
Champion of mbauers |

A muscular half elf walks into the arena, wearing ornate armor with a bandolier of vials slung over it, but seemingly carrying no weapons. He cracks the massive knuckles of one hand while holding a glass vial inthe other. He smiles, revealing red-stained teeth.
Good, a real fight, then. I figured you use weapons like those other pansies. C'mon, let's get this thing started, then.
He drains the potion, throwing the vial to the ground with a crash. Arian crouches low and steps forward, spitting blood-like fluid.
Round 0
Drink potion, no visible effect. Enter stance, 5ft step to B10, no spoiler needed. Good luck!

Sleepy Pete |

Dammnit a Half Elf as my first opponent.Oh well.By the way Sleepy Pete does not understand any language and cannot speak one either.
A scarred Oc with a dread wooden mask enters, wearing nothing but a Loincloth. A Longspear Is strapped to his back, and a uncharacteristically shiny buckler is strapped to his forearm, it seems to be made of silver.He's holding a bottle in one hand.
Ooogha Booga
Starting to chant in an undecipherable language he shakes the feathers hanging from his beaded necklace and points his finger at you, the eyes of his wooden mask glowing in an eerie light for a moment.
Blindess DC 16
DC 16 Fort save or be blinded FOREVER :...muahhahah

Champion of mbauers |

Arian shakes his head at the spell, then screams, bounding towards the orc and throwing him to the ground.
Save succeeds, then Arian rages and charges to K10 for a trip attempt, 16 vs your CMD.

Sleepy Pete |

Failed your trip attempt
Sleepy Pete evades the attacks and steps back to get room for another spell.Five foot step back.
Cause Fear
As the eyes of his mask flicker up again you feel fear taking hold of your psyche.
DC15 Will or Frightened for 1d4 ⇒ 4 rounds.Shaken if save succeds.

Champion of mbauers |

Arian rips out his hair and screams in rage, stepping up to the Orc.
Get out of my head!
He tries to grab the terrifying creature.
WS succeeds, 5ft move (which square did you want to move to?), grapple attempt with shaken penalty is a 17 Vs your CMD.

Sleepy Pete |

Grapple Failed.
Ducking under his enemies grasp ,Sleepy steps back once more.This time drawing one of the pieces of parchement tucked into his loincloth and starts chanting again.Five step back again...damn I'm cornered now
Draw scroll of Cause Fear
Cast from scoll
DC 15 will again same effect as last time ,fail frightened for 1d4 ⇒ 4 rounds otherwise shaken.

Champion of mbauers |

Round 3
Clearly :-)
Again the half elf furiously throws off the effect of the spell and tries to grab the orc.
Will save miraculously succeeds again, 5 ft up to you, Grapple is now a 30. If that fails, I resign, haha.
Shield of Faith rounds remaining: (7/10), Rage rounds remaining: (5/7)

Champion of mbauers |

18 is a miss, and yep, I've been nailing the will saves. I have some guesses about what hexes you took and everything and I like your character--cool concept.
Who's scary now, huh? the half-elf sneers, bludgeoning his opponent with his fists.
Ok, I now start punching. The first hits a 16 vs your AC (which is an effective 18 due to your -4 dex). If that hits you take 11 nonlethal damage and I try to intimidate you due to Enforcer, Demoralize roll is a 15 (which is DC of 13 + your Wis Modifier). If that succeeds, you are shaken for 11 rounds. Second punch is a natural 20, crit confirm is only a 12 (again, effective 14). If the first punch hit you and demoralized you, this punch is lethal damage. Otherwise, it's nonlethal. It is 9 damage, if the crit confirms it's 8 additional damage. Then I try to intimidate you again (if the first one failed), and it fails (as it was only 4 better than the first roll). Finally, if both attacks hit, you will begin taking 8 bleed damage on your turn. Phew, that was crazy.

Sleepy Pete |

OK, not sure whats going on now, I assume you released the grapple since I don't see a grapple check to maintain.That means I don't take a -4 dex penalty anymore.
Dex penalty or no 1st punch hits 2nd punch misses.
Intimidate sticks BTW, so I'm shaken now
Intimidated by his enemies punching power Sleepy Pete realizes that he has to get out of his cornered predicament.
Move to D11 ,you get 4 chances for an AOO since I'm passing 4 squares adjacent to you,HOPE YOU DONT HAVE COMBAT REFLEXES:)
Once I'm in D11 I cast again
Mage Armor
no visible effects except maybe some air gets pushed away around Sleepy Petes body.
EDIT: wait I misread that.
Both Punches hit but the Crit does not confirm.With this new information I'd like to change my action If thats OK with you. Probably doesn't help much since that bleed damage will kill me soon but whatever.
Changed Action. Still move tp D11
Cast other spell.
Blindness
Concentration check Continous damage
DC 10+4+2=16
1d20 + 8 ⇒ (4) + 8 = 12
Failed Concentration check damned

