| Post/Author/DateTime | Post |
|---|---|
| Caterane07-18-04, 11:47 AM | The World of Gladius http://home.arcor.de/caterane/Story%20Pictures/GladiusPalace.jpg PLEASE DON'T POST HERE! The World around the City of Gladius began with a single arena in the middle of nowhere, no features, no inhabitants, just the gladiators and the dome. Of course, it wasn't meant to stay that way as with every new fight, with each new story, the city and the world beyond it came to life, flourished, and is still growing week by week. This thread is a compilation of the most important information gathered since the arena began its existance as a single thread on the Core Optimization board to the present day. It will be continuously updated and expanded so it might be considered 'always under construction' but the information you will find in here is more than enough to get a good picture of the setting we - the members of the CoCo - created together. However, it is far from finished, and perhaps never will. As long as there are fights with great stories about Gladius and its heroes, as long as there are members who contribute to the CoCo, there will always be a new section added, enrichening the World of Gladius further. If you have an idea on your own, or would like to have something added, write me a PM. |
| Pitlords07-24-04, 10:12 AM | http://home.arcor.de/caterane/Story%20Pictures/portal.gif (http://boards1.wizards.com/showpost.php?p=5179917) RULES OF THE GAME Follow the link above to the FAQ and the Rules of the Game or use the Portal to the The Quick Start Guide http://www.mcca.or.at/img/pfeil.gif WORLD OF GLADIUS THE CORE COLISEUM GALLERY: Part 1 (http://boards1.wizards.com/showpost.php?p=4034076) and Part 2 (http://boards1.wizards.com/showpost.php?p=4034178) Real pictures of the Core Coliseum's frequent members and their Birthdays! TALES OF GLADIUS (http://boards1.wizards.com/showpost.php?p=4037301) A short description of the city and its people, and memorable arena battles CHAPTER 1: ANCIENT CHARACTERS (http://boards1.wizards.com/showpost.php?p=4037352) A list of the first gladiators that fought in the arena, including a small statistic block and a short description, and the Graveyard. CHAPTER 2: MAGIC (http://boards1.wizards.com/showpost.php?p=4037441) Remarkable magic items, their statistics and their history, and other information about the magic of Gladius. CHAPTER 3: LIFE IN GLADIUS (http://boards1.wizards.com/showpost.php?p=4037501) A detailed description of every-days life in a bustling city like Gladius with emphasize on social and enviromental issues CHAPTER 4: GEOGRAPHY (http://boards1.wizards.com/showpost.php?p=4037564) The various districts of Gladius and its descriptions, the surrounding lands, and even far away places are listed here. CHAPTER 5: DEITIES (http://boards1.wizards.com/showpost.php?p=4037634) The power of faith is strong in Gladius though not only gods but many ideals are worshipped by gladiators and common folk alike. CHAPTER 6: HISTORY (http://boards1.wizards.com/showpost.php?p=5150675) Gladius is an ancient city with its own history, and even before the first settlers arrived on this spot, a lot of historical events had happened - and some of them are recorded here. CHAPTER 7: ORGANIZATIONS (http://boards1.wizards.com/showpost.php?p=5150682) Active Guilds and Organizations vie for control over Gladius. This chapter also includes ancient and forgotten organizations. CHAPTER 8: NPCs AND ANIMAL COHORTS (http://boards1.wizards.com/showpost.php?p=5150684) Gladiators are not the only ones living in Gladius and vincinity but forming only a minority. Here is a list of these remarkable individuals who assist - or oppose - the active gladiators. CHAPTER 9: MAPS (http://boards1.wizards.com/showpost.php?p=5150686) Coliseum Plans and blueprints can be found here aswell as a complete detailed plan of the city of Gladius, including descriptions. |
| Pitlords07-24-04, 10:14 AM | The Core Coliseum Gallery http://www.caterane.de/CoCo/Mitglieder/CoCo-Mo.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-WizO_Shadow.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-Caterane.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-Tellish.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-Ashenai.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-LLMadCow.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-Pittbull2.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-Sindorin.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-Huan.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-Zerone.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-Kaigan.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-Beldin.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-Iced.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-Sloisel.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-McJarvis.jpg Portal to Gallery 2 |
| Pitlords07-24-04, 10:37 AM | Portal to Gallery 1 http://www.caterane.de/CoCo/Mitglieder/CoCo-Magagumo.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-SnarkHunter.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-DruidRoxors.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-Snommelp.jpg http://www.caterane.de/CoCo/Mitglieder/AshBirthday.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-Kemal1.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-VivatGrendel.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-Poe.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-DeadlyAssassin.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-Dalton.jpg http://www.caterane.de/CoCo/Mitglieder/CoCo-Nanaleigh.jpg |
| Pitlords07-24-04, 02:02 PM | reserved |
| Pitlords07-24-04, 07:44 PM | http://www.sebastian-sutor.de/smilies/birthday.gif Birthdays of our Members http://www.1a-network.de/images/cgi-bin/gbs/smilies/birthday.gif http://www.sebastian-sutor.de/smilies/troet.gif JAN 01: Dalton Onestone (1960) JAN 20: Ashenai (1980) JAN 24: MadCowTemplate (1982) JAN 29: Hatzinger (1976) FEB 03: LLMadCow (1977) FEB 07: Zerone (1974) FEB 15: One_Winged_Angel (1987) FEB 16: Arstimis (1986) FEB 23: Caterane (1977) MAR 17: Nanaleigh (1981) MAR 29: Moherajikuyx (1976) APR 16: Druid Roxors (1984) MAY 09: Einzelgaenger (1987) MAY 23: Odin the Reaper (1986) MAY 25: Jonah Black (1979) JUN 04: Tellish of Ket (1969) JUN 20: Motherbast (1980) JUN 23: Jindl (1976) JUN 28: MysticMonk (1986) JUN 29: Cellardweller (1976) JUL 01: WizO_Shadow (1977) JUL 06: Pittbull (1976) JUL 11: TaggIIV (1990) JUL 17: T'Var (1979) JUL 28: The Core Coliseum (2003) AUG 01: Sindorin (1984) AUG 21: Snommelp (1985) AUG 24: Altaris13 OCT 07: Magagumo (1983) OCT 12: Aramil Dunskar (1988) OCT 26: Kaigan (1986) NOV 10: Kedi (1990) DEC 25: Huan (1985) |
| Pitlords07-24-04, 07:52 PM | TALES OF GLADIUS Welcome to the City of Gladius, a place where valiant heroes battle unspeakable evil, and where magic, mystery, and peril lurk around every corner. A World of Battle Although many battles have been fought in and around Gladius, there were still those which survived the decades and live on in the minds of the people. Great sages and scribes made a living to record, interpret, and retell those stories of epic magnitude, and today, most of them can be read about in the Gladius Library. Calli'toa vs. Rito Maya Noteworthy because it was the very first arena battle (youspoonybard) The Entertainer, Part 1 (Caterane) The Entertainer, Part 2 (Caterane) The Bonesnatcher`s Guild, Part 1 (Caterane) The Bonesnatcher`s Guild, Part 2 (Caterane) Alathar's Last Fight (Snarkhunter) The Charge of the Harvester: Mara Thunderstorm Most damage dealt [89@5th] (Snarkhunter) The Life of Kelek, Part 1: The Neighbor (Caterane) The Far Realms (Snarkhunter) The Life of Kelek, Part 2: The Fuge Plane (Caterane) The Life of Kelek, Part 3: Iron in Love (Caterane) The Replacement of Harmoneous Jade and Naeragon Vulpus (Snarkhunter) The March of Evil, Part 1: Iron's Repentance The Coliseum's Longest Fight [96 rounds] (Tellish of Ket) The March of Evil, Part 2: The Plan (Caterane) Hanz Vonnegut vs Spike Features new gladiatorial rules and sounds! (Caterane) Dark Secret of Dargenfest Hall (http://boards1.wizards.com/showpost.php?p=2136932) (Caterane) The Dungeon of the Dire Woods (http://boards1.wizards.com/showthread.php?p=2184935#post2184935) Chapter 1 2 (Caterane) Dusk the Adamant vs. Gorga Dwarfsmusher (MotherBast) The Demise of Laness, Part 1 (Caterane) The Demise of Laness, Part 2 (Caterane) The March of Evil, Part 3: Iron hunts Bruno (Caterane) The Charge of the Harvester: Skymoon Moonbow Most damage dealt [158@10th] (MotherBast) The Time of Dread, Part 1 (Caterane) The March of Evil, Part 4: Ebelin hunts Brackin (Magagumo) Actor's Studio (SnarkHunter) The Demise of Laness, Part 3 (Caterane) Pale-Rider and Prof. Dre'Dandrahl build a Golem (Caterane) Nightfall in Gladius Zoo (Caterane) USS Wonderhorse engaged by IKS Zorander (Caterane) The Demise of Laness, Part 4 (Caterane) The Time of Dread, Part 2 (http://boards1.wizards.com/showthread.php?p=2977993#post2977993) Chapter 1 2 (Caterane) The Fall of Dusk (Caterane) The Madman`s Prayer (Caterane) End Time (SnarkHunter) The Lich King, Part 1 (Ethendril) The Lich King, Part 2 (Caterane) Drow Affairs (Caterane) Snark's Dance-off (Snarkhunter) Ancient Evils, Part 1: The Shadowbeast (Caterane) The Deepstone Squad (http://boards1.wizards.com/showthread.php?p=3927784#post3927784) Chapter 1-7 8-10 (Caterane) Ancient Evils, Part 2: The Devil's Deal (Caterane) Ancient Evils, Part 3: The Tree of Life (http://boards1.wizards.com/showpost.php?p=4150555&postcount=850) (Caterane) The Charge of the Harvester: Jindl (http://boards1.wizards.com/showpost.php?p=4262014&postcount=898) Most damage dealt [230@14th] (Ashenai) Ancient Evils, Part 4: Ancient Times (http://boards1.wizards.com/showthread.php?p=4271806#4271806) Chapter 1-4 (http://boards1.wizards.com/showpost.php?p=4271806&postcount=901) 5-6 (http://boards1.wizards.com/showpost.php?p=4271826&postcount=902) 7-8 (http://boards1.wizards.com/showpost.php?p=4271854&postcount=903) (Caterane) Trouble in Seven Strides, Part 1 (http://boards1.wizards.com/showpost.php?p=4433471&postcount=950) (Caterane) The gargantuan Dire Cat (http://boards1.wizards.com/showpost.php?p=4532184&postcount=974) (WizO_Shadow) Trouble in Seven Strides, Part 2 (http://boards1.wizards.com/showpost.php?p=4589924&postcount=986) (Caterane) The Solstice's Revenge (http://boards1.wizards.com/showpost.php?p=4883349&postcount=1060) (Huan) The Year of Hell (http://boards1.wizards.com/showthread.php?p=4957873#4957873) (Caterane) Part 1 (http://boards1.wizards.com/showpost.php?p=4957873&postcount=1078) 2 (http://boards1.wizards.com/showpost.php?p=4957934&postcount=1079) The Purging begins... (http://boards1.wizards.com/showpost.php?p=4981647&postcount=1088) (Huan) Trouble in Seven Strides, Part 3 (http://boards1.wizards.com/showpost.php?p=5046385) (Huan) Trouble in Seven Strides, Part 4 (http://boards1.wizards.com/showpost.php?p=5091606) (Huan) A Picture is Worth a Thousand Words (http://boards1.wizards.com/showpost.php?p=5300370) (Cellardweller) Relics of War: A new Darkness (http://boards1.wizards.com/showpost.php?p=5567314) (Huan) The Percursor Shadow (http://boards1.wizards.com/showpost.php?p=6965153) (Huan) :bow: The Arena Bard: Caterane, Author of the all times best fight... The Deepstone Squad! Chapter 1-7 8-10 :zzz: The Longest Fight - Iron the Panza vs. Ebelin Barnahdy (Tellish of Ket) : 59 moderated rounds of 96, for 4 posts! |
| Pitlords07-24-04, 07:59 PM | CHARACTERS Valiant paladins, evil necromancers, and every character in between can be found in Gladius. Some even haunt the arena. Many great heroes and skulking villains have fought in Gladius, both in the arena and out. Many years ago, mysterious individuals, in conjunction with a being called Moherajikuyx, constructed the arena in Gladius. Though no one knows much about them, some say that they sponsored the first gladiators. The first gladiators to fight in the arena fought during the "Year of the Dawn". Current Gladiators The Age of the Blinding Dawn: • Calli’toa [NE,Hum,Ftr1/Rog1], worships the Githyanki Lich-Queen. • Jart [CN,Hum,Brb1/Ftr1], savage barbarian • Gaynor [N,Elf,Cle2], battlescared face • Derra Arbourne [N,Hum,Drd2], Saara the horse and Yelph the riding dog are his companions. Left for the woods. • Aramil [LN,Hum,Cle2(St.Cuthbert)], no information • Milo Darkleaf [CN,Hlf,Rog1/Evo1], some say he was the beginning of the end because his death brought one of the vilest beings to the arena: his evil brother Bilo. Milo is dead and hasn`t been raised though some gossips say that Milo just took on another disguise and that it`s still the same person. • Martrim Stormwind [N,Hum,Ftr2], noble who refused to marry the woman his parents chose for him so he left home and served as a mercenary before entering the arena. • Pelle [N,Hum,Sor2], a Mystra worshipping sorcerer. Perhaps working as an arcane devotee in one of her temples today. • Valuppa Zanzzabar [N,Hum,Ftr1/Div2], the first one to approach to become an Eldritch Knight, this black-haired and dark-eyed stranger never reached this level of mastery. • Devon [CE,Hum,Rgr2/Ftr1], as the first archer that appeared in the arena the huntress made quite a name for herself during the early days of the arena. • Corrundum [N,Dwf,Wiz2], a fat dwarf. During one of his fights a halfling named Anna had been killed by a dragon, and thus the arena ghost was born. Today he works for the arena as an inventor in search of new fire-related creations. • Alton Thorngage [NG,Hlf,Ftr4], the dogrider fought to collect money to ransom his kidnapped (by a band of bugbears) parents. After his first few victories he left the arena, never to return. • Cade Turen [N,Hum,Rog1/Ftr1], the first and last axethrower • Glorfindel [N,Elf,Ftr2], nothing is known about this mysterious stranger • Ander Brogaden [N,Hum,Rgr2/Rog1/Ftr2], chased away by an angry mob of wronged peasants, the huntsman was drawn to the arena to lay low and earn the necessary cash to regain control of House Brogaden. • Silaqui Holimion [CG,Elf,Ftr2], as the last surviving member of her village she was taken prisoner and trained for the arena, where she was promised freedom through victory. • Roscoe Goodkeg [CG,Hlf,Cle2(Tymora)], employed by a gambling house, Roscoe was particularily responsible for some missing money, so the boss gave him the choice: pay with money or with blood. Roscoe chose the first and headed for the arena. Today he works at the registration office where new gladiators sign up. • MacMillian Oneima [LG,Dwf,Ftr1/Mnk2], clean-shaven unarmored human-sized dwarf left his clan as an outcast and searched for redemption in gladiatorial combat. • Lothar the Orc [CN,Orc,Brb2/Ftr3], the first orc to arrive in the arena. • Hy Denshadow [LE,Tief,Mnk1], the influx of strange beings didn’t stop when a human with demonic origins appeared at the door to the arena. Fortunately he was slain by an elven bladesinger. • Rizzen Pharn [CN,Dwf,Brb1/Rgr1/Ftr1], the honorable mercenary from the mountains was fed up with fighting orcs and goblins, and sought out the arena to meet tougher opponents. • Tanya Silver Moon [CG,Elf,Brb1/Ftr2], swallowed by desire to improve her fighting abilities she ventured far and wide, passing by a barbarian tribe, and finally found the arena a perfect place to test what she had learned. • Imitril [LE,Elf,Wiz5], the evil traitor to the elfs of Evermeet, Imitril was part of the invading force that partially destroyed the island refuge of the fair people. When the elves sent out headhunters he tried to lay low in the arena but that didn`t last long. He is now dead. • Tomar Vilir [NG,Hum,Ftr4], raised in a gnomish village, it was no wonder he learned to fight with the hooked hammer, and the arena improved his skills even more. The tale about his great fortitude is still coarsing through the Taverns because he survived three coup-de-graces in one fight! Sadly, his father Yola has been killed by Brackin, but Tomar’s quest for vengeance helped him to achieve quite some success. • Karse [N,Duergar,Brb2/Rgr1], exiled from his homeland in the depths he tried to bring the bloodshedding to the surface, and in the arena he even earned money with it. • Slefwee Peeorlwy [N,Merfolk,Sor3], now who doesn`t remember the merfolk sorcerer? Tales about this fishman still roam the Taverns. When Bilo and Bruno slew his family he swore vengeance and vengeance was dealt. Realizing that this place is far too dangerous, he left for the ocean though rumors say he had been cooked and served in one of the Taverns. • Laucien [LN,Elf,Drd1/Mnk1], this ugly and permanently-annoyed elf left the arena when his deity refused to grant him miracles and send shamblers to his aid. • Aris the Longstrider [NE,Elf,Rgr2/Brb1], knowing only vengeance when a band of humans destroyed his village, his anger consumed him. Developing a taste for the killing, he came to the arena where he could get plenty of it. • Hurtz [LN,Hum,Ftr4], a scimitar fighting monk from the shining south with uncanny reflexes. Despite his early losses, he came to himself when he began his monk training, and earned quite a name for himself during his stay. Today he leads a cloister of monks and contemplates in serenity. • Alexie de Berniers [LG,Hum,Sor1/Pal1], an arcane paladin dragon disciple candidate. Unfortunately it never came to that. • Ajax [CN,H-Orc,Brb2/Ftr3], After his early success many thought him the next Alathar Vierce, but just before he reached the legends level he lost against Rito Maya. Although he continued to fight, he was never able to wash away this shame, and in the end he retired. Today he is employed by the arena as a door stop • Yarin Pach [NG,Elf,Brb2/Sor1], his father – the leader of a wild elven tribe – looked down on his son’s affinity to magic. To prove himself Yarin went to the arena. • Maril the Lighthearted [N,Elf,Brd1/Ftr1], didn`t get far and was renamed Maril the Lightharvested after his first and last fight. • Lucient Noctern [LE,Hum,Mnk2/Ftr1], the mysterious wanderer • Ailus Strongwine [N,Elf,Cle2(Fharlanghn)], his byname came from a bet, where he boasted in a drunken stupor that he would win the arena tournament. • Allister Swiftfoot [CN,Hum,Drd5], the summoning druid with an ape as companion was a fierce protector of nature, and finally returned to the woods when the Time of Dread began. Legendary Gladiators from the Age of the Blinding Dawn: • Alathar Vierce [CN,Hum,Brb2/Ftr4/+1], THE legend in the arena. He was the first to reach the 6th tier unscathed. He retired on the pinnacle of his carreer right after the legendary fight against Skymoon which made him a living legend. Today he trains gladiators and searches for new talent, which he teaches the spiked chain technique, and sometimes acts as a co-comentator. • Bonanza the Panza [N,Dwf,Brb1/Cle4], the first gladiator of the now-famous Panza barbarian tribe surprised everyone with his melee prowess, and he was the first who rivaled the famous Alathar Vierce in melee. Bonanza was killed eventually, but his body has been stuffed and mounted on a special plattform high in the dome in memorial to him. A special mechanism built into his torso enables the organizers in “Bonanza Control” to make crude movements (winking, most often). One of the most told tavern tales is still his cleaving hit against Skymoon Moonbow, that is said could`ve been heard in neighboring Preveka. • Eniolissaryn the Elder [N,Elf,Wiz6], the sleeping ancient elf and his loyal guardian Bubo the owl. His life in the arena was just a second in Eniolissaryn’s life, but the memory of him will never vanish, for he achieved heights that others could just dream of. In the end, the Elder returned to his Circle of Elders, in the village of Tall Trees within the High Forest to deal with more important matters. • Kelek of the Purge [LE,Hum,Rog3/Nec1], the head of the local assassin’s guild, began as a neutral man, but the taste for money drew him to the evil side like a moth to the flame. He reduced himself magically and formed the “House of Evil” together with Bruno and Bilo, where they plotted their schemes. It is rumored that Kelek even escaped from the Harvester’s Cathedral on the Fugue Plane. Though he has many people on his ‘to kill’ list he particularily hates Iron the Panza, and not without reason! • Rito Maya: The arena's original Loser! He was the first gladiator that ever fought in the dome, and many rumors tell that he will also be the last one! Absolute crowd favorite. • Skymoon Moonbow: The slender beautiful elven paladin made quite a career when he developed from an unexperienced upstart in the arena to one of the Commanders of the Celestial Forces. • Bilo Darkleaf: Perhaps the vilest non-demonic being in Gladius. The paranoidic halfling assassinated and killed more than one person, but his most infamous deed was the destruction of the Tree of Life which freed many ancient evils from their prison. • Jindl of the High Forest: One of the many druids. • Ebelin Barnahdy: The noble bladesinger, who speaks in a flowerly language, not only rose through the ranks of the arena gladiators but also got a position in the army of the Celestial Forces. He invests every minute to prevent evil from spreading over, and spoiling itssinister plots. • Bruno Willikens: Bilo's closest ally. The elderly gnome delights in weaving illusions and raising the corpses to undead skeletons who act as his bodyguards. Together with Bilo and Kelek he forms the House of Evil, and plots to take over the City. One of his many steps in his career was when he was a commander of a fiendish army (destroyed now) and recently he was one of the founders of The Comittee. • The Harvester (1st): The Seraph of Death has sent his avatar from the Realm of the Dead to gather new souls and end this mass ressurrection occuring in the arena. Though he had received many offers of alliance he stayed neutral. The Age of the Rising Moon • Buttmunch the Ridiculous [N,Kobold,Dru4], Klagdenminurviishnuckatnurliike was the real name of this Direbat rider who rained death on his foes from high above. Of course, no one could spell this name so the ever-inventive spectators gave him this synonyme. Despite some successes he made a mistake when he engaged the Harvester in a long battle and ended up on the Fugue Plane, suffering for all eternity. • Kern Tel’Kar [N,Hum,Ftr1/Cle3], a born noble he was trained from early age on with the bastardsword and the bolas. After having visited various acadamies he thought himself ready to test his skills in gladiatorial combat. • Duran Darkskull , he came to the arena only to have his head cleaved away a day later. Resides on the Fugue Plane today, awaiting the arrival of his treacherous forktongued manager: Irlina. • Xaverr [CG,Hum, Wiz1/Brb2], this blonde human tried to blend Alathar’s spiked chain technique with the arcane arts, but failed. Perhaps it had something to do with changing his alignment from lawful neutral to chaotic good. • Trom the Blue [N,Orc,Brb1/Ftr1], stupid orc who likes smashing things, especially elves from whose heads he crafts skull drums. • Lacelar [N,Gno,Sor2], lacks the humor of his race and therefore abandoned his family name and came here to test his skills. • Jorge de Berniers [LG,Hum,Pal1/Sor1], the younger brother of Alexis didn`t came to restore the family name but didn’t get farther than his brother. • Mohandel Brenis [LN,Hum,Cle2 (St.Cuthbert)], unknown • Lora Seagallow [NG,Hlf,Rog1/Ftr1/Wiz1], a victim of a paladin gone blackguard Cora was dragged to the arena and forced to fight. The dog-riding halfling got famous for throwing alchemist fires at her enemies. • Tanya Slytongue [LN,Tiefling,Wiz1], Tail, horns, and twisted tongue didn`t help her to achieve arena bunny status but she found a job in the arena. • Ralin [CN,Dwf,Brd2], the dwarven bard had a loose mouth and made a boast too much. He participated in the only draw in the arena history when both gladiators stabilized at the same health. Today he still sings in Taverns about his victories but the stories are wildly exagerrated. • Diana [NG,Hum,Cle2 (Ehlonna)], as the arena became a place or renown and power it attracted those who wanted to contain evil, and so Diana found her way to the city. She retired after one fight though and is now an arena healer. • Pyre Ashwood [N,Elf,Wiz3], used the arena to earn money for his experiments. Also served as a spy to gain information for the local wizard’s guild. After he had gathered enough from both he retired and now leads a quiet life of wizardly researching – specialized in fire magic. • Marcus Letiv [LN,Dwf,Wiz2], the lawyer ended on the Fugue Plane – like all of Irlina’s gladiators. • Gage [CN,Elf,Sor4], he could have achieved legendary status if he wouldn`t have left the arena just as his name began to circle throughout the Taverns. Today, Gage improves his skills at flirtation more than his sorcerous talents so he`s far from ready to fight again. Still, he enjoys his life. • Gorn [LE,Gno,Ftr2], THE specialist smith for exotic weapons and sturdiest armors. After seeing the ill treatment of his crafts he decided to join the ranks of the gladiators for some weeks to show them how to use his weapons. After this short time, he returned to his job as a smith. He still crafts the best weaponary in the city. • Paul Hector [LG,Hum,Pal3], another paladin that was drawn to the arena by the amount of evil. After he realized that slain gladiators were raised anyway he quited the tournament and signed on as a city watch where he still holds the position of a luitenant. • Turnip the Test Bard [N,Gno,Brd2], a storyteller of some renown he disliked the songs about badmouthed bards in the arena so he joined the gladiators to show them that this profession can be a serious threat to barbarians and wizards alike. His theory wasn`t confirmed though. • Hanz Vonnegut [N,Hum,Ftr2/Wiz1], brother to Faldion Oathguard whom he killed when an evil imp called Tommy enchanted him. • Skar [LN,Hum,Sor2], there was a time when gossip told that sorcerers where inferior to wizards. It is not known if this was laid out on purpose or just told by the woman to draw more attractive men to here but it had the effect that it attracted many sorcerers to the city to subscribe as a gladiator. Skar was one of them though he didn`t do much to prove the gossip wrong. • Faldion Oathguard [LG,Hum,Ftr1/Pal1], brother to Hanz Vonnegut. After he had been killed by his own kin he changed his surname and persued the vile being that had enchanted Hanz, which inevitably led him to the arena. He never got close enough so he seeked help from someone else, and finally vengeance was dealt. • Obscurridad Cauchemar [LE,Elf,Mnk2], no info. Perhaps a relative to Noir. • Dragonrain [LN,Elf,Rgr1/Mnk1], swore a blood oath to destroy the Harvester. What a fool. • Noir Cauchemar [LE,Elf,Mnk2], no info. Perhaps a relative to Obscurridad. • Karse the Blooded [NE,Duergar,Rog1], the return of Karse didn`t last long. • Dorin [LN,Dwf,Brb1/Ftr1], no info • Hadel Ionque [NG,Hum,Drd2], no info • Cronk the Destroyer [N,Orc,Brb1/Ftr1], a bald orc who excelled in sundering weapons. [u]Legendary Gladiators from the Age of the Rising Moon: • Curungûr the Magekiller [N,Elf,Wiz2/Ftr1], as the only survivor of a demon raid on his village he only saw evil in magic and studied the arcane arts to fight spellcasters with their own weapons. • Mara Thunderstorm [CG,Elf,Brb2/Ftr3], raised by a barbarian tribe she followed the doctrines of Kord, god of strength, and learned how to fight with the guisarme – the first gladiator who used a reach weapon as primary one. One of the toughest melee gladiators she made a name for herself and even fell in love with Iron the Panza which eventually led to her demise • Sir Roger of Ravensfield [LG,Aasimar,Pal1], the first aasimar in the arena with his fabulous unicorn Zippy the Wonderhorse. Many are still convinced that Zippy was the actual gladiator when Roger more often than not hid behind his towershield. • Octavian Cesar: The handsome sorcerer combines raw firepower with nigh unlimited spell ammunition and brought down more than one foe. His happy life however made a dramatic turn when he made a pact with a devil to ressurect his deceased sister. • Iron the Panza: The mighty cleric of the famous Panza barbarian tribe didn't care about politics in Gladius until evil hordes almost destroyed his Tribe and killed many in the process. He is currently allied with the Celestial Forces but this pact is based on a common enemy alone. • Brackin bonesnapper: The orc started as a despisable evil being that delighted in crushing the bones of his foes, and sometimes even innocents just for the joy of it. This behaviour and his sheer musclepower earned him a position in the Fist of Hell Legion with whom he wreaked havoc throughout the land. Eventually he abandoned his evil ways after a betrayal from Bruno and Bilo, and kind words and actions from Ebelin. • Candessa Rain: The arena bunny, and no matter how many ghosts, pixies, and succubi enter the city, she will always be the one who makes males drool and wifes jealous of her good looks. However, she's deeply in love with a sorcerer called Sanzin. • Zorander Brogaden: The Shadowdancer is the leader of the Brotherhood of the Bow, an organization located in the High Forest and composed of mainly rangers and other archer experts. Recently he found and executed an ancient ritual in one of his father's books on how to summon a shadow companion. • Jagath Kihr: The ranger is second in command in the Brotherhood of the Bow, but his prowess with the quarterstaff surpasses his archery abilities by far. It is said that he can make more attacks a second than the eye can follow, and those who know him also know that this isn't exaggerated. • Johan Talyana: The halfling and distant relative to Arkin Jozil is the Master of the Planes. No one in the city has his insight in the Multiverse and extraplanar topics, and his powerisn't limited to space but also breaches time. • Peter Petroclus: A dwarven cleric. The Graveyard The Graveyard consists of the most powerful retired gladiators from past years. While most say they are gone forever, the dead don't always stay dead in Gladius... Anna (Jindl), Level 11: "Did she stay dead this time?" Eniolissaryn the Elder (Jindl), level 10: "Retired due to senility" Curungûr (Moherajikuyx), level 8: "The mage-killer has left the building." Dusk the Adamant (Ethendril), level 7: "It was foretold ..." Targ (Mercy), level 7: "Blue, blue, blue... I miss the red." Smushy (Cellardweller), level 6 "Gone to fight Dusk in the Afterlife" Tomar Villir (KerlanRayne), level 6: "Hey ho - hey ho - home to work-I go." |
| Pitlords07-24-04, 08:12 PM | MAGIC The City of Gladius is a magical place. There is no other known area, on any plane of existence, where heroes defy death to fight again as they do in Gladius. While this is partly attibutable to arena clerics raising fallen combatants, perhaps some other force brings back many of the dead to fight again. Powerful forces are at work here, and even mighty avatars of death have been sent to ensure that everything is brought back to balance. Known Unique Items of Gladius: Corona: The legendary sword of Archangel Ixidor burns with the fires of the sun, and indeed - it is said that it had been created by Amaunator, the long-dead god of the stelar body. Corona appears in ancient biblical texts and lay slumbering in a block of ice within the Caves of Evermelt for more than 8000 years! Statistics: +1 (adamantine) flaming Greatsword The Rusted Orb of Carceri: This vile device is a small metal orb and looks like a compilation of rusted metal petals that are wrapped around each other that - if given the command - can envelop a being and hold it motionless. It is said that this item comes from the Kebular of Carceri, powerful Gehereths, and irredeemably corrupted. The only known Rusted Orb is currently in the possession of Archangel Ixidor, but others might exist. Supplemental: The Rusted Orbs were seized by the 1st and 2nd Archangel Choir of the ancient times to prevent further misuse from the Gehereths. What puzzles most is that a second Orb has been spotted in the hands of the Harvester! Statistics: Iron bands of Bilarro Ixenthor's Edge and Ixenthor's Point: This set of ancient biblical weapons is currently in the possession of the Harvester, each avatar wielding one of the Archangel's weapons. Ixenthor's Edge is a long ornate guisarme with a bladehead that is said has only two dimensions, while Ixenthor's Point is a twisted golden lance with the glow of the sun that screws itself into the body of its victim an instant before the impact. No one knows how the Harvester came into possession of Ixenthor's Edge and Point. Suplemental: Thanks to a coincidental scrying mistake of Johan Talyana - the Master of the Planes - the secret on how the Harvester could get his hands on the Archangel's weapons had been reveiled. Statistics: +1 (adamantine) keen parrying lucky Lance Lifemawn: This most dreaded scythe is the infamous weapon of the Harvester with which he prefers to slay those who have surpassed their time. Victims killed by Lifemawn get their souls sucked into the scythe, and it is said that everytime this happens, the weapons shaft grows by a hair's breadth. Statistics: +1 (adamantine) keen wounding Scythe Risse Des Drachen: Few artifacts evoke as many emotions as this foul set of armour made from the skin of six silver dragon hatchlings. The dark magics used in its creation kept the draconic infants alive, their souls forever bound to it. Long since driven mad by their confinement, the hatchlings writhe and lash out at any who come near their wearer. Risse Des Drachen is currently in the possession of Shiaan - a gift from her queen, Takhisis. Statistics: +1 spiked chainshirt [+2 frost spikes] Secret Lore Coming soon... The Rising Dead Coming soon... |
| Pitlords07-24-04, 08:19 PM | LIFE IN GLADIUS Time and seasons pass in Gladius as they pass in other lands, and Gladius is an ancient city. It has its own unique government, commerce, and coins. Magic and religion encompass life in the city, and almost any kind of equipment and magical items are made here. The People The City of Gladius is home to a diverse people, most of whom share a love for the defining feature of Gladius...the Coliseum. The people love to see the Gladiators fight, and revel in the carnage the Coliseum offers. But they are not necessarily evil, in general, because they know that the dead gladiators will be brought back to life. Though most of the people enjoy the Coliseum, that is where their similarities end. The people of Gladius come from all walks of life, from wealthy noble to lowly peasant, from hardened mercenary to court-bound lady. People of every kind can be found in Gladius, which makes this city all the more interesting. The Pitlords ...coming soon Time and Seasons Lore of the Land Home and Hearth Coin and Commerce Magic in Society Craft and Engineering |
