Pathfinder 2nd Edition Arena Rules

by Apostol Apostolov

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Basic Rules

Team Building Rules

Each Manager builds their arena team with common rarity creatures from all first-party Pathfinder 2nd Edition sources. Each creature costs a number of XP rewarded for its defeat against a party of players at the arena event's base level. Each arena events has a base level, usually an even value. If a base level is not defined, the default is 2nd level.

Every creature must share at least one keyword with every other creature on the same team. Each creature must be given a unique name and Team Managers are encouraged to roleplay the team dynamics.

All creatures enter combat with their weapons drawn and ammunition readed, if they wield a ranged weapon.

Event XP Budget
Event Type Budget XP
Village Pit Fights 100
Standard Colliseum 160
Grand Colliseum 240
Creature XP Costs
Creature Level XP
Event Level - 2 20
Event Level - 1 30
Event Level 40
Event Level + 1 60
Event Level + 2 80
Event Level + 3 120

Creature Restrictions

The following creature properties cannot be used in a standard arena event or are disqualified if they abuse them.

  • Creatures with etherealness (or similar) or resistances that make them take no damage from high damage attack by a creature of event level minus 1 (GMG, p. 64).

  • Creatures with burrow and flight speed are disqualified if they fly higher than 20 feet off the ground, or burrow deeper than 10 feet under the ground.

Hero Points

At the start of the first, second and third round each Team receives a Hero Point. Hero Points can only be used to re-roll attacks and skill checks, and cannot be used to stabilize dying creatures.

Creature Advancement

Death is final. When a creature is reduced to 0 with a lethal blow, it is killed and its corpse will be discarded after the fights. The Team Manager can refill vacant spots in his team with any other creature within the remaining budget XP.

Team Managers can agree to a friendly game where attacks that reduce a creature to 0 do nonlethal damage. Doing so does not require a -2 circumstance penalty to the attack. Creatures do not gain battle experience from such fights. Arena organizes may disallow friendly fights, as they do not please the crowd's bloodthirst.

Each creature that survives 3 games becomes a veteran. Veteran creatures gain +2 HP per creature level (min 1), and +1 to each attack, damage and skill check, as well as +1 to each DC and AC. Abilities with a basic save or with requirement to use again (such as 1d4 rounds) do +2 damage instead of +1.

Each veteran creature that survives 6 games becomes elite. Elite creatures gain +5 HP per creature level (min 1), and +2 to each attack, damage and skill check, as well as +2 to each DC and AC. Abilities with a basic save or with requirement to use again (such as 1d4 rounds) do +4 damage instead of +2.

Team Managers are encouraged to reward their veterans and elites with battle-earned names, and must put the word Veteran and Elite before the creature's name, as well as increase the size of their token by +10% (for veteran) or 20% (for elite) over the base size.

Team Fund

Some Arena Master may grant Team Managers with a gold stipend to spend on equipment such as magical items, runes, talismans and more. The amount of gold granted to each side depends on the arena event. Organizers can increase or decrease the event level if they feel particularly stingy or generous, but always equally to both teams.

Equipment Budget
Event Level Budget, in gp
1 40 gp
2 70 gp
3 120 gp
4 200 gp
5 320 gp
6 500 gp
7 720 gp
8 1000 gp
9 1400 gp
10 2000 gp
Event Level Budget in gp
11 2800 gp
12 4000 gp
13 6000 gp
14 9000 gp
15 13000 gp
16 20000 gp
17 30000 gp
18 48000 gp
19 80000 gp
20 14000 gp

The Games

Standard

There are no additional rules. Each team fights to the death, for the entertainment of the crowds. Surviving creatures are granted battle experience and may become veteran or elite.

Tag Team

Four teams walk into the arena, two paired on each side. The pair that defeats all creatures of the opposing teams claims victory. However, the next fight must be between both teams in the pair, once they replenish their ranks with new creatures. Both fights count as two for battle experience.

Party Clash

Each team consists of four player characters of level equal to the event level, with budget equal to the same event level.

Leader

Each Team Manager can spend 40 XP to hire one player character with level equal to the arena event, to lead their creatures. If the Leader is killed, all remaining team creatures become frightened 2, recovered as normal.