Champion of mbauers |

Hmm, from Rolg and Gnasher's fight I thought you could full attack when grappled, and according to the SRD you can, but you're right--it looks like if you're the grappler you need to use the standard action to maintain or it's done. So yeah, I'll release the grapple (which makes my attacks 2 higher, but it has the same effect cuz your Dex isn't -4.) I assume you meant the second attack didn't confirm, not that it missed, because it was a natural 20. ;-) So that means all told you took 11 nonlethal, 17 lethal (8 was from bleed) and were shaken.
Arian punches furiously, ripping flesh away with his hands. The orc flees, ducking under a vicious haymaker before casting a spell.
Round 5
Arian chases after his opponent, leaping and smashing the orc in the neck, just under his mask.
AoO only hits a 14, which should still miss. I then charge to E11 and punch for lethal damage, hitting a 27 AC for 12 damage. Remember also that at the start of your turn you will take another 8 bleed damage. Note--if you have Diehard, it won't keep you on your feet. From the wording of the feat and nonlethal damage, you'd still fall unconscious.

Sleepy Pete |

Good Match, I got to rework my strategy I guess. I didn't play out all my cards, been too agressive with the spells.I was hoping to face a non-elf for my first match.
Well, to the victor belong the spoils.
The good thing is I still have 3000 gp left to spend on gear so lets see what I can find for Sleepy. Hope we face each other again.

Champion of mbauers |

Finish him! I punch twice for 19 damage and the bleed increases to 10.
Good game! Yeah, a half elf for your first opponent was a bad matchup. Question--do you have to WEAR your mask to cast spells, or can you just carry it? If you don't, you should consider Warpaint of the Terrible Visage. Apply it before the battle (it costs 100) and it basically allows you to cast Cause Fear once as a swift action. It's only DC 11, but who cares? If they fail, good. If they succeed they're shaken for one round, so now when you cast your spell that round the DC is effectively 2 higher.

Rumple Stickskin |

Rumple strides out into the arena with his chest puffed out and his hands empty. He stands as tall as he can and stares across the sand with his chin held high. Beside him, his wolf bares her teeth at their foe.
Rumple is about as short and thin as goblins get. His wiry (yet surprisingly well muscled) frame barely fills an overly colorful and quite ridiculous set of Gnomish parade armor. An equally garish armored kilt is strapped on top of this, and from it are hung over a dozen sharp metal rings. Around the plumed helmet circles a single ioun stone, which appears to have been dipped in ink or blood. It circles around Rumple's head like a fly, and is accompanied by a number of real flies attracted by Rumple's aroma. A threadbare cloak, (which matches neither the armor nor the kilt), is wrapped around the tiny knight's shoulders and drags on the ground when he isn't mounted. Strapped to his back are a miniature greatsword and lance. A pair of exceptionally focused orange eyes peer out of from under the helmet's shade.
Visible items: Parade Armor, Armored Kilt, Greatsword, Lance, some magical cloak, some ioun stone, over a dozen chakram.
Initative: 1d20 + 7 ⇒ (7) + 7 = 14
Initiative 14.

GM Choon |

FINE, I GET IT. ACT LIKE YOUR CAPS LOCK IS BROKEN.
A REGAL FIGURE IN FLOWING ROBES AND A FOUR-FACED, GOLDEN MASK TAKES HIS SEAT OVER YOUR PIT. WITH HIM ARE SEVERAL GUILDED TOMES BY WHICH YOUR WORTH AS COMPETITORS WILL BE JUDGED AND IN WHICH ARE THE LAWS THAT GOVERN YOUR LIFE AS A PIT FIGHTER. HE BARELY ACKNOWLEDGES YOUR PRESENCE BEFORE SIGNALING TO BEGIN WITH A NEARLY IMPRECEPTABLE NOD.
Better?

The Hirtz Factor |

Sorry for the delay. It has been a bad week so far.
Once more the small frail looking goblin would set foot upon the pit floor. Unarmored, with little more than some tattered clothing to hide his more unmentionable features, the little goblin would bare his teeth to his opponent. At his side, a crossbow swung from his belt. In his hand, a vial with some sort of concoction in it.
Initiative 1d20 + 6 ⇒ (15) + 6 = 21
Initiative - 21

The Hirtz Factor |

Surprise Round
As the Arbiter gave his signal to start, the little goblin would raise the vial to his lips and consume its contents. Swiftly the potion would take effect, leaving the little goblin no where to be seen.
Non-Action to 5-foot step to B11.
Vanish 2 Rounds

Rumple Stickskin |

Rumple is visibly enraged by his opponent's actions, and shrieks across the empty sand.
YOU SEE-THROUGH LOSER! WHERE IS YOUR PRIDE!
Rumple leaps onto Pyhrra's back effortlessly, and the wolf saunters forward into the middle of the arena. Rumple rummages through his pockets and grabs a vial while the wolf carries him forward.
Ride to Fast Mount: 1d20 + 15 ⇒ (10) + 15 = 25
End movement in F11, vial drawn.
A description thing I forgot to mention: The parade armor has crude spikes sashed all over it.