| Pitlords07-24-04, 08:30 PM | GEOGRAPHY The City of Gladius is a great city-state, and wields tremendous influence in commerce and military matters. While the city itself is vast and would take years to explore completely, it is also surrounded by the terrain that makes Gladius so diverse. Majestic mountains, scorching deserts, and wild forests are found nearby, as are the sea lanes that bring so many within the walls of the great city. The City of Gladius Arkhein Heights (Nobility Housing) Arkhein Heights is north-west of the Coliseum. The land is mostly hills, leading to a more mountainous area outside of Gladius. The nobility have settled here and developed a rather large, upscale community. There are a series of plateaus that act like steps, each one overlooking the rest of the city as you get further out. It is rumored that many of the Elders, old and new, live there. Arcadivus (Magical Community) Arcadivus is just north of the Coliseum. The land is mostly plains. The magical community has taken over here. You will find churches, libraries, schools, temples, and many other places of magic, both arcane and divine. There may be different magical factions within, but they all get along, lest war break out within Gladius. You can find every major religion and also a come-one-come-all temple that is for anyone to worship whatever deity they choose. Bards, sorcerers, wizards, clerics, paladins, druids, rangers and the occassional rogue congregate here. Upper Merx (Market Places - Upper) Upper Merx is located north-east of the Coliseum. The land is mostly plains. Shops of all kinds are found here. Upper Merx is the primary shopping place for the gladiators. There are plenty of brick and mortar shops, but just as many open air markets where different vendors set up shop. Festivals and parties occur here when the weather permits. Kailo (Good side of town, business) Kailo is located west of the Coliseum. The land is mostly plains. This is where the businesses that support the town run. There are taverns, inns, bars and a wide range of reputable businesses running out of here. There is a winery and the oh so famous Motherbast Apothecary. The Arena (The Coliseum and Mo Square) The Coliseum is the center of town. Mo Square is surrounding the Coliseum and has roads leading into each of the outer portions of Gladius. Mo Square is the premeire site for pre-fight events, parties and festival site for major holidays. Vilis (Bad side of town, business) Vilis is located east of the Coliseum. The land is mostly plains and this is just the opposite of Kailo. Vilis is where all of the shady dealings within Gladius take place. Some things are more overt, others covert. Illegal gambling, drugs, and a wide variety of other felonious activities occur here. Lower Merx (Market Places - Lower) Lower Merx is south-west of the Coliseum. The land is mostly plains, leading into the Duken Marina. Lower Merx is the center of trade that supports Gladius' business. Goods are imported and exported through the Duken Marina and otherwise, Lower Merx is the mirror image of Upper Merx. Kelartus (Commoner Housing) Kelartus is located south of the Coliseum. The land is mostly flat. The commoners that sell in the market places and work in Kailo and Vilis and keep the city running at the most base and primitive level, live in Kelartus. The streets are narrow, the housing packed. Theirs is a simple life, and when there are serious problems, the citizens of Kelartus turn to the rest of Gladius for help. The rest of Gladius always lends a hand, whether it be rebuilding after a major fire, or healing the sick from a plague sweeping through; without the people of Kelartus, Gladius might well crumble. Training Grounds (Arena Training Grounds) The Training Grounds are south-east of the Coliseum and are actually part of the Coliseum compound. The training gounds are where gladiators and aspiring gladiators practice their skills. They can have battles and many of the commoners host their very own gladiatorial battles. Once a year, aspiring youth from within Gladius gather here to compete. The winners of such events often get sponsored by Elders or other Pitlords to enter into actual arena combat. Jindl Park (City Park) Jindl Park is located south-east of the Coliseum. It is bumping up against the training grounds. There is a vast forest and rumors abound that the forest is magical. People often get lost within the center of the forest, and some say it takes less time to walk all the way around the park than it does to walk through it. The true nature of the park may only be known to a few druids... Duken Marina (The docks and a marina) Duken Marina is located south-west of the Coliseum and bumps up against Lower Merx. The marina is where goods are imported and exported and visitors are known to arrive from all over the world. The marina is just off of a major river. One end of the river is a large, inland sea, and the other end is the ocean. There are no bridges across the river, but there are several ferries, both for people and larger ones for livestock, carts and larger beasts. Surrounding Locales The High Forest: Coming soon... Distant Lands The Fuge Plane: Coming soon... |
| Pitlords07-24-04, 08:40 PM | DEITIES The citizens of Gladius worship all the dieties of the traditional pantheon, as well as several lesser-known beings. The deities of the world take great interest in the struggles of mortal beings, and have been known to mingle with men. From the Chronicles of Oracle Arkin Jozil "Since my arrival at Gladius I have observed many of the gladiators' religious practices. Most seem to ascribe to ideals, forces in nature, or self-interest rather than a particular deity. Those that do worship a god or goddess seem to prefer those from the lands of Greyhawke. It seems early in the arena days St. Cuthbert held great sway, but not many will fight under his banner anymore. It now seems to be an even mix of the war and nature deities with a small minority of other gods. Maybe the proliferation of druids and woodsmen has something to do with the popularity of nature deities? Something worth looking into. I have also encountered small cults dedicated to the gods of Faerun. Tempus, Lord of Battle, and Tymora, Lady Luck, seem to be the most prominent. Considering the city centers around the coliseum, I did not find this surprising. I was, however, shocked when I determined from the coliseum and Celestial Forces' records that the Lich Queen of the Githyanki, Vlaakith once had a token presence here. I even ran across a couple deities I have never heard of before. Then there are the Harvesters... [text lost or destroyed] ....to this end I have compiled a list of gladiators and the deities they worship..." Greyhawk Deities Bahamut Dusk, Talon of Bahamut (Ethendril) Dusk the Adamant (Ethendril) Boccob Arkin Jozil (kattattack22) Overna Mimesis (Magagumo) Corellon Larethian Enilias Surion (Kaigan) Twyll Talaviir (Kaigan) Ehlonna CrestingSun (Magagumo) Diana (unknown) Fharlanghn Ailus Strongwine Lacelar Ernie the Traveler (Aramil Dunskar) Heironeous Ban'zanifal (Magagumo) Hextor Angosh (Pittbull) Hruggek Death Dealer (Ethendril) Gruumsh Krhoir (TaggIIV) Cuul the Cruel (Rabid Labrador) Kord Mara, ThunderStorm (Galamdring) Tanya, Silver Moon (Galamdring) Merrshaulk Toreilison Wevlun (Magagumo) Nerull Bruno Wilkens (Magagumo) Obad-hai Zorander Brogaden (Magagaumo) Ony Akerr (kattattack22) Olidammara Ilmanur Norinwen (Rozman) Veloment (Magagumo) St. Cuthbert Aramil Bonanza the Panza (Moherajikuyx) Mohandel Brenis Felix Rancaster (Kaigan) Takhisis Arlie Korinthion of Sanction (Tekas_Tinkered_Dragon) Wee Jas Lucient Noctern the Risen (Magagumo) Yondhalla Hadrigan Hillbuilder (Bishop the Bardican) Faerun Deities Tempus Aramil Dunskar (Aramil Dunskar) Ernie the Great (Aramil Dunskar) Tymora Roscoe Goodkeg (Alathar Vierce) Brandobaris Johan Talyana (cellardweller) Miscellaneous Deities The Harvester Harvester [1st avatar] (Caterane) Harvester [2nd avatar] (Caterane) Amile Giovane Oscuridad Cauchemar (Magagumo) Noir Cauchemar (Magagumo) Vlaakith Calli'toa From the Chronicles of Oracle Arkin Jozil "As I mentioned earlier, many gladiators believe more in ideals and the forces of nature than deities. A few manage to draw great strength and magic from them somehow. I have listed the strongest of those below for further study."Legendary Idealistic Gladiators Skymoon Moonbow (Snarkhunter) Iron the Panza (Moherajikuyx) Clìodhna d'Elrich (LLMadCow) Sir Roger of Ravensfield Peter Patroclus (barrel_master) Archangel Ixidor (Caterane) Religious Gladiators The citizens of Gladius worship many dieties, and powerful representatives of many faiths fight each other for good and evil, law and chaos. The following is a sampling of gladiators and their dieties: Enilias Surion (Kaigan) - Corellon Larethian Ony Akerr (kattattack22) - Obad-hai Harvester (Caterane) - unknown (Addendum: Is a quasi-deity himself) Dusk, Talon of Bahamut (Ethendril) - Bahamut Death Dealer (Ethendril) - Hruggek Angosh (Pittbull)- Hextor Bruno Wilkens (Magagumo) - Nerull Zorander Brogaden (Magagaumo) - Obad-hai Hadrigan Hillbuilder (Bishop the Bardican) - Yondhalla Ilmanur Norinwen (Rozman) - Olidammara Arkin Jozil (kattattack22) - Boccob Toreilison Wevlun (Magagumo) - Merrshaulk Aramil Dunskar (Aramil Dunskar) - Tempus Ernie the Great (Aramil Dunskar) - Tempus Twyll Talaviir (Kaigan) - Corellon Larethian CrestingSun (Magagumo) - Ehlonna Ban'zanifal (Magagumo) - Heironeous Veloment (Magagumo) - Olidammara Cuul the Cruel (Rabid Labrador) - Gruumsh It seems strange to report that many of the gladiators, including clerics, don't have a deity they worship, but rather fight for ideals. From the Chronicles of Arkin Jozil - Brandobaris Supplemental In speaking with Johan Talyana, I learned a great deal about a deity that had eluded my scholarly pursuit. Here is a recount of our conversation: "I have searched every religious tome in Gladius, yet I cannot find any mention of your Bradobaris. What can you tell me of him?" "Why I am surprised Arkin that you haven't heard of him. He isn't a great diety to be sure, but he is one of our own. He supports those like me, adventurer for the sake of adventure. He is the patron of bards, rogues, halflings, and anyone willing to take a risk now and then." "Interesting, he could almost be the offspring of Yondhalla and Olidammara." "Except that he is not and is not even worshipped on the world belonging to those deities." "True, but I just postulated the idea is all." "Well don't next time." "When I failed to respond, Johan's face light up as a new idea entered his head." "You might find this of interest, in the world of Faerun this is a god of death similar to the Harvester except that he would trap innocent souls denying them the next life." A chill raced across the back at the tought of the horrible god. "Myrkul." "Right, Bradobaris snuck into the citadel of Myrkul and stole the souls of ten thousand innocents, leaving a vase of flowers and a box of erotically shaped chocolates in their place. I think about it everytime I see the Harvesters. It makes me feel that its my duty to jibe at them a little." The last statement worried me for a second, but reminded myself the powerful allies Johan had met in his travels and dismissed my worry. Obviously, Johan served Bradobaris well and been rewarded with great powers. I can only hope my devotion to Boccob and the study of magic can help me against my foes as Johan's faith and allies have helped him. Sins and Penance Coming soon... Cosmology Coming soon... The Outer Planes Coming soon... |
| Caterane12-30-04, 07:03 PM | to be moved.... |
| Pitlords01-01-05, 11:19 AM | HISTORY The City of Gladius is an old city, and the lands surrounding it once housed mighty empires long dead. Ancient powerful races, as well as lesser ones, have all vied for control of the realm. Where one empire fell, another would rise to take its place. Creation of the World Coming soon... The Newcomers Coming soon... Fallen Empires Coming soon... The Old Empires Coming soon... Recent Years Coming soon... An Abbreviated Timeline The "Years" listed here are not the only years that have passed, but represent the most important years in Gladius history. A "Year" does not even necessarily represent any fixed period of time, but is simply an attempt to show the relative order in which events occured, and is based on the pages on the fights thread (1300+page). Year (Gladius Reconing) Event -338 Gladius is founded on Gladius Hill 1278 Mysterious individuals enter Gladius, led by a being known as Moherajikuyx, and construct the Arena in Gladius. It takes several years for the completion of the Arena, which draws craftsmen from all quarters of the land. 1282 The Arena is completed, and battles commence with the Year of the Blinding Dawn. 1285 Year of the Rising Moon. 1294 Given the tremendous success of the arena, work commences on a much larger facility, called the Coliseum. 1300 The Coliseum is completed. |
| Pitlords01-01-05, 11:20 AM | ORGANIZATIONS Many heroes have lost their lives to powerful beholders or medusa, but even more have fallen in the struggles between complex organizations, all striving to accomplish their own objectives. Silent assassins stalk the night, hunting anything for money, while celestial beings counter every move of scheming madmen plotting to overthrow every good thing. Current Organizations The Celestial Forces (http://boards1.wizards.com/showthread.php?p=3237275#post3237275) The Committee (http://boards1.wizards.com/showthread.php?p=3277668#post3277668) The Brotherhood of the Arcane Order (http://boards1.wizards.com/showthread.php?p=3270625#post3270625) The Druid's Circle (http://boards1.wizards.com/showthread.php?p=3312149#post3312149) The Monk's Abbey (http://boards1.wizards.com/showthread.php?p=3314862#post3314862) Ancient Organizations Bonesnatcher's Guild: (See Gladius Library for the complete history of the Bonesnatcher's Guild, Part 1 and Part 2) The Brotherhood of the Bow: House of Evil: The League of Extraordinary Gentlemen: (http://boards1.wizards.com/showthread.php?p=3279471#post3279471) The Guild Registry (http://boards1.wizards.com/showthread.php?p=3251801#post3251801) |
| Pitlords01-01-05, 11:21 AM | MONSTERS The lands surrounding Gladius, because of the diversity of terrain, are full of a wide variety of creatures. Many are well-known to adventurers, such as the savage goblinoid races, giants, and dragons. But many are less-known, hiding in holes or skulking in the shadows, and have yet to be encountered by men. Some monsters, daring to venture into the world of men, have even entered Gladius to take up the sword. Non-Player Characters: Joe: Arena Organizer and Comentator Harmoneous Jade: female Planetar and high-ranking leader of the Celestial Forces Naeragon Vulpus: Pitfiend, lover, master chef Monstrous Gladiators Donkey Zedarak New Monsters Shadowbeasts: Coming soon... |
| Pitlords01-01-05, 11:22 AM | MAPS Brave adventurers and scrying wizards have charted many details of Gladius and the surrounding areas, though much remains to be discovered. Maps of Gladius http://home.arcor.de/caterane/Miscellaneous%20Pictures/CatsAley.jpg Resources and Trade Coming soon... Political Boundaries Coming soon... Cosmology Coming soon... Core Coliseum Maps (http://boards1.wizards.com/showthread.php?p=3571437#post3571437) |
| Pitlords01-12-05, 11:08 AM | reserved 1 |
| Pitlords01-12-05, 11:37 AM | reserved 2 |
| Pitlords01-12-05, 11:40 AM | reserved 3 |
| Pitlords01-12-05, 11:45 AM | Hello, and welcome to the Core Coliseum: Living Gladius FAQ! Whether you're new here and just want to know what this is all about, or an old hand wanting to brush up on the rules, you're in the right place. Just follow the links below. Any rules that are grayed out are planned to be implemented in the near future, but are not yet active. The Basics Where am I? What is the Core Coliseum? What is Living Gladius? So is this some role-playing board, or what? Are there any rules? Can I join? How? What do I need? This FAQ is pretty long, and I feel overwhelmed. Any advice? The Board There are a lot of threads here... What are they all for? Do I have to read all of them? Where do I start? The FAQ and World Thread (Sticky) The Tavern Thread (Sticky) The Characters Thread (Sticky) The Arena Fights Thread (Sticky) The Roleplay Thread (Sticky) The Weekly Fights of the Week Thread The Character Violations Thread The House of Commons Thread The Quest Threads The People What is a Game Master? Who are the Game Masters? Who is this Pitlords guy? What is the Council of Elders? Who are the Elders? So, do any of you guys have faces? The Core Rules What does the word "Core" mean? What rulebooks can I use? I don't have any of the rulebooks, only the System Reference Document. What am I missing out on? I have the Expanded Psionics Handbook. Can I use everything in there? Are all the Core Rules implemented? No exceptions? What if the Core Rules are unclear about something? I'd really like to play a <thing>, but it's not Core. Can't we make an exception? The Rules of Gladius: Starting Out I'd like to play, but I don't want to make a character from scratch. What can I do? I'd like to make a character. How do I go about it? What level should he or she be? How much XP? How are ability scores determined? How are hit points determined? How much money and equipment do characters start with? I'm done with my character. What now? Can I have more than one character? What can characters do? The Rules of Gladius: Races and Classes What playable races are there? Which templates can I add to my race? What playable classes are there? How many XP and gold does my newly created character get? I want to retire my character. What can I do? The Rules of Gladius: Skills and Feats The Craft Skills - Weapons, Armor, Bows - Poisons, Alchemy The Craft Feats Handle Animal Hide and Spot Move Silently and Listen The Knowledge Skills Ride and Mounted Combat The Rules of Gladius: Arena Combat What is the Arena? Are there different ones? What kinds of arena fights are there? I'd like my character to fight other characters in the Arena. What should I do? When and where do I send my tactics? What are default tactics? When will the fight be done? Where can I find it? I lost the fight because the pitlord made some serious mistakes! What can I do? Okay, the fight is done. What now? How much XP and gold do I get? Spells: What special rules govern spellcasting (and psionic manifesting) in the Arena? Abilities: What special rules govern items and abilities that can be used a certain number of times per day? Prebuff: Can I cast buff spells, drink potions, etc, before the beginning of a match? Delays: Are there any penalties for delay tactics? What if I leave the arena? Ground: What is the environment like in the Arena? What is the ground composed of? Death: What happens if my character dies in Arena Combat? Or if my equipment gets destroyed? The Rules of Gladius: Time Does Gladius have a well-defined time progression? How fast does time go in Gladius? What can a character do in a week? What kind of deadlines are there? The Rules of Gladius: Cohorts and Allies What are cohorts and allies? What types of cohorts and allies are there? How can my gladiator get a cohort/ally? What are the legal cohort/ally races? How many cohorts/allies can I have? Do cohorts and allies have an impact on treasure and XP? What happens if a cohort or ally dies? The Rules of Gladius: Quests What are Quests? Why would my character want to go on a Quest? What is the difference between Short and Long Quests? What is a Multiplayer Quest? What happens if my character dies on a Quest? What about my allies? What happens if my equipment gets Sundered or otherwise destroyed? What if I want to abandon the Quest? All right, I'd like my character to go on a Quest. What should I do? The Rules of Gladius: Campaigns What are Campaigns? Who can go on a Campaign? What do I have to do to participate? What is the time frame of a Campaign? How much XP and treasure do I get? How are allies being handled on a Campaign? What happens if my character dies? What about my Equipment? What if I want to abandon the Campaign? Advanced Rules: The Credit System What are credits? Ways of earning credits Ways of spending credits Negative credits Advanced Rules: NPC Services What does NPC Service mean? How is it defined? The Gladius Market: What kind of equipment can I buy? Are there any restrictions to what I can buy? What kind of Services can I make use of? What about my cohort? Can he cast spells on me? Craft items? The Gladius Blackmarket: What is that? Why is there one? How can I get custom items from the Blackmarket? How can I get custom spells from the Blackmarket? Advanced Rules: About Pitlording What is a Pitlord? I want to start pitlording fights. What should I do? I'd like to pitlord, but I'm not familiar with <enter aspect>. What should I do? I'm a Pitlord now. How do I run fights? What should I do if one player does not send tactics? What should I do if something happens that's not covered in a characters' tactics? Should I use real dice, or an online roller? I have found a mistake on one of the sheets. What should I do? When should I post the fight? What happens if I post the fight late? Or not at all? I don't think I can finish this fight on time after all. Can I give it to someone else? Are 1v1 matches the only type of arena fight? My fight is done. How many xp and gold do the gladiators get? Table for xp/gp rewards in case of same ECLs. Advanced Rules: About Questlording What is a Questlord? I want to be a Questlord. How do I start? A word on maps The Questlord Tools How can I make sure that the challenges in my quest are appropriate? How can I make sure that the XP rewards in my quest are appropriate? How can I make sure that the Treasure rewards in my quest are appropriate? So what do I have to send to the Pitlords GM Account again? Should I use real dice, or an online roller? Questlord rewards: What do I get out of it? Advanced Rules: About Campaignlording What is a Campaignlord? Why not Dungeon Master? I want to run a Campaign. Are there any restrictions? The 5 steps to start a Campaign What are the requirements for a good Campaign? How can I make sure that the challenges in my campaign are appropriate? How can I make sure that the XP rewards in my Campaign are appropriate? One of the Characters leveled up. What do we have to do? How can I make sure that the Treasure rewards in my Campaign are appropriate? What kind of treasure can be dropped? My Campaign is finished. What do I have to do now? Should I use real dice, or an online roller? What about my players? Campaignlord rewards: What do I get out of it? Core Coliseum House Rules What House rules are there in the Core Coliseum? Are there any special rules concerning Ready Actions? I've read the FAQ, but I still don't understand something. Who do I ask? The FAQ's update history. |
| Pitlords01-12-05, 11:56 AM | The Basics of the Core Coliseum Where am I? What is the Core Coliseum? You're currently reading the FAQ for the Core Coliseum: Living Gladius. The Core Coliseum is a place where people make Dungeons & Dragons characters, then pit them against each other in gladiatoral combat. All of the action happens on the various Core Coliseum Board (http://boards1.wizards.com/forumdisplay.php?f=483) threads, and anyone is welcome to join. If you want to know how, just keep reading. What is Living Gladius? Living Gladius is the newest incarnation of the Core Coliseum. Originally, the Coliseum was a lonely thread in the Character Optimization (http://boards1.wizards.com/forumdisplay.php?f=339) board. Moherajikuyx created it after seeing the debacle of more than one non-core arena. This one instead became a board all of itself: seems it was the right way! In January of 2005, the Coliseum underwent another major change; a host of new options were added. Quests and campaigns were added, a true XP system and a proper time progression was introduced, spellcasters and manifesters were re-balanced... and many more changes were wrought. The result of these changes was a world that seemed more "alive", and less like a simple arena for people to fight in. Gladius is the name of the city the Core Coliseum Arena is in. Hence the new name: Living Gladius. So is this some role-playing board, or what? Are there any rules? Is this a role-playing board? Yes and no. While roleplaying has always been a part of the Core Coliseum (and has become even more important with the advent of Living Gladius), the foundation of the Coliseum has been, and always will be, characters fighting each other. There are plenty of people here who are not particularly interested in role-playing, and that is compeltely all right. If you wish to see the Coliseum as a place to simply test character builds, you are certainly welcome to play it that way. If, on the other hand, you enjoy developing your character's personality and having him or her interact with the other denizens of Gladius, you'll find many people who share your enthusiasm. An important aspect of the Coliseum, however, is its rules. While you're encouraged to roleplay your character as you like, rules are never bent or broken for the sake of roleplaying. If you're used to a more "freeform" style of roleplaying, this place will take a little bit of getting used to. Can I join? How? What do I need? Joining is surprisingly simple. All you need to do is create a character using the Standard Character Sheet, post him or her on the Characters thread (http://boards1.wizards.com/showthread.php?t=359951), set the title to "Ready for <date>", where <date> is the next Wednesday, and you have officially joined; your character will be fighting in the next set of pairings. Make sure to say hello in the Tavern (http://boards1.wizards.com/showthread.php?t=444341). We're all friendly folk, and we'll gladly help you out with any questions you may have. You don't need anything except a basic understanding of the D&D 3.5 rules. Having the three Core Rulebooks (PHB, DMG, MM) certainly helps, but isn't necessary. As long as you have access to the Internet, you can always look things up in the 3.5 System Reference Document (http://www.systemreferencedocuments.org/35/sovelior_sage/home.html). This FAQ is pretty long, and I feel overwhelmed. Any advice? Don't worry! A lot of this FAQ is advanced stuff for the old-timers, rules clarifications, and the special Coliesum-specific rulings. If you've read the FAQ so far, you now know enough to join. Feel free to post a character and/or chat with us in the Tavern, and get back to reading the FAQ whenever you feel like it. The basics of the Coliseum are really very easy to understand. A really good help in creating a character is the Quickstart Guide (http://boards1.wizards.com/showpost.php?p=5179917) Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) |
| Pitlords01-12-05, 12:11 PM | The Core Coliseum Board There are a lot of threads here... What are they all for? Do I have to read all of them? Where do I start? Well, you should start in the Tavern (http://boards1.wizards.com/showthread.php?t=444341). By saying hi. :) The only really vital threads to playing in the Coliseum are the Characters of Gladius (http://boards1.wizards.com/showthread.php?t=359951) thread, where you'll find all of the player characters in Gladius, and the Battles of Gladius (http://boards1.wizards.com/showthread.php?t=444344) thread, where all of the gladiatoral fights are posted. If you have no interest in quests, roleplaying, or talking to people, you can get by just posting your character to the Characters (http://boards1.wizards.com/showthread.php?p=5179872#post5179872) thread, and checking on the Arena Fights thread to see how he or she did. You'll be missing out on a lot, of course, but it's doable. Let's talk about the different threads now, and what they're for. The FAQ and World Thread (http://boards1.wizards.com/showthread.php?t=278068) (Sticky) This thread is where you are now. It includes the FAQ, as well as a lot of interesting information about Gladius and the characters (and players!) in it. In the World thread, you'll find everything from the history of Gladius (UNKNOWN), links (http://boards1.wizards.com/showpost.php?p=4037301) to the most legendary, amazing, or just plain fun fights, records (http://boards1.wizards.com/showpost.php?p=4037301) held by gladiators who were the best (or worst) at things, mugshots (http://boards1.wizards.com/showpost.php?p=4034076) of many of our regulars, and much much more. Definitely worth a read. The Tavern Thread (http://boards1.wizards.com/showthread.php?t=444341) (Sticky) The Tavern is where all the miscellaneous posts go. If it doesn't go anywhere else, it goes in the Tavern. It's the place where you can go to socialize, to ask for assistance, and to talk about things that aren't covered by any of the other threads. You can't really go wrong with posting to the Tavern. :) The Characters of Gladius Thread (http://boards1.wizards.com/showthread.php?t=359951) (Sticky) The Characters Thread has two important purposes. First of all, it is where everyone posts their characters, and keeps them updated after their victories and defeats. It is, in a very real way, the "center" of the Core Coliseum, and perhaps its most important thread. Secondly, in the first few posts of the Characters Thread, you can find the Roster (http://boards1.wizards.com/showthread.php?p=5179872#post5179872), and the list of pitlords. The Roster is a master list of all of the characters, their win-loss records in the Arena, and what they're doing this week. Once you add your character to the thread, the Game Masters will add your character to the roster as well. The list of pitlords includes the name, contact information, and number of credits for each pitlord, as well as some extra information. The Battles of Gladius Thread (http://boards1.wizards.com/showthread.php?t=444344) (Sticky) The Core Coliseum is about characters fighting each other, and this is where they do it. Whenever two characters fight, the fight is posted by the pitlord (the person running the fight) on this thread. Take a look, it's pretty self-explanatory. The Roleplay Thread (http://boards1.wizards.com/showthread.php?t=127417) (Sticky) If you want to post in-character, this is the place to do it in. It's basically like the Tavern thread, but for the characters! You can post anything you like, as long as it's in-character. Please observe basic etiquette, though; while it's all right to include other people's characters in your story, be careful not to make them do things that their players wouldn't appreciate. When in doubt, talk to the players in question first. Nothing posted on the Roleplay thread has any effect on the game; it's just for fun. Often, however, pitlords who are running a fight with your character will remember what you posted about him or her, and if they find it interesting, they will write a little story about the fight with your character in it. The weekly Fights of the Week Thread This is the place to talk about the things that will happen, or have happened, to your characters this week. A new Comments/Concerns thread is posted every week. People can post here when they've sent tactics for their next fight, and the pitlord posts to acknowledge that he received the tactics, or to warn people that they should re-send. Also, if you feel that the pitlord running your fight or quest did something wrong, this is the place to talk about it. The Character Violations (http://boards1.wizards.com/showthread.php?t=196885) Thread If someone finds something wrong with another person's character, this is the place to post about it. The Game Masters will see if there is a problem, and if there is, they will usually put a *Violation* or a *Violation* tag next to the character in the roster. A red violation means that the character cannot do anything (fight, go on quests, craft, etc) until the violation is fixed, though he or she can usually finish whatever he/she is doing at the time. A green violation is given for less severe problems; if a green violation is not fixed by the next time the character does something, the green violation becomes a red violation. If you find a violation attached to one of your characters on the roster, take a look at this thread. You'll find the reason for the violation here. The House of Commons (http://boards1.wizards.com/showthread.php?t=384683) Thread This thread is for rules debates. That can include both disagreements on how the 3.5 rules apply to something, and discussions on whether there's something wrong with a Coliseum rule, and how it should be fixed. Anyone can participate. The Quest Threads Every time a character goes on a Quest, a new quest thread is opened. Everything that happens to the character on the quest can be found in the quest thread. Quest threads always start with a description of the quest and a copy of the character sheet (or all of the character sheets, in the case of a multi-person quest), and always end with a summary of the XP and treasure earned. Only the questlord and the character on the quest may post to a quest thread. Any concerns other players have about the quest should be posted on the Comments and Concerns thread for that week. Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) |
| Pitlords01-12-05, 12:47 PM | The People of the Core Coliseum What is a Game Master? Who are the Game Masters? The Game Masters are the people who run the Core Coliseum. They should not be confused with the WizO's, who are Wizards of the Coast employees making sure that the Code of Conduct is followed. Game Masters have no authority to enforce the Code of Conduct; their job is to arbitrate in rules disputes, and to do the many little jobs needed to keep the Coliseum running smoothly. A Game Master's word is law regarding the rules of the Coliseum. There are two Game Masters: Caterane (http://boards1.wizards.com/member.php?u=154373) and Ashenai (http://boards1.wizards.com/member.php?u=317159). They're both friendly people; feel free to send either of them a PM if you need help with anything. Who is this Pitlords (http://boards1.wizards.com/member.php?u=245524) guy? Pitlords is not a real person; he's the GM Avatar, used jointly by the Game Masters. He has several purposes. The Game Masters use him to make posts (like the Roster, or this FAQ) that they both want to be able to edit later. They also use him to make "official" posts; a post by Pitlords is almost always an offical declaration, and you can be sure that a Pitlords post is something that both Game Masters agree on. Finally, if you want to change anything about your profile on the list of pitlords, you should send a PM to Pitlords. What is the Council of Elders? Who are the Elders? The Council of Elders consists of a number of reliable regulars who are respected in the Core Coliseum, and are both very familiar with the rules and have a lot of experience with the Coliseum's workings. Their purpose is to create, review, and change the rules of the Core Coliseum. While the Game Masters can overrule a Council decision, they almost never do; the opinion of the Elders is very highly valued indeed. Elders have important responsibilities, however. They are expected to take an active interest in the everyday goings-on of the Coliseum, and to vote on all issues in a timely manner. An Elder who is not performing his or her duties, or is inactive for a long time, risks being demoted. Currently, the active Elders are Cellardweller (http://boards1.wizards.com/member.php?u=233716), Jindl (http://boards1.wizards.com/member.php?u=251979), LLMadCow (http://boards1.wizards.com/member.php?u=193073), Pittbull (http://boards1.wizards.com/member.php?u=285133), and Sindorin (http://boards1.wizards.com/member.php?u=305350) So, do any of you guys have faces? We do indeed, and you can see many of us in all our glory here and here, in the FAQ and World Thread. If you want your picture up there, just email it to Caterane (Caterane(at)gmx.de). Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) |