Tyrant. Team Managers can spend 60 XP to hire one Player Character with character level equal to the event level plus 2.

Massacre

Each Team Manager must have three teams ready for battle. At the start of fourth and eighth turn, the gates open and each Team Manager can deploy one of their remaining teams onto the arena. If a team manager has no living creatures on the arena at the start of a combat round, they are defeated.

Rushed Wave. Once per battle, each Team Manager can spend 2 Hero Points to release one of his teams one turn earlier than normal.

Blitz. At the start of third and sixth turn, the gates open and each Team Manager and deploy their next team onto the arena.

Clown Defense

Each Team Manager has a captured slave, dressed as a clown, who is given no equipment other than a silly costume and is unable to defend themselves. The clown has AC and saves 15 + event level, and 3 hp per event level. It uses all its actions to ridicule the opposing team, or flee from threats.

As long as the clown is alive, at its own initiative the clown can attempt to rouse the crowds then make a flat check to earn its team 1 Hero Point. If the clown's controlling team has more living creatures on the arena than the opposing team, the DC is 15, otherwise it is DC 12.

King of the Hill

Requires: King of the Hill map.

As an additional win condition, any team that has one of its own creatures end its turn on the top of the crown-stamped 2x2 area for three consecutive turns without being pushed outside the area or slain, claims the victory for its team.

The top platform is 12 feet tall and cannot be reaches from the ground using normal reach 10 ft. weapons.

Monster Bash

Requires: Monster Pit map.

The two Teams face a captured monstrocity ran by an independent third player, usually an elite-adjusted creature of level equal to event level plus 3. The monster is released through the monster pit at the start of 2nd turn. Both teams must make their best to survive by defeating the deadly threat with least of losses. The team that delivers the death blow to the monstrocity gain immediately 2 Hero Points.

At any time during the fight, members of each team can attack members of the opposing team.

Tag Team Monster Bash. Four teams walk into the arena, two paired on each side.The captured monstrocity is an elite-adjusted creature of level equal to event level plus 5.

Draft

The Arena Master provides six sets of four creatures each and each team takes turns to pick one from that pool until the pool is empty and each Team Manager has three sets. The first to pick is decided by either the losing team from the previous battle, if any, or with a dice roll.

Each set contains one uncommon rarity and three common rarity creatures, with same level and XP cost. Each Team Manager is revealed one set at a time, picks one creature from it, and the list is passed the remaining creatures to the opposing team. Each list is passed three times that way until it contains no more creatures.

Each Team Manager then prepares his team from the twelve creatures he has picked. The requirement that creatures must share the same type is ignored.

Tag Team. With four players, the Arena Master provides six sets of eight creatures each. Each set contains two uncommon creatures and the rest are common creatures with the same level and XP cost. Team Managers are put in a cross seat, with each team manager facing an opposing team. First, third and fifth set are passed clockwise, and second, fourth and sixth set are passed counterclockwise. Each set should be seen twice by each team manager, on his first and fifth pick.

Lucky Drops. The Arena Master places at random common or uncommon two Elite Event Level +2 creatures in separate packs. This is done by rolling 1d48 twice (reroll if same results), and exchanging one of the creatures when ordered from 1st to 48th position across all sets, with the Elite Event Level +2 creature.

Pack Distribution
Pack Number Contents
Pack 1 Event Level + 2, 80 XP
Pack 2 Event Level + 2, 60 XP
Pack 3 Event Level + 1, 60 XP
Pack 4 Event Level + 1, 60 XP
Pack 5 Event Level, 40 XP
Pack 6 Event Level, 40 XP

Appendix

Average Damage

If a creature resistence is close to, equal or greater than the average damage dealt by a creature with a level equal to event level minus 1 (min 1), this creature should not be allowed in a fair combat.

Creature Level Avg. Damage
1 5
2 7
3 10
4 12
5 13
6 15
7 17
8 18
9 20
10 22
Creature Level Avg. Damage
11 22
12 23
13 25
14 27
15 28
16 30
17 31
18 32
19 33
20 37

Opponent Knowledge

Each Team Manager is assumed to have researched the strengths and weaknesses of the opposing team. No Recall Knowledge checks are needed to know the abilities and spells used by creatures of the opposing team.


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