Performance combat are rules from Pathfinder Ultimate Combat dealing with gladiator and other combat sports. As important as ones skill at arms is their ability to “work the crowd”.
Gladiator sports are common. Many informal bouts are arranged and bidding is as fierce as the bloody spectacle. The largest by far are held in the The Triskelion. Every serious gladiator hopes to enter the famous Arcadian Games held there.
Most legal bouts are to “second blood” or “knock out”. Only the rare execution by combat or underground games are to the death. Although, even in tame competitions lethal “accidents” happen.
The crowd has an attitude towards each combatant. This attitude raises and lowers depending on the performance of the combatant.
The enthusiasm and cheering or scorn and jeering spur or cow the combatants.
Hostile: The crowd does not like what it is seeing. Take a -2 penalty on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws. This is a mind-affecting effect.
Failing a performance combat check by 5 or more in front of a hostile crowd automatically loses the performance part of the combat.
Bored: Take a -1 penalty on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws. This is a mind-affecting effect.
Indifferent:
Interested: grants a +1 morale bonus on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws for their chosen side. This is a mind-affecting effect.
Jubilant: grants a +2 morale bonus on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws. This is a mind-affecting effect.
+1 Crowd Favor for every successful performance combat check in front of a jubilant crowd.
Favor earned from a Jubilant crowd may be “spent”, the crowds enthusiasm spurring you on. Favor is also important in “winning”. Any Favor left over at end of combat are retained for you next bout.
- Force an opponent to re-roll a performance combat check.
- Perform a Performance Combat Check.
- Gain an automatic success with a Performance Combat Check. Not if crowd is Jubilant.
When the combat concludes, those left standing may not have necessarily “won” in the court of public opinion.
The side with the highest final attitude wins over the crowd. In the case of a tie, use victory points to determine the winner. If the bout is still a tie, that performance combat is a tie.
Fame and future crowd’s attitude are positively affected by winning the respect of the masses.
Succeeding at a Performance Combat (Charisma Ability) Check improves the attitude of the crowd by one step. Failing the check either leaves the attitude unchanged or, if the check fails by 5 or more, causes the attitude of the crowd to decrease by one step.
Rolling a Natural 1: Roll a natural 1 on an attack roll or a saving throw. Success has no effect, but any failure reduces the crowd’s attitude by one step.
Withdraw: Whenever a combatant uses the withdraw action, -5 penalty check Success has no effect, but any failure reduces the crowd’s attitude by one step.
Critical Hit: Confirm a critical hit. Failing by 5 or more does not lower the crowd’s attitude.
First Blood: First combatant to hit and cause damage.
Raging: First time a combatant rages.
Vanquish Opponent: Reduce a combatant to 0 or fewer hit points.
Charge: After hitting with a charge attack.
Combat Maneuvers: Successful combat maneuver.
Dealing Maximum Damage: Dealing maximum damage. Light weapons -4 penalty on the check. Two-handed or exotic weapons a +2 circumstance bonus on the check. Spells bonus is equal to half their spell level.
Feint: After successful feint.
Knocking Opponent Prone: Knocking another combatant prone.
Multiple Hits: Hitting same opponent more than once per round. +2 circumstance bonus for every hit beyond the second.
Unlike skill checks, a roll of a natural 20 on a performance combat check always succeeds and earns a Crowd Favor Point. The check uses goofy bonuses listed below.
d20 + Cha Mod + BAB bonus (below) + Perform Skill bonus (below) + modifiers
Bonus | BAB | Perform (act/comedy/dance) Ranks |
---|---|---|
+2 | Using a performance weapon | |
+0 | 0 | 0 |
+1 | 1-5 | 1-5 |
+2 | 6-10 | 6-10 |
+3 | 11-15 | 11-15 |
+4 | 16+ | 16+ |
DC | Current Attitude |
---|---|
20 | Hostile |
15 | Bored |
10 | Indifferent |
15 | Interested |
20 | Jubilant |
DC Modifiers | |
+0 | Small Crowd (2-25) +8 cheating |
+2 | Medium Crowd (26-100) +12 cheating |
+3 | Large Crowd (101-300) +16 cheating |
+4 | Massive Mob (301+) +20 cheating |
+0 | Small Battle (2-8 combatants) |
+4 | Medium Battle (9-16 combatants) |
+8 | Large Battle (17 or more combatants) |
+2 | Cheating (per instance) |
+2 | Outnumber less than 2:1 ratio |
+6 | Outnumber 2:1 or more |
+2-6 | Unfair Advantage |
varies | Crowd Bribery / Intimidation / Skulduggery |
Crowds can be bribed(gold + Diplomacy) or coerced(threat + Intimidate). Cost and DC based on crowd size. If the check fails, the side gains a penalty for cheating instead. If the check succeeds, the Performance Combat Check DC decreases by 2 + 1 for every 5 points of success.
Bribing the Masses | ||
---|---|---|
Crowd size Size | DC | Gold |
Small 2-25 creatures | DC 15 | 25 gp |
Medium 2-100 creatures | DC 20 | 250 gp |
Large 101-300 creatures | DC 25 | 750 gp |
Massive 301+ creatures | DC 30 | 2,000 gp |
Some weapons whether due to tradition, flamboyance, or simply goriness, please spectators of blood sports.
Performance weapons provide +2 bonus to Performance Combat Checks