| Pitlords01-12-05, 12:51 PM | The Core Rules What does the word "Core" mean? What rulebooks can I use? Our definition of "Core" means everything that can be found in one of the following four sources (all D&D 3.5 sources): the Player's Handbook (http://www.wizards.com/default.asp?x=products/dndcore/175240000) (PHB), the Dungeon Master's Guide (http://www.wizards.com/default.asp?x=products/dndcore/177520000) (DMG), the Monster Manual (http://www.wizards.com/default.asp?x=products/dndcore/177550000) (MM), and the 3.5 System Reference Document (http://www.systemreferencedocuments.org/35/sovelior_sage/home.html) (SRD). Every D&D rule used in the Core Coliseum can be found in one of those four sources. I don't have any of the rulebooks, only the System Reference Document. What am I missing out on? Not too much. The Dungeon Master's Guide has one prestige class that's not in the SRD: the Red Wizard (page 193). The Monster Manual has the following races that are not in the SRD: Beholder and Gauth (page 25), Carrion Crawler (page 30), Displacer Beast and Displacer Beast Pack Lord (page 66), Githyanki (page 127), Githzerai (page 129), Kuo-Toa (page 163), Mind Flayer (page 186), the five types of Slaad (page 228), Umber Hulk (page 248), and the three types of Yuan-Ti (page 262). These races and the prestige class are all allowed in the Core COliseum, even though they're not in the SRD. I have the Expanded Psionics Handbook. Can I use everything in there? Not everything, but almost. The Hidden Talent feat (page 67) isn't in the SRD, and so cannot be taken. Similarly, the Githyanki (page 10), Githzerai (page 11), and Thri-Kreen (page 14) races aren't in the SRD, and thus cannot be used. Note that the non-psionic versions of the Githyanki and the Githzerai are in the Monster Manual, and so can be used; the restriction only applies to the psionic versions listed in the Expanded Psionics Handbook. Also note that besides minor name changes to several of the prestige classes, one prestige class (the Illithid Slayer) has become the Slayer (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicSlayer.html), and now has one less prerequisite, in addition to being a much more flexible class. Are all the Core Rules implemented? No exceptions? There is one single exception: the Gate spell (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsFtoG.html#gate). We have found that spell to be completely abusable and over-the-top, and so--by unanimous Council vote--we have decided to ban the Gate spell in all its forms. What if the Core Rules are unclear about something? These kinds of rules ambiguities are the usual fare in the Council of Elders (http://boards1.wizards.com/showthread.php?t=444107) thread. If nothing usable emerges after looking through the four Core sources, we look at the 3.5 FAQ documents (http://www.wizards.com/dnd/files/Main35FAQv12102004.zip), and the Rules of the Game (http://www.wizards.com/default.asp?x=dnd/arch/rg) articles on the WotC website. If none of those help us reach a conclusion and there is a disagreement on the matter, the usual way we handle it is to have a Game Master give a temporary ruling, which remains in effect until the Council of Elders makes a final decision. I'd really like to play a <thing>, but it's not Core. Can't we make an exception? The answer is almost certainly "sorry, no". There are a number of reasons for this. First of all, most of the non-Core things people would like to play are in non-Core rulebooks, and are only avaiable to people who own that rulebook. This is a problem partly because then only pitlords who have that rulebook can run your fights, and partly because it would give you an unfair advantage over people who don't have that rulebook and can't play a similar character. We don't want people to be more or less successful in the Coliseum based on what books they have, and we certainly don't want to require any more books from people than the three Core rulebooks. Secondly, the more sources we allow, the more complex things become. The pitords here already have a huge workload looking up all the abilities of the various characters, especially high-level ones. Adding new sources makes that job all but impossible. Thirdly, the more rulebooks we allow, the more "broken" combinations become available. Take a look at the Character Optimization board (http://boards1.wizards.com/forumdisplay.php?f=339); the cheesiness of some of the builds there has to be seen to be believed. There have been two Arenas before the Core Coliseum; both of them allowed non-Core sources, and they're both dead now. We don't want to make the same mistake they did. If you still believe that adding something non-Core to the Coliseum would benefit everyone, then by all means post your suggestion in the Tavern (http://boards1.wizards.com/showthread.php?t=444341) thread. Just try not to get your hopes up. ;) Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) |
| Pitlords01-12-05, 01:36 PM | The Rules of Gladius: Starting Out I'd like to play, but I don't want to make a character from scratch. What can I do? We have a number of pre-generated characters (UNKNOWN). Take a look at them, and feel free to rip them off as much or as little as you like, and post the results in the Characters thread (http://boards1.wizards.com/showthread.php?t=359951). You can even copy-and-paste the whole character word for word, if you're feeling especially uncreative. :) If you feel like trying out a higher-level character, there are a number of NPC mercenaries you can use. In that case, send a PM to Pitlords saying which mercenary you'd like to take over, and he/she is all yours. Note that this is only a temporary option; once mercenary gains a level from your actions, you will lose control over him or her. If you want a character for the long-term, you'll have to make your own. I'd like to make a character. How do I go about it? All you have to do is fill in this standard character sheet (just remember to delete the [QUOTE=Pitlords] tag from the front and the [QUOTE] tag from the end). Once it's posted to the Characters (http://boards1.wizards.com/showthread.php?p=5179872#post5179872) thread and is to your liking, edit its title line to read "Ready for <date>", where <date> is a Wednesday, and he will be paired on that Wednesday. Simple, eh? :) What level should he or she be? How much XP? All starting characters should be ECL 3. That means, for instance, a level 3 Elf (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/races.html&origin=), a level 2 Tiefling (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#tiefling&origin=), or a level 1 Drow (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#drow-elf&origin=). Your character starts with 3200 XP. If he or she can craft magic items, up to 200 XPs can be used for crafting. You are assumed to have unlimited time for crafting before your character enters Gladius. It is possible for the more exotic races and/or start higher than ECL 3, but this costs Credits. For information on starting XP for ECLs higher than 3, see FAQ: Races and Classes. How are ability scores determined? Use standard 36-point buy (DMG, page 169). Here are the costs for all ability scores: An ability score of 8 costs 0 points. An ability score of 9 costs 1 point. An ability score of 10 costs 2 points. An ability score of 11 costs 3 points. An ability score of 12 costs 4 points. An ability score of 13 costs 5 points. An ability score of 14 costs 6 points. An ability score of 15 costs 8 points. An ability score of 16 costs 10 points. An ability score of 17 costs 13 points. An ability score of 18 costs 16 points. If your character is of a race with ability score bonuses or penalties, don't forget that you pay the point cost for your ability first, and then apply the bonuses and penalties! How are hit points determined? Characters get maximum hit points at level 1. Additional Hit Dice will grant hit points as shown below. The total hp's will then be rounded down to the nearest whole number. Example: A level 4 Wizard with a 12 Con would have: 4 + 3 x 2.5 + 4 x 1 = 4 + 7.5 + 4 = 15.5 hps, which rounds down to 15 hps. Allies do not get a maximized first HD. Instead, they gain the hps shown below for each HD (including the first) and then round down to the nearest number. Example: A 5 HD skeleton ally would have: 5 x 6.5 = 32.5 hps, which rounds down to 32 hps. 1d4 = 2.5 hps 1d6 = 3.5 hps 1d8 = 4.5 hps 1d10 = 5.5 hps 1d12 = 6.5 hps How much money and equipment do characters start with? You start with 3000 gp at ECL 3. If you start at a higher level, you also start with more gold: see FAQ: Races and Classes for more information. Please note that this option costs Credits. You may buy or craft whatever equipment you like (magical or mundane) for your character. Custom magic items are not allowed, however; only items that can actually be found in one of the rulebooks. You can buy or craft custom magic items only by spending credits to do so; see Advanced Rules: The Credit System for more information. I'm done with my character. What now? Post him or her on the Gladiators thread. Next, decide what you want him or her to do. If you want your character to fight in the Arena, edit the title line to read "Ready for <date>", where <date> is the next Wednesday. If you want him or her to go on a quest, send a quest request to Pitlords. Can I have more than one character? Yes. In fact, you're encouraged to. You can have as many characters as you wish. However, only two of them can be active (that is, doing something) at any one time without having to pay credits. You may have more than two characters active by paying credits. Every active character above the 2nd one costs 1 credit; see Advanced Rules: The Credit System for more information. What can characers do? Characters can take part in Arena Fights, Quests, and Campaigns. Or they can stay home for a week or two and do some Crafting. Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) |
| Pitlords01-12-05, 01:54 PM | The Rules of Gladius: Playable Races and Classes What playable races are there? The following table includes all playable races. Races which have to start above ECL 3 cost credits to play (4 credits per level above level 3). You may also enter a regular race at a higher league by paying the same credit cost as for exotic races. Level Racial Starting Starting Credit Race Adj. Hit Dice Class Lvl ECL Cost Human (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/races.html&origin=) +0 0 3 3 0 Dwarf (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/races.html&origin=) +0 0 3 3 0 Dwarf, Deep (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#deep-dwarf&origin=) +0 0 3 3 0 Dwarf, Mountain (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#mountain-dwarf&origin=) +0 0 3 3 0 Elan (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicRaces.html&origin=) +0 0 3 3 0 Elf (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/races.html&origin=) +0 0 3 3 0 Elf, Aquatic (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#aquatic-elf&origin=) +0 0 3 3 0 Elf, Gray (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#gray-elf&origin=) +0 0 3 3 0 Elf, Wild (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#wild-elf&origin=) +0 0 3 3 0 Elf, Wood (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#wood-elf&origin=) +0 0 3 3 0 Gnome (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/races.html&origin=) +0 0 3 3 0 Gnome, Forest (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#forest-gnome&origin=) +0 0 3 3 0 Goblin (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#goblin&origin=) +0 0 3 3 0 Half-Elf (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/races.html&origin=) +0 0 3 3 0 Half-Orc (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/races.html&origin=) +0 0 3 3 0 Halfling (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/races.html&origin=) +0 0 3 3 0 Halfling, Deep (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#deep-halfling&origin=) +0 0 3 3 0 Halfling, Tallfellow (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#tallfellow-halfling&origin=) +0 0 3 3 0 Kobold (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#kobold&origin=) +0 0 3 3 0 Maenad (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicRaces.html&origin=) +0 0 3 3 0 Orc (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#orc&origin=) +0 0 3 3 0 Xeph (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicRaces.html&origin=) +0 0 3 3 0 Aasimar (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#aasimar&origin=) +1 0 2 3 0 Blue (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#blue&origin=) +1 0 2 3 0 Dromite (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicRaces.html&origin=) +1 0 2 3 0 Dwarf, Duergar (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#duergar-dwarf&origin=) +1 0 2 3 0 Dwarf, Duergar (Psionic) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicRaces.html&origin=) +1 0 2 3 0 Half-Giant (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicRaces.html&origin=) +1 0 2 3 0 Hobgoblin (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#hobgoblin&origin=) +1 0 2 3 0 Merfolk (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersMtoN.html#merfolk&origin=) +1 0 2 3 0 Tiefling (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#tiefling&origin=) +1 0 2 3 0 Elf, Dark (Drow) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#drow-elf&origin=) +2 0 1 3 0 Githyanki (MM, page 127) +2 0 1 3 0 Githzerai (MM, page 129) +2 0 1 3 0 Gnoll (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#gnoll&origin=) +1 2 0 3 0 Lizardfolk (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lizardfolk&origin=) +1 2 0 3 0 Locathah (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#locathah&origin=) +1 2 0 3 0 Gnome, Deep (Svirfneblin) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#svirfneblin-gnome&origin=) +3 0 1 4 4 Bugbear (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersBtoC.html#bugbear&origin=) +1 3 0 4 4 Demon, Dretch (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#dretch-demon&origin=) +2 2 0 4 4 Grimlock (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#grimlock&origin=) +2 2 0 4 4 Krenshar (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#krenshar&origin=) +2 2 0 4 4 Sahuagin (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#sahuagin&origin=) +2 2 0 4 4 Sprite, Grig (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#grig&origin=) +3 1 0 4 4 Sprite, Nixie (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#nixie&origin=) +3 1 0 4 4 Troglodyte (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#troglodyte&origin=) +2 2 0 4 4 Sprite, Pixie (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#pixie&origin=) +4 0 1 5 8 Derro (Sane) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#derro&origin=) +2 3 0 5 8 Dragon, White (Wyrmling) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#white-dragon&origin=) +2 3 0 5 8 Kuo-Toa (MM, page 163) +3 2 0 5 8 Pseudodragon (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#pseudodragon&origin=) +3 2 0 5 8 Sahuagin (4 arms) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#sahuagin&origin=) +3 2 0 5 8 Skum (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#skum&origin=) +3 2 0 5 8 Triton (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#triton&origin=) +2 3 0 5 8 Azer (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#azer&origin=) +4 2 0 6 12 Centaur (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersBtoC.html#centaur&origin=) +2 4 0 6 12 Dragon, Brass (Wyrmling) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#brass-dragon&origin=) +2 4 0 6 12 Ogre (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#ogre&origin=) +2 4 0 6 12 Yuan-Ti, Pureblood (MM 263) +2 4 0 6 12 Sprite, Pixie (with Dance) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#pixie&origin=) +6 0 1 7 16 Aranea (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#aranea&origin=) +4 3 0 7 16 Dragon, Black (Wyrmling) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#black-dragon&origin=) +3 4 0 7 16 Dragon, Copper (Wyrmling) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#copper-dragon&origin=) +2 5 0 7 16 Satyr (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#satyr&origin=) +2 5 0 7 16 Dopperlganger (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDitoDo.html#doppelganger&origin=) +4 4 0 8 20 Minotaur (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersMtoN.html#minotaur&origin=) +2 6 0 8 20 Salamander, Flamebrother (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#salamander&origin=) +4 4 0 8 20 Unbodied (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#unbodied&origin=) +4 4 0 8 20 Dragon, White (very Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#white-dragon&origin=) +3 6 0 9 24 Ettercap (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#ettercap&origin=) +4 5 0 9 24 Gargoyle (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#gargoyle&origin=) +5 4 0 9 24 Xill (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#xill&origin=) +4 5 0 9 24 Displacer Beast (MM 66) +4 6 0 10 28 Dragon, Black (Very Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#black-dragon&origin=) +3 7 0 10 28 Dragon, Blue (Wyrmling) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#blue-dragon&origin=) +4 6 0 10 28 Dragon, Brass (Very Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#brass-dragon&origin=) +3 7 0 10 28 Dragon, Bronze (wyrmling) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#bronze-dragon&origin=) +4 6 0 10 28 Dragon, Green (Wyrmling) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#green-dragon&origin=) +5 5 0 10 28 Drider (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#drider&origin=) +4 6 0 10 28 Harpy (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#harpy&origin=) +3 7 0 10 28 Nightmare (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersMtoN.html#nightmare&origin=) +4 6 0 10 28 Archon, Hound (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#hound-archon&origin=) +5 6 0 11 32 Dragon, Copper (Very Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#copper-dragon&origin=) +3 8 0 11 32 Dragon, Red (Wyrmling) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#red-dragon&origin=) +4 7 0 11 32 Dragon, Silver (Wyrmling) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#silver-dragon&origin=) +4 7 0 11 32 Bralani (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersBtoC.html#bralani) +5 6 0 11 32 Genie, Janni (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#janni&origin=) +5 6 0 11 32 Troll (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#troll&origin=) +5 6 0 11 32 Demon, Succubus (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#succubus-demon&origin=) +6 6 0 12 36 Devil, Bearded (Barbazu) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#bearded-devil&origin=) +6 6 0 12 36 Dragon, Gold (Wyrmling) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#gold-dragon&origin=) +4 8 0 12 36 Dragon, White (Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#white-dragon&origin=) +3 9 0 12 36 Intellect Devourer (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#intellect-devourer&origin=) +6 6 0 12 36 Lammasu (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lammasu&origin=) +5 7 0 12 36 Ogre Mage (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#ogre-mage&origin=) +7 5 0 12 36 Treant (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#treant&origin=) +5 7 0 12 36 Yuan-Ti, Halfblood (MM 264) +5 7 0 12 36 Dragon, Black (Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#black-dragon&origin=) +3 10 0 13 40 Dragon, Blue (Very Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#blue-dragon&origin=) +4 9 0 13 40 Dragon, Bronze (Very Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#bronze-dragon&origin=) +4 9 0 13 40 Dragon, Green (Very Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#green-dragon&origin=) +5 8 0 13 40 Genie, Djinni (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#djinni&origin=) +6 7 0 13 40 Lamia (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lamia&origin=) +4 9 0 13 40 Lillend (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lillend&origin=) +6 7 0 13 40 Nymph (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersMtoN.html#nymph&origin=) +7 6 0 13 40 Slaad, Red (MM, page 228) +6 7 0 13 40 Devil, Chain (Kyton) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#chain-devil&origin=) +6 8 0 14 44 Dragon, Brass (Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#brass-dragon&origin=) +4 10 0 14 44 Dragon, Silver (Very Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#silver-dragon&origin=) +4 10 0 14 44 Rakshasa (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#rakshasa&origin=) +7 7 0 14 44 Salamander (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#salamander&origin=) +5 9 0 14 44 Shambling Mound (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#shambling-mound&origin=) +6 8 0 14 44 Slaad, Blue (MM, page 229) +6 8 0 14 44 Dragon, Copper (Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#copper-dragon&origin=) +4 11 0 15 48 Dragon, Red (Very Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#red-dragon&origin=) +5 10 0 15 48 Ettin (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#ettin&origin=) +5 10 0 15 48 Inevitable, Zelekhut (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#zelekhut-inevitable&origin=) +7 8 0 15 48 Mind Flayer (MM, page 186) +7 8 0 15 48 Couatl (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersBtoC.html#couatl&origin=) +7 9 0 16 52 Couatl (Psionic) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#couatl-psionic&origin=) +7 9 0 16 52 Devil, Erinyes (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#erinyes-devil&origin=) +7 9 0 16 52 Dragon, Gold (Very Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#gold-dragon&origin=) +5 11 0 16 52 Dragon, Green (Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#green-dragon&origin=) +5 11 0 16 52 Giant, Hill (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#hill-giant&origin=) +4 12 0 16 52 Slaad, Gray (MM 231) +6 10 0 16 52 Slaad, Green (MM 230) +7 9 0 16 52 Yuan-Ti, Abomin. (MM 264) +7 9 0 16 52 Dragon, Black (Juvenile) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#black-dragon&origin=) +4 13 0 17 56 Dragon, Blue (Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#blue-dragon&origin=) +5 12 0 17 56 Dragon, Brass (Juvenile) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#brass-dragon&origin=) +4 13 0 17 56 Dragon, White (Juvenile) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#white-dragon&origin=) +5 12 0 17 56 Cerebrilith (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#cerebrilith&origin=) +9 9 0 18 60 Demon, Vrock (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#vrock-demon&origin=) +8 10 0 18 60 Dragon, Bronze (Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#bronze-dragon&origin=) +6 12 0 18 60 Dragon, Copper (Juvenile) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#copper-dragon&origin=) +4 14 0 18 60 Dragon, Silver (Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#silver-dragon&origin=) +5 13 0 18 60 Giant, Frost (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#frost-giant&origin=) +4 14 0 18 60 Giant, Stone (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#stone-giant&origin=) +4 14 0 18 60 Athach (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#athach&origin=) +5 14 0 19 64 Demon, Hezrou (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#hezrou-demon&origin=) +9 10 0 19 64 Dragon, Red (Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#red-dragon&origin=) +6 13 0 19 64 Giant, Fire (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#fire-giant&origin=) +4 15 0 19 64 Nightmare, Cauchemar (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersMtoN.html#nightmare&origin=) +4 15 0 19 64 Angel, Astral Deva (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#astral-deva-angel&origin=) +8 12 0 20 68 Archon, Trumpet (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#trumpet-archon&origin=) +8 12 0 20 68 Dragon, Gold (Young) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#gold-dragon&origin=) +6 14 0 20 68 Dragon, Green (Juvenile) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#green-dragon&origin=) +6 14 0 20 68 Giant, Stone (Elder) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#stone-giant&origin=) +6 14 0 20 68 Alignment: The alignment is freely choosable unless it has "always" in its creature entry (like demons always being chaotic evil). The Monster Manual, however, says that even in this case, exceptions are possible although they are very rare. In order to reflect this here, you have to pay 5 credits per step the alignment is away from the one listed as 'always'. Thus, a lawful good pixie costs 5 credits while a fallen chaotic evil hound archon costs 20 credits. Which templates can I add to my race? In addition, the following templates can be added to all of the above races, for the corresponding extra level adjustment: Inherited Tempates (These can only be taken at character creation) Template Level Adjustment Celestial Creature (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersBtoC.html#celestial-creature&origin=) +1 Fiendish Creature (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#fiendish-creature&origin=) +1 Phrenic Creature (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#phenric-creature&origin=) +2 Half-Dragon (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#half-dragon&origin=) +3 Lycanthrope (natural) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lycanthrope&origin=) +3 (See below) Half-Celestial (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#half-celestial&origin=) +4 Half-Fiend (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#half-fiend&origin=) +4 Acquired Templates (These can be taken at any point during the character's career) Acquired Templates - unless taken at character creation - require a roleplaying component to be fulfilled. This is always a Standard 3-week Quest (http://boards1.wizards.com/showpost.php?p=5660571) and the template is the Quest Reward. The character must complete the Quest to get the desired template. The player also has to pay the appropriate credit cost for the increased ECL, which is 4° per extra level gained from the template. A 3-week Quest is mandatory. We assume that those who can spend 12 or more credits on a template can afford a Quest aswell. See it as an additional cost for the template. After completion, his ECL increases depending on the template. He instantly jumps to the necessary ECL (that is, his old level with which he began the quest plus the template level adjustment). He checks the table 3-2 (PHB,p22) on how many xp his new ECL gets, then adds the xp he gained during his quest. For gold, he adds the difference between his old ECL and the new ECL based on the table 5-1 (DMG,p135), and adds that amount to his stash, then adds the gold and items he found in the Quest. Example: Anna the halfling (ECL 3; 3500 XP, 3700 gp) had lead a happy life until her evil player (let's call him Jyndle :D) wants her to die and rise as a ghost. So Anna embarks on a Quest with the Quest Goal: Ghost Template. She faces three encounters, and although she has to die in the end to become a ghost, she must complete the quest successfully first - i.e. survive all encounters; her transformation into a ghost is a roleplaying component at the end of the Quest. She completes the quest and gains 4000 XP and 4000 gp. With the new template her ECL rises to 8. According to the table below, an ECL 8 character gets 29,000 XP which is where she instantly jumps to. Then she adds the 4000 XP that she gained by completing her Quest. For her gold, she checks the table 5-1 in the DMG, and calculates the difference between ECL 3 and 8 - which is 24,300 gp. She also gets the 4000 gp from her quest for a total gold reward of 28,300 which is added to her existing wealth (3700, s.a.). Anna ends up with 33,000 XP and 32,000 gold. Template Level Adjustment Lycanthrope (afflicted) (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lycanthrope&origin=) +2 (See below) Lich (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lich&origin=) +4 Ghost (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#ghoul&origin=) +5 Vampire (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#vampire&origin=) +8 Notes: Lycanthrope “Lycanthrope” is a template that can be added to any humanoid or giant (referred to hereafter as the base creature). The lycanthrope template can be inherited (for natural lycanthropes, LA+3) or acquired (for afflicted lycanthropes, LA+2). Becoming a lycanthrope is very much like multiclassing as an animal and gaining the appropriate Hit Dice. Lycanthrope Level Adjustment: Same as the base creature (Base Animal) + Base Race (+0 unless a LA race) +2 (afflicted) or +3 (natural); a lycanthrope’s ECL is calculated: Base Animal HD + Lycanthrope (afflicted or natural) + Class Levels. Example: Natural Human Werewolf Fighter 2 = (Human +0) + (Lycanthrope +3 Inherited) + (Wolf +1) (Fighter +2) = ECL 6 Notes: Ghost The ghost, vampire, and lich templates which require the character to die, do not incur a level loss! They are gained as a quest reward at the end of a Quest. What playable classes are there? Playable base classes are the following: Barbarian (http://www.systemreferencedocuments.org/35/sovelior_sage/barbarian.html), Bard (http://www.systemreferencedocuments.org/35/sovelior_sage/bard.html), Cleric (http://www.systemreferencedocuments.org/35/sovelior_sage/cleric.html), Druid (http://www.systemreferencedocuments.org/35/sovelior_sage/druid.html), Fighter (http://www.systemreferencedocuments.org/35/sovelior_sage/fighter.html), Monk (http://www.systemreferencedocuments.org/35/sovelior_sage/monk.html), Paladin (http://www.systemreferencedocuments.org/35/sovelior_sage/paladin.html), Ranger (http://www.systemreferencedocuments.org/35/sovelior_sage/ranger.html), Rogue (http://www.systemreferencedocuments.org/35/sovelior_sage/rogue.html), Sorcerer (http://www.systemreferencedocuments.org/35/sovelior_sage/sorcerer.html), Wizard (http://www.systemreferencedocuments.org/35/sovelior_sage/wizard.html); Psion (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPsion.html), Psychic Warrior (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPsychicWarrior.html), Soulknife (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicSoulknife.html), Wilder (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicWilder.html); Adept (http://www.systemreferencedocuments.org/35/sovelior_sage/npcClasses.html), Aristocrat (http://www.systemreferencedocuments.org/35/sovelior_sage/npcClasses.html), Commoner (http://www.systemreferencedocuments.org/35/sovelior_sage/npcClasses.html), Expert (http://www.systemreferencedocuments.org/35/sovelior_sage/npcClasses.html), and Warrior (http://www.systemreferencedocuments.org/35/sovelior_sage/npcClasses.html). The playable prestige classes: Arcane Archer (http://www.systemreferencedocuments.org/35/sovelior_sage/arcaneArcher.html), Arcane Trickster (http://www.systemreferencedocuments.org/35/sovelior_sage/arcaneTrickster.html), Archmage (http://www.systemreferencedocuments.org/35/sovelior_sage/archmage.html), Assassin (http://www.systemreferencedocuments.org/35/sovelior_sage/assassin.html), Blackguard (http://www.systemreferencedocuments.org/35/sovelior_sage/blackguard.html), Dragon Disciple (http://www.systemreferencedocuments.org/35/sovelior_sage/dragonDisciple.html), Duelist (http://www.systemreferencedocuments.org/35/sovelior_sage/duelist.html), Dwarven Defender (http://www.systemreferencedocuments.org/35/sovelior_sage/dwarvenDefender.html), Eldritch Knight (http://www.systemreferencedocuments.org/35/sovelior_sage/eldritchKnight.html), Hierophant (http://www.systemreferencedocuments.org/35/sovelior_sage/hierophant.html), Horizon Walker (http://www.systemreferencedocuments.org/35/sovelior_sage/horizonWalker.html), Loremaster (http://www.systemreferencedocuments.org/35/sovelior_sage/loremaster.html), Mystic Theurge (http://www.systemreferencedocuments.org/35/sovelior_sage/mysticTheurge.html), Red Wizard (DMG, page 193), Shadow Dancer (http://www.systemreferencedocuments.org/35/sovelior_sage/shadowdancer.html), Thaumaturgist (http://www.systemreferencedocuments.org/35/sovelior_sage/thaumaturgist.html); Cerebremancer (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicCerebremancer.html), Elocater (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicElocater.html), Psionic Fist (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicFist.html), Slayer (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicSlayer.html), Metamind (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMetamind.html), Psion Uncarnate (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPsionUncarnate.html), Pyrokineticist (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPyrokineticist.html), Thrallherd (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicThrallherd.html), and War Mind (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicWarMind.html). How many XP and gold does my newly created character get? Most newly created gladiators will begin with ECL 3. However, some might want to pay credits to play an exotic race that has to enter at a higher ECL because of its racial HD or its LA. Alternatively, you can pay credits to buy additional class levels for your newly created character. Once the character is up on the roster, you cannot buy additional levels by paying credits but must level normally. The table below shows the starting XP and gold for each ECL. ***** Starting- ***** -ECL -XP -Gold ________________________ 3 3200 3000 4 6300 5700 5 10500 9500 6 15500 13500 7 22000 20000 8 29000 28000 9 38000 38000 10 47000 51000 11 57000 69000 12 69000 92000 13 82000 115000 14 95000 157000 15 110000 210000 16 126000 273000 17 143000 357000 18 160000 462000 19 179000 609000 20 200000 800000 Please notify the Pitlords GM Avatar if you want to enter a creature higher than ECL 3! I want to retire my character. What can I do? Sometimes, characters won't work as good as you might have initially thought, and it is of course absolutely within your right to retire this character (and build a new one?). Just write a PM to the Pitlords GM Avatar and tell him that you want to retire the character. The only thing we are asking you is that you do not delete the character. Leave him as he is. Although the character might not be on the Roster anymore, we still have backups of all character links but they only work if there is still a character in there. If your character was at least in the level 7 League, he has earned a place of honor on the Gladius Graveyard, findable in the Characters thread. Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) |
