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Basic Rules

Team Building Rules Creature Advancement


Each Manager builds their arena team with common rarity Death is final. When a creature is reduced to 0 with a lethal
creatures from all first-party Pathfinder 2nd Edition sources. blow, it is killed and its corpse will be discarded after the
Each creature costs a number of XP rewarded for its defeat fights. The Team Manager can refill vacant spots in his team
against a party of players at the arena event's base level.
Each with any other creature within the remaining budget XP.
arena events has a base level, usually an even value. If a base Team Managers can agree to a friendly game where
level is not defined, the default is 2nd level. attacks that reduce a creature to 0 do nonlethal damage.
Every creature must share at least one keyword with every Doing so does not require a -2 circumstance penalty to the
other creature on the same team. Each creature must be attack. Creatures do not gain battle experience from such
given a unique name and Team Managers are encouraged to fights. Arena organizes may disallow friendly fights, as they
roleplay the team dynamics. do not please the crowd's bloodthirst.
All creatures enter combat with their weapons drawn and Each creature that survives 3 games becomes a veteran.
ammunition readed, if they wield a ranged weapon. Veteran creatures gain +2 HP per creature level (min 1), and
+1 to each attack, damage and skill check, as well as +1 to
EVENT XP BUDGET each DC and AC. Abilities with a basic save or with
Event Type Budget XP requirement to use again (such as 1d4 rounds) do +2 damage
instead of +1.
Village Pit Fights 100
Each veteran creature that survives 6 games becomes elite.
Standard Colliseum 160 Elite creatures gain +5 HP per creature level (min 1), and +2
Grand Colliseum 240 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
CREATURE XP COSTS use again (such as 1d4 rounds) do +4 damage instead of +2.
Team Managers are encouraged to reward their veterans
Creature Level XP
and elites with battle-earned names, and must put the word
Event Level - 2 20 Veteran and Elite before the creature's name, as well as
Event Level - 1 30 increase the size of their token by +10% (for veteran) or %20
(for elite) over the base size.
Event Level 40
Event Level + 1 60 Team Fund
Event Level + 2 80 Some Arena Master may grant Team Managers with a gold
Event Level + 3 120 stipend to spend on equipment such as magical items, runes,
talismans and more. The amount of gold granted to each side

Creature Restrictions
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.
The following creature properties cannot be used in a
standard arena event or are disqualified if they abuse them. EQUIPMENT BUDGET
Creatures with etherealness (or similar) or resistances Event Level Budget, in gp Event Level Budget in gp
that make them take no damage from high damage attack
1 40 gp 11 2800 gp
by a creature of event level minus 1 (GMG, p. 64).
2 70 gp 12 4000 gp
Creatures with burrow and flight speed are disqualified if
3 120 gp 13 6000 gp
they fly higher than 20 feet off the ground, or burrow
deeper than 10 feet under the ground. 4 200 gp 14 9000 gp

Hero Points
5 320 gp 15 13000 gp
6 500 gp 16 20000 gp
At the start of the first, second and third round each Team 7 720 gp 17 30000 gp
receives a Hero Point. Hero Points can only be used to re-roll
attacks and skill checks, and cannot be used to stabilize
8 1000 gp 18 48000 gp
dying creatures. 9 1400 gp 19 80000 gp

22 10 2000 gp 20 14000 gp
The Games
Standard King of the Hill
There are no additional rules. Each team fights to the death, Requires: King of the Hill map.
for the entertainment of the crowds. Surviving creatures are As an additional win condition, any team that has one of
granted battle experience and may become veteran or elite. its own creatures end its turn on the top of the crown-
stamped 2x2 area for three consecutive turns without being
Tag Team pushed outside the area or slain, claims the victory for its
team.
Four teams walk into the arena, two paired on each side. The The top platform is 12 feet tall and cannot be reaches from
pair that defeats all creatures of the opposing teams claims the ground using normal reach 10 ft. weapons.
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.
Monster Bash
Requires: Monster Pit map.
Massacre The two Teams face a captured monstrocity ran by an
independent third player, usually an elite-adjusted creature
Each Team Manager must have three teams ready for battle. of level equal to event level plus 3. The monster is released
At the start of fourth and eighth turn, the gates open and through the monster pit at the start of 2nd turn. Both teams
each Team Manager can deploy one of their remaining teams must make their best to survive by defeating the deadly
onto the arena. If a team manager has no living creatures on threat with least of losses. The team that delivers the death
the arena at the start of a combat round, they are defeated. blow to the monstrocity gain immediately 2 Hero Points.
Rushed Wave. Once per battle, each Team Manager can At any time during the fight, members of each team can
spend 2 Hero Points to release one of his teams one turn attack members of the opposing team.
earlier than normal. Tag Team Monster Bash. Four teams walk into the arena,
Blitz. At the start of third and sixth turn, the gates open two paired on each side.The captured monstrocity is an elite-
and each Team Manager and deploy their next team onto the adjusted creature of level equal to event level plus 5.
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. 33
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

4
4
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 Creature Level Avg. Damage


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

ART CREDIT
Cover: Omexe Arena by Dimitar Marinski
Map Thumbnails: Colosseum of Challenges by

Cze and Peku

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