fail – as long as you have 4 or fewer HD – you get no actions this next round.
Save then you're up.

Aurum the One |

Will save = 25
Round 5
Aurum pulls a small pouch from his bag and hurls it at the dwarf where it bursts in a mass of sticky goo.
Sense motive as AC if needed 1d20 ⇒ 7
5' step towards him.
Ranged touch attack = 20
If hits then you need to make a DC 15 reflex save or be glued to the floor. If it hits, regardless of save, you take a -2 penalty to attacks and -4 penalty to dex and only move half speed for 2d4 ⇒ (4, 2) = 6 rds.
5' step to IJ15-16
You're up after save if it hits.

Gladiator_Eben |

Sorry for the wait… work is an abomination.
Reflex 8 (waa waaa WAAAA)
:: Round 5 ::
Rolg's eyes widen as he gets rooted in place. Unable to get at the long-limbed fighter's core, he huddles defensively in place.
Total Defense.
You're up.

Aurum the One |

Round 6
Seeing that the dwarf has been ensnared by the bag, Aurum grabs his sword with two hands and swings with a mighty overhead chop at the dwarf.
Damage = 2d6 + 11 ⇒ (2, 3) + 11 = 16
Attack = 26
Damage = 16
You're up!

Gladiator_Eben |

:: Round 6 ::
The sword impacts the dwarf's shield with a bone-jarring power, but the shield holds. The dwarf growls out from behind his dented shield, giving the human a darkly challenging stare as he continues to test his stuck footing.
Total Defense
You're up
===== Okay, a few questions.
First of all, is Aurum fighting defensively here? You don't spell it out in your blue text, you posted a pretty stinking high attack roll (which is still possible but less likely using Crane Style), and your narrative certainly doesn't seem defensive. Jehova ruled in one of my previous games that a gladiator can tell when another gladiator is fighting defensively in some manner unless the defensive fighter takes mechanical measures to cover it up (Bluff, for instance). Rolg's ability to make good tactical decisions relies on him having all the information.
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Secondly, what is this game's stance on switching "handedness" on a weapon. James Jacobs ruled (I believe) that switching hands with your weapons is a free action. I believe the discussion at that time was about paladins and two-handing swords, but clarity needs to be had here. If Aurum attacks with two hands on his temple sword, can he (as a free action) switch it back to have one hand free for the purpose of Crane Style at the end of his turn. Or, secondarily, can he switch between one and two-hand grip while its not his turn? Say, for instance, if he ended his turn in a 2-handed grip, could he switch to a one-handed grip during Rolg's turn if Rolg can score a hit which he wants to deny as via Crane Style?
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I went ahead and acted in this round because it's what Rolg would probably do anyway, but I want to know how I can make informed decisions around Aurum's actions.
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Let me know, guys.

Aurum the One |

He's not fighting defensively due to the fact that currently he can reach you but you can't reach him so he is less worried about defense. As far as I know you cannot switch hands when it is not your turn as that would require an immediate action. I'm not sure about the other question about grabbing two hands, attacking, and then taking a hand off again so that would probably need a ruling. I assumed you can't do that so I didn't but I definitely will in the future if I can. Sorry about not being clear about the not fighting defensive, I will try and be a bit more descriptive in the future.
Arbiter can we get a ruling on this? I want to make sure I'm not getting an unfair advantage in the fight as it definitely makes a difference when it comes to my build.

Gladiator_Eben |

He's not fighting defensively … Sorry about not being clear about the not fighting defensive, I will try and be a bit more descriptive in the future.
Cool. And yah, it can get unwieldy trying to make sure we get all the details in our posts (i know i've missed key details in a number of posts), but it's the only way I can think to do this thing fairly.
Jehova, love to hear your thoughts on the above. :)

Gladiator_Eben |

Actually, since Jehova may or may not have time to make a ruling on this immediately (and in an effort to keep the ball rolling on this fight), how about we do this for now:
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Let's move forward like switching weapon grips (from one-to-two-handed) is a free aciton that can only happen on your turn. I think that's the best ruling anyway, and it'll just mean Aurumn won't have quite as much damage output for AoO's and whatnot. Otehrwise, he should be able to maintain offensive output and defensive measures at the same time (at least that I can think of).
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That sound good to you?