| Pitlords01-12-05, 02:07 PM | The Rules of Gladius: Skills and Feats While most of the skills work in the Core Coliseum (or don't) just as you'd expect them to, there are a few skills that work slightly differently in Gladius, or have some special issues of note. When using any skill outside of a fight or encounter, you're always assumed to be taking 10 (unless you can't take 10 on the skill in question, like Use Magic Device). The Craft Skills Weaponsmithing, Armorsmithing, Bowmaking: You may craft any non-magical item with a listed price that is related to the respective craft skill. The cost of raw materials is 1/2 (not 1/3), but the speed of crafting is much faster than that given in the skill description: you can craft 1000 gp's worth of market price in one day. For example, an adamantine greatsword costing 3050 gp would take 4 days to craft, and cost you 1525 gp. You are assumed to be taking 10 on all crafting rolls. For example, the above adamantine greatsword would have a craft DC of 20, meaning that your character would need a Craft (weaponsmithing) skill bonus of at least +10. You can buy a masterwork tool (50 gp) for the respective craft skill which gives you a +2 circumstance bonus. Poisonmaking and Alchemy: With Craft poisonmaking, you can craft any non-magical poison listed in the DMG, p297. The cost of raw materials is 1/2 of the base price. There is no chance for failure and you complete it much faster. To create a poison, you need to have a Craft Poisonmaking skill modifier of at least as high as the respective poison's DC. For example, if you want to craft carrion crawler brain juice poison (Dc13), you would have to have a Craft poisonmaking modifier of +13 or more. You can buy an alchemist's lab (500 gp) which gives you a +2 circumstance bonus on craft poisonmaking. With Craft alchemy, you can craft any alchemical item listed in the Equipment section of the PHB, or on p71 (Craft skill). Your Craft alchemy modifier needs to be +5 for acid flasks, +10 for alchemist's fire, smokesticks, and tindertwigs, and +15 for antitoxins, sunrods, tanglefoot bags, and thunderstones. You also need to have at least one caster level in any spellcasting class, or one manifester level in any psionic class. You can buy an alchemist's lab (500 gp) which gives you a +2 circumstance bonus on craft alchemy. Crafting and Time: You may craft items up to 1000 gp Marketprice without having to sit out. However, if you exceed that value, you cannot participate in any event. Your character is still considered active. The Craft Feats This section includes all craft feats for spellcasters (scrolls, potions, arms&armor, rods, staffs, wands, rings, wondrous items, and constructs) as well as those equivalents for psionic manifesters (tattoos, powerstones, dorjes, cognizance crystals, psicrowns, universal items, and psionic constructs). In order to craft a magic or psionic item, you must have the appropriate feat and any spell or power mentioned as necessary in the items entry. However, you do not have to have the caster level mentioned in the item's entry! Crafting follows the core rules as described in the DMG/EPHB in the respective feat description. You have to pay 1/2 of the market price in raw materials, and 1/25 of the market price in XP. Crafting and Time: You may craft items up to 1000 gp Marketprice without having to sit out. However, if you exceed that value, you cannot participate in any event for that week. Your character is still considered active. For very expensive items, you might have to sit out even more than a week. If you craft items for more than 7000 gp Marketprice, you have to sit out another week, and another one for every additional 7000 gp. Handle Animal One possible source of cohorts is the Handle Animal skill, which you can use to tame wild beasts. You will generally have to go on a Quest to find a particular beast. Once you have found it, it is yours. You will sometimes have to defeat it in case of more aggressive beasts, else there will be another obstacle that you have to face first. Finally, you must take the time to teach it tricks or train it for a purpose (see skill description (http://www.systemreferencedocuments.org/35/sovelior_sage/skillsAll.html#handle-animal) for details). See FAQ: Cohorts and Allies (http://boards1.wizards.com/showpost.php?p=5222449) for more information on which races you can obtain and train with Handle animal. Teaching a trick to an animal is a DC 20 check so you need to have a Handle animal modifier of at least +10. Training magical beasts requires a DC 25 check thus you need to have a +15 modifier on your Handle animal skill. You can buy a masterwork tool (50 gp) which grants you a +2 circumstance bonus to your Handle animal skill. Training and Time: According to the rules, you need to spend only 3 hours a day training with your companion. That means you are not considered active because of training but can do other things meanwhile. However, you may teach only one trick per week to your animal. Hide and Spot These skills are often used incorrectly. Please read the Spot skill description (http://www.systemreferencedocuments.org/35/sovelior_sage/skillsAll.html#spot) carefully. A quick clarification on how Hide/Spot works: First of all, if a character has no cover or concealment at the end of his turn, he cannot hide. If he has no cover or concealment at the beginning of his turn, but manages to move to cover or concealment by the end of the turn, he can hide, but his opponent will know exactly where he last lost sight of the guy hiding. Note that hiding is not an action; if a character has cover, he will automatically try to hide. Don't forget about the -5 for moving faster than full speed, though, or the -20 for running or sniping. Secondly, an opponent gets one reactive Spot roll every round in the opponent's round, if line of sight is not completely blocked. For the distance modifier, use the closest distance the opponent was to the spotter in the round. If th e spotter wants to make a Spot roll during his own action, he'll have to use a move action. Move Silently and Listen Move Silently and Listen work similarly to Spot. Specifically: Moving Silently is not an action; a character will automatically try to move silently. Don't forget about the -5 for moving faster than full speed, though, or the -20 for running. Also, an opponent gets one reactive Listen roll every round in the opponent's round. For the distance modifier, use the closest distance the opponent was to the spotter in the round. If th e spotter wants to make a Listen roll during his own action, he'll have to use a move action. Finally, the rules don't specify how precisely someone's position is determined if the Listen roll beats the Move Silently, but by less than 20. We use the following estimate: If the Listen roll beats the Move Silently by 0-4, randomize within 20'; this is 61 possible positions in 2D, or a lot more in 3D: | | | |*|*|*| | | | | |*|*|*|*|*|*|*| | | |*|*|*|*|*|*|*| | |*|*|*|*|*|*|*|*|*| |*|*|*|*|@|*|*|*|*| |*|*|*|*|*|*|*|*|*| | |*|*|*|*|*|*|*| | | |*|*|*|*|*|*|*| | | | | |*|*|*| | | | By 5-9: within 15'; randomize between 37 squares in 2d, 179 in 3d. | | |*|*|*| | | | |*|*|*|*|*| | |*|*|*|*|*|*|*| |*|*|*|@|*|*|*| |*|*|*|*|*|*|*| | |*|*|*|*|*| | | | |*|*|*| | | By 10-14: within 10'; randomize between 21 squares in 2d, 91 in 3d. | |*|*|*| | |*|*|*|*|*| |*|*|@|*|*| |*|*|*|*|*| | |*|*|*| | By 15-19: within 5'; randomize between 9 squares in 2d, 27 in 3d. |*|*|*| |*|@|*| |*|*|*| By 20 or more: pinpoint. The Knowledge Skills Knowledge skills--specifically, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (nature), Knowledge (religion), and Knowledge (the planes)--are used to identify monsters encountered on quests and campaigns. If the character meets a monster on a quest, the questlord should make the appropriate Knowledge roll in secret (dungeoneering for oozes, nature for animals, fey, giants, monstrous humanoids, plants, and vermin, religion for undead, the planes for outsiders and elementals, and arcana for everything else). If the character fails his roll, he should only get a rough description of what he has encountered (an ogre might be a "large, giantish brute clothed in rags", for example). The questlord should feel free to lie to the player about what he has encountered, especially if the roll fails by 5 or more. FOr example, he could say that the Wyvern the character encountered is actually a Black Dragon, or a Troll is actually an Ogre. If a character goes hunting a specific creature, that creature should, of course, be identified correctly without making any rolls. Ride and Mounted Combat The ride skill let's you perform any trick mentioned in the Ride skill entry (http://www.systemreferencedocuments.org/35/sovelior_sage/skillsAll.html#ride). Although ride functions normally in the Core Coliseum, a clarification of the complicated rules on mounted combat is necessary to prevent confusion. Cover from Mount: If you use your mount for cover (Ride check Dc15), you cannot make any attacks at the exact time of doing this but you are not prevented from casting spells or attacking later in the same round. This has been clarified by Skip Williams in the Rules of the Game: All about Mounts (http://www.wizards.com/default.asp?x=dnd/rg/20050125a) section of the WotC homepage. You have to be aware of the attack and not flatfooted. Mounted Combat: If you have the Mounted Combat feat, and want to use your ride skill to negate a hit, you must be aware of the attack and not flatfooted. Mounted Movement: If your mount moves, you use up a move action aswell. If you want to do an action while riding, you must complete the action before your mount has moved half its total distance during that round. Commanding a mount: The mount can perform any action that is within the limits of its physical abilities and intelligence. The mount must be able to see or hear the rider. If the commanded action is a trick the mount knows, giving the command is a move action and requires a DC 10 Handle Animal check. If the mount does not know the trick, the rider must make a DC 25 handle animal check as a fullround action (called "push an animal"). For druid's and ranger's giving a command to their companion, these are a free action if it knows the trick, or a move action if it doesn't. The Defend trick: Unlike all other tricks, the defend trick does not require an action but is automatically triggered if the master of the animal is being attacked. Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) |
| Pitlords01-12-05, 02:17 PM | The Rules of Gladius: Arena Combat What is the Arena? Are there different ones? The Arena is where most of the gladiators fight. You will find the Standard Map in the Characters thread. The arena is a cylinder, with a radius of 150 feet and a height of 50 feet. The walls, ceiling, and floor are assumed to be 20 foot thick at a minimum. Each number along the grid represents 5 feet. Posisitive numbers are black. Negative numbers are red. Important: There is a 10 round limit to any effects which allow a character to leave the arena (such as rope trick, etherealness, meld into stone, etc.) Go beyond the 10 rounds and you will lose the fight automatically. This is a cumulative 10 rounds; it does not reset when the gladiator re-enters the arena. There are two kinds of obstacles: columns reach the ceiling, rocks don't. Both are 5'x5', rocks are x5' high. These dimensions will suffice to meld into stone a creature of any size. Comments on starting positions: Characters begin play within one of the starting boxes (N,E,S, or W). This is randomly rolled by the Pitlord. The gladiators, however, can start at any space within their starting box, which must be mentioned in the tactics. If this information is missing in the tactic, the gladiator starts by default at locations A (or B, C, D, respectively) within his starting box. A starting box does neither block LOS nor LOE; it is just a line drawn on the ground. Gladiators with the ability to hover (though the feat or through perfect/good manueverability) may begin flying at this location, though their altitude is still limited to 0 feet. Gladiators may begin mounted on their mounts, and holding one item in each hand. Allies must be placed within the same starting box as the gladiator, and follow the same restrictions for starting positions as gladiators do. In rare cases (when the Core rules allow) allies may share the space with the gladiator at the start (such as in the case of Familiars). This requires the ally to be 2 sizes smaller than the gladiator, or vice versa. At the moment, there is only one arena map: the Standard Arena. What kinds of arena fights are there? There are indeed different kinds of arena fights which will be described below. The Standard Arena Fight: Most arena fights will fall into this category. You are paired against another gladiator from your level and you will fight on one of the arena maps (see above for details on different arenas) and you are assigned a Pitlord (a fight moderator). Study your opponoment's character, devise a tactic against him, and send it to your Pitlord. Then wait until the fight is up on the Fights thread. Seperate Thread Arena Fight: After you are paired against an opponoment, your Pitlord opens a new thread, posts your character sheet and that of your opponoment into it along with a short introduction and the arena map where the fight takes place in. You then take turns running the fight: you post your actions for the round, then the other player, and the Pitlord resolves the round and posts what happens. This type of arena fight is up for the Pitlord and the Players to decide and may be combined with any of the other types below. Inter-League Fight: This kind of fight works similar to the Standard Arena Fight but you are not limited to be paired with gladiators from your league. This might be good if you want to fight lower level gladiators to increase your chances to win, or fight higher gladiators if you want to earn more xp and gold, or you might have a lot of active characters and risk to sit out with this character. You have to write the leagues you're open to into the headline of your character sheet (behind the "Ready for..."; like "League 5-7"). Without that, you will never get paired against a higher level gladiator although you might get paired against a lower-level gladiator if that one requested a fight from your league (unless you explicitely exclude lower levels by writing it into the headline). Team Fights: These work similar to the Standard Arena Fight but include more than 2 gladiators up to a maximum of 8 gladiators. This kind of fight may be requested (by writing it into the headline) or randomly decided by the GM who rolls the pairings. In the former case, the gladiators may be of any level and any combination with a maximum difference in ECL of +2 between the gladiators, and the players may decide who is in which team. In case the GM picks the team fight randomly, he also determines the teams. All gladiators must come from the same league but other than that, there is no guarantee that you won't end up in a team fight. All vs All Fights: These work similar to Team Fights with the difference that there are no teams but everyone fights everyone. The maximum number of gladiators is 4 and there will be only one winner. This kind of fight may be requested by the players with a maximum difference in ECL of +2, or may be randomly picked by the GM with no difference in ECL. Monster Fights: This fight works similar to the Standard Arena Fight but you will fight a monster from the Monster Manual (or Psionic SRD). You may not request a Monster Fight but it will always be picked by the GM. Instead of assigning a monster right away, the GM may also write "random monster" which leaves the choice to the assigned Pitlord. The monster must never have a higher CR than the gladiator. Mercenary Fights: This fight works similar to a Monster Fight but you will fight a mercenary from the Mercenaries Guild. You may not request a mercenary but it will always be picked by the GM. Instead of assigning a mercenary right away, the GM may also write "random mercenary" which leaves the choice to the assigned Pitlord. The mercenary must never have a higher CR than the gladiator. I'd like my character to fight other characters in the Arena. What should I do? It's very simple. All you have to do is post your character on the Gladiators thread and set his or her title line to "Ready for <date>", where the date is the next Wednesday. Pairings are on Wednesday, 9 PM GMT, which is also the deadline for editing. Please do not edit your character after the deadline, because he won't be paired, or if he's already been paired, he will automatically be given a loss. The Game Masters do pairings. The decision of who fights whom is made randomly (http://www.wizards.com/leaving.asp?url=http://krisinchico.brinkster.net/searchroll.asp?username=LivingGladius), though care is taken to make sure that as many gladiators get opponents equal or close to their own level as possible. Challenges: If you want to challenge a specific gladiator, or have a special request (like a team battle), that should also be put into your title line. Such special requests cost 1 credit for each gladiator involved because they know in advance whom they are fighting. One player may take over the credit cost for the other player(s) if he desires. Additionally, you will be paired for sure with this gladiator. The safest way is to send a PM to Pitlords (http://boards1.wizards.com/private.php?do=newpm&userid=245524) with the details. When and where do I send my tactics? What are default tactics? Tactics are due by Friday, midnight GMT, and they should be sent to your pitlord. You can find your pitlord's contact address here. Some pitlords want to receive tactics by email, while others prefer PMs; these preferences will be written next to their names. Once you have sent tactics, it's safest to make a post on the Fights of the Week - Comments and Concerns thread, noting that you've sent your tactics. If everything goes well, your pitlord will then confirm that he received them. Note that pitlords are not obligated to accept late tactics. If you're lucky, your pitlord is nice enough to accept tactics sent on Saturday, but you cannot count on it. So send those tactics on time! You can write default tactics for your character. Default tactics should be written on the character sheet. If for some reason you couldn't send tactics, your pitlord will use your default tactics. Thus, it's a sort of safety net. When will the fight be done? Where can I find it? Fights are due on Tuesdays, 9 AM GMT. You'll find your fight posted on the Battles of Gladius (http://boards1.wizards.com/showthread.php?t=444344) thread, and the pitlord will usually make a note on the Fights of the Week - Comments and Concerns thread that your fight is up. Occasionally, fights are late; in extreme cases, the fight can carry over to next week. Naturally, this is discouraged, and carries heavy penalties for the pitlord concerned. I lost the fight because the pitlord made some serious mistakes! What can I do? You can argue your point of view on the Fights of the Week - Comments and Concerns thread. Please remain calm and polite; we've all had characters lose because of pitlord error, we know it's disappointing, but you're far more likely to get what you want (a good explanation or a rerun) if you stay polite. After a complaint, there is generally some brief discussion on the subject. If no agreement can be reached, a Game Master will generally step in and make a judgement. If there was an error, the pitlord responsible is encouraged to correct it, rerunning the fight if necessary. However, he is not obigated to do so, and if he does, he is doing you a favor. If the pitlord doesn't want to rerun, another pitlord may decide to step in and fix the fight. Again, though, no one is obligated to do this. At any rate, the matter should be resolved by Tuesday night (GMT) at the latest, so the players can get on with updating their characters for the next pairings. Okay, the fight is done. What now? You get your fight rewards (gold and XP), naturally! If you won the fight, you get an XP reward based on your own and your oppnent's ECL, according to the following table (which can be found in the DMG, page 38), as well as HERE (http://www.wizards.com/dnd/DnD_DMG_XPFinal.asp): Your ------------------------------ Opponent's ECL/CR ------------------------------- ECL 1 2 3 4 5 6 7 8 9 10 1-3 300 600 900 1,350 1,800 2,700 3,600 5,400 7,200 10,800 4 300 600 800 1,200 1,600 2,400 3,200 4,800 6,400 9,600 5 300 500 750 1,000 1,500 2,250 3,000 4,500 6,000 9,000 6 300 450 600 900 1,200 1,800 2,700 3,600 5,400 7,200 7 263 394 525 700 1,050 1,400 2,100 3,150 4,200 6,300 8 200 300 450 600 800 1,200 1,600 2,400 3,600 4,800 9 * 225 338 506 675 900 1,350 1,800 2,700 4,050 10 * * 250 375 563 750 1,000 1,500 2,000 3,000 11 * * * 275 413 619 825 1,100 1,650 2,200 12 * * * * 300 450 675 900 1,200 1,800 13 * * * * * 325 488 731 975 1,300 14 * * * * * * 350 525 788 1,050 15 * * * * * * * 375 563 844 16 * * * * * * * * 400 600 17 * * * * * * * * * 425 18 * * * * * * * * * * 19 * * * * * * * * * * 20 * * * * * * * * * * Your ------------------------------ Opponent's ECL/CR ------------------------------- ECL 11 12 13 14 15 16 17 18 19 20 1–3 ** ** ** ** ** ** ** ** ** ** 4 12,800 ** ** ** ** ** ** ** ** ** 5 12,000 18,000 ** ** ** ** ** ** ** ** 6 10,800 14,400 21,600 ** ** ** ** ** ** ** 7 8,400 12,600 16,800 25,200 ** ** ** ** ** ** 8 7,200 9,600 14,400 19,200 28,800 ** ** ** ** ** 9 5,400 8,100 10,800 16,200 21,600 32,400 ** ** ** ** 10 4,500 6,000 9,000 12,000 18,000 24,000 36,000 ** ** ** 11 3,300 4,950 6,600 9,900 13,200 19,800 26,400 39,600 ** ** 12 2,400 3,600 5,400 7,200 10,800 14,400 21,600 28,800 43,200 ** 13 1,950 2,600 3,900 5,850 7,800 11,700 15,600 23,400 31,200 46,800 14 1,400 2,100 2,800 4,200 6,300 8,400 12,600 16,800 25,200 33,600 15 1,125 1,500 2,250 3,000 4,500 6,750 9,000 13,500 18,000 27,000 16 900 1,200 1,600 2,400 3,200 4,800 7,200 9,600 14,400 19,200 17 638 956 1,275 1,700 2,550 3,400 5,100 7,650 10,200 15,300 18 450 675 1,013 1,350 1,800 2,700 3,600 5,400 8,100 10,800 19 * 475 713 1,069 1,425 1,900 2,850 3,800 5,700 8,550 20 * * 500 750 1,000 1,500 2,000 3,000 4,000 6,000 * Characters probably shouldn't be fighting characters or monsters 8 CRs below them. If they do, for some reason, the GMs will assign an appropriate XP reward for the fight. ** If a character has defeated a challenge that far above his/her level, something strange is going on. The GMs will investigate and assign an appropriate XP reward for the victory. If you lose the fight, you get only 1/3 of the XP you would have gotten if you had won it. Also, you can never get more XP than 100 * (your current ECL) by losing a fight. For example, if you are ECL 12 and you lose against an ECL 15 gladiator, you should gain (10,800/3) = 3,600 XP. However, the rule limiting XP in case of a loss cuts that down to 1,200 XP gained. You also gain gold if you win the fight. The amount of gold you get is only dependent on your opponent's ECL (or CR, if on a quest): Opponent's Reward (gold) for ECL/CR winning the fight 1 300 2 600 3 900 4 1,200 5 1,600 6 2,000 7 2,600 8 3,400 9 4,500 10 5,800 11 7,500 12 9,800 13 13,000 14 17,000 15 22.000 16 28,000 17 36,000 18 47,000 19 61,000 20 80,000 If you lose the fight, then, again, you win 1/3 of the amount you would have received if you had won. There is, however, a cap on the amount of gold you can win if you lose, and it depends on your own ECL: Your own Maximum gold reward ECL/CR for losing a fight 1 100 2 200 3 300 4 400 5 533 6 666 7 866 8 1,133 9 1,500 10 1,933 11 2,500 12 3,266 13 4,333 14 5,666 15 7.333 16 9,333 17 12,000 18 15,666 19 20,333 20 26,666 Your pitlord will use these tables to determine the amount of gold and XP you gain after the fight. Next, you can edit your character sheet to add up your XP, spend your new-found gold, and maybe even gain a level. Then you edit your character's title line, saying what you want to be doing next week... and then it's Wednesday 9 PM again, and everything starts over again. :) What special rules govern spellcasting (and psionic manifesting) in the Arena? When fighting in the Arena prepared spellcasters can memorize their full allotment of spells, but may only cast 1/3 of their spells. They add all of their spell levels together and divide them by three, rounded up. They can cast any number of spells as long as it does not exceed this number. 0th level spells do not count and are effectively free. Prepared casters can memorize anew each fight. The same is true for other types of spellcasters, and manifesters who can use 1/3 of their total Power Points, rounded up. Perhaps a few examples are in order: Let's say a level 8 Wizard with Int 22 memorized the following spells: Wizard abilities: -Spells per day: (4)/6/5/3/2 Spells Memorized 0: Daze, Daze, Daze, Daze 1: Shield, Mage Armor, Ray of Enfeeblement, Magic Missile, Magic Missile, Expeditious Retreat 2: Invisibility, False Life, Mirror Image, Hideous Laughter, Hideous Laughter 3: Dispel Magic, Dispel Magic, Fly 4: Greater Invisibility, Polymorph First, we add up all the spell slot levels. This wizard has 6 level 1 spell slots, 5 level 2 spell slots, 3 level 3's, and 2 level 4's. 6*1 + 5*2 + 3*3 + 2*4 = 32. Ildechai can cast a total of 32 spell levels a day. Now, dividing that number by 3 and rounding up, we get 11. Thus, this wizard could cast 11 spell levels' worth of spells in every Arena fight. He can choose exactly which spells he wants to cast, as long as they don't add up to more than 11 spell levels. For instance, he could choose to cast Greater Invisibility, Polymorph, and Fly. Or all his level 1 spells, and Invisibility and False life... that'd only bring the total to 10, but since he wouldn't have any level 1 spells laft, the remaining 1 spell level would be wasted. Or he could cast Polymorph, Dispel Magic, Mirror Image, and two Magic Missiles. Any combination of spells totalling no more than 11 spell levels. He can use his level 0 spells as he sees fit; they make no difference. Another example: let's look at a level 8 Sorcerer with Cha 18. That Sorcerer would have a total of 58 spell levels castable per day (7 level 1 spell slots, 7 level 2 spell slots, 6 level 3's, and 4 level 4's; 7*1 + 7*2 + 6*3 + 4*4 = 55) meaning he could cast 19 of them per fight. (55/3, rounded up) He could, for instance, choose to blast off all 4 of his 4th level spells, and still have enough oomph left for two second level spells. History Update: Excerpt from the Book of the New Age: The High Magus’s Speech infront of the Arcane Brotherhood, 1325 GR. ”We [the Spellcasters] need to keep some of our power because without the Nimbus, Gladius has become a dangerous anarchic place for everyone. While a fighter can surely swing his sword all day, if we would spent all of our spells during our arena fights, someone might witness it and visit us at night to exploit our temporary weakness. Everyone remembers Heinrich who expended all of his spells in the arena and ended up dead the next morning. That would not have been a problem in the past, but now that the Nimbus is gone…” What special rules govern items and abilities that can be used a certain number of times per day, in the Arena? Items and abilities that can be used a given number of times a day can be used 1/3 times that number, rounded up. For example, a Barbarian with 1 use of his Rage ability per day could use that ability once in every Arena fight. A higher-level Barbarian with 3 uses of his Rage ability daily can still use it only once per fight. A Barbarian with 4 uses of his ability, however, can use it twice every fight. Similarly, an Elan fighter with 2 power points can only use one of them in any given fight to fuel his Resistance or Resilience abilities. This also applies to magic items; for instance, a metamagic rod can only be used once every fight. If a magic item can be used more often than a number of times per day (for example, if it can be used twice an hour), then the Arena places no special restriction on it; that item could be used twice in the Arena, as normal (or even more times, in the highly unlikely case of the fight lasting more than an hour). Pre-buffs: Can I cast buff spells, drink potions, etc, before the beginning of a match? You may enter the arena with effects running that have a duration of 16 hours or more, which we call Pre-Buffs. Pre-Buffs do count against your spell slots or special ability uses that are available for the day (if they're spells, you have to prepare the given spell and gray it out or strikethrough on your character sheet), but they do not count against your per-fight 1/3 limit of spells. Prebuffs use their own 1/3 limit of your daily allotment. Going with the example of the level 8 Wizard above; if he used a Rod of Lesser Extend Spell, he could put up an Extended Mage Armor before his fight (16 hours of duration exactly). He would not be able to cast Mage Armor again during the fight (unless he has memorized it twice), but he would still have all 11 of his per-fight spell levels left for the fight. Similarly, he could still use another charge of his Rod of Lesser Extend on another spell (perhaps Invisibility) in the fight itself. All in all, he can use 11 spell levels worth of prebuffs. Some spells that also qualify as prebuff don't have a duration measured in hours or days. "Until discharged" is a valid prebuff as are some "instantaneous" spells with persistant effects. Spell-storing items are considered to be Pre-Buffs which you list in the equipment section (the item itself) aswell as which spell it holds in the Pre-Buff section (PC's may pay for spellcasting services to store spells into spell-storing items; see NPC Services for more information). Unless bought from NPC Services, it counts against your 1/3 Pre-buff limit. Psionic characters may pre-buff with their psionic focus, if they have a Concentration skill of at least +0 (assumed to take 20 on the check). "At will" abilities or renewable effects (like a Ring of Invisibility) can be pre-buffed with. Effects with a duration of "permanent" must be listed under the Pre-buff section and also be listed as part of your equipment. They do not count against your available spell slots per fight nor against your prebuff limit. Limitations: You may not hold the charge of a touch spell, nor can you keep up concentration long enough to use it as a prebuff. You may not pre-buff with a spell that affects the arena (wall of stone, dimensional lock, decanter of endless water, etc). Are there any penalties for delay tactics? What if I leave the arena? There is a non-cumulative 10-round limit to delaying tactics. Every ten rounds, you have to interact meaningfully with your opponent. If you do not, the pitlord is free to introduce some unfortunate circumstance (a random spectator yelling out your exact position, for example, or people throwing beer bottles at you) that makes you vulnerable. Note that this limit only applies if one of the characters wants to engage the other, but the other one is hiding, invisible, or out of reach. If both characters are doing their best to fight the other, no penalty should be introduced. Similarly, if a wizard is flying over the head of a melee fighter and peppering him with Magic Missiles while he is unable to do anything, no penalty should be given, since there is meaningful interaction between the gladiators. Can I leave the Arena by teleporting, plane shifting, etc? You can, but there is a ten-round limit on leaving the Arena. Unlike the 10-round limit to delaying tactics, this limit is cumulative. If you spend a total of ten rounds or more outside the Arena, you automatically lose. "Outside the arena" can mean two things: you are outside the arena if you physically leave it (via Teleport or Dimension Door, for instance), or if you leave the Prime Material Plane (through a spell like Ethereal Jaunt). Note that burrowing into the ground or Melding into some stone part of the Arena does not count as leaving; it would probably count against the non-cumulative 10-round limit on delaying tactics, though. What exactly is the environment like in the Arena? What is the ground composed of? The environmental specifics of the Arena can change to fit the gladiators fighting in it; it always does its best to be as beneficial to both gladiatos as possible. If one gladiator wants to burrow, then the earth is loose enough to allow burrowing. If, on the other hand, a gladiator wants to Meld into Stone, then he can assume any part of the Arena to be made of stone. If a light breeze would be helpful to either party, then there is a light breeze. Naturally, common sense should always be used: just because one character is a Merfolk, the Arena will not be flooded with water. These environmental bonuses should always be minor, and never actively hostile to the other gladiator. What happens if my character dies in Arena Combat? Or if my equipment gets destroyed? The city of Gladius has a special feature: every person that dies within the arena dome as well as some parts of the city is automatically True Resurrected for free, due to a special unique link to the plane of Ysgard, called the “Nimbus”. The Nimbus is, in fact, the reason why Gladius became so famous and bustling. Naturally, dying outside the city walls (on most quests, for example) will still be a nasty experience; see The Rules of Gladius: Quests for more details. History Update: Excerpt from the Book of the New Age, Chapter 2: ‘After Angosh’s Fall’. “…and after the Harvester became the undisputed champion of Gladius, he succeeded in removing huge parts of the Nimbus that was a thorn in his non-existing eyes for some long! He surely would have destroyed the link completely were it not for the combined effort of the Pitlords who managed to save a small portion of this mysterious field of life. Today, only the arena dome itself and about half the city is surrounded by the Nimbus, a fact that has changed life in Gladius drastically.” The Nimbus also affects equipment, making items much easier to repair. Any item Sundered or destroyed during a gladiatoral fight will be repaired for free. However, this does not apply to permanent spells on a character. If a permanent spell is dispelled, it is gone for good. It also applies only for the arena; in quests and campaigns, equipment is destroyed and stays that way. Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) FAQ: About Pitlording (http://boards1.wizards.com/showpost.php?p=5674129) |
| Pitlords01-12-05, 02:25 PM | The Rules of Gladius: Time Does Gladius have a well-defined time progression? How fast does time go in Gladius? The answer is yes, the city of Gladius has a real time progression... mostly. Time in Gladius moves at the same rate it does on Earth, meaning that one week of real time is one week of Gladius time. This is important for activities such as crafting, or knowing how much time your Paladin still has to go without a mount ever since Missy kicked the bucket last week. Quests and Campaigns are exceptions, however. Quests always take 3 weeks of real-time, but the entire quest plays out in a single day of Gladius-time. The 20 days remaining should be "padded out" by the questlord to include travel times, resting, and so on. Campaigns have their very own time progression, which tends to be a lot slower than real-time. Again, it is the campaignlord's responsibility to fix the time discrepancy once in a while. What can a character do in a week? Every week, an active character can choose something to do; every action takes one week. Most of the things they will want to do fill fit into four neat categories: Arena Combat: (http://boards1.wizards.com/showpost.php?p=5222369) This is the real focus of the Core Coliseum. Gladiators beating each other to pulp. Lovely. :D Quests: If a gladiator wants to find or do something special, he can ask to be given a custom quest. Quests take three weeks to complete. An alternative is the "Miniquest" which takes only 1 week and is reserved for easy encounters. Campaigns: Occasionally, a special campaign will start up. They tend to be a lot longer and less "focused" than quests, and take you out of Gladius for quite a bit of time. Crafting: (http://boards1.wizards.com/showpost.php?p=5222306) A character can spend a week crafting equipment for himself, whether mundane (through the use of the Craft skills), or magical (via item creation feats). Special Events: From time to time, a special event will occur in Gladius which requires the attention of some gladiators. This is randomly determined by the GMs, and unlike the other options, you can earn official titles here. Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) |