Rumple Stickskin |

Round 1
Rumple swigs the potion in his hand and drops the empty vial to the sand. He then draws the lance from his back as Pyhrra runs around the pillars to the east.
I THOUGHT THIS WAS A FIGHT NOT A DRINKING CONTEST YOU COW HERD!
Moves from F11 to D13, then from D13 to B13.
Potion of Shield of Faith.

The Hirtz Factor |

Round 2
The little goblin would become visible in B11 for a brief moment before taking cover behind the pillar (C11).
From there, he would quickly consume the contents of a vial while letting another fall to the ground. Swiftly, he would draw yet another concoction filled vial and consume its contents as well before letting both of the now empty vials fall to the ground next to the first.
Free Action to drop empty vial.
Move Action to consume Potion of Mage Armor.
Standard Action to use Extract of Shield.
Free Action/s to drop empty vials.
Current AC 29
Mage 600 Rounds
Mutagen 199 Rounds
Shield 20 Rounds

Rumple Stickskin |

I haven't looked in spoilers, but since you're moving around a corner I assume you are actually using a move action, thus provoking an AoO.
If you meant to take a 5 ft. step: "You can't move diagonally past a corner (even by taking a 5-foot step). You can move diagonally past a creature, even an opponent."
If you were 5-ft. stepping and didn't know you couldn't, feel free to change your actions. I'll wait before posting mine.

The Hirtz Factor |

I was 5-foot stepping and I followed all of those rules. I started in B11 and move directly down to C11, which means I did not attempt to move diagonally past the pillar. If I started in B12 and attempted to move to C11, then I would have been trying to move diagonally around the pillar. Thusly, I did not provoke for my movement.
In turn, my movement gave me cover from you and thusly prevented me from provoking for any further actions I took that round.

The Hirtz Factor |

Round 3
With a roar of rage, the little goblin would attempt to tumble in and bite his opponent.
Acrobatics to prevent attack of opportunity - 25
Bite Attack - 20
Bite Damage - 11
Move Action to tumble to E10.
Standard Action to Bite Rumple.
Acrobatics 1d20 + 20 ⇒ (5) + 20 = 25
Bite Attack 1d20 + 13 ⇒ (7) + 13 = 20
Bite Damage 1d6 + 10 ⇒ (1) + 10 = 11
Current AC 31
Mage Armor 599 Rounds
Mutagen 198 Rounds
Shield 19 Rounds
Rage 1 Round Used

Rumple Stickskin |

Rumple had a prepared option to move in closer if you moved (instead of 5-foot stepping), so he was already in square E10 when you moved. I guess that puts you in either D10 or D11.
The other goblin dances easily past the tip of Rumple's lance, but his bite is harmlessly shoved to the side by a strange force.
Rumple instantly flees the other direction.
TEETH ARE CHEATING TOO STOP USING TEETH.
Withdrawing to H20.

The Hirtz Factor |

Round 5
The little goblin would attempt to yet again tumble up to his opponent (F13). However, this time he would try to take a bite out of his opponent's wolf.
Acrobatics - 19
Bite Attack - 14
Bite Damage - 11
Standard Action to bite at wolf.
Acrobatics to tumble 1d20 + 17 ⇒ (2) + 17 = 19
Bite Attack 1d20 + 12 ⇒ (2) + 12 = 14
Bite Damage 1d6 + 7 ⇒ (4) + 7 = 11
Current AC 28
Mage Armor 597 Rounds
Mutagen 196 Rounds
Shield 17 Rounds
Rage 1 Round Used
Fatigued 1 Rounds

Rumple Stickskin |

As Gnasher comes into range, Rumple abruptly turns face and rides the other direction.
Prepared action to move to E09.
Round 5
Once Rumple is out of reach of Gnasher's claws he turns back around with an evil grin.
I CAN SEE YOUUUUUUU!
He shrieks at his foe, and as he does so his eyes narrow and his movements become more controlled. Immediately afterwards his muscles bulge, filling out the empty space in his armor as he lets loose another bloodcurdling cry. He uses his knees to spur Pyhrra forward, charging his opponent at an improbable speed and continuing directly past him after a vicious stab with the lance.
Charge to E19, not provoking for movement.
non action: guide mount with knees, free action: rage, swift action: activate ranger's focus, full-round action: ride-by charge to E19.
Guide with Knees: 1d20 + 15 ⇒ (9) + 15 = 24
Charge Attack: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 3d6 + 30 ⇒ (6, 2, 6) + 30 = 44
Charge Attack - 33
Charge Damage - 44

Rumple Stickskin |

Well, I can't move differently with Rumple during the readied action, as I specified E09.
The rulesy bits say "If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action."
This isn't super clear about how much/many of your actions get lost or don't, but since the acrobatics and attack were different actions you're probably right.

The Hirtz Factor |

If we were sitting at a table I would normally start to move, you would resolve your readied, I would finish moving, and then I would still have a standard action to do with as I please. Might be a different story if I had attempted to charge instead.
Seeing his opponent fleeing from him, Gnasher would continue his approach by once again trying to tumble up to his foe. (F10)
Acrobatics - 26
Acrobatics 1d20 + 17 ⇒ (9) + 17 = 26