Performance Combat

Variant Rules

Not every fight is for survival. Performance combats are battles where showmanship and flair can matter as much as ruthless efficiency — from a bar brawl meant to rouse a crowd against local bullies to a sun-drenched gladiatorial contest where the favor of the audience can mean life or death.

Optional Rule. Performance combat is a structured overlay on standard combat. Combatants fight normally while also tracking a crowd attitude track and making performance checks to shift it. The GM decides when this system applies.

Types of Performance Combat

Determine the goals and rules of the combat before it begins. These categories can be mixed to fit your campaign's story.

Knockout Bout
Brutal but not necessarily lethal. The fight continues as long as both sides remain standing. Many knockout bouts require nonlethal damage throughout.
Staged Combat
Attacks are choreographed to appear to hit without dealing real damage. Crowd reaction is tracked normally. Participants without advanced training (Stage Combatant feat) take a –6 penalty on attack rolls to fake hits convincingly.
To a Number of Wounds
Ends at first blood or a set number of wounds. Common in societies that value life but still love spectacle — a wound count is enough to satisfy a crowd.
To the Death
Only one side's death ends the bout. Some blood sports let the crowd decide the losing combatant's fate — a thumbs-up spares them, thumbs-down does not.
Toward a Goal
Elaborate affairs: re-enactments, capture-the-flag objectives, races through hazard-filled terrain. May be combined with vehicle combat rules.

Crowd Attitudes

The crowd is an active participant. A crowd's attitude tracks like a Diplomacy attitude — five states from Hostile to Helpful — and shifts based on what happens on the battlefield. Each side of the combat has its own attitude track. The GM tracks these throughout the encounter.

Hostile
–2 all
Unfriendly
–1 all
Indifferent
no effect
Friendly
+1 morale
Helpful
+2 morale
Attitude Effect on that side's combatants Special
Hostile –2 penalty on attack rolls, CMB, ability checks, skill checks, and saving throws (mind-affecting) Failing a performance check by 5+ automatically loses the performance combat
Unfriendly –1 penalty on attack rolls, CMB, ability checks, skill checks, and saving throws (mind-affecting)
Indifferent No effect Typical starting attitude
Friendly +1 morale bonus on attack rolls, CMB, ability checks, skill checks, and saving throws (mind-affecting)
Helpful +2 morale bonus on attack rolls, CMB, ability checks, skill checks, and saving throws (mind-affecting) Succeeding at a performance check grants 1 victory point

Starting attitude: Typically Indifferent toward each side. Favored champions or local heroes may start one step higher; outsiders, prisoners, or criminals may start one step lower. In serialized combats, victory points from prior bouts can adjust the starting attitude (see Victory Points below).

Performance Combat Check

When a combatant triggers a performance check (see Affecting the Crowd below), she makes a Charisma ability check modified by two bonuses that use the same progression:

Performance Check = Charisma mod + BAB bonus + Perform bonus + other modifiers
Perform = highest ranks in Perform (act), Perform (comedy), or Perform (dance)
BAB and Perform Rank Bonuses (same scale)
BAB or Highest Perform Ranks Bonus
0+0
1–5+1
6–10+2
11–15+3
16++4
  • Performance weapon: +2 on performance checks
  • Natural 20 always succeeds
  • Success improves crowd attitude by one step
  • Failure by 5+ reduces crowd attitude by one step
  • If crowd is Helpful and check succeeds: gain 1 victory point
  • Usually a swift action; some triggers allow free or immediate

Performance Combat Check DC

The base DC is set by the crowd's current attitude, then adjusted for crowd size, number of combatants, and other circumstances.

Base DC by Attitude
Current AttitudeBase DC
Hostile20
Unfriendly15
Indifferent10
Friendly15
Helpful 120
1 DC to gain a victory point
Crowd Size DC Modifier
Crowd SizeCountDC Mod
Small2–25+0
Medium26–100+2
Large101–300+3
Massive mob301++4
Total Combatants DC Modifier
CombatantsDC Mod
2–8 (small battle)+0
9–16 (medium battle)+4
17+ (large battle)+8

Other DC Modifiers

Cheating

If one side visibly cheats, their DC to improve attitude increases by +2 for the rest of the combat (cumulative). The crowd's base Perception and Sense Motive to spot cheating (usually +0 for an average human) is boosted by crowd size:

Crowd SizeCrowd Check Bonus
Small+8
Medium+12
Large+16
Massive mob+20
Bribery or Coercion

Pay gold and succeed at a Diplomacy check to lower your DC by 2 (–1 more per 5 points over the DC). If the check fails, you get the cheating penalty and lose the gold.

