Re: Arenas and Fight Ideas
When challenging a gladiator or for a team match, participants can choose to have a normal fight or choose one of the options from below:
- If you have not acted yet in round 1, you are considered flat-footed.
-Seek and destroy: Entire arena filled with obscuring mist.
-Stand-off: Both fighters separated by 30 ft gorge.
-Prison rules: Only equipment allowed are non-masterwork knives.
-Lights out: Both fighters are magically blinded pre-fight.
-Danger! Danger!: After first round, arena floods five feet deep with acid.
-Jousting: On horses. Both charge. Repeat.
-Head Count: Arena filled with zombies/kobolds/adorable puppies. Most kills after four rounds wins. The gladiators pick the monster to populate the empty spaces in the arena. You decide whether they fight back or not - if so, then your opponent controls the ones by you and vice-versa. The match is run completely by the players.
-Clone War: Each fighter gets an exact duplicate of himself for a 1 on 1 or 2 on 2 battle.
-Pumped up: Each character gets a free spell of sixth level or less cast on them pre-fight.
-Someone's getting fired: Each gladiator fights using opponent's equipment.
-Honor code: Characters who stay out of reach or out of sight continuously through magic (flying, climbing on walls) or who hide until their opponent wanders into their reach are disqualified.
-Knight code: Characters must enter into a straightforward melee fight without avoiding the opponent or at least in melee range and a character who retreats, hides or uses invisibility is disqualified.
-Knight's code Part 2: Characters must move towards the opponent every round until atleast 30' apart and must remain within 30' range from each other. No ranged attacks (including ranged spells and enchantments),withdrawing, hiding, flying more than 5' feet over the ground, or invisibility.
-Fighter's code: Characters must move towards the opponent every round until atleast 30' apart and must remain within 30' range from each other. No withdrawing, hiding, flying more than 5' feet over the ground, or invisibility. Ranged attacks are allowed.
-Martial training: No spells or consumables (including wands).
Survival:
The basic of this challenge is to fight as long as your character(s) can without dying. The GM will pick a creature to start 1 lvl below your own lvl. No consumables are allowed for these matches. The typical arena setting will be a small arena allowing quick entry of new creatures.
The first creature you face is normal just like every other one of their kind. For each creature you kill, another appears with +1 spell/potion already placed upon it and +1 CR from the previous monster you fought. See low long you survive against increasingly powerful foes.
These matches would most likely be better suited for a team. and will last 5-10 "waves" of monsters if the character(s) are still up. GP and XP will be awarded for how many waves a character survives with a bonus if they survive until the end.
GP/XP for Survival: 150 gp and 75 xp per level of each monster beaten. If you defeat all 5 waves of monsters, the rewards jump up to 300 gp and 150 xp per level of each monster beaten.
-An unbalanced fight (2 on 1, uneven levels, somebody's unarmed, etc) where the weaker side has to survive a set number of rounds
Free For All GP/XP Rules:
1º A character that deals enough damage to bring a character to half it's hit-points gets half the experience for winning against such character.
2ºA character that knocks a character unconscious gets half the experience for winning against such character.
(1 and 2 are cumulative so that if someone deals all damage to a character and knocks it out, it gets the experience according to it's enemy's level.)
The Hunt:
Variation of the zombie killing scenario, a single monster in an arena with an annoying environment (lots of walls, obscuring mist or what). Participants have to slay the beast and take it's skull to a marked point to win, while stopping other players from doing the same.
As a variation, the monster could be of high CR and very hard to catch. Participants must win within a time limit, as a team monster battle.
Critical Failure
When rolling a natural 1 on an attack roll, it is marked as a critical failure and you must roll a d6 to determine the outcome of your misfortune.
Rolled a 1:
You put too much back into it
Your swing was full of confidence and resolve, so much so that you are thrown off balance when your attack doesn't connect correctly. Make a Balance Check (DC 15 + your STR mod) or fall prone. The effect is consistent with thrown weapons.
If you are using a Bow or Crossbow, you break the Bow String. It takes a Full Round Action to reconnect your Bow String.
For casters: the caster is 'slowed' per the spell for 1 round without the -1 penalties; no more actions during the round the failure occurred and one action for the following round. This is consistent with the loss of actions when using a melee/ranged weapon.
Rolled a 2:
Your hands are sweaty
You were not gripping your weapon tight enough when you made your attack, and it has slipped out of your hands. Make a DC 15 Dex Check or drop your weapon. For every 5 that you fail the check, your weapon is thrown 5ft away from you in a random direction (roll a d8, 1 being the square directly ahead of you).
The effect is consistent with Bows and Crossbows.
Thrown Weapons are always tossed in a random direction at their maximum range.
For casters: 'Your hands are sweaty.' You are under the shaken condition for 1 round.
Rolled a 3:
Your stance is poor
You have left a gapping opening in your defences. You take a -2 circumstance penalty to AC for 1 round. Your opponent can make a DC 15 spot check to increase this penalty to -4.
Rolled a 4:
Wait, how does this work again?
You have forgotten how to properly use your equipment. Make a DC 15 Int check, or you lose proficiency with your equipped weapon (as well as the benefits of any Weapon Focus/Specialization feats) for 1d3+1 rounds.
Rolled a 5:
You weren't paying attention
You were not focused enough on your opponent to strike true, and must regain your composure. Make a DC 20 Will save or become flat footed for 1d3 rounds.
You can make a Will save as a free action one additional time on your next turn.
Rolled a 6:
You acted foolishly
You stepped out of line and have preformed an audacious act. Make a Bluff check opposed to your opponents Sense Motive check. If you fail, your opponent gains a +2 morale bonus to attacks and damage for 1d6 rounds.
Critical Success (Critical Failure supplement):
Whenever you roll a natural 20 on an attack roll (and only a nat 20, despite your weapon's critical range), it is considered a critical success. Roll a d6 to determine your fortune! Critical Successes go into effect before you roll your confirm critical, so its awesome no matter what!
Rolled a 1:
You struck true!
Your blow was so precise and well orchestrated, that it is considered a critical no matter what. You do not have to roll critical confirmation.
Rolled a 2:
You crippled your opponent!
You decided to go for submission, aiming for one of your opponent's limbs or weak spots. Your opponent's speed is halved, and they take 1d4 Dex damage.
Rolled a 3:
You feel invigorated!
You get your second wind as you see your luck change. You receive 1d8+Con mod (if positive) in temporary hit points for 1 minute.
Rolled a 4:
You know your opponent like the back of your hand!
You have learned you're adversary's fighting style, as well as it's shortcomings, allowing you to make more cunning attack and better protect yourself. You gain a +2 circumstance bonus to attack rolls and AC for 1d6 rounds. Making a DC 15 Int check can increase this bonus to +4.
Rolled a 5:
If it ain't broke, don't fix it!
You are aware of your target's weakness, and ready to exploit it again. You gain +20 on your next attack against the same opponent, so long as it is made in 1+ your Wis Mod (if positive) rounds.
Rolled a 6:
You've struck fear into your opponent's heart!
You have delivered a devastating blow, inflicting fear on your opponent. Your opponent becomes shaken for 1d4+ your Cha Mod (if positive) rounds. If your opponent is already shaken, they become frightened. If frightened they become panicked. If your opponent is already panicked, they must make a DC 20 Will save or die of fear.
This message was last edited by the GM at 22:31, Thu 27 Dec 2012.