| Pitlords01-12-05, 02:29 PM | The Rules of Gladius: Cohorts and Allies What are cohorts and allies? As their name suggests, cohorts and allies are people--or creatures--who will help you in your fights and adventures. There is no functional difference between the terms "cohort" and "ally", though "cohort" is usually used to refer to Leadership companions, while "ally" refers to animal companions and mercenaries. What types of cohorts and allies are there? How can my gladiator get a cohort/ally? There are several ways to get cohorts and allies. Some of these methods involve a quest. Class feature allies: Druids and Rangers can gain an animal companion. Paladins can gain a special mount, while Wizards and Sorcerers can gain a familiar, and some Prestige Classes allow for class allies, too. These class feature allies do not require a share of the character's xp or gold. They do, however, count against the ally power limit (see below for details on maximum allies allowed). Familiars and Psicrystals are an exception here and do not count in any calculation. Unless otherwise noted the character must go on a Quest to acquire a class ally. Class feature allies use the 25 pt buy to determine ability scores if they have a LA listed, else the ally has no LA (paladin mount, wizard familiar, etc) in which case it uses the abilities presented in their entry modified by whatever bonus it gets from being a class ally. Allies of my Ally: It might of course happen that you have an ally who has class allies on his own, like in case of a druid cohort who has an animal companion, or a thaumaturg's planar cohort might be a thrallherd whose thralls are sorcerers with familiars, and so on. To prevent the creation of a long string of allies, your ally's class allies do always count against your ally limit as if they were your own allies, and they are not considered class allies for you. That means, you may use your cohort's class ally but it counts against your limit and might prevent to make use of your cohort. Familiars and Psicrystals have no CR so they can always be brought in. Bought animals: You may buy any of the nine basic animals listed in the "Goods and Services" table (http://www.systemreferencedocuments.org/35/sovelior_sage/goodsAndServices.html). You do not have to go on a Quest to acquire these animals. You simply pay the price and they are yours. Bought animals are normally trained unless otherwise noted. They count for calculating what additional allies you may bring in and you suffer xp and gp penalties for using them. The animals that can be bought are the following: guard dog (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#dog), riding dog (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#riding-dog), donkey (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#donkey), heavy horse (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#horse), light horse (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#horse), heavy warhorse (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#horse), light warhorse (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#horse), pony (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#pony), and warpony (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#war-pony). Bought animals always use the abilities presented in their Monster Manual entry. The Handle Animal skill: You may tame and train an animal with the Handle Animal skill (http://www.systemreferencedocuments.org/35/sovelior_sage/skillsAll.html#handle-animal). This requires two steps. First, you must find the animal in question, and usually (though not always) defeat it. You will need to take part in a Miniquest for this purpose (or a regular 3-week Quest if you want). Once aquired, it can be used although those animals are always untrained. The second step is training the animal. This requires a certain amount of time (see the FAQ: Skills (http://boards1.wizards.com/showpost.php?p=5222306) Handle Animal description for details on training and time), and a Handle Animal check, which you must take 10 on. Once both steps are completed, you have your animal ally. Note that all Handle Animal allies require a share of your xp and gold if they participate in a fight (see below for details). Handled Animals always use the abilities presented in their entry. The Leadership feat: The Leadership feat is one of the most common ways to get a cohort. You need to go on a quest to find your Leadership cohort. Note that there are two important differences between Leadership cohorts in the Core Coliseum and the rules written down in the PHB. Firstly, Leadership cohorts do not keep track of XP, and do not use the method of advancement outlined in the PHB. Instead, they are always at the maximum level allowed by your Leadership score (see DMG,p106). For example, if your Leadership score is 17, your cohort would be level 12. You may have your cohort be lower in level than what would be allowed by your Leadership score, if you like; however, you cannot "regress" your cohort in levels. If, for example, your cohort was level 10 at one point, then he may never drop below level 10 from then on. If your Leadership score drops for some reason, and is no longer sufficient for your cohort, then your cohort will not help you in any way until you get your Leadership score back up again. Secondly, Leadership cohorts, like most other cohorts, require a share of your XP and gold (see below). All leadership allies use the 25 pt-buy method to determine ability scores. Leadership Modifiers: Special circumstances may modify your Leadership score (DMG,p106/107). If you have a familiar, a special mount, or an animal companion (all from a class feature), your leadership score drops by 2. If you recruit a cohort of different alignment, your leadership score drops by 1. If you caused the death of your cohort (outside the Nimbus only), your leadership score permanently drops by 1 per deceased cohort. Other modifiers, like Reputation or Leader behaviour do not apply yet. However, sooner or later we will introduce Special Events and Reputation of Characters which may influence your leadership score further. Spells, Powers, and Abilities: Certain spells and powers (Planar Ally, Animate Dead, Dominate, etc) or Abilities (Rebuke undead, etc) allow a character to summon, create allies, or control allies. These allies will always require a share of your XP and gold, and on top of that the regular xp and/or gold price for acquiring them in the first place, if any. In case of the Animate Dead spell you need to acquire a corpse first (which is normally be tied to a Quest or Miniquest unless you can get the body in another way, eg. buy a horse and kill it). All these allies use the abilities presented in their entry, modified by whatever the spell does (eg. +2 dex for skeletons). Mercenaries: Any character may recruit one or more Mercenaries from the Mercenaries Guild. Besides requiring the usual share of your XP and gold (see below), mercenaries also require an extra amount of gold on top of that for hiring them. You do not need to go on a Quest for hiring a Mercenary but you recruit them from the Mercenaries Guild. Once a mercenary is hired by a gladiator, it is not available to other gladiators until his task is complete. Mercenaries always use the 25 pt-buy method to determine ability scores. What are the legal cohort/ally races? Leadership Races: Naturally, all of the legal PC races are also legal races for Leadership allies. Beyond that, however, there are a number of cohort-only races that are valid Leadership allies. Remember that the maximum ECL your cohort may have is your ECL-2. Level Racial Start Leadership Race Adj. HitDice ECL Score Worg (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html) +1 4 5 7 Blink Dog (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersBtoC.html) +2 4 6 9 Eagle, Giant (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html) +2 4 6 9 Owl, Giant (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html) +2 4 6 9 Pegasus (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html) +2 4 6 9 Mephit (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html) (all types) +3 3 6 9 Yeth Hound (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html) +3 3 6 9 Hell Hound (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html) +3 4 7 10 Shadow Mastiff (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html) +3 4 7 10 Unicorn (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html) +4 4 8 12 Howler (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html) +3 6 9 13 Manticore (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersMtoN.html) +3 6 9 13 Winter Wolf (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html) +3 6 9 13 Griffon (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html) +3 7 10 14 Nightmare (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersMtoN.html) +4 6 10 14 Chimera (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersBtoC.html) +2 9 11 16 Sphinx, Gynosphinx (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html) +4 8 12 17 Sphinx, Hieracosphinx (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html) +3 9 12 17 Dragonne (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html) +4 9 13 19 Sphinx, Criosphinx (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html) +3 10 13 19 Gray Render (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html) +5 10 15 21 Hell Hound, Nessian (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html) +4 12 16 23 Sphinx, Androsphinx (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html) +5 12 17 24 While these races are cohort-only, if you really have your heart set on playing one as a character, it will usually be allowed. Note, though, that these races were labeled cohort-only for a reason; playing them as PCs usually involves unusual challenges. Playing one of these races as a PC is only recommended if you're experienced in the workings of the Core Coliseum. Handle Animal Races: The following is a list of legal Handle Animal allies, as well as the Handle Animal bonus needed. The CR of the Handle Animal Ally must be at least 4 less than your ECL to use it in a fight. If you have the sufficient Handle Animal bonus but are not high enough in ECL, then you can sitll quest for the ally and train it, but it may not be of any assistance until you meet all requirements. +05 HA: Bat, 1 hp (1/4HD), speed 5, fly 40 (good), diminutive [CR 1/10] +05 HA: Cat, 2 hp (1/2HD), speed 30, tiny [CR 1/4] +05 HA: Lizard, 2 hp (1/2HD), speed 20, climb 20, tiny [CR 1/6] +05 HA: Rat, 1 hp (1/4HD), speed 15, climb 15, swim 15, tiny [CR 1/8] +05 HA: Raven, 1 hp (1/4HD), speed 10, fly 40 (average), tiny [CR 1/6] +05 HA: Toad, 1 hp (1/4hp), speed 5, diminutive [CR 1/10] +05 HA: Viper Snake, 1 hp (1/4HD), speed 15, climb 15, swim 15, tiny [CR 1/3] +05 HA: Weasel, 2 hp (1/2HD), speed 20, climb 20, tiny [CR 1/4] +06 HA: Baboon, 5 hp (1HD), speed 40, climb 30, medium [CR 1/2] +06 HA: Badger, 6 hp (1HD), speed 30, burrow 10, small [CR 1/2] +06 HA: Dire Rat, 5 hp (1HD), speed 40, climb 20, small [CR 1/3] +06 HA: Dog, 6 hp (1HD), speed 40, small [CR 1/3] +06 HA: Eagle, 5 hp (1HD), speed 10, fly 80 (average), small [CR 1/2] +06 HA: Hawk, 4 hp (1HD), speed 10, fly 60 (average), tiny [CR 1/3] +06 HA: Monkey, 4 hp (1HD), speed 30, climb 30, tiny [CR 1/6] +06 HA: Owl, 4 hp (1HD), speed 10, fly 40 (average), tiny [CR 1/4] +06 HA: Viper Snake, 4 hp (1HD), speed 20, climb 20, swim 20, small [CR 1/2] +07 HA: Donkey, 11 hp (2HD), speed 30, medium [CR 1/6] +07 HA: Hyena, 13 hp (2HD), speed 50, medium [CR 1] +07 HA: Octopus, 9 hp (2HD), speed 20, swim 30, small [CR 1] +07 HA: Pony, 11 hp (2HD), speed 40, medium [CR 1/4] +07 HA: Porpoise, 11 hp (2HD), Swim 80, medium [CR 1/2] +07 HA: Riding Dog, 13 hp (2HD), speed 40, medium [CR 1] +07 HA: Viper Snake, 9 hp (2HD), speed 20, climb 20, swim 20, medium [CR 1] +07 HA: War Pony, 13 hp (2HD), speed 40, medium [CR 1/2] +07 HA: Wolf, 13 hp (2HD), speed 50, medium [CR 1] +08 HA: Black Bear, 19 hp (3HD), speed 40, medium [CR 2] +08 HA: Boar, 25 hp (3HD), speed 40, medium [CR 2] +08 HA: Camel, 19 hp (3HD), speed 50, large [CR 1] +08 HA: Cheetah, 19 hp (3HD), speed 50, medium [CR 2] +08 HA: Constrictor Snake, 19 hp (3HD), speed 20, climb 20, swim 20, medium [CR 2] +08 HA: Crocodile, 33 hp (3HD), speed 20, swim 30, medium [CR 2] +08 HA: Dire Badger, 28 hp (3HD), speed 30, burrow 10, medium [CR 2] +08 HA: Dire Weasel, 13 hp (3HD), speed 40, medium [CR 2] +08 HA: Heavy Horse, 19 hp (3HD), speed 50, large [CR 1] +08 HA: Leopard, 19 hp (3HD), speed 40, medium [CR 2] +08 HA: Light Horse, 19 hp (3HD), speed 60, large [CR 1] +08 HA: Light Warhorse, 22 hp (3HD), speed 60, large [CR 1] +08 HA: Monitor Lizard, 22 hp (3HD), speed 30, swim 30, medium [CR 2] +08 HA: Mule, 22 hp (3HD), speed 30, large [CR 1] +08 HA: Shark, medium, 16 hp (3HD), swim 60, medium [CR 1] +08 HA: Squid, 13 hp (3HD), swim 60, medium [CR 1] +08 HA: Viper Snake, 13 hp (2HD), speed 20, climb 20, swim 20, large [CR 2] +08 HA: Wolverine, 28 hp (3HD), speed 30, climb 10, burrow 10, medium [CR 2] +09 HA: Ape, 29 hp (4HD), speed 30, climb 30, large [CR 2] +09 HA: Deinonychus, 34 hp (4HD), speed 60, large [CR 3] +09 HA: Dire Bat, 30 hp (4HD), speed 20, fly 40 (good), large [CR 2] +09 HA: Heavy Warhorse, 30 hp (4HD), speed 50, large [CR 2] +09 HA: Manta Ray, 18 hp (4HD), Swim 30, large [CR 1] +10 HA: Bison, 37 hp (5HD), speed 40, large [CR 2] +10 HA: Dire Ape, 35 hp (5HD), speed 30, large [CR 3] +10 HA: Dire Wolverine, 45 hp (5HD), speed 30, climb 10, burrow 10, large [CR 4] +10 HA: Lion, 32 hp (5HD), speed 40, large [CR 3] +11 HA: Brown Bear, 51 hp (6HD), speed 40, large [CR 4] +11 HA: Darkmantle, 6 hp (1HD), speed 20, fly 30 (poor), small [CR 1] +11 HA: Dire Wolf, 45 hp (6HD), speed 50, large [CR 3] +11 HA: Stirge, 5 hp (1HD), speed 10, fly 40 (average), tiny [CR 1/2] +11 HA: Tiger, 45 hp (6HD), speed 40, large [CR 4] +11 HA: Viper Snake, 33 hp (6HD), speed 20, climb 20, swim 20, huge [CR 3] +12 HA: Dire Boar, 52 hp (7HD), speed 40, large [CR 4] +12 HA: Giant Crocodile, 59 hp (7HD), speed 20, swim 30, huge [CR 4] +12 HA: Phantom Fungus, 15 hp (2HD), speed 20, medium [CR 3] +12 HA: Shark, large, 38 hp (7HD), swim 60, large [CR 2] +12 HA: Shocker Lizard, 13hp (2HD), speed 40, climb 20, small [CR 2] +13 HA: Ankheg, 28 hp (3HD), speed 30, burrow 20, large [CR 3] +13 HA: Carrion Crawler, 19 hp (3HD), speed 30, climb 15, large [CR 4] +13 HA: Dire Lion, 60 hp (8HD), speed 40, large [CR 5] +13 HA: Giant Octopus, 47 hp (8HD), speed 20, swim 30, large [CR 8] +13 HA: Hippogriff, 25 hp (3HD), speed 50, fly 100 (average), large [CR 2] +13 HA: Megaraptor, 79 hp (8HD), speed 60, large [CR 6] +13 HA: Polar Bear, 68 hp (8HD), speed 40, swim 30, large [CR 4] +13 HA: Rhinoceros, 76 hp (8HD), speed 30, large [CR 4] +14 HA: Spider Eater, 42 hp (4HD), speed 30, fly 60 (good), large [CR 5] +14 HA: Whale, Orca, 88 hp (9HD), swim 50, huge [CR 5] +15 HA: 5-headed Hydra, 55 hp (5HD), speed 20, swim 20, huge [CR 4] +15 HA: Cockatrice, 27 hp (5HD), speed 20, fly 60 (poor), small [CR 3] +15 HA: Elasmosaurus, 111 hp (10HD), speed 20, swim 50, huge [CR 7] +15 HA: Owlbear, 52 hp (5HD), speed 30, large [CR 4] +15 HA: Rust Monster, 40 hp (5HD), speed 40, medium [CR 3] +15 HA: Shark, huge, 65 hp (10HD), swim 60, huge [CR 4] +16 HA: 6-headed Hydra, 66 hp (6HD), speed 20, swim 20, huge [CR 5] +16 HA: Basilisk, 45 hp (6HD), speed 20, medium [CR 5] +16 HA: Elephant, 104 hp (11HD), speed 40, huge [CR 7] +16 HA: Giant Constrictor Snake, 63 hp (11HD), speed 20, climb 20, swim 20, huge [CR 5] +16 HA: Sea Cat, 51 hp (6HD), speed 10, swim 20, large [CR 4] +17 HA: 5-headed Cryo-Hydra, 55 hp (5HD), speed 20, swim 20, huge [CR 6] +17 HA: 5-headed Pyro-Hydra, 55 hp (5HD), speed 20, swim 20, huge [CR 6] +17 HA: 7-headed Hydra, 77 hp (7HD), speed 20, swim 20, huge [CR 6] +17 HA: Dire Bear, 105 hp (12HD), speed 40, large [CR 7] +17 HA: Girallion, 58 hp (7HD), speed 40, climb 40, large [CR 6] +17 HA: Squid, giant, 72 hp (12HD), swim 80, huge [CR 9] +17 HA: Whale, Baleen, 132 hp (12HD), swim 40, gargantuan [CR 6] +17 HA: Whale, Cachalot, 141 hp (12HD), swim 40, gargantuan [CR 7] +18 HA: 6-headed Cryo-Hydra, 66 hp (6HD), speed 20, swim 20, huge [CR 7] +18 HA: 6-headed Pyro-Hydra, 66 hp (6HD), speed 20, swim 20, huge [CR 7] +18 HA: 8-headed Hydra, 87 hp (8HD), speed 20, swim 20, huge [CR 7] +18 HA: Digester, 68 hp (8HD), speed 60, medium [CR 6] +18 HA: Gorgon, 85 hp (8HD), speed 30, large [CR 8] +19 HA: 7-headed Cryo-Hydra, 77 hp (7HD), speed 20, swim 20, huge [CR 8] +19 HA: 7-headed Pyro-Hydra, 77 hp (7HD), speed 20, swim 20, huge [CR 8] +19 HA: 9-headed Hydra, 97 hp (9HD), speed 20, swim 20, huge [CR 8] +19 HA: Bulette, 94 hp (9HD), speed 40, burrow 10, huge [CR 7] +20 HA: 8-headed Cryo-Hydra, 87 hp (8HD), speed 20, swim 20, huge [CR 9] +20 HA: 8-headed Pyro-Hydra, 87 hp (8HD), speed 20, swim 20, huge [CR 9] +20 HA: 10-headed Hydra, 107 hp (10HD), speed 20, swim 20, huge [CR 9] +21 HA: 9-headed Cryo-Hydra, 97 hp (9HD), speed 20, swim 20, huge [CR 10] +21 HA: 9-headed Pyro-Hydra, 97 hp (9HD), speed 20, swim 20, huge [CR 10] +21 HA: 11-headed Hydra, 118 hp (11HD), speed 20, swim 20, huge [CR 10] +21 HA: Dire Tiger, 120 hp (16HD), speed 40, large [CR 8] +21 HA: Triceraptos, 196 hp (16HD), speed 30, huge [CR 9] +22 HA: 10-headed Cryo-Hydra, 107 hp (10HD), speed 20, swim 20, huge [CR 11] +22 HA: 10-headed Pyro-Hydra, 107 hp (10HD), speed 20, swim 20, huge [CR 11] +22 HA: 12-headed Hydra, 129 hp (12HD), speed 20, swim 20, huge [CR 11] +23 HA: 11-headed Cryo-Hydra, 118 hp (11HD), speed 20, swim 20, huge [CR 12] +23 HA: 11-headed Pyro-Hydra, 118 hp (11HD), speed 20, swim 20, huge [CR 12] +23 HA: Dire Shark, 147 hp (18HD), Swim 60, huge [CR 9] +23 HA: Roc, 207 hp (18HD), speed 20, fly 80 (average), gargantuan [CR 9] +23 HA: Tyrannosaurus, 180 hp (18HD), speed 40, huge [CR 8] +24 HA: 12-headed Cryo-Hydra, 129 hp (12HD), speed 20, swim 20, huge [CR 13] +24 HA: 12-headed Pyro-Hydra, 129 hp (12HD), speed 20, swim 20, huge [CR 13] +24 HA: Frost Worm, 147 hp (14HD), speed 30, burrow 10, huge [CR 12] +26 HA: Purple Worm, 200 hp (16HD), speed 20, burrow 20, gargantuan [CR 12] How many cohorts/allies can I have? You may have any number of cohorts or allies. However, there is a limit to how many you can have helping you in any given battle. ("helping" means anything from actually being present in the Arena or quest to fight with you, to just casting a pre-buff on you. If a cohort or ally had anything to do with your fight, it will count against the limit). The formula for allies: CA = coefficient of allies Aecli = ECL of the i'th Ally (0 if LA is '-') Acri = CR of the i'th Ally (0 if LA is not '-') CA = sum(Aecli+Acri) Example: Johnny Uncarismatic is an 10th level human cleric. He has the leadership feat, but only has leadership score of 4. If he brought in his cohort (ECL 4) rode a light warhorse (CR1) and had raised an Ogre Skeleton (CR2) and a wolf skeleton (CR1). He would have a CA=sum(4+1+2+1)=8. Maximum CA: The maximum CA a gladiator may bring into each fight is equal to his ECL-2, and no individual ally may have an Aecl>ECL-2 or an Acr>max(ECL-4,1). Explanation: What does Aecl>ECL-2 mean? If all of your Allies have an ECL (ECL=LA+HD), then you should simply add their ECLs together. The result must be at least 2 less than your own ECL. So, for example, our ECL 10 cleric could have a single ECL 8 cohort, or two ECL 3 and one ECL 2 ally, or any other combination adding up to 8 (his ECL-2). That is meant by Aecl>ECL-2. Explanation: What does Acr>max(ECL-4,1) mean? If your Allies do not have a LA, then you need to use their CR to calculate your ally limit. Your Ally's CR must be 4 lower than your ECL. This rule does not count for allies of CR 1 or lower. That is meant by Acr>max(ECL-4,1). To determine the maximum amount of allies you can bring in (CA) you have to add all allies ECL's (if they have a LA) and CR's (if they do not have a LA), and this sum must not be greater than your ECL-2. Exception: Class allies Class allies are allies that come from a class feature, like a wizard's familiar, a druid or ranger animal companion, or a paladin warhorse. If a class feature specifically allows a certain cohort, then it is allowed to be used in the fight, even if the ECL or CR is higher than what the above calculations would allow. However, they still do count as allies that are brought into the fight so if you have reached or exceeded your maximum CA by using a class ally, you may not bring in any other non-class allies. Do cohorts and allies have an impact on treasure and XP? Yes, most of them do. If you receive the help of any cohort or ally in a battle, you lose a certain amount of the XP and gold you would have gotten in that fight. Your allies do not get any of this XP or gold; it is simply lost. The number and power of allies helping determines the amount of xp and gp penalty. You recieve (CA/ECL*25) % less xp and gp for winning a fight. Similarly you receive opponents opponents (CA/ECL*25) % more xp and gp for defeating a gladiator that uses allies. These modifications to your rewards are added after any other calculations. That means, even in case of a loss, these modifications are applied AFTER the cap on how much you get if you lose (see FAQ: Arena Combat (http://boards1.wizards.com/showpost.php?p=5222369) for details on xp and gp caps). Example: (penalty applies to xp and gold) Level 3 gladiator (max CA=1) brings in ...a light warhorse [CR1] (CA=1): (1/1*25); 25% penalty ...a trained dog [CR1/2] (CA=1/2): (0.5/1*25); 12.5% penalty ...a level 1 merc [ECL1] (CA=1): (1/1*25); 25% penalty ...a heavy warhorse [CR2] (CA=2): not permitted => maxCA=1 Level 4 gladiator (max CA=2) brings in ...a light warhorse [CR1] (CA=1): (1/2*25) = 12.5% penalty ...two trained wolves [2xCR1] (CA=2): (2/2*25) = 25% penalty ...a level 2 merc [ECL2] (CA=2): (2/2*25) = 25% penalty ...a heavy warhorse [CR2] (CA=2): not permitted => Acr>max(ECL-4,1) Level 5 gladiator (max CA=3) brings in ...a light warhorse [CR1] (CA=1): (1/3*25) = 8.33% penalty ...three human zombies [3xCR1/2] (CA=1.5): (1.5/3*25) = 12.5% penalty ...three level 1 mercs [3xECL1] (CA=3): (3/3*25) = 25% penalty ...a heavy warhorse [CR2] (CA=2): not permitted => Acr>max(ECL-4,1) Level 6 gladiator (max CA=4) brings in ...a light warhorse [CR1] (CA=1): (1/4*25) = 6.25% penalty ...a heavy warhorse [CR2] (CA=2): (2/4*25) = 12.5% penalty ...a direbat [CR2] (CA=2): (2/4*25) = 12.5% penalty ...a level 1 and a level 2 merc [ECL=3] (CA=3): (3/4*25) = 18.75% penalty ...an ogre zombie [CR3] (CA=3): not permitted => Acr>max(ECL-4,1) The only exceptions are class feature allies of Druids, Rangers, Paladins, Wizards, and Sorcerers, and any Prestige Class Ally. These allies are the only ones whose help does not cost gold and xp. They still count against the limit of how many allies you can bring into the arena (see above). Multiplayer Fights: If you face more than one gladiator, you calculate xp and gold for each opponoment gladiator seperately, add the results together, and divide it by the number of allied gladiators you have. What happens if a cohort or ally dies? That depends. If a cohort or ally dies in the Arena (or otherwise inside the Nimbus), it is immediately True Ressurected, re-summoned, re-animated, or otherwise made whole again, for free. If the ally's death carries any negative effects (like the penalties for a wizard's familiar or a paladin's mount dying), the character will still suffer those effects. In case of a familiar there won't be an XP loss and the time before the wizard may summon another one is two months. If a cohort or ally dies outside the Nimbus, it is really dead. The character may pay to have it raised from the dead, at standard prices. The cohort or ally will not lose a level from dying, however. If it was a leadership ally, your leadership score drops by 1 for each cohort that died.Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) |
| Pitlords03-13-05, 06:26 AM | The Rules of Gladius: Quests What are Quests? Quests are alternatives to the standard arena fight. Instead of fighting against another character in the arena dome, you can go on a quest. Quests are fights that take place outside the arena dome, and they follow their own rules. You do not face another player character but fight NPCs on the way to your quest goal which is determined by you. A quest is run by a Questlord who invents the story (based on what you want to quest for), creates the maps where the fights will take place, and gives out treasure and XP. And of course he runs all NPCs. He is basically like a Dungeon Master. Quests are also different in the way the are being run. A new Quest thread will be opened by the Questlord who copies your character sheet into the thread, and writes an introduction to the quest. From now on you and your questlord take turns posting in this thread; roleplaying is strongly encouraged but the Questlord must make sure that the timeframe is being kept (see below). A Quest gives the player complete control over his character, and because of the free-style nature of Quests your options are almost limitless. However, you also have much less knowledge about your foes, and most of the time you don't know whom you will face at all. Why would my character want to go on a Quest? You determine the goal of your quest, and you can quest for whatever you want but most quests have a concrete purpose. If you want to have an animal companion (because of your handle animal skill) or want to acquire a leadership cohort, you need to go on a Quest. You also have to quest if you need to fulfill a Prestige Class requirement (eg. finding Talariic texts for the Warmind Prestige Class, or make peaceful contact with an outsider if you want to become a blackguard). You can also quest for a specific item that you want to have, or you can quest just for fun. As I said, the quest goal is up to you but it must be known before the Quest starts. Finally, a quest gives greater rewards than an arena fight because you risk being killed, or lose items on your quest, but many find the treasure too tempting to stay at home. What is the difference between regular Quests and Miniquests? There are two different kinds of Quests: Standard Quests and Miniquests, and there are some important differences between these two. Quests: Quests are the standard quests. They take 3 real-time weeks to complete, and will have to win 3 fights. Those 3 fights will all take place on one in-game day (within 16 hours to be exact) and you cannot rest during the quest. However, unlike in the arena, you can use all your Spells or Powerpoints and freely choose how to distribute them among those three fights. You can use all x/day abilities up to the maximum allowed, and expend them when and whereever you want. Quest Time: One fight will be held in one real-time week, so the complete Quest takes three weeks to complete, ingame and offgame. However, these fights are considered to take place on one day ingame, the rest is considered traveling time and time to gather information about the monster. Example: The Harvester wants to hunt a Red Dragon which he can animate as a zombie afterwards (Crimson Sunrise), a quest which takes three weeks in Gladius and on Earth. Here's the comparison: Earth time: There will be 1 fight a week over 3 weeks. The first week, the Harvester fights a spectre, the second week he fights a pair of cultists (wizards) from the Cult of the Dragon, and the third week he fights the Red Dragon himself. Altogether 3 weeks. But why could he not re-memorize between the fights? Here's the answer: Gladius time: The Harvester needs a week to gather the necessary information about the location of a Red Dragon. He needs another week to travel to the "Quest Zone", a forboding forest. Just after entering this forest, he is being attacked by a spectre who doesn't like supernatural intruders. Of course the spectre falls and the Harvester marches on. Three hours later he closes in on the Dragon cave and is ambushed by a pair of wizards with Cult signs. He quickly kills them both, then walks into the cave where he fights the Red Dragon a minute later. The dragon falls aswell, and is being animated by the Harvester, who then travels one week back to Gladius. Altogether 3 weeks but he fought 3 times in one day so he could not rememorize. You see, after the Quest is complete there will be no time discrepancy between the Harvester and those who fought in the arena. Quest Costs: A 3-week Quest costs the player 1° per week plus his character is considered active which might incur an additional credit cost depending on how many other characters you have active in a given week. A Questlord gets 2° a week for running the Quest. He gets one additional credit per week per additional player. If the encounter is not finished by Tuesday 8 AM GMT on the third week, he gets a 1° penalty the following week, and another one for every additional week the Quest takes. It is up to the Questlord to finish the Quest on time. If the player doesn't post often enough, a Questlord is encouraged to request tactics and run this one fight like a Pitlord would. MiniQuests: MiniQuests are similar to arena fights but they follow some of the rules for Quests. A MiniQuest takes one week to complete, in-and off-game, and they do not cost a credit although your character is still considered active for that week. Because of the single week, the 1/3 rule for spellcasting and items applies in MiniQuests, too. You can die like in Standard Quests, but you do not get the +33% Quest Completion reward that regular Quests get. Finally, you may only go on a MiniQuest of an Encounter Level (EL) no more than 2 less than your Effective Character Level (ECL). You may only quest for an ally which you (most of the time) have to defeat but not kill in case of an unintelligent animal companions, be it with a spell, or subdual damage, or any other method that knocks it out of the combat. If you accidently killed it, you either have to raise it from the dead (which doesn't seem like a good option) or quest for it again. You will still get the XP and Treasure for the Quest. If you plan to animate it as an undead, it doesn't matter if you kill it (infact, you must kill it to get the corpse). Leadership allies are different because of their intelligence, and the way to aquire it is up to the Questlord which can be almost any kind of situation, limited only by the creativity of the Questlord. Example: Perhaps your ally is an imprisoned princess who happens to be a fierce amazone and now swear allegiance to you? Or you have to fight your ally much like Robin Hood had to beat Little John in order to proof himself worthy of him. And remember, Robin didn't kill Little John, infact, he didn't even knock him unconscious so if you can proof your soon-to-be ally that you are superior (for example, you are at full health while he has lost more than 3/4, or he cannot hit your AC, or harm you, etc etc), he might even give up, and acknowledge you as his master. In the former example, you need not fight your new ally (the warrior-princess) but the one who imprisoned her instead (a fallen-in-love noble with his guards perhaps), but you won't get away so easily with Little John. The reason behind this is that you must proof to be able to defeat the companion (or, in case of the princess, an equal foe who entrapped her). This also forms a bond between the gladiator and the ally, making the ally seem to be more alive. And finally, it prevents frequent switching of the allies because you always have to embark on a Quest. Types of MiniQuests: There are two different ways to run a MiniQuest. The easier way is to run it like an arena fight. Request tactics normally, and post it in the Fights thread. Since this is much easier than an arena fight you are encouraged to write a little story around the fight. This is worth 1°. The other possibility is to open a seperate thread and run it similar to a Standard Quest, although not as detailed. The player may make decisions on the spot and roleplaying will surely benefit from this type of quest. This is worth 2°. Talk to the player which type he would prefer. Why MiniQuests? Two reasons. Not everyone wants to pitlord fights or audit characters to gain credits but that would also mean he could never obtain an animal companion, or take the leadership feat. Secondly, some quest goals are just too easy to justify an extravagant long Quest. If, for example, the level 20 Harvester wants to quest for a CR 6 Red Dragon so that he may animate him as a zombie, the outcome is clear and a 3-week Quest would be boring. What is a Multiplayer Quest? The above mentioned Quests are focused on one gladiator who goes on a solo-adventure. He chooses his Quest target and embarks on a mission. Multiplayer Quests are just that except that there will be more than one gladiator playing this quest, and all will work together as a party - the roleplaying reasons are completely up to the players or the Questlord. However, there are some things to consider when more than one gladiator is involved. First of all, there is a maximum number of characters that can participate in the Quest. So far, we have settled to four characters. These gladiators must be within one level of each other else the Quest becomes boring/frustrating to some members, depending on their relative ECL. And of course, where a party is involved, there must be shares. XP will be shared according to the regular XP table in the DMG. Found treasure is a more complicated matter since the higher level gladiators should also get more rewards than the lower ones; a level-proportionate share. The total treasure will be divided by the character levels into 'shares' and every gladiator gets one share per level. Example: Eiletha (lvl 3), Hagrid (lvl 3), Pard (lvl 2), and Ragnarr (lvl 2) go on a quest which they successfully finish. Throughout the Quest, they have found 4000 gold, a potion of fly (750 gp), a potion of resist fire (300 gp), and a +1 greatsword (2300 gp), for a total of 7350. Eiletha, Hagrid, Pard, and Ragnarr have 10 levels together so one share is 735 gold (7350/10). Now Eiletha and Hagrid get three shares (because they are lvl 3) which is 2205 gp, and Pard and Ragnarr get two shares equalling 1470 gp. Eiletha definately wants the +1 greatsword so she pays 95 gp and gets the sword which is her share. Hagrid is happy with the two potions (750+300=1050) and a bit of gold (1155 gp). The rest will be distributed among the Pard and Ragnarr so everyone got his reward according to his level. However, even though Eiletha was pretty happy with the greatsword, having an item price in gold is always better unless you definately find the exact item you wanted anyway. So Eiletha got the greatsword which has the correct worth according to her shares but with 2205 gp she would have had more leeway in buying equipment (including a +1 greatsword). And what if Eiletha - who is a cleric and cannot use a greatsword - doesn't want the weapon but had no chance but to take it? For that reason, item rewards are considered to have only 3/4th their market price concerning how much treasure will be in the Quest. Example: If the Quest Reward is 2000 gold. The Questlord can now give out 2000 gold pieces, or 1438 gp and a potion of fly (750* 3/4 = 562+1438 = 2000), or any other combination. Don't worry if this sounds too complicated to you. Quests must be announced and approved by the GMs and that is when the rewards will be checked and validated by us so the plain maths is left to the Questlord/GMs. How much treasure can I expect? That depends on the Encounter Level (EL) of your quest which is chosen by you. The more difficult a quest, the more treasure you get. The EL limit is your ECL+8. Below is a table with how much treasure you get for completing Short and Long Quests. Reward (gp) Reward (gp) EL MiniQuest 3-week Quest 1 300 1,200 2 600 2,400 3 900 3,600 4 1,200 4,800 5 1,600 6,400 6 2,000 8,000 7 2,600 10,400 8 3,400 13,600 9 4,500 18,000 10 5,800 23,200 11 7,500 30,000 12 9,800 39,200 13 13,000 52,000 14 17,000 68,000 15 22.000 88,000 16 28,000 112,000 17 36,000 144,000 18 47,000 188,000 19 61,000 244,000 20 80,000 320,000 Please note that there are some special rules regarding items and quests. Any item you find on a quest counts as 3/4 value for treasure purposes. This is because it is unlikely that you can use every item found but need to sell it. This on the other hand diminishes your effective reward because you get only half the item's value when selling it. The 3/4 value rule for items makes sure that this disadvantage is offset by the increased amount of treasure you get. Gold and gold-equivalent items are always considered full value because you can cash them in one to one (see Wealth other than coins (http://www.geocities.com/sovelior/srd/equipment.html) or FAQ: NPC Services (http://www.geocities.com/sovelior/srd/equipment.html)). If you quest for a specific item, this item is also considered full value because since you picked it, it is certainly of use to you. What happens if my character dies on a Quest? What about my allies? Quests and Campaigns that take place in the non-protected city districts aswell as all adventures beyond the city walls are much more dangerous. If you die outside the Nimbus, you will lose all XP but no more than is required to stay at the current level, as well as wealth according to what you have earned during your current level. As a guideline, we will use the table on p.51 in the DMG: "Treasure values per encounter" to see how much a character loses. Example: Taryn Thunderstorm (Level 7) has fought 3 times since he leveled up to his current level: He won twice in the arena, and lost once. He earned (let's say) 4500 XP from these fights which brings him to 25.500 XP. He also earned ~6000 gp [2600*2 (the wins; DMG p51) +2600/3 (the loss)] since he has leveled to ECL 7. Sadly, the noble paladin dies on one of his holy quests outside Gladius while fighting a blackguard who has taken some Gladiosian prisoners. Taryn loses 4500 XP which brings him to 21000 - the minimum amount required to be level 7 (so no level loss), and the Blackguard loots 6000 gp worth in gp and items before he is being chased off by Celestial Forces reinforcements who came to aid Taryn. Taryn has to regain his XP and gold from the beginning of Level 7 but he will have no disadvantages other than having lost the work of 3 weeks, nor will he have to do the frustrating work of un-leveling his character. A new level will be like a home plate: once attained, you cannot lose it anymore though you can fall back within the level. So going on a Quest is still risky but it won't be as frustrating while still being very close to the Core Rules that are used in a RL campaign. Roleplaying Explanation: In order not to make this sound artificial and justifying the slightly different effect from what is proposed in the rule books, we came up with some reasons for the XP loss, the free ressurection, and the lost wealth. History update: Excerpt from the book "The Nimbus" [...]and while the Nimbus' most fascinating ability is to ressurect those that died within its confines, a secondary function is to allow ressurections without the need for a material component. The same is true for spells like wish and miracle if they are used to reunite body and soul. Still, even those who are true ressurected still lose some of their recently acquired memories but compared to the regular way magic works, it is still the better deal. History update: Excerpt from the speech of High Radiance Enzoul Ratrani of the Celestial Forces concerning gladiators killed outside Gladius "One of the greatest gifts in existance is that of Life itself which is especially protected by the blessing that is the Nimbus, that allows us to ressurect those who unnaturally deceased before their time has come even if they died outside Gladius on their duty. Therefore, the Celestial Forces offer to monitor good gladiators that venture beyond the city walls, and teleport them back in case they died. A special sub-organization called The Celestial Protectors will be formed which will be soley responsible for this task, and they will be sponsored by a reasonable fee, payed by the deceased one." History update: Gladiosian Herald, Nightal 27, 1338 GR; Leading article: After the very successful installation of the Celestial Protectors, a sub-organization within the Celestial Forces, many gladiators that never returned from their trips could be retrieved and ressurected thus increasing the ranks of the Just and Righteous. However, since the Celestial Forces concentrate their efforts on those of good alignment, rumors about the founding of rival organizations who are not as picky, are the primary tavern talk these days. We will have to wait and see if there is more to that gossip. What if one of my allies dies? Simple answer: it is dead, and stays that way unless you raise it (including the ressurection cost), or use any other method to get the deceased one back on his feet. What happens if my equipment gets Sundered or otherwise destroyed on a Quest? Another less known benefit of the Nimbus that surrounds the city of Gladius is that it greatly helps in repairing destroyed equipment, and restores the magic of broken items. On a Quest however, you won't have that blessing. If your Holy Avenger gets sundered, it is gone for good. If your Animated Shield is hit by a Disintegrate, it is gone, and you can imagine what happens if an evil wizard casts Mordenkaines Disjunction on you. What if I want to abandon the Quest? Since Quests and Campaigns take place outside the protective nimbus, they are much more dangerous, and fighting to the death is something not everyone wants to do. For that reason, you can always abandon a Quest or Campaign. You may keep all XP and treasure you found so far, but the Quest itself is considered a failure, and you do not get the +33% Quest Completion Reward. There are two ways to abandon a quest. Between fights: This is only possible during 3-week Quests and Campaigns where you have more than one fight before the Quest is completed. You just have to tell the Questlord that you want to abandon the Quest and you will travel home to Gladius. During fights: You can retreat while you are fighting an opponoment. This comes in two steps: The first step is to move off the map which might be easy or difficult, depending on the enviroment you are fighting in. Until you have left the map, the fight will continue as normal. When your character has left the map, it is up to the Questlord to decide if you escape your persuer or not. Example: -s for retreats... let's say, against a host of orcs. Ex Nihilo runs away with his speed 70, while Ixenthor can just take to the sky. T'Var might be able to hide somewhere and wait until the orcs give up - of course, only if the region allows hiding. The Professor will just teleport right back to Gladius, and our heavy armored dwarven tank Dusk the Adamant won't be able to retreat at all (unless he has an item that helps him to retreat). All right, I'd like my character to go on a Quest. What should I do? First, you look at the Quest Roster in the Characters thread if there are any available Questlords. If yes, then write a PM to this Questlord and tell him that you are interested in going on a quest. If there are no Questlords available at the moment, you can ask in the Tavern (http://boards1.wizards.com/showthread.php?t=444341) if someone wants to be your Questlord. In case of a 3-week Quest you also need to have at least 3 credits. If he agrees, you need to tell him what you want to quest for. You should also provide your Questlord with some hooks and a storyline or a background that he can build his quest on. You also need to tell him the EL you want your quest to have which has an direct impact on your treasure, xp, and opponoments during the quest. Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) About Questlording |