Aurum the One |

Sounds good to me.
Round 7
Aurum continues his attacks against the dangerous dwarf, hoping to finish him off before he gets the chance to break free. He continues gripping his sword in two hands to get extra force behind his massive swings.
Damage 2d6 + 11 ⇒ (3, 5) + 11 = 19
Sense Motive for AC if needed 1d20 + 12 ⇒ (14) + 12 = 26
Attack = 26
Damage = 19
You're up.

Gladiator_Eben |

Good lord, these are high attack rolls… i'm hoping these are good rolls on your part. :(
:: Round 7 ::
Another loud CLANG resounds through the arena, this time accompanied by a grunt of exertion from the defensive dwarf. He continues testing the gooey entanglement as he holds his shield in place.
Full defensive…. again.
Aaaand back to you.

Aurum the One |

Did those hit or miss? Dont forget to take off 2 for -4 to dex from the bag. Your AC must be astronomical if those are missing lol.
Seeing his attacks missing Aurum decides to change tactics a bit. Reaching out with his sword he attempts to pull the dwarf off his feet.
Sense Motive for AC if needed 1d20 + 12 ⇒ (5) + 12 = 17
Trip attempt = 24 vs your CMD
You're up.

Gladiator_Eben |

Sorry, no, those were misses. (See? Information you probably would have liked to have.)
:: Round 8 ::
The square-of-a-dwarf resists another attack, retaining his footing as he continues to try to work at the goop. He continues huddling behind his large shield.
At the end of this 6 rounds, all effects of the Tanglefoot bag will be gone, right?
(Surprise) Total Defense.
Aurum the Tripper is up.

The Arbiter |

I'm at work presently, so wasn't able to get to this right away. Taking a hand off (or adding a hand to) a sword is a free action, which means it can be used twice in your turn but certainly not on your opponent's. We should stick to being clear about fighting defensively unless the character has some sort of sneakiness occurring. I think you've continued forward properly regardless, but thar be the official rulin'.

Aurum the One |

Sounds good and I think so.
Round 9
Aurum, frustrated by his inability to hit the little piece of iron, tries a different tactic taking two big steps back.
Moving back 10'
-------------------------------------------------
Round 10
Aurum then charges back at the dwarf, swinging the sword with all his might, ending up in the same spot he just left.
2d6 + 11 ⇒ (5, 2) + 11 = 18
Sense motive if needed for AC1d20 + 12 ⇒ (7) + 12 = 19
Attack = 28
Damage = 18
-------------------------------------------------
Round 11
Seeing the tanglefoot bag beginning to crumble, Aurum drops back into a more defensive stance and attacks with one hand.
Damage 2d6 + 8 ⇒ (2, 6) + 8 = 16
Sense Motive as AC if needed 1d20 + 12 ⇒ (14) + 12 = 26
Attack = 8
Damage = it doesn't matter cause I missed lol
You're up!

Gladiator_Eben |

Geez, are you kidding me with these rolls? I can't imagine how you could have a modifier high enough that these could be middling dice rolls...
The charge hits. Booooo!
At the beginning of round 11, the Tanglefoot Bag dissipates.
:: Round 11 ::
Rolg shakes his head and spits out a tooth, taking a step back and casting a spell.
Cast Shield of Faith
5' step back to F.17 (assuming that takes Rolg out of reach but not enough for a charge without you stepping into Rolg's range, right?). Magic hocus-pocus.
You're up.

Aurum the One |

I'm not sure what you are so worried about lol. I've hit you once and by the time I manage it again you'll have healed it all lol.
Round 12
Aurum throws himself back into the attack, fighting cautiously, moving right up next to Rolg and attacking him with both hands on the sword before dropping one hand off immediately after the strike.
Damage 2d6 + 11 ⇒ (4, 2) + 11 = 17
Sense Motive as AC if needed 1d20 + 12 ⇒ (16) + 12 = 28
Move to GH17-18
Attack = Not enough
Damage = why do I bother ;-)
You're up!