Crowd SizeDiplomacy DCGold
Small1525 gp
Medium20250 gp
Large25750 gp
Massive mob302,000 gp

Outnumbered: If your side outnumbers opponents by less than 2:1, DC +2. If 2:1 or more, DC +6. Adjust as the balance of forces changes. Unfair advantage (fortified position, clearly superior gear, unarmed opponents): DC +2, up to +6 at GM discretion.

Affecting the Crowd's Attitude

To affect crowd attitude, a combatant must be visible to the crowd — total concealment, invisibility, or total cover prevents any performance checks. When a trigger occurs, the combatant may make a performance combat check. General guidelines:

  • Swift action checks — can always opt out; performance feats may grant extra effects.
  • Free or immediate action checks — can opt to make as a swift action instead (enables performance feat effects); can spend a victory point to make as no action when off-turn.
  • Mandatory checks — must attempt; not an action; no performance feat benefits; success = no change, failure = attitude drops one step.

Swift Action Triggers

TriggerConditionModifier
Charge Hit with a charge attack
Combat Maneuver Successfully perform any combat maneuver
Maximum Damage Roll maximum on any damage roll (weapon or spell; excludes sneak attack and variable precision damage) –4 light weapon; +0 one-handed; +2 two-handed or exotic; +1/2 spell levels
Energy Spell / Effect Deal acid, cold, fire, electricity, force, or sonic damage in a visible way (includes burst enchantments on crit)
Feint Successfully feint an enemy
Knock Prone Knock another combatant prone
Multiple Hits Hit with at least 2 attacks in the same turn +2 per hit beyond the 2nd

Free or Immediate Action Triggers

TriggerConditionModifier
Critical Hit Confirm a critical hit Failure by 5+ does not drop crowd attitude. +2 if a critical feat effect triggers.
First Blood First combatant to deal damage to an enemy (or first to hit in staged combats)
Raging First time entering rage during this performance combat
Vanquish Opponent Reduce any creature to 0 or fewer hit points

Mandatory Triggers (not an action; success = no change; any failure = attitude drops one step)

TriggerConditionCheck Modifier
Magical Healing Cast or use any healing spell, effect, or use-activated item on a turn
Natural 1 Roll a natural 1 on an attack roll or saving throw
Withdraw Use the withdraw action –5

Victory Points

Victory points (VP) are earned when the crowd is Helpful and a performance check succeeds. They are pooled per side and can be spent by any combatant on that side at any time, as long as no teammate objects. Spending a VP is not an action.

Auto-succeed a Check
Spend 1 VP to automatically succeed at any performance check — except when the crowd is already Helpful toward your side.
Off-Turn Check
Spend 1 VP to make a free or immediate action performance check as no action when it is not your turn, without spending an immediate action.
Force a Reroll
Spend 1 VP to force an opponent in the performance combat to reroll a performance check. The opponent must use the reroll result.

Serialized Performance Combats

Unspent VPs carry over between bouts and affect the starting crowd attitude in the next combat:

  • Prior loss (hostile failure by 5+): crowd starts Unfriendly next bout instead of Indifferent.
  • ≥1 VP per side member: crowd starts as Friendly toward that side.
  • ≥3 VP per side member: crowd starts as Helpful toward that side.
  • Winning a bout (highest attitude at the end): each winning combatant gains 1 VP.

When splitting VPs after a roster change, distribute as evenly as possible — no individual gains more than 1 from the remainder.

Determining a Winner

At the end of the performance combat, the side with the highest crowd attitude wins. On a tie, compare victory points. If still tied, the bout is a draw.

Variant Integration: Performance combat can be combined with Duel rules. Successfully using a Dueling Counter, Dueling Dodge, or Dueling Resolve allows the combatant to make a performance combat check as a free action — but since those are immediate actions usually taken off-turn, a victory point must be spent to avoid using an immediate action.