| Pitlords03-13-05, 06:29 AM | The Rules of Gladius: Campaigns What are Campaigns? Campaigns are alternatives to the standard arena fight. Instead of fighting against another character in the arena dome, you can go on a Campaign. Campaigns take place outside the arena dome, and they follow their own rules. You do not face another player character but fight NPCs on the way to the Campaign goal which is determined by the Campaignlord. A Campaign is run by a Campaignlord who invents the story, creates the maps where the encounters will take place, and gives out treasure and XP. And of course he runs all NPCs. He is basically like a Dungeon Master. Campaigns are complete adventures for three to five gladiators, led by the Campaignlord. Like Quests, Campaigns use a seperate thread but both the Players and the Campaignlord enjoy the highest level freedom in the Core Coliseum. A Campaign gives the player complete control over his character, and because of the free-style nature of Campaigns, your options are almost limitless. However, you also have much less knowledge about your foes, and most of the time you don't know whom you will face at all. You might be ambushed, fall to traps, or robbed. You can die from starvation or treachery, enviromental hazards like heat and cold, and you can even end up in prison if you don't behave properly. A Campaign is a highly dynamic adventure that is the closest thing to a real-life adventuring party. Who can go on a Campaign? What do I have to do to participate? Everyone can go on a Campaign but there are some prerequisites. Credit Cost: There is an initial one-time credit cost of 5 credits. A Campaign is a long adventure that can last for several months, and is surely an experience that won't be forgotten lightly. This alone should be worth the credits. The cost should also make sure that only those participate who take it seriously. It would be annoying for players and Campaignlord alike if someone drops out or doesn't post anymore. Active PC: The character is considered active as long as he is on the Campaign. He cannot participate in arena fights, Quests, other Campaigns, Special Events, craft (for more than 1000 gp), or do anything that is not in line with the Campaign (for example, he cannot train an animal if the Campaignlord forbids it, for any reason). Match EL: The character must match the Encounter Level (EL) of the Campaign. His Effective Character Level (ECL) must be within 1 level of the EL. This is to make sure the party is well balanced, and no complications arise with xp and treasure. Get picked: The Campaignlord decides which characters he wants to have on his Campaign. For example, he might not be satisfied with the composition of the party in regard to classes, races, alignment, etc, or he might not trust a player to take his Campaign seriously. Whatever the reasons, there is no need for a justification from the Campaignlord's side. Participate: The Player must post frequently and take this adventure seriously! This is very important in order to maintain a good pace. Although Campaigns don't have a predestined time schedule like Quests and Arena Fights have, they still have to fulfill a certain time frame, and the Campaignlord is supposed to stick to it. One character: You may only play one of your gladiators! You may apply with several characters to increase your chances that the Campaignlord picks one of yours, but only one of them may actually participate. The Campaign will be announced one or more weeks in advance on the Campaign Roster. It will include all basic information like Campaignlord, Campaign name, Encounter Level, number of players, and a brief description of the Campaign (without giving too much away). If you are interested in the Campaign, write a PM to the Campaign Lord and apply for a position. Tell him why your character would like to go on the Campaign, what his motivations and goals are, and why he would be perfect for the adventure. Since there might be more applications than available positions, you might want to send a detailed description. Campaign Goal: Unlike in a Quest, you don't have the right to choose the Campaign Goal. It is determined by the Campaignlord who writes the whole adventure. Of course, you can tell him about your character's background in hope he incorporates it but he is in no way oblieged to do so. This is his adventure. What is the time frame of a Campaign? Campaigns are long-term adventures. The minimum time a Campaign takes are 2 months, and the maximum is 6 months. Most Campaigns will take 3-5 months to finish and Campaignlords are advised to stick to this time frame, and deduct or add part to the adventure, if necessary. Campaigns longer than that must be approved by the GMs, and are an exception. In order to keep up a good pace, players are supposed to post frequently - as a thumb-rule, at least once a day - and contribute to the Campaign, and its completion. Roleplaying is strongly encouraged but it must be in line with the time frame! The Campaignlord is responsible for the pace but you have to help him. If he urges you to speed up, then decrease the amount of roleplaying a bit and focus on the progression towards the Campaign goal. The time the Campaign takes from its beginning to the end is also the time that has passed in Gladius during your character's abscense. However, during the Campaign, one week might not always be one week in Gladius. For example, you might be dungeon-crawling for 3 real time weeks (also 3 weeks in Gladius City) although ingame, only 1 day has passed for your characters. At other times, your characters might travel overland and nothing happens for a week or two although only 10 minutes have passed in realtime. The Campaignlord is supposed to regulate the time of his Campaign, and adapt it to the time that passes in Gladius/Earth. How much XP and treasure do I get? Because character who go on a Campaign return to the Arena sooner or later, the amount of treasure and Experience points must be well balanced and in line with what an arena gladiator gets. This is the Campaignlord's task who sends his treasure and XP to the GMs who make sure everything in okay. Experience Points: You gain XP according to table 2-6 (http://www.wizards.com/dnd/DnD_DMG_XPFinal.asp) (DMG, p38). The CRs of the defeated monsters determine the amount of XP the character gains, and every gladiator receives XP for all defeated opponoments divided by the number of allied characters. After everyone got his share of XP, the individual character suffers an XP penalty if he has an ally (that does not come from a class feature) according to the ally rules (See FAQ: Allies (http://boards1.wizards.com/showpost.php?p=5222449)). If one of the opponoments had an ally (that was not based on a class feature), his worth in XP goes up according to the ally rules (before the distribution of XP). Treasure: Everything that is found in a Campaign and that has a price listed is considered treasure. Coins (Gold, Silver, etc), Gems and other Gold-equivalent valuables are always considered full value because you can cash them in for their full price (see Wealth other than coins (http://www.geocities.com/sovelior/srd/equipment.html) or FAQ: NPC Services (http://www.geocities.com/sovelior/srd/equipment.html)). There might be other Gold-equivalent valuables but that is a matter between the Campaignlord and the GMs. Any other item you find on a Campaign counts as 3/4 value for treasure purposes. This is because it is unlikely that you can use every item found but need to sell it. This on the other hand diminishes your effective reward because you get only half the item's value when selling it. The 3/4 value rule for items makes sure that this disadvantage is offset by the increased amount of treasure you get. Distribution: The distribution of treasure is a more complicated matter. As long as the Campaign is not finished, any item found is considered party treasure" and belongs to no one in particular but the party as a whole. Everytime an item is found, the Campaignlord adds it to a list in the Campaign Log (1st post of the thread), called "Treasure Pool". It does not matter who uses which found item during the Campaign; it is only borrowed from the Treasure Pool. Every character has a maximum amount of treasure he may get in a Campaign (which is calculated by the Campaignlord; See FAQ: Campaignlording (http://boards1.wizards.com/showpost.php?p=5674199)) depending on his ECL. At the end of the Campaign, the Campaignlord lists this "Treasure Capacity", and the players can now distribute the found treasure as they see fit. If an item would be more than the Treasure Capacity of a gladiator would allow, he may pay gold into the Treasure Pool to compensate. Other Rewards: Gold and Items are not the only rewards a character can get. Land grants, buildings, and titles are just a few examples to increase the character's "Reputation". Unfortunately, the Reputation System of the CoCo has not been enabled yet so this is not available. How are allies being handled on a Campaign? The rules for the number of allies in Campaigns are the same like for Arena Fights and Quests (see FAQ: Allies (http://boards1.wizards.com/showpost.php?p=5222449)). Additionally, any ally that does not come from a class feature reduces your (and only your) rewards according to the rules for allies. So much for the similarities. The Campaignlord can forbid certain allies. While the Gladiosian spectators might be used to Professor Dre'Dandrahl's skeleton warriors, people in other cities ain't, and the Campaignlord surely does not want to waste valuable Campaign time on fights between the local militia and the player characters just because of the nature of the ally. Other allies might spoil an important part of the story or there might be another reason, but the Campaignlord has the final say in it. You may also not bring any mercenaries with you. They are used to the protective Nimbus and don't want to risk dying on a Campaign for someone that does not even care if they die. What happens if my character dies in a Campaign? What about my Equipment? Campaigns take place in the non-protected city districts or beyond the city walls. That means, if your character dies, he will not be free true ressurrected, like in the arena or on some Quests. The same applies for your equipment which is not protected anymore by the Nimbus. Death of a Character: Your companions can raise your character from the dead if it is within their capabilities, or an NPC might do it for them (usually not for free). If there is no way to raise the character, he has to leave the Campaign. He will be free-teleported back to Gladius (see FAQ: Quests (http://boards1.wizards.com/showpost.php?p=5660571) for a roleplaying explanation) where he will be free-ressurected. The Campaign, however, is over for him. If you die in a Campaign, you will lose all XP but no more than is required to stay at the current level, as well as wealth according to what you have earned during your current level. As a guideline, we will use the table on p.51 in the DMG: "Treasure values per encounter" to see how much a character loses. You will not gain anything from the Campaign Treasure Pool. Example: Taryn Thunderstorm (Level 7) has fought 3 times since he leveled up to his current level: He won twice in the arena, and lost once. He earned (let's say) 4500 XP from these fights which brings him to 25.500 XP. He also earned ~6000 gp [2600*2 (the wins; DMG p51) +2600/3 (the loss)] since he has leveled to ECL 7. Sadly, the noble paladin dies on one of his holy crusades outside Gladius while fighting a blackguard who has taken some Gladiosian prisoners. Taryn loses 4500 XP which brings him to 21000 - the minimum amount required to be level 7 (so no level loss), and the Blackguard loots 6000 gp worth in gp and items before he is being chased off by Celestial Forces reinforcements who came to aid Taryn. Taryn has to regain his XP and gold from the beginning of Level 7 but he will have no disadvantages other than having lost the work of weeks, nor will he have to do the frustrating work of un-leveling his character. A new level will be like a home plate: once attained, you cannot lose it anymore though you can fall back within the level. So going on a Campaign is still risky but it won't be as frustrating while still being very close to the Core Rules that are used in a RL campaign. Dead Allies: It is needless to say that allies are subject to death, aswell, although in their case, no one teleports them back to Gladius. They are simply dead, and unless the character finds a way to revive them, they stay dead. If they are ressurrected, they do not lose a level or equipment. Equipment: Another less known benefit of the Nimbus that surrounds the city of Gladius is that it greatly helps in repairing destroyed equipment, and restores the magic of broken items. On a Campaign, however, you won't have that blessing. If your Holy Avenger gets sundered, it is gone for good. If your Animated Shield is hit by a Disintegrate, it is gone, and you can imagine what happens if an evil wizard casts Mordenkaines Disjunction on you. Likewise, you can get pick-pocket by thiefs. Your weapon might drop into a pool of lava or into a canyon while you climb the walls. You might be forced to leave your gargantuan ally outside the dungeon entrance only to find out that it is gone or dead after you return. A Campaign is the most dangerous enviroment but it is also the one with the most fun and the biggest rewards. What if I want to abandon the Campaign? Since Campaigns take place outside the protective Nimbus, they are much more dangerous, and fighting to the death is something not everyone wants to do. For that reason, you can always abandon a Campaign. You may keep all XP, and you get your share of treasure found so far, but the Campaign itself is considered a failure, and you do not get the +33% Completion Reward (which is most likely the Final Boss treasure anyway). There are two ways to abandon a Campaign. Between fights: You just have to tell the Campaignlord that you want to abandon the Campaign and you will travel home to Gladius. You should, however, talk to your players first. During fights: You can retreat while you are fighting an opponoment. This comes in two steps: The first step is to move off the map which might be easy or difficult, depending on the enviroment you are fighting in. Until you have left the map, the fight will continue as normal. When your character has left the map, it is up to the Questlord to decide if you escape your persuer or not. Example: -s for retreats... let's say, against a host of orcs. Ex Nihilo runs away with his speed 70, while Ixenthor can just take to the sky. T'Var might be able to hide somewhere and wait until the orcs give up - of course, only if the region allows hiding. The Professor will just teleport right back to Gladius, and our heavy armored dwarven tank Dusk the Adamant won't be able to retreat at all (unless he has an item that helps him to retreat). One final note: please note that abandoning a Campaign makes things always more complicated. The Campaignlord has to recalculate the treasure, has must decrease the EL of upcoming fights, and he probably had some side-story for your character that is now useless. Likewise, your fellow players now have one character less in the group, and since most adventuring parties have one specialist for every field, it might cause them more troubles than just having one character less in the group. And finally, it doesn't leave a good impression on you, and you might not get picked by a Campaignlord if you apply for a new Campaign. That said, please please consider it carefully if you want to abandon the Campaign, and only do it if it is really necessary. Try to give a short explanation for your decision (perhaps there is a better solution?) but at least, drop a note. There's nothing more annoying than just staying away. Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) About Campaignlording (http://boards1.wizards.com/showpost.php?p=5660576) |
| Pitlords03-13-05, 06:34 AM | Advanced Rules: Allies What kind of allies are there? How can I get an ally? What are the advantages and disadvantages of allies? What happens if an ally dies in a fight? Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) |
| Pitlords03-13-05, 06:43 AM | Advanced Rules: The Credit System What are credits? Credits are rewards for active participation in the Core Coliseum, be it by pitlording fights, running a quest, or even writing a remarkable story. Credits are marked with this symbol: ° which is always accompanied by a number that determines the amount of credits. Players can accumulate credits to spend them somewhere else. Every player with at least 1° has an account in the CoCo. A complete list of the credit balances of our members can be found in the Characters thread: the Pitlord List. Ways of earning credits There are several ways of earning credits. You moderate an Arena Fight between two gladiators. This is worth 1° per fight. You run a Multiplayer Fight in the arena. For every 2 players, you get 1°. You run a Mini-Quest (1 week) and gain 1° (arena-like) or 2° (seperate thread with new map). You run a Standard Quest (3 weeks) which earns you 2° per week, plus 1° per additional player. You run a Campaign (up to 6 months). That is worth 2° per week. You write a memorable story. Most of the time this is a story describing an arena fight that you just ran. This is worth 1°, or 2° if it is added to the Tales of Gladius list of best stories. You audit character sheets. Every 10 levels audited is worth 1°. Board administration counts as 1°. This is only applicable to the Game Masters. For special assistance, the GMs may reward players with administration credits. Ways of spending credits With all of the ways to earn credits, there need to be options to spend them. Options that are silvered out are not available yet. Active PCs: You may have more than 2 active characters. For every active character over 2 you have to spend 1°. Active is defined as 'doing something' during a week. Exception: Training an animal and crafting up to 1000 gp is not considered being active. Quest: You may send your character on a 3-week Quest. Every week, you must spend 1°. MiniQuests do not cost anything. Campaign: You may send your character on a Campaign. You must pay a one-time fee of 5 credits. Challenge: You can challenge a specific gladiator. If he accepts, you and your opponoment have to spend 1°. One player may take over the credit cost for the other one, if he desires. If you have challenged someone, these characters will fight for sure. Get Paired: You may spend 1° to assure that your character will get paired. This might be important if you have many characters active and risk being rolled out. Exotic Race: You may play an exotic race. Normally, you have to start at ECL 3. If you want to play a creature with a LA or racial HD that require it to enter at a higher level, you can pay 5° per level over lvl 3 to enter the creature. Example: Half-Dragon Human (ECL 4) costs 5°, and a Centaur (ECL 6) costs 15°. Higher Entry: You may enter a character at a higher level. The cost is the same as with exotic races: 5° per level over lvl 3. You may only buy these levels at the beginning of your character's carreer. Once he has been active once, you cannot pay additional levels with credits but must level normally by gaining XP. NPC Spellcasting: You may pay credits to get the right to make use of NPC Spellcasting Services that exceeds your limit. Normally, you can only buy a cast spell of up to your ECL. You have to pay 1° per CL above your ECL which you have to announce at the Gladius Blackmarket (http://boards1.wizards.com/showthread.php?t=396641). Change Alignment: You can spend credits to change your character's alignment. For every step your new alignment is away from your previous one, you have to pay 5°. Likewise, you can play a race with an aligment entry of "always" that has a different alignment than the entry suggests. You have to pay 5° for every step the alignment differs from the one in the entry. Custom Items: You may spend credits to acquire custom items. Since they are forbidden by the official Gladius authority, you need to spend credits to get access to the Gladius Blackmarket (http://boards1.wizards.com/showthread.php?t=396641) where you must post your request. You only get the "right to buy" custom items; you still have to pay the gold costs! There are different tiers of custom items: You may pay 1° to get the right to buy custom one-shot expendable items not listed in the DMG. This only applies to potions and oils. Note that neither potions nor oils can be made of a spell with a range of 'personal'. The Potion or Oil may have any caster level (max 20). Normally, you may only buy potions and oils specifically listed in the DMG,p230 (http://www.geocities.com/sovelior/srd/magicItemsPRR.html). Example: Oil of shield of faith+2, Potion of Sanctuary [CL 5], Oil of protection from energy [CL 20] You may pay credits to get the right to buy custom one-shot expendable items with a higher casterlevel. This only applies to scrolls, tattoos (incl. crawling tattoos), and powerstones. You may pay 1° per 2 CL above the normal limit (max 20). Normally, you can only buy scrolls and powerstones up to your ECL+2, and minimum ML for tattoos. Note that two spells on one scroll still count as two custom items as do several custom powers stored within one powerstone! Example: Tattoo of expansion [ML 7], Powerstone of force screen [ML 9], Scroll of Time Stop [CL 17] You may pay 1° to get the right to buy magical projectile ammunition in stacks of 5 or 10 (both stacks have the same credit cost). This applies to arrows, bolts, and bullets. You may pay 2° to buy any number of ammunition. The ammunition cost applies normally. Normally, you can only buy stacks of 50. Note that there are special arrows (slaying, sleep) who do not follow this rule. Example: 10x +2 arrows of human bane, 5x +1 seeking bolt, 27x +3 coldiron frost bullet You may pay 5° to get the right to buy custom expendable items with multiple charges, like wands and dorjes. They may contain any spell/power allowed, and may have any caster/manifesterlevel. Normally, you may only buy those listed in the DMG/PHB. Example: Wand of Entangle, Wand of Shocking grasp [CL 5], Dorje of expansion [ML 3] You may pay 5° to get the right to buy custom permanent items with a different bonus than the ones listed in the DMG, up to the maximum listed in the DMG. You may combine this with one of the customizations below but you need to pay the combined credit cost. Example: Headband of intellect+1, Belt of giant's strength+3, Cloak of elvenkind+3. You may pay 10° to get the right to buy custom permanent items related to the ones in the DMG. Or they may use a different body slot which still needs to fulfill the body slot affinity on p288, DMG. Alternatively, you may combine different magic items in one slot. You may not change the type of bonus (eg. deflection -> insight). You may combine this with one of the other customizations but you need to pay the combined credit cost. Example: Belt of health+2 (different slot), Gloves of strength and dexterity+4 (combined slot), Hat of listen+5 (related item; see eyes of the eagle+5). You may pay 15° to get the right to buy custom permanent items with a different bonus than the ones listed in the DMG, higher than the maximum listed in the DMG unless it is specifically prohibited by the rules (like no +6 Longsword). may combine this with one of the other customizations but you need to pay the combined credit cost. Example: Headband of intellect+7, Cloak of elvenkind+10, Ion stone +4 dex, Cloak of resistance+6. You may pay 15° to get the right to buy custom permanent items not related to the ones in the DMG but still calculatable. Example: +2 keen Flametongue, Ring of greater invisibility, Custom thematic Staff You may pay 20° to get the right to buy custom items with a different type of bonus but it still must be the same item as in the DMG. The bonus type must fit the item's purpose and must be in line with the table 7-33 on p285,DMG. Note that a different bonus type incurs also a higher gold cost! If you want to combine this with one of the customizations above, you need to pay the combined credit price. Example: Bracers of armor+5 (luck), Cloak of resistance+3 (sacred) Custom Spells: not available Negative credits Negative credits are penalties that are being given for not fulfilling the requirements for earning credits. You gain a negative credit for... not finishing an arena fight until Tuesday 8 AM GMT not posting an arena fight at all before the next pairings are rolled (cumulative with 1.) each additional week your Quest takes (for Questlords only). Not negative credits, but still belonging to this section, are the gained credits that you lose again for not fulfilling the standards: you lose your earned arena fight or MiniQuest credit if you do not post the fight till Tuesday 8 AM GMT (cumulative with 1. and 2.). Repeated violation results in the removal from the active Pitlord/Questlord list. Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) |
| Pitlords03-13-05, 07:16 AM | Advanced Rules: NPC Services What does NPC service mean? How is it defined? NPC Services is every influence not coming from a player character. Wether you buy a greatsword or a powerstone, or copy a spell from another wizard's spellbook into your own, you make use of an NPC service. But that's not all: mighty wizards of Gladius can cast spells on you to strengthen your prowess in the arena, mercenaries offer their sword arm or holy symbol for a fee, animal trainers take care of your mount, and even your allies fall into this category. Most of these things can be purchase at the Gladius Market, but if you are looking for illegal items, you need to go to the Blackmarket (http://boards1.wizards.com/showthread.php?t=396641). The Gladius Market: What kind of things can I buy? At the Gladius Market you can buy every item listed in the Player's Handbook, the Dungeon Master's Guide, and the Expanded Psionic Handbook. The dominant currency in Gladius is the Gold Piece (gp), and it's variations - silver piece (sp), copper piece (cp), and platinum piece (pp) but there are also other things to pay with (http://www.geocities.com/sovelior/srd/equipment.html), not made from coins. These items are worth their full price in gold and can be used instead of coins at no disadvantage. Likewise, gems and pieces of art in any form, are worth their full price in gold and need not be sold for half price. Items and Equipment: If you want to buy weapons (http://www.geocities.com/sovelior/srd/weapons.html) or armor (http://www.geocities.com/sovelior/srd/armor.html) you should visit one of the many smiths near Market Square. Exotic smiths from the Far East sell weapons that were unknown until lately (see DMG,p145: Asian Weapons). On the Market you will also find miscellaneous items (http://www.geocities.com/sovelior/srd/goodsAndServices.html) available in Gladius. Not specifically mentioned but also available are material components necessary to cast spells, gems in any form and value, aswell as any mundane item that could normally be found in a metropolis. Common sense applies. In a city such as Gladius there is magic everywhere. Powerful magic Arms and Armor (http://www.geocities.com/sovelior/srd/magicItemsAW.html) can be purchased for the market price, or are you more interested in Potions, Rings, and Rods (http://www.geocities.com/sovelior/srd/magicItemsPRR.html)? Perhaps some Scrolls, Staffs, or Wands (http://www.geocities.com/sovelior/srd/magicItemsSSW.html)? Then go to one of the Magic Stores around Gladius Market Square. The broadest category is made up by the various Wondrous Items (http://www.geocities.com/sovelior/srd/magicItemsWI.html). Even Intelligent or Cursed Items (http://www.geocities.com/sovelior/srd/magicItemsICA.html) are available here. And finally there are the mysterious Psionic Items (http://www.wizards.com/d20/files/v35/PsionicItems.rtf); weapons, armor, universal items, but also tattoos, powerstones, dorjes, and psicrowns - imported from distant lands to the south. If you wish you can order these items made from special materials (http://www.geocities.com/sovelior/srd/specialMaterials.html), which has recently been expended by Mundane Crystal and Deepcrystal (http://www.wizards.com/d20/files/v35/PsionicItems.rtf) (bottom of the linked page). Mounts and other Companions: You may buy any one of the nine basic animals listed in the "Goods and Services" table (http://www.systemreferencedocuments.org/35/sovelior_sage/goodsAndServices.html) (PHB,p129). Normally, these animals come trained but you may optionally request them to be untrained. If you choose so, then the animal knows no trick at all but you can train it (or have it trained) to your liking. The animals that can be bought are the following: Guard Dog (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#dog) (25 gp) Riding Dog (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#riding-dog) (150 gp) Donkey (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#donkey) (8 gp) Heavy Horse (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#horse) (200 gp) Light Horse (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#horse) (75 gp) Heavy Warhorse (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#horse) (400 gp) Light Warhorse (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#horse) (150 gp) Pony (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#pony) (30 gp) Warpony (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#war-pony) (100 gp) Additionally, you can buy exotic mounts but they cost much more gold. It also depends wether you buy them as an egg, as youth, or as a trained version. Since Gladius has a real time progression it doesn't make much sense to buy a griffon egg unless you really want to wait a couple of years until it is fully functional. However, you have almost unlimited time (from your adolthood to your current age) you can buy an egg before you enter Gladius so that the mount is already grown up and ready. The following beasts come untrained. Trained versions cost more, depending on the beast (see Services below). Pseudodragons do not need to be trained. Available exotic beasts are: Giant Eagle (http://www.geocities.com/sovelior/srd/monstersEtoF.html#giant-eagle) (Egg 2500 gp, Adult 4000 gp) Griffon (http://www.geocities.com/sovelior/srd/monstersG.html#griffon) (Egg 3500 gp, Adult 7000 gp) Hippogriff (http://www.geocities.com/sovelior/srd/monstersHtoI.html#hippogriff) (Egg 2000 gp, Adult 3000 gp) Giant Owl (http://www.geocities.com/sovelior/srd/monstersOtoR.html#giant-owl) (Egg 2500 gp, Adult 4000 gp) Pegasus (http://www.geocities.com/sovelior/srd/monstersOtoR.html#pegasus) (Egg 2000 gp, Adult 3000 gp) Pseudodragon (http://www.geocities.com/sovelior/srd/monstersOtoR.html#pseudodragon) (Egg 10000 gp, Adult 20000 gp) Spidereater (http://www.geocities.com/sovelior/srd/monstersS.html#spider-eater) (Egg 2000 gp, Adult 3000 gp) The most famous mastersmiths and the mightiest wizards opened a jointed guild that specializes on constructs. The following constructs can be purchased though you should make sure you have enough gold with you. Homunkuli are never sold. Flesh Golem (http://www.geocities.com/sovelior/srd/monstersG.html#flesh-golem) (20.000 gp) Clay Golem (http://www.geocities.com/sovelior/srd/monstersG.html#clay-golem) (40.000 gp) Stone Golem (http://www.geocities.com/sovelior/srd/monstersG.html#stone-golem) (90.000 gp) Iron Golem (http://www.geocities.com/sovelior/srd/monstersG.html#iron-golem) (150.000 gp) Greater Stone Golem (196.000 gp) Shield Guardian (http://www.geocities.com/sovelior/srd/monstersS.html#shield-guardian) (120.000 