Gladiator_Eben |

You still Enlarged? :D
When does that end?
:: Round 12 ::
Once again the dwarf endures the crash of the huge blade. "Hvor lenge kan du holde alt dette opp, stor mann?" He takes another step back, looking for breathing room.
5' step back to E.17
Full Defense. 5' step back to E.17.
You're move.

Aurum the One |

End of this round I think.
Round 13
Aurum keeps right up with Rolg and continues to try and pound cautiously away at the dwarf, waiting for that one good opening. After he attacks the magic that was boosting his size dissipates and he returns to his regular size.
Damage 2d6 + 11 ⇒ (6, 6) + 11 = 23
Sense Motive if needed as AC 1d20 + 12 ⇒ (2) + 12 = 14
Move up to F17
Attack = 21 which misses
Damage = 23 which doesn't matter lol
Shrink back to medium.
You're up!

Gladiator_Eben |

:: Round 13 ::
"Så, hva vil ellers skje hvis jeg kan overleve et minutt? the dwarf asks as he dives backwards in a clumsy roll towards his entrance…. defensively.
Move to C.13 (tumbling to avoid AoO's)
Acro 1d20 + 3 ⇒ (10) + 3 = 13
Full Defense. Move to C.13 (Acro 13 vs. your CMD to avoid an AoO)
You're up.

Aurum the One |

Round 14
Aurum continues following Rolg around the arena, patiently looking for a slip up that he can exploit.
Damage 1d8 + 9 ⇒ (2) + 9 = 11
Sense Motive as AC if needed 1d20 + 12 ⇒ (13) + 12 = 25
Move to C14
Attack = 20
Damage = 11

Gladiator_Eben |

:: Round 14 ::
Another attack crashes off Rolg's shield, which he keeps readied as he rolls back once again, this time around the north side of the pillar.
Move to B.11 (Tumble to avoid AoO's, if possible)
Acro 1d20 + 3 ⇒ (19) + 3 = 22
Full Defense. Move to B.11 (Acro to avoid AoO's: 22 vs. your CMD)
You're up. If at any point you'd rather this become a draw, let me know. I don't particularly enjoy this pace of a game, either, but I enjoy it to losing. :)

Aurum the One |

I'm good with a draw, mostly because we are so evenly matched. I can only hit you with criticals when you are going total defense. Assuming you eventually dropped your total defense, I haven't seen your attack mod but I suspect you would have a lot of difficulty hitting me and if you did I would just deflect it anyway. Very interesting battle and it's cool to see two different builds get to such a similar place. :-)
Aurum steps back, having figured that only an extreme amount of luck would win it for one opponent or the other. He takes his golden sword and salutes Rolg before bowing. You fight well my friend, I can see we have gotten ourselves to an impasse. Shall we walk from this arena brothers and together?

Gladiator_Eben |

Rolg sees the opening and pounces.. Just kidding. :D
...
Rolg maintains his defensive stance as his opponent steps back. It's clear from his suspicious scowl that he understands no word of what Aurum says. He cocks his head to the side curiously, though, before he responds. "Du ber om en uavgjort? Jeg skal innrømme jeg ikke vet at å slå du vil være en enkel ting ... ved en lang skudd." Without fully dropping his guard, he suggests putting down his shield, tapping the axe at his belt and likewise pointing to the ground. "At vi skal sette ned våre våpen," He points to his own entrance over his shoulder before nodding to the entrance to the south, "... Jeg skal dra tilbake slik jeg kom, og du vil forlate gjennom der, og vi vil ta verken seier eller tap?" He shrugs and nods, "Jeg liker ikke å ikke vinne, men jeg liker å miste mye mindre. Og jeg skal være enig i det."
He stands warily as he waits for some form of answer.
I actually had one more strategy to try, but it's a slim hope at best, and Rolg would know it. So I'm fine with a Draw in this situation as well. The crowds (what little there is) will hate it I'd imagine.

Aurum the One |

Is there anyone that speaks dwarven in the house tonight? Anyone? lol
Aurum, not understanding the dwarf either, nods and sheathes his sword. He looks up at the crowd and salutes as well. When Rolg points at his entrance, Aurum smiles and nods. He points to Rolg and then to himself and then mimes both of them walking out.
Not sure what the strategy was but I had one more thing up my sleeve as well but I imagine your saves are pretty high so it would have been hit or miss as well.