gp) Are there any restrictions? Yes. Allies and expendable magic items must not exceed a certain powerlevel which depends on your ECL. The reason for this is that the gladiator should be the main actor in the fight, not his ally or his CL 10 scroll at level 3. The following section lists all restrictions. Allies and Companions: The maximum power of all your allies combined must not exceed your ECL-2. If no ECL is listed, then the maximum power is CR-5. This rule is always in effect! Scrolls and Powerstones: The Caster level or Manifesterlevel (CL/ML) of these items are restricted to your ECL+2. You may buy higher CL/ML scrolls and powerstones at the Blackmarket. Tattoes and Potions: These items are restricted to the minimum CL/ML. In case of potions only those listed in the DMG are available, and if a potion is specifically listed having a higher CL then it can be purchased aswell. You may buy higher CL/ML scrolls and potions aswell as potions and oils not listed in the DMG at the Blackmarket. Other Magic Items: You may only buy magic items specifically listed in the Dungeon Masters Guide or the Psionic Handbook. See the Gladius Market above for more information. You may customize magic items on the Blackmarket. What kind of services can I make use of? There are different kinds of services which a character can make use of. Of course they all cost hard-earned money. Animal Trainers: Most bought animals are already trained but you can opt to buy an untrained version of this animal. Exotic beast always come untrained. Since not every gladiator has the necessary skill to train or rear an animal or a magical beast even, he can hire a professional trainer to do this job for him. Animals and Magical Beast acquired on quests can be trained by a trainer but it requires six weeks to complete during which the beast is not available. Fees for Animal Trainers: Basic Animals.......50 gp (per trick) Giant Eagle.......1000 gp Griffon...........1500 gp Hippogriff........1000 gp Giant Owl.........1000 gp Pegasus...........1000 gp Spider Eater......3000 gp Copying Spellbooks: Most wizards who want to learn new spells and scribe them into their own spellbook seek out other wizards and copy the spells into their spellbooks ...for a fee. A wizard charges 50 gp x the spell's level for letting you copy one of his spells. Alternatively, a character may buy a scroll and copy the spell from there but this is only worthwhile in case of a 1st level spell. Spellcasting Service: Another much sought service are the arcane, divine, and psionic spells and powers that NPC spellcasters cast or manifest on the character. The basic cost for spellcasting service is 10 gp x the Spell's level x the Casterlevel the spell should have. If the spell has a material component, you must pay the additional cost. If the spell incurs an XP cost, you must pay an additional 5 gp per XP. There is one important restriction though: the spellcasting you pay for must not have a higher Casterlevel or Manifesterlevel than your ECL! The Blackmarket (http://boards1.wizards.com/showthread.php?t=396641) (also see below) offers a backdoor here; you can pay credits to purchase higher CL spells or powers at a rate of 1° per CL above your ECL. Example: a CL 16 Greater Magic weapon costs 640 gp (10x4x16) and a CL 8 extended mage armor costs 160 gp (10x2x8), same as a CL 16 mage armor (10x1x16). A symbol of death costs 6280 gp (10x8x16 +5000) because of the material component, and a Planar Ally spell costs 10.210 gp (10x6x16 +1250 +500x16) Because of the 16 hours prebuff rule it doesn't make much sense to cast spells with a duration shorter than that (remember: you may only enter with spells or powers that last at least 16 hours). This excludes all spells except those with a duration of hours/lvl (16 minimum), days/lvl, permanent, discharge, and some instantaneous spells. You may not buy any spells that affect the arena (like Wall of Stone). The spell must not have a target of 'personal' and no duration of 'concentration'. The Gate Spell is banned from the CoCo. Example: You can use NPC spellcasting to prebuff with a Deeper Darkness Spell (day/lvl), or Continual Flame (permanent) on one of your objects. You can also buy a Blur (min/lvl) or Haste (rnd/lvl) spell but they would run out long before you enter the arena. You could request a Create Water (instantanous) if it would be to any use to you or you could Raise Dead your deceased companion (instantaneous) but you may not order Dissolving Weapon (instantaneous but personal) nor could you buy a Forbiddance (permanent but affecting arena). The Permanency (http://www.geocities.com/sovelior/srd/spellsPtoR.html#permanency) spell and Incarnate (http://www.wizards.com/d20/files/v35/PsionicPowersG-P.rtf) power can make certain spells permanent on you. You have to pay for both the permanency/incarnate spellcasting service (10x5xCL +5 gp per XP), plus the spell you want to render permanent (10x5xCL) including any material component and xp cost, if any. The minimum caster level requirement must be met and the maximum caster level is 20. A spell made permanent can be dispelled either by dispelling the Permanency Spell itself, or the companion spell (for that reason it is important that you note down the Caster level of the spell, or of both spells if the CL isn't the same). You can only make those spells permanent that are listed in the spell/power description. Permanent symbol spells that are discharged reactivate after 10 minutes. Example: A permanent CL 10 Enlarge Person costs 3600 gp (10x5x10 +2500, plus 10x1x10), whereas a CL 11 Greater Magic Fang costs 8380 gp (10x5x11 +7500, plus 10x3x11). A permanent CL 15 Symbol of Death costs 26950 gp (10x5x15 +20000 [XP] +5000 [material component], plus 10x8x15). You may not buy a permanent See Invisibility (Target: personal) unless you can cast it yourself but in this case the See invisibility spell has your caster level, the permanency spell, however, the caster level of the NPC Spellcaster. You may not make Magic Vestment permanent because it is not in the list. Miscellaneous Services: In a city such as Gladius there is almost no limit to the services available. You need someone to groom your horses, or perhaps you need the knowledge of a sage? No problem. The table below (or DMG,p105) provides you with some examples of services available in Gladius along with the prices per day. If you want to call on a service not in that list write a PM to the Pitlords GM Avatar and ask for guidelines and permission. None of the hirelings below may participate in an arena fight (although you can bring them with you on a Quest, and with the permission of the Campaignlord even on a Campaign). Available Services: price/day Alchemist....................1 gp Animal tender/Groom1........15 cp Architect/Engineer...........5 sp Barrister....................1 gp Clerk........................4 sp Cook.........................1 sp Entertainer/Performer........4 sp Laborer......................1 sp Limner.......................6 sp Maid.........................1 sp Mason/Craftsperson2..........3 sp Mercenary (guard)3...........2 sp Mercenary (cavalary)3........4 sp Mercenary (leader)3..........6 sp Porter.......................2 sp Sage4........................2 gp Scribe.......................3 sp Smith2.......................4 sp Teamster.....................3 sp Valet/Lackey.................2 sp 1: An animal tender cannot teach any tricks although he is considered to have 4 ranks in Handle animal (+0 Cha). 2: All Craftsmen and Smiths have 4 ranks in their relevant skill (+1 Int, +2 tool). If you want to hire a better craftsperson, double the price per rank above 4. For these NPCs the normal rules for crafting apply (time and cost, PHB,p70) 3: Mercenary Hirelings may not fight in the arena but you can bring them with you on a quest. They can act as guards or perform other duties. The Guard (War1), Cavalerist (War1), and Leader (War2) can be found in the Mercenaries Guild. 4: The listed sages have 4 ranks in their field of knowledge (+2 Int) and may roll once per day against the DC set by the GM (or Questlord/Campaignlord). If you want to consult a better sage, double the price per rank above 4. What about my cohort? Can he cast spells on me? Craft items? First of all, Cohorts may not craft any items; neither mundane nor magical ones. Cohorts with levels in a spellcasting class can aid the character by casting spells on him. Basically, these buff spells have the same limitation that every prebuff has (minimum 16 hours) so the Cohort can cast mage armor or nondetection on the gladiator if it lasts longer than 16 hours. The cohort can of course also cast spells on himself. However, there are some limitations to what a cohort may cast. Obviously, the spell cannot have a range of personal unless the Cohort casts it on himself. If the spell has a material component, the gladiator must provide it. Since the Cohort has no XP he cannot cast any spells with an XP component at all. The cast spells must be marked off (either by silvering it out or using strikethrough) on the spell-list. Like with gladiators, these prebuffs do not count against the 1/3 limit. As long as the cohort casts a single spell on the gladiator (or assists him in any other way) the cohort is considered to be participating in the fight, even if the gladiator leaves the cohort at home. The cohort took an active part in increasing the chances for a win so the ally rule applies normally. See FAQ: Advanced Rules: Allies (http://boards1.wizards.com/showpost.php?p=5660586) for more information about cohorts. The Gladius Blackmarket: What is that? Why is there one? There are strict rules and limitations to certain magic items aswell as spells cast by NPCs on the gladiator. For most magic items, only those specifically printed in the DMG may be bought or crafted; scrolls and powerstones may have a maximum casterlevel of your ELC+2, and tattoos may always only be bought at minimum manifesterlevel. NPC Spellcasting Service is likewise restricted: you may only buy spells with a CL up to your ECL. All these items and spells are available at the Gladius Market Square. The Gladius Blackmarket (http://boards1.wizards.com/showthread.php?t=396641) offers a way to circumvent these limitations, be it a spell with a higher CL than allowed, or perhaps a custom magic item? Here you will find what you are looking for (of course, it still has to be Core). The Blackmarket however comes not without a price! For every custom magic item or spell you need to pay credits (http://boards1.wizards.com/showpost.php?p=5660602). The credit cost is in addition to the normal gold price you have to pay. In case of the Blackmarket, the number of credits you have reflect the connections you have, or the numbers of favors the shady beings of Gladius owe you. Sometimes it is a bribe, sometimes you can use your influence to get a license for a custom item - the roleplaying reasons are countless, and even lawful good characters can find a reason why they get their hands on an illegal item. The reason for the Blackmarket is that custom items and spells are encouragement to earn credits (by moderating fights or quests, or writing a story) and a reward for those who already do. After all, not everyone wants to play an exotic monster so here is another way to spend your credits. How can I get custom items from the Blackmarket? That is pretty easy. First you need to go to the Blackmarket (http://boards1.wizards.com/showthread.php?t=396641) thread. At the top you will find a list with available items and their cost in credits. Check your credit account in the Pitlord List (foundable in the Characters thread) for how many credits you currently have, and you know what you can afford. If you have enough credits (and of course gold too!) to purchase the requested custom item, you post a request for that item in the Blackmarket along with the gold price and credit cost, and that's it. After you have bought the item and enlisted it on your character sheet, write the credit cost behind the item in parenthesis by using the ° symbol. Done. How can I get custom spells from the Blackmarket? <not available> Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) |
| Pitlords03-14-05, 08:24 PM | Advanced Rules: About Pitlording What is a Pitlord? A Pitlord is an arena fight moderator. In the Core Coliseum, in most cases, the players don't run their characters directly. Instead, they send tactics for their character to the fight moderator (the pitlord) who runs the fight at home according to the tactics he received from the combatants. Pitlords are the base on which the Core Coliseum stands and so their work is greatly appreciated, and they are rewarded with credits, and the gratefulness of the players. I want to pitlord fights. What should I do? Send a PM to the Pitlords GM Avatar and tell him that you are interested in running fights. You also have to send your email address which will be linked on the Pitlord List. And finally, you need to tell him the number of fights you want to run each week. That's all. You will soon find yourself on the Pitlord Roster. By the way, you can always change the number of fights you are going to run in a given week. Just write a PM to the Pitlords GM Avatar. I'd like to pitlord fights, but I'm not familiar with psionics, or I'm not comfortable with the complexities of high-level characters. What should I do? That is no problem. If you are uncomfortable with something, be it psionics, high-level fights, or anything else, you can request not to get fights assigned that involve your unwanted field. Not everything can be requested though! You cannot request to be excluded from things that don't have anything to do with complexity or things that are present in most of the fights; for example, you cannot request to not run fights involving mounts or allies. Also, please note that with every special request it becomes more difficult for the GMs to assign Pitlords properly as there are a lot of other things the GMs have to take in mind when assigning Pitlords (eg. no friends/roommates should pitlord each other, the Blacklist with forbidden pitlord/player combinations, etc) so please only request to be excluded from something if you definately cannot run a fight otherwise. I'm a Pitlord now. How do I run fights? There are two ways of running the fight. The most common one is to post it in the Fights (http://boards1.wizards.com/showthread.php?t=444344) thread (1 credit) but you can also run it in a seperate thread (2 credits). There are some differences between these two methods: Fights Thread: You will receive tactics from all gladiators that are assigned to you. Read through these tactics before you run the fight. If there is anything unclear or if something obviously won't work, send a mail or PM to the player and inform him of that. This pre-fight discussion helps to prevent misunderstandings and might actually save you a lot of time. As soon as you have all tactics, you should begin to run the fight as soon as possible! Real life issues might come up later and prevent you from running the fight on time, and there might be a after-fight discussion on the Fights of the Week thread in case a player has some concerns or found a mistake in the fight (which needs to be corrected). When you run the fight, you must include a summary after each round. This summary must show the positions of all combatants (including those of all summons and allies; don't forget elevation in case of flyers). If the gladiator is mounted, just write "mounted" into the position space and list the coordinates along with the mount. Current hitpoints, maximum hitpoints, remaining spell-levels and power points, and all spells, powers, and effects that are currently affecting a character, plus the duration (for very long spells you don't have to list the duration) are also mandatory. That also includes things like "summoning" or "has charged" albeit without duration. Don't worry, you only have to type it in once, then copy and paste it (with the appropriate modifications) for the following rounds. Example: Ebelin Barnahdy (-17/+1, 15ft), 35/67 hp, [7/23 spell levels]; mage armor, greater invisibility (4/9), summoning... At the end of the fight, you have to state the result of the fight ("Ebelin is the winner") aswell as the rewards he earned ("...and receives 1200 XP and 1400 Gold"). You also have to list all items that are used up. In case of magical expendable items you need to write the caster level behind the name, eg Potion of Cure light wounds [5]. Once the fight has been posted, you should post a link on the Fights of the Week thread and tell us that your fight is up. Don't spoil the outcome! You should check back once in a while for there might be mistakes in the fight or a player has some concerns with it. Mistakes must be corrected; concerns - for example, someone is unhappy the way you ran his character - are basically for you to decide if you want to correct it but it is considered nice if you take these concerns seriously. If there is a definate discrepancy between the tactic and how you ran the gladiator, this must be corrected aswell. One final thing: Please post the fight in one piece! It makes my work much more difficult if I always have to check back wether it is completed or not. If you cannot run the fight in one piece, better save it on your harddisc in a text file, and continue when you have the time. Thanks! Seperate Thread: The second way to run arena fights is to open a new thread, and run the fight together with the player "on stage". No tactics are necessary. There are still some things you need to follow. The title of the thread must include the name of the gladiators (eg Luken vs Virgo; just so that the match is recognizable so don't use long names. In case of more than two gladiator, find an appropriate title for your fight). The title should also include the level (in case of different levels write 5-7). And it must be recognizable as an arena fight and mention the type of the arena fight (Arena fight, Team fight, Monster fight, Merc fight; see FAQ: Arena Combat for details on arena fight types). Example: Arena fight: Luken vs Virgo (ECL 7). The first post (made by the Pitlord) reminds others that this is for the players and the Pitlord only (no one else should post there), the basic details (who fights?), and the Fightlog. The fightlog - which is empty at the moment - needs to be filled out while the fight progresses. Here you list all used items and later the result and the rewards. The following posts are reserved for the character sheets which the Pitlord will paste in here. Use one post per sheet. As the fight proceeds, you have to mark spells off (by using the strikethrough command, silver them out, or just make a note behind the item). It is important that the original sheet (as it has been before the fight begun) is still recognizable! The next post is a short introduction from the Pitlord. He also posts the map that he uses. After that it is up to the Pitlord and the players to run the fight. Diligent Pitlords use image manipulation programs to post maps with round by round positions but that is not mandatory. What should I do if one player does not send tactics? Players are supposed to send their tactics as early as possible. If you did not receive tactics until friday, write send a PM or email to the player and remind him of that. Sometimes there are email mistakes, or other misunderstandings and this note will help to prevent bad feelings afterwards. If you still didn't get tactics until saturday and after informing the player, you may begin to run the fight by default tactics (which are normally written somewhere on the character sheet). If there aren't any default tactics on the sheet, then either use one or two tactics from past fights as a guideline, or improvise and play the character according to his character with basic tactics (nothing complicated). What should I do if something happens that's not covered in a characters' tactics? Then you have to adept and improvise. Pitlord adaption is a common thing and is used in many fights. Sometimes a situation arises that is not covered by the players tactic, or the tactic a player wrote clearly doesn't work (anymore). In this case, you can take over the character and adept with basic tactics accordingly. Perhaps you might want to take a look at the characters description (behaviour) and his mental stats for guidelines on how he might react. Try to think yourself into this character but also try to find a good balance. A pitlord adaption shouldn't be a boon to the one whose tactics broke down, nor should the character act like a fool. In any case, it is up to you to decide. Should I use real dice, or an online roller? You can use either although the online roller is prefered. Some like to use their own dice just because they like rolling dice, and some just don't want to take the extra time to enter all the rolls in the online roller. However, the online roller is still the best and most professional way to post a fight. If you do so, add the link to the online rolls somewhere on your fight post. Here are three good online rollers: The Vacuum Elemental Dice (http://krisinchico.brinkster.net/rolldata.asp) Roller is the standard roller of the CoCo. The Invisible Castle (http://invisiblecastle.com/find.py?a=show&id=11541) Roller Nadaka's DiceBox (http://www14.brinkster.com/nadaka/DiceBoxDB.asp?Page=Add) Of course, you can use whatever roller you want but it should be linkable to the fight. I found a mistake on one of the Characters. What should I do? You are supposed to browse over the character sheet briefly and check for mistakes. You should at least check the ability scores, the saves and hitpoints, and take a look at the equipment. If he wants to bring an ally, you have to check wether this ally is allowed or not (see FAQ: Allies). If you have found a mistake, mark it red and write the correct value behind it. You can also post a comment. The more the character sheet matches the Default Sheet, the better. You are also supposed to run the fight with the mistake corrected. If you have enough time, you can send a note to the player and remind him of this mistake. This is especially advised in case the player relied on a certain ability in his tactic which is now not possible anymore. It is not mandatory for you but is considered a convenience, and it might save you a lot of headaches in the after-fight discussion. Post all mistakes you found in the Violations thread (http://boards1.wizards.com/showthread.php?t=196885). When should I post the fight? What happens if I post the fight late? Or not at all? There is a deadline at which time your assigned fight must be posted on the fights thread, in proper shape. This deadline is Tuesday 8 AM GMT (Western European Time). If you do not post your fight before that time is up, you lose the credit you received for running the fight plus you get a negative credit. You are still encouraged to post the fight because there is still more than a day before the new pairings are being rolled (Wednesday 9 PM GMT). If you don't post the fight at all 2 hours before the next pairings, you lose another credit. In this case, your fight will be reassigned to another pitlord who runs it within the new week. Pitlords are strongly encouraged to run their fights on time because if you don't, at least two players have to sit out a week. And this is annoying. Repeated violation of the deadline will result in the removal from the active Pitlord list. I don't think I can finish this fight on time after all. Can I give it to someone else? Of course, we cannot always predict real life situations that might prevent us from running a fight, and this is absolutely okay. You have to post this in the Fights of the Week thread (the one for the appropriate week, of course) and tell us that you cannot run your fight. Also, write a PM to the Pitlords GM Avatar. Normally, others will step up and take over your fight in which case you won't suffer any negative credits although you will lose the credit you gained for being assigned to the fight, of course. Are 1v1 matches the only type of arena fight? The standard arena matches are 1 gladiator vs 1 gladiator fights but these are not the only ones. There can be "Team Battles" which can involve as many as 8 gladiators in any combination, or there may be "All vs All Battles" with up to 4 gladiators. It is possible to have even more gladiators participate but that must be approved by the GMs for it becomes much more difficult to calculate the rewards, not to mention the Pitlord's work to coordinate so many creatures. There can also be so called "Monster fights" which pair one (or more) gladiator(s) against a monster from the Monster Manual. Unless the gladiator chose one (written in the headline of the character sheet), you are supposed to pick an appropriate monster according to his ECL. Finally, there is the possibility to be paired against a mercenary from the Mercenaries Guild, provided there are any appropriate mercenaries available (which might not be the case if there are none at your level or if those who are have been hired by another gladiator). The rewards for Arena fights are always the same: you gain 1 credit per 2 gladiators. Please note that you may be assigned to any of these battles unless you specifically request it (which will then be marked behind your name on the Pitlord List). In case of Multiplayer fights, the number of fights you are marked to run determine how many players may be in your match: for every match you are set to run, you may be assigned 2 gladiators. Example: You are set to <three> fights on the Pitlord List. You may be assigned to a 3v3 Team Battle, or a 4 All vs All and a regular match, or three regular 1v1 matches. My fight is done. How many xp and gold do the gladiators get? For XP you have to check the table 2-6 (http://www.wizards.com/dnd/DnD_DMG_XPFinal.asp) (DMG,p38), or use the one below. The rewards are based on the ECL of the gladiators. If you do not know how to use this table, ask in the Tavern. Your ------------------------------ Opponent's ECL/CR ------------------------------- ECL 1 2 3 4 5 6 7 8 9 10 1-3 300 600 900 1,350 1,800 2,700 3,600 5,400 7,200 10,800 4 300 600 800 1,200 1,600 2,400 3,200 4,800 6,400 9,600 5 300 500 750 1,000 1,500 2,250 3,000 4,500 6,000 9,000 6 300 450 600 900 1,200 1,800 2,700 3,600 5,400 7,200 7 263 394 525 700 1,050 1,400 2,100 3,150 4,200 6,300 8 200 300 450 600 800 1,200 1,600 2,400 3,600 4,800 9 * 225 338 506 675 900 1,350 1,800 2,700 4,050 10 * * 250 375 563 750 1,000 1,500 2,000 3,000 11 * * * 275 413 619 825 1,100 1,650 2,200 12 * * * * 300 450 675 900 1,200 1,800 13 * * * * * 325 488 731 975 1,300 14 * * * * * * 350 525 788 1,050 15 * * * * * * * 375 563 844 16 * * * * * * * * 400 600 17 * * * * * * * * * 425 18 * * * * * * * * * * 19 * * * * * * * * * * 20 * * * * * * * * * * Your ------------------------------ Opponent's ECL/CR ------------------------------- ECL 11 12 13 14 15 16 17 18 19 20 1–3 ** ** ** ** ** ** ** ** ** ** 4 12,800 ** ** ** ** ** ** ** ** ** 5 12,000 18,000 ** ** ** ** ** ** ** ** 6 10,800 14,400 21,600 ** ** ** ** ** ** ** 7 8,400 12,600 16,800 25,200 ** ** ** ** ** ** 8 7,200 9,600 14,400 19,200 28,800 ** ** ** ** ** 9 5,400 8,100 10,800 16,200 21,600 32,400 ** ** ** ** 10 4,500 6,000 9,000 12,000 18,000 24,000 36,000 ** ** ** 11 3,300 4,950 6,600 9,900 13,200 19,800 26,400 39,600 ** ** 12 2,400 3,600 5,400 7,200 10,800 14,400 21,600 28,800 43,200 ** 13 1,950 2,600 3,900 5,850 7,800 11,700 15,600 23,400 31,200 46,800 14 1,400 2,100 2,800 4,200 6,300 8,400 12,600 16,800 25,200 33,600 15 1,125 1,500 2,250 3,000 4,500 6,750 9,000 13,500 18,000 27,000 16 900 1,200 1,600 2,400 3,200 4,800 7,200 9,600 14,400 19,200 17 638 956 1,275 1,700 2,550 3,400 5,100 7,650 10,200 15,300 18 450 675 1,013 1,350 1,800 2,700 3,600 5,400 8,100 10,800 19 * 475 713 1,069 1,425 1,900 2,850 3,800 5,700 8,550 20 * * 500 750 1,000 1,500 2,000 3,000 4,000 6,000 * Characters probably shouldn't be fighting characters or monsters 8 CRs below them. If they do, for some reason, the GMs will assign an appropriate XP reward for the fight. ** If a character has defeated a challenge that far above his/her level, something strange is going on. The GMs will investigate and assign an appropriate XP reward for the victory. The winner receives the full rewards according to the table. The loser also receives XP but only 1/3 of what he would have gotten in case of a win. Also, the loser can never get more XP than 100 * (his current ECL) by losing a fight. For example, if the loser is ECL 12 and loses against an ECL 15 gladiator, he should gain (10,800/3) = 3,600 XP. However, the rule limiting XP in case of a loss cuts that down to 1,200 XP gained. In case a gladiator enters with an ally that does not come from a class feature he suffers an xp penalty. Likewise, the gladiator who fought without an ally (other than a class feature ally) gets a xp bonus. Please check the FAQ: Cohorts and Allies (http://boards1.wizards.com/showpost.php?p=5222449) for guidelines. For gold, you have to check the table below. Opponent's Reward (gold) for ECL/CR winning the fight 1 300 2 600 3 900 4 1,200 5 1,600 6 2,000 7 2,600 8 3,400 9 4,500 10 5,800 11 7,500 12 9,800 13 13,000 14 17,000 15 22.000 16 28,000 17 36,000 18 47,000 19 61,000 20 80,000 If you lose the fight, then, again, you win 1/3 of the amount you would have received if you had won. There is, however, a cap on the amount of gold you can win if you lose, and it depends on your own ECL: Your own Maximum gold reward ECL/CR for losing a fight 1 100 2 200 3 300 4 400 5 533 6 666 7 866 8 1,133 9 1,500 10 1,933 11 2,500 12 3,266 13 4,333 14 5,666 15 7.333 16 9,333 17 12,000 18 15,666 19 20,333 20 26,666 If you have any questions about the rewards, ask in the Tavern. Table for xp/gp rewards in case of same ECLs. If both gladiators come from the same league, then the table below quickly shows you how many xp and gold the gladiators receive. This amount still needs to be modified if they bring non-class feature allies into the arena. Rewards for Winning ECL XP GP ---- -- -- 1 300 300 2 600 600 3 900 900 4 1,200 1,200 5 1,500 1,600 6 1,800 2,000 7 2,100 2,600 8 2,400 3,400 9 2,700 4,500 10 3,000 5,800 11 3,300 7,500 12 3,600 9,800 13 3,900 13,000 14 4,200 17,000 15 4,500 22.000 16 4,800 28,000 17 5,100 36,000 18 5,400 47,000 19 5,700 61,000 20 6,000 80,000 Rewards for Losing ECL XP GP ---- -- -- 1 100 100 2 200 200 3 300 300 4 400 400 5 500 533 6 600 666 7 700 866 8 800 1,133 9 900 1,500 10 1,000 1,933 11 1,100 2,500 12 1,200 3,266 13 1,300 4,333 14 1,400 5,666 15 1,500 7.333 16 1,600 9,333 17 1,700 12,000 18 1,800 15,666 19 1,900 20,333 20 2,000 26,666 Thanks to KerlanRayne (http://boards1.wizards.com/member.php?u=195315) for providing us with these two quick access tables. Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) |
| Pitlords03-14-05, 08:27 PM | Advanced Rules: About Questlording What is a Questlord? A Questlord is the moderator of a Quest, just like a Pitlord moderates an arena fight. However, a questlord is more like a Dungeon Master because Quests are more free-style than arena fights. You earn 2 credits (+1 per additional player) for running a Quest, and 1 credit for a MiniQuest. Before you read on, make sure you have read the Rules of Gladius: Quests FAQ completely! I want to be a questlord. How do I start? Request Quest: The first thing you have to do is notifying the Pitlords GM Avatar per PM that you want to run a quest, and also when you want to run it. If you have any preferences (low-level, no psionics, single-player only, etc) you write it into the PM. The GMs will then add you to the Quest Roster. Normally, someone will state his interest in going on a quest but if you want to make sure you are getting a player early on, you should make an announcement in the Tavern (http://boards1.wizards.com/showthread.php?t=444341) that you are going to run a quest and are looking for player(s). Note that you need time to create the quest so don't request the quest one day before you run it. The Storyline: Once a player (or all players in case of a Multiplayer Quest) have been found, you can begin to write the storyline based on their quest goal and the roleplaying ideas your players present you. The story is completely up to you, of course. You also need to create all NPCs that appear in your quest. If they are combatants, then you have to flesh them out including statistics and equipment. Depending on the quest goal of your player(s) your quest has a certain Encounter Level which has a direct impact on the power of your NPCs. You also need to calculate XP and treasure of your quest. The Maps: You also need to create the maps because your encounters won't take place in the arena. The standard program for creating maps is the Dungeoncrafter (http://www.dungeoncrafter.com) but you can use another program if you like. After you have created your maps, you need to upload them. If you do not have your own homepage, you can use the Photobucket (http://www.photobucket.com/) to upload them. You must create at least one map but you are encouraged to create more; most questlords create one map for each encounter. If you want to create only one map for your quest but you are running a 3-week Quest thus have 3 encounters, you can either have all encounters take place on the same map (which should be in line with the story), or you use the Maps thread (http://boards1.wizards.com/showthread.php?t=249853). The Maps thread is a compilation of maps from past quests and campaigns and provide you with a selection of maps. This is also where you will post all your maps at the end of the quest. Confirmation: Send all this information to the Pitlords GM Avatar. One of the GMs will check everything for its validity, correct any mistakes together with you, and finally gives you the OK for your Quest. Your Quest will then begin on the scheduled date. Start Quest: You have to open a new Quest thread. Choose a title for the Quest that somewhat suits the quest goal or the player character(s), and include the Encounter Level (EL) of the quest into the title in parenthesis. The first post is always the Questlog (Example). The Questlog includes the title, and a complete breakdown of all items found, used, or destroyed, including all gold values in parenthesis, aswell as the outcome of the encounters including any losses (eg. heavy warhorse died). You also need to write down the quest goal. At the bottom should be a list with XP earned during the XP. You will update the questlog as the quest goes on. The second post is the character sheet which you must not post before Wednesday 9 PM GMT when the deadline for editing the sheet has passed. From here on every additional post is roleplaying and questing and completely in your hands. Congratulations! After these steps you have successfully created a Quest! A word on Maps Quests can take place in virtually any kind of enviroment, depending on the quest. Some quests might take place in a dense forest, others in open fields, or narrow tunnels, perhaps even in a city with many-story buildings which you can enter and snipe from the windows (after using pick locks on the door). For that reason, the Questlord must create an appropriate map as part of his workload. The map can be as simple or as elaborate as he desires but a certain minimum of work should go into the creation of the map. Since there is only one fight per real time week (plus the preparation time before the quest begins), he has enough time to flesh out a map. This work won't be for naught: the map will be archived in the Maps thread. Over time, this thread will be full of maps from which other Questlords can choose their battlegrounds. To ensure continuing map influx, Questlords must at least post one map if they have to run a 3-week Quest. The same is mandatory if there is no map that would suit their Quest. To prevent map spaming, modifications of existing maps are possible. The map must have clearly distinguishable 5ft squares and values on the x-axis and y-axis. The map size is up to the Questlord but it should be posted as a .jpg file because .bmp is about 20 times larger. As the fight progresses, you can either just write down the positions, or post a seperate version of the map each round, where the combatants are visible. The latter is surely more graphic in nature but also more work. The Questlord Tools There are some programs that help the Questlord in creating maps. Although the Questlord may use any method of creating, uploading, and resizing maps, two of the ones above are free and can be accessed by everyone. This section describes the basic functions of these programs to make it as easy as possible for the Questlord. Creating Maps: The Dungeoncrafter (http://www.dungeoncrafter.com) is a simple and easy to use map-making program that everyone can download. On the right side of the screen you will see the "Download Section" where you can download the program. You might also be interested in the "Customs" links on the right side which have additional tile sets (desert, ice, lava, etc etc). Once installed, you can begin creating maps. It is very simple. On the left side you can see a handful of tiles. Just choose one and click on the white field that dominates the center of the screen. The chosen tile appears. Right click on it and it disappears again. You can pick other tiles from the same "set" by switching between the "Tile", "Furniture", and "Various" folder. You can switch to another set by using the drop-down menue next to "Tileset:" and pick another one. Your downloaded custom tiles can be accesses via the "Custom" drop-down option which let's you browse through your harddisc. On the top left side you can see four arrows next to the display with your current tile. By clicking on them you can turn the tiles in case you want the door facing in another direction. There is also a button called "Mode". Here, you can switch between "Tiles", "Walls", and "Doors". Walls and Doors always need to be placed on the corner of a tile. Note that outdoor tiles have no visible square so you need to place 'walls' around each tile so that the 5ft squares are visible. Another interesting feature is the "Insert text" option under "Tools" in the top bar. Just click on it, then click on a spot on the map, and write the text you want to appear into the box. You can change color, size, and font, if you like. Finally, you need to save your finished map. Click on "Save As" under "File", enter a name, and save it onto your harddisc. Finished. Hosting Maps: You will need a method to upload pictures (your maps) onto the internet which you can then link into your Quest. If you do not have your own homepage, you can use this program: Photobucket (http://www.photobucket.com/). It is very easy to use. You need to sign up and log in. You will automatically be forwarded to the "Add Pictures" section. Just click on "Browse" and find the map that you saved on your harddisc; click "Submit" The map will then be uploaded. The uploaded map should appear below, along with the URL for the picture which you can now link to your quest. That's all. One last request: please convert .bmp maps into .jpg maps before uploading them because bitmap is 20 times larger in size. Image Manipulation: Photoshop is an image manipulation program that I can recommend; it has a lot of options and is not too difficult to use. Unfortunately, it is not available for free download. However, as a Questlord you definately need an image manipulation program. If you do not own your own one you can use these two free and downloadable programs: Paint.Net (http://www.eecs.wsu.edu/paint.net/) and Gimp.Org (http://www.gimp.org/). An explanation for these programs would be too much here but there is a manual for both available on their homepage. If you have any questions about those programs, ask them in the Tavern (http://boards1.wizards.com/showthread.php?t=444341). Encounter Level Calculator (http://www.d20srd.org/encounterCalculator.htm): This most useful tool calculates the EL for your Quest. Just enter the CRs and the number of monsters you have picked into the left "Monster" column, then the number of player characters that will go on the quest and their Effective Character Level (ECL = HD+LA). Click on "calculate" and it tells you wether your pick is appropriate for the Encounter Level of the Quest. Additionally, the Encounter Level Calculator calculates XP for this encounter, aswell as treasure in gold. Finally, you can enter the enviroment where the encounter will take place and see what the distance to start spot checks is. This is determined randomly by the program but is absolutely okay. How can I make sure that the challenges in my quest are appropriate? First you need the Encounter Level of your Quest which is set by the players who go questing. Then you check your Dungeon Masters Guide on page 49, or use the table below: ----------------Number of creatures--------------- EL| 1 2 3 4 5-6 7-9 10-12 Mixed ________________________________________ _____________ 1| 1,2 | 1/2| 1/3 | 1/4 | 1/6 | 1/8 | 1/8 |1/2+1/3 2| 2,3 | 1 |1/2,1| 1/2 | 1/3 | 1/4 | 1/6 | 1+1/2 3| 3,4 | 1,2| 1 |1/2,1| 1/2 | 1/3 | 1/4 | 2+1 4| 3,4,5 | 2 | 1,2 | 1 |1/2,1| 1/2 | 1/3 | 3+1 5| 4,5,6 | 3 | 2 | 1,2 | 1 | 1/2 | 1/2 | 4+2 6| 5,6,7 | 4 | 3 | 2 | 1,2 | 1 | 1/2 | 5+3 7| 6,7,8 | 5 | 4 | 3 | 2 | 1 | 1/2 | 6+4 8| 7,8,9 | 6 | 5 | 4 | 3 | 2 | 1 | 7+5 9| 8,9,10 | 7 | 6 | 5 | 4 | 3 | 2 | 8+6 10| 9,10,11| 8 | 7 | 6 | 5 | 4 | 3 | 9+7 11|10,11,12| 9 | 8 | 7 | 6 | 5 | 4 | 10+8 12|11,12,13| 10 | 9 | 8 | 7 | 6 | 5 | 11+9 13|12,13,14| 11 | 10 | 9 | 8 | 7 | 6 | 12+10 14|13,14,15| 12 | 11 | 10 | 9 | 8 | 7 | 13+11 15|14,15,16| 13 | 12 | 11 | 10 | 9 | 8 | 14+12 16|15,16,17| 14 | 13 | 12 | 11 | 10 | 9 | 15+13 17|16,17,18| 15 | 14 | 13 | 12 | 11 | 10 | 16+14 18|17,18,19| 16 | 15 | 14 | 13 | 12 | 11 | 17+15 19|18,19,20| 17 | 16 | 15 | 14 | 13 | 12 | 18+16 20| 19+ | 18 | 17 | 16 | 15 | 14 | 13 | 19+17 ------------------------------------------------------ The left column shows the Encounter Level (EL) of the Quest. Search your Quest's EL and forget about the other ELs. Look across that line to find the Callenging Rate (CR) of the monster you want to use, then look at the top row how many of these creatures make an appropriate encounter for your Quest. You can also do it the other way around by checking the number of creatures you want to bring, then read down to your EL line and you have the CR that each of your monsters may have. Example: You are preparing an EL 5 Quest and want to add some orcs (CR 1/2) so you go to the EL 5 row, then read across until you come upon 1/2, then look up and check the number of orcs you can bring; 7-9 in this case. Or the other way around: you want to bring three creatures in your EL 5 encounter. Go to the top row and find the number 3, then read down to the EL 5 line where you can read "2" and this is the CR of each of the three creatures. Sometimes you will find more than one number printed in the CR field, and they are divided by commas. That means you have to judge wether your particular monster will be a tougher or weaker version. That can have many reasons. Your wizard may have a good selection of magic items and scrolls which make him more dangerous than the same wizard without these items. Or your monster has a tactical advantage because it fights in its own terrain, or is especially dangerous to the player character involved. Whatever the reason, if you have more than one CR to chose from, you have to judge which CR will be appropriate for this particular quest. The last column is called "Mixed" which means Mixed Pair. You use this column if your EL is one below the Quest EL and you want to raise it by one. Then you look at the Quest EL line, and read across towards the Mixed column where the CR for the main opponoment, and his companion are listed. Example: You run an EL 8 Quest and want to send an Aboleth (CR 7) against the Questers. According to the table, for a weak party the aboleth would be okay but since the party is very well equipped you decide that CR 8 would be better. Look across to the Mixed column where you will find "7+5" which means your CR "7" Aboleth gets a CR "5" ally. If you run a 3-week Quest you need to do this with three encounters. Once you have finished picking the opponoments and their numbers, you can check the Encounter Level Calculator (http://www.d20srd.org/encounterCalculator.htm) to see if you ran the numbers right. Finally, you need to send it to the Pitlords Account who will check the Quest and give you the GO. How can I make sure that the XP rewards in my quest are appropriate? Unlike in arena fights, the difference between gold and xp may vary, although only slightly so. The reason is the nature of the D&D XP system on the one hand, and dynamics of quests on the other hand. If the player can use most items that he found, the overall quest reward will be greater for the PC because he doesn't have to sell it for half price. If he is a fighter and finds only scrolls and spellbooks, he will end up with less money. It is up to the Questlord to balance this more or less out. More later. Experience Points: First thing you need is the XP table (http://www.wizards.com/dnd/DnD_DMG_XPFinal.asp) (in the DMG, p38). For your convenience, we have posted the table below. Your ------------------------------ Opponent's ECL/CR ------------------------------- ECL 1 2 3 4 5 6 7 8 9 10 1-3 300 600 900 1,350 1,800 2,700 3,600 5,400 7,200 10,800 4 300 600 800 1,200 1,600 2,400 3,200 4,800 6,400 9,600 5 300 500 750 1,000 1,500 2,250 3,000 4,500 6,000 9,000 6 300 450 600 900 1,200 1,800 2,700 3,600 5,400 7,200 7 263 394 525 700 1,050 1,400 2,100 3,150 4,200 6,300 8 200 300 450 600 800 1,200 1,600 2,400 3,600 4,800 9 * 225 338 506 675 900 1,350 1,800 2,700 4,050 10 * * 250 375 563 750 1,000 1,500 2,000 3,000 11 * * * 275 413 619 825 1,100 1,650 2,200 12 * * * * 300 450 675 900 1,200 1,800 13 * * * * * 325 488 731 975 1,300 14 * * * * * * 350 525 788 1,050 15 * * * * * * * 375 563 844 16 * * * * * * * * 400 600 17 * * * * * * * * * 425 18 * * * * * * * * * * 19 * * * * * * * * * * 20 * * * * * * * * * * Your ------------------------------ Opponent's ECL/CR ------------------------------- ECL 11 12 13 14 15 16 17 18 19 20 1–3 ** ** ** ** ** ** ** ** ** ** 4 12,800 ** ** ** ** ** ** ** ** ** 5 12,000 18,000 ** ** ** ** ** ** ** ** 6 10,800 14,400 21,600 ** ** ** ** ** ** ** 7 8,400 12,600 16,800 25,200 ** ** ** ** ** ** 8 7,200 9,600 14,400 19,200 28,800 ** ** ** ** ** 9 5,400 8,100 10,800 16,200 21,600 32,400 ** ** ** ** 10 4,500 6,000 9,000 12,000 18,000 24,000 36,000 ** ** ** 11 3,300 4,950 6,600 9,900 13,200 19,800 26,400 39,600 ** ** 12 2,400 3,600 5,400 7,200 10,800 14,400 21,600 28,800 43,200 ** 13 1,950 2,600 3,900 5,850 7,800 11,700 15,600 23,400 31,200 46,800 14 1,400 2,100 2,800 4,200 6,300 8,400 12,600 16,800 25,200 33,600 15 1,125 1,500 2,250 3,000 4,500 6,750 9,000 13,500 18,000 27,000 16 900 1,200 1,600 2,400 3,200 4,800 7,200 9,600 14,400 19,200 17 638 956 1,275 1,700 2,550 3,400 5,100 7,650 10,200 15,300 18 450 675 1,013 1,350 1,800 2,700 3,600 5,400 8,100 10,800 19 * 475 713 1,069 1,425 1,900 2,850 3,800 5,700 8,550 20 * * 500 750 1,000 1,500 2,000 3,000 4,000 6,000 Calculating XP: You have to find the ECL of the questing character which you can find on the left side written in teal. Now check the CR of the monster that this character defeated, and you have the XP reward for this single monster. If he thought more than one monster, repeat this step and add all XP rewards together. Example: Heinrich, a level 5 wizard blasted two ghouls (CR 1 each) and one level 3 necromancer (CR 3) into oblivion. Each ghoul rewards him 300 XP, and the necro is worth 750 XP. For the whole encounter Heinrich gets 300*2 + 750 = 1350 XP. More than one player: If there is more than one questing character (a multiplayer quest), you have to divide the XP by the number of players. Repeat the step above for each player character individually. Example: Heinrich (lvl 5) got aid from Angosh (lvl 6) in this encounter. Heinrich has to divide his 1350 XP by 2 which still earns him 675 XP. Angosh has also defeated the ghouls and the necro so he gets 300 XP for each ghoul, and 600 XP for the necromancer, together 1200 XP but since he wasn't alone, he needs to divide it by 2, thus he ends up with 600 XP. Monsters with a CR below 1: Some monsters don't even have a CR of 1. For these weak monsters you have to calculate a CR 1 encounter, then divide it by the fraction of their CR. Example: Heinrich (lvl 5) killed a single orc on his way home. An orc is CR 1/2. Check the table for CR 1 which says you get 300 XP, then divide it by 2 because the orc is only CR 1/2. Heinrich gets 150 XP for this single orc. Quest Completion Reward: (for 3-week Quests only!) If the player character completes the Quest - that is winning all three encounters plus completing whatever the plot required - he gets an additional Completion Reward of 33%. The Questlord just sums up the XP gained from all three encounters, and adds 1/3. This is what the character gets out of this Quest. How can I make sure that the Treasure rewards in my quest are appropriate? Experience Points are not the only reward a player character gets. On his journey he finds valuable items, loots equipment from his fallen foes, or retrieves a special weapon from the dungeon he has just cleared. Treasure rewards can have any form that is worth something in gold. To determine the appropriate amount of treasure per encounter, you have to check the following table (also foundable in the DMG on page 51). Reward (gold) for EL winning a fight 1 300 2 600 3 900 4 1,200 5 1,600 6 2,000 7 2,600 8 3,400 9 4,500 10 5,800 11 7,500 12 9,800 13 13,000 14 17,000 15 22.000 16 28,000 17 36,000 18 47,000 19 61,000 20 80,000 You just have to find the Encounter Level of the encounter you want to send against the player, and you have the appropriate gold reward for such an encounter. Quest Completion Bonus: (for 3-week Quests only!) Like with XP, you also get a Quest Completion Bonus of +33% in treasure. You have to defeat all monsters on your way (all three encounters) and complete whatever riddle the Questlord came up with, if any. Just add all the treasure found and gained together, and add 1/3 to that value. That is the final treasure reward for the Quest. You can distribute the treasure among the three encounters as you see fit. If the first encounter was against an ooze, then it is logical to hold any treasure back and give more in the second or third encounter, or as final reward. Common sense should apply. What you cannot do is to give out more treasure in the first encounter than listed in the table. So you can give out more treasure later but not earlier. Example: Brock Granitehand, a dwarf cleric, defeats two shadows (EL 5) in his first encounter. Since they were incorporal it is logical to assume that they have no treasure, so the Questlord withholds the 1600 gp Brock would have gotten. His second fight is against an evil level 5 fighter. Fortunately, Brock could overcome this villain aswell. The Questlord may now give out up to 3200 gp (for 2 EL 5 encounters) or withhold the treasure even further until after the third encounter. He could not have given out more than 1600 gp in the Shadow-fight, nor could he drop treasure that exceeds 3200 gp on the evil fighter, or 1600 if he had given treasure during the Shadow encounter. What kind of treasure can be dropped? Coins, Gems, and Art: Almost every player character finds some gold or silver on his quest, sometimes even a few gems, a silvered comb, or a valuable painting. These items can be taken over 1 to 1, and used to pay for purchased items. They are worth their full amount in gold. Items and other things: This broad categorie encompasses everything else. Weapons, armor, potions, music instruments, tools, etc; everything that has a gold price listed next to its name. You can either keep and use these items, or sell them for half price after the Quest is over (or during the Quest if you come across a market). Unfair, you say? Yes and No... Of course, even if you can use the item, the same amount in gold would still be better because it gives you much more freedom in what you can purchase. That gets even worse if you cannot use the item and lose half its value when you sell it. It is highly doubtful that every item you find on the Quest is just the one you wanted to buy anyway. For that reason, every Item is calculated with only 3/4 its market price for quest treasure purposes. That makes sure that there is a balance between gold and XP gained on a quest. Example: Brock Granitehand, our dwarf cleric, finally defeats the evil fighter. Remember? He would get 3200 gp worth of treasure. The Questlord gave the villain a halfplate (600 gp), a +1 greataxe (2320 gp), and a bag full of gold. Since the halfplate and greataxe are items, they count as 3/4 only for treasure purposes, which is 450 and 1740 respectively, together 2190 gp. Brock's expected treasure is 3200 gp, so we substract 2190 gp because this is what he got in items, and end up with a difference of 1010 gold pieces which are in the bag of gold. Theoretically, Brock just got treasure worth 3930 gp (600 [plate] + 2320 [axe] +1010 [gold]) which is much more than the expected 3200 gp, but practically, he cannot use the greataxe as a cleric and he already has a fullplate. He can now sell these two items for half price 1460 gp (300 for the halfplate and 1160 for the greataxe) but then he ends up with only 2470 gp (1460 + 1010 gold) which is less than the expected 3200 gp. If he had no fullplate but can make use of the halfplate, or takes a level fighter so that he can use the greataxe, the effective quest reward suddenly shoots up again. What kind of treasure will be found in a quest is up to the Questlord but from the example it is obvious that the Questlord should put some thought into the treasure handed out. If a fighter finds only wizard scrolls and spellbooks, he will end up with a lot less than what he should have gotten. In any case, the Questlord has the absolute say in here. So what do I have to send to the Pitlords GM Account again? The Maps. Make sure they are in .jpg format and should be no bigger than 1000x1000. The 5ft squares need to be visible, and you need to have values for the x and y-axis on your map. The monsters, traps, and NPCs that the questers have to defeat. Equipment, basic stats, short description. In case of spellcasters you need to send the memorized spells too. The Treasure including gold prices, and how you calculated them. Experience points and how you calculated them. Basic storyline Should I use real dice, or an online roller? Unlike in an Arena Fight, a Questlord must use the Online Roller! The standard CoCo online roller is the Vacuum Elemental Games Online Roller (http://krisinchico.brinkster.net/rolldata.asp) but if you know one on your own you may use that one. In any case, you must link the rolls of the online roller to the Questlog after the Quest is finished! This is to protect both Questlord and Player from accusations aswell as making it possible for us to check and compare the rolls after the Quest is over. Due to the greater risk (of dying) we want to make sure everything is being handled correctly. Questlord rewards: What do I get out of it? Standard Quest: You gain 2 credits a week for running a quest, twice as much as an arena fight. You are encouraged to complete one encounter a week so that the quest is finished after 3 weeks. For every additional week you need you lose 1 credit. These are the standard rewards for a 1 player Quest. If you run a multiplayer quest, you get 1 extra credit for each additional player in your quest per week. MiniQuest: Here it depends on the type of MiniQuest. If you run it like an arena fight (in the arena with tactics) you gain 1° like with an arena fight. Since it is much less work (you only have to pitlord one player), you are encouraged to write a little story around the fight. Alternatively, you can also run the MiniQuest similar to a 3-week Quest in a seperate thread, where the player can play his character in round-by-round actions. This is definately the better way to run a MiniQuest, and as a reward you gain 2° if you include a new map. In order to make sure you finish your quest on time, we suggest you use a chat program, like Yahoo IM (http://messenger.yahoo.com/) or ICQ (http://www.icq.com/). This speeds up the quest progress significantly and solves problems in real-time. Finally, another reward is the admiration of the CoCo members who surely enjoy reading your quest. The Quest will also find a place of honor on the Quest Roster. Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) FAQ: Quests (http://boards1.wizards.com/showpost.php?p=5660571) |
| Pitlords03-14-05, 08:31 PM | Advanced Rules: About Campaignlording What is a Campaignlord? Why not Dungeon Master? A Campaignlord is the moderator of a Campaign; the Dungeon Master. He writes the story, fleshes out all NPCs and runs them, gives directions to the players, and has basically full control of the Campaign within the rules of the Core Coliseum. As said: he is the Dungeon Master. We decided to use the term "Campaignlord" for two reasons: Dungeon Master, or DM, might be confused with Game Master, or GM, which is something completely different. The other reason is to keep the name in line with Pitlord and Questlord. It is immideately clear what a Campaignlord is doing in the CoCo which would not necessarily be the case if we had named it Dungeon Master. I want to run a Campaign. Are there any restrictions? Basically, everyone can become a Campaignlord. However, there are still some important things to consider so please read the following lines carefully, and take them seriously. If you've decided that you'd like to run a Campaign, make sure that you are committed to the game for the long haul. If you are new to the Core Coliseum, you will be asked to start out as a player to get familiar with the workings of this board and to establish a track record of good posting habits before you can be approved as Campaignlord. Players will spend credits, time and effort into playing their characters and will look forward to updates from the Campaignlord. Additionally, since the time in your Campaign matches the time that passes in the City of Gladius, characters might fall behind gladiators if the Campaign is being delayed, so please make sure you're ready and able to maintain your Campaign for up to six months (or perhaps even longer) at a constant pace! Another thing to consider is the Level of your Campaign. The lower in level, the easier it is to moderate, and the faster it progresses. High-level Campaigns require a good knowledge of the D&D 3.5 rules aswell as the FAQ, and you should also have experience with the workings of the CoCo. If your highest-level character is level 5, it would be unwise to run a EL 20 Campaign. The 5 steps to a Campaign After you have read the FAQ: Campaigns and this FAQ, About Campaignlording completely, you can begin to create your Campaign. This involves several steps. First Draft: The very first thing is to write the adventure. If you haven't already thought about a basic story, you should do this first. Put down some notes, write a basic outline with some interesting NPCs and the plot. If you have some time, you could begin to create the first maps which you have to do anyway sooner or later. Basically, the more you prepare, the less you have to do later. Approval: Once you have created the frame of the Campaign, write a PM to the Pitlords GM Avatar, and tell him that you would like to run a Campaign. You also have to send him the basic outline of your Campaign as briefly as possible. It includes the name of the Campaign, the overall level and how long it is supposed to go, the number of players that can participate, and the Campaign background. Normally, your Campaign will be approved after the GM has checked over the details, and all problems that arose have been solved. Recruit Players: The GM will post your Campaign on the Campaign Roster in the Characters thread, including all necessary information. Now it is time to recruit the players. Announce it in the Tavern, advertise for it, or even ask players directly. Tell them what your Campaign will be about (don't give anything away!), how long it will take, and anything else that is important. You should repeat your announcement a few days later until everyone has heard about it. Normally, there should be no shortage in interested players, infact, there should be more players than you have space in your Campaign. In this case, you have to pick the players. No one knows your Campaign better than you do so you should have an idea which classes or races might be necessary or a good addition to the party. Four wizards running through a dungeon-crawl Campaign might not be a good party composition. Open Thread: Once the first players have applied for your Campaign and it becomes clear that there will be enough applications for your adventure, it is time to open a new thread. There are some strict rule for creating a Campaign thread; please read this and stick to it! Campaign Title: The title must be called "Campaign: <name> [EL x]". Replace <name> with the name of your Campaign, and x is the Encounter Level. Nothing more, nothing less. Campaignlog: The 1st post of your thread is the Campaignlog. Write the name of the Campaign in big letters at the top. Tell everyone that this is a Campaign and that no one except <enter player names> may post here. Then make a list of all characters that participate in the Campaign. Everytime someone receives XP, write the correct number behind his name. If a player loses XP or an item that formerly belonged to him before he entered the Campaign, it has to be listed here aswell. Below that list, make a header called "Campaign Encounters". Here you will list every encounter that took place. Create another headline called "Treasure Pool" where you have to list all found treasure, wether it is gold, items, or something else along with the value of the treasure. In case of magic items, write the Caster level behind the item. If it has charges, include them, too. You have to update it constantly as the Campaign progresses. At the end of the Campaign, this is the post where auditors can check the character sheets. Character Sheets: The 2nd post is reserved for the character sheets (which must be put in sblocks). Do not post the sheets now but wait until your Campaign is running and your players are not allowed to edit them anymore. For now, just reserve this post. The next posts are for your players to post their sheets once the deadline is over. Make sure that they post them all behind each other and that there is no other post between their sheets. There is a reason for this procedure: the post with the sheets made by you cannot be edited by the players, and never will be edited. This is the character sheet version before the Campaign which auditors will compare to the sheets when the Campaign is finished. Link the sheets: Once all sheets have been posted, link them (the sheets the Players posted; not the ones you posted) to the Campaignlog. This is a quick access for everyone. Introduction: After all that is done, the Campaign is ready to go. You are supposed to post an introduction to your Campaign. Have fun: After all this is being done, you are ready to go. Write a PM to Pitlords and tell him that you are ready. The Campaign starts the next wednesday. What are the requirements for a good Campaign? Chapter 3 and 5 in the Dungeon Masters Guide give invaluable assistance in creating a good Campaign. It is strongly recommended to read these Chapters first. Beyond that, there are a few guidelines for a good Campaign: Post frequently: The most important requirement is to post frequently, and encourage your players to post frequently! This is absolutely necessary to ensure that the Campaign sticks to the time frame. If you are behind, reduce the roleplaying for some time, and focus more on the progression of the adventure. Maps and Tools: You would have to create maps, and you need certain tools to create and manipulate them to show the positions and the enviroment of the player characters. For more information on this, see FAQ: About Questlording. Don't forget to post any new map that is being used in your campaign into the Maps thread (http://boards1.wizards.com/showthread.php?t=249853). Unlike in a quest, you can use existing maps from the Maps thread once in a while because a campaign is much more work than a Quest, but try to keep the amount of existing map usage at a minimum. Living Enviroment: More than anywhere else in the CoCo, a Campaign uses a huge amount of highly interactive situations. Here, not only combat stats and damage spells count but also skills like diplomacy, sense motive, or perform. The behaviour of the characters has a direct impact on the reaction of NPCs so they could turn a friendly ally into an opponoment, or vice versa. A character can take damage by failing a balance check to move over a rope, or the party might get stuck because they cannot open a lock. Include traps and riddles. It is even encouraged to put in as many non-combat situations as possible to clearly distinguish Campaigns from Quests and Arena fights. A party composed of only combat oriented characters should be in trouble. Appropriate Encounters: In Quests, the GMs check the encounters before the Quest starts to make sure the encounters are well balanced and in line with the EL. In a Campaign, this is not possible because of its length and dynamic enviroment so it is up to you to make sure the encounters are not too strong for the party (they can however be weaker, if you desire; no problem). Characters can die on Quests and this should be taken into consideration. The Dungeon Masters Guide (p.48-51) provides a good guideline for encounters. See below for more information. How can I make sure that the challenges in my campaign are appropriate? A Campaign uses the same method to calculate encounters as a Quest does. First you need the Encounter Level of your Campaign which is set by the you and is based on the average ECL of all player characters. Then you check your Dungeon Masters Guide on page 49, or use the table below: ----------------Number of creatures--------------- EL| 1 2 3 4 5-6 7-9 10-12 Mixed ________________________________________ _____________ 1| 1,2 | 1/2| 1/3 | 1/4 | 1/6 | 1/8 | 1/8 |1/2+1/3 2| 2,3 | 1 |1/2,1| 1/2 | 1/3 | 1/4 | 1/6 | 1+1/2 3| 3,4 | 1,2| 1 |1/2,1| 1/2 | 1/3 | 1/4 | 2+1 4| 3,4,5 | 2 | 1,2 | 1 |1/2,1| 1/2 | 1/3 | 3+1 5| 4,5,6 | 3 | 2 | 1,2 | 1 | 1/2 | 1/2 | 4+2 6| 5,6,7 | 4 | 3 | 2 | 1,2 | 1 | 1/2 | 5+3 7| 6,7,8 | 5 | 4 | 3 | 2 | 1 | 1/2 | 6+4 8| 7,8,9 | 6 | 5 | 4 | 3 | 2 | 1 | 7+5 9| 8,9,10 | 7 | 6 | 5 | 4 | 3 | 2 | 8+6 10| 9,10,11| 8 | 7 | 6 | 5 | 4 | 3 | 9+7 11|10,11,12| 9 | 8 | 7 | 6 | 5 | 4 | 10+8 12|11,12,13| 10 | 9 | 8 | 7 | 6 | 5 | 11+9 13|12,13,14| 11 | 10 | 9 | 8 | 7 | 6 | 12+10 14|13,14,15| 12 | 11 | 10 | 9 | 8 | 7 | 13+11 15|14,15,16| 13 | 12 | 11 | 10 | 9 | 8 | 14+12 16|15,16,17| 14 | 13 | 12 | 11 | 10 | 9 | 15+13 17|16,17,18| 15 | 14 | 13 | 12 | 11 | 10 | 16+14 18|17,18,19| 16 | 15 | 14 | 13 | 12 | 11 | 17+15 19|18,19,20| 17 | 16 | 15 | 14 | 13 | 12 | 18+16 20| 19+ | 18 | 17 | 16 | 15 | 14 | 13 | 19+17 ------------------------------------------------------ The left column shows the Encounter Level (EL) of the encounter. Search this EL (and ignore the other ELs in the table). Look across that line to find the Callenging Rate (CR) of the monster you want to use, then look at the top row how many of these creatures make an appropriate encounter. You can also do it the other way around by checking the number of creatures you want to bring, then read down to your EL line and you have the CR that each of your monsters may have. Example: You are preparing an EL 5 encounter and want to add some orcs (CR 1/2) so you go to the EL 5 row, then read across until you come upon 1/2, then look up and check the number of orcs you can bring; 7-9 in this case. Or the other way around: you want to bring three creatures in your EL 5 encounter. Go to the top row and find the number 3, then read down to the EL 5 line where you can read "2" and this is the CR of each of the three creatures. Sometimes you will find more than one number printed in the CR field, and they are divided by commas. That means you have to judge wether your particular monster will be a tougher or weaker version. That can have many reasons. Your wizard may have a good selection of magic items and scrolls which make him more dangerous than the same wizard without these items. Or your monster has a tactical advantage because it fights in its own terrain, or is especially dangerous to the player character involved. Whatever the reason, if you have more than one CR to chose from, you have to judge which CR will be appropriate for this particular encounter. The last column is called "Mixed" which means Mixed Pair. You use this column if your EL is one below the Campaign's EL and you want to raise it by one. Then you look at the Campaign EL line, and read across towards the Mixed column where the CR for the main opponoment, and his companion are listed. Example: You run an EL 8 encounter and want to send an Aboleth (CR 7) against the Questers. According to the table, for a weak party the aboleth would be okay but since the party is very well equipped you decide that CR 8 would be better. Look across to the Mixed column where you will find "7+5" which means your CR "7" Aboleth gets a CR "5" ally. Situational Modifications: Sometimes, the enviroment the encounter takes place is more (or less) challenging, and this needs to be taken into consideration. An archer standing on a high balcony is more dangerous to a low-level party than if he would stand on the ground. On the other hand, the same archer on the balcony wouldn't warrant an increase in CR if he faces a high level party where every character can just fly up. A wizard who will be surprised by the party is less of a threat than one that expects them and prepares accordingly. It is up to your judgement to decide wether the encounter is more difficult or easier. As a thumb rule, only obvious advantages/disadvantages should warrant a change in the EL. You need to do this procedure with every encounter. Once you have finished picking the opponoments and their numbers, you can check the Encounter Level Calculator (http://www.d20srd.org/encounterCalculator.htm) to see if you ran the numbers right. If you are still unsure, write a PM to the Pitlords GM Avatar. Non-Combat Encounters: Viscious monsters are not the only encounters a party has to face in a Campaign. The following list describes briefly which alternatives there are. Traps (mechanical/magical): Traps should be incorporated in every Campaign, and they have their own CR. The Dungeon Masters Guide gives a detailed description on traps, see page 67-76. The easiest way is to use the ones printed in the DMG (p70-74) but there's also the possibility to create your own devious traps although this is only recommended if you are knowledgable in that field. Place your trap whereever you want but since you are the only one who knows the position, you have to be fair and stick to it. Traps can also be combined with other encounters. For example, a water-filling room might be combined with a wizard who counters the character's spells to breathe in water through a hole in the ceiling. Enviromental Hazards: The power of nature can be more powerful than the mightiest foe, and can be an encounter of its own. A party travelling through an ice desert might have to deal with blizzards, cold dangers, lack of food, or an avalanche. A low-level party on a boat might have trouble with a fast-moving river that ends in a waterfall. And an earthquake might even challenge high-level characters. Please make sure that the hazard matches the enviroment. The Encounter Level of enviromental hazards are more difficult to set, and it depends on the party level. Compare it to other encounters and CR to get an idea, or write a PM to the Pitlords GM Account. For more information on Enviromental Hazards, see DMG: Enviroment (p302-304), or Chapter 3 (p86+). Negotiations: Although threats can often be involved, a negitiation encounter involves no swordplay but a lot of wordplay. Convincing NPCs to do what the characters want them to is considered a Negotiation encounter. This involves roleplaying from both the Campaignlord and the players. Don't make the NPC predictable so that the PCs can always tell exactly what he will do in any given circumstance. Roleplaying however - as important as it may be - is NOT the key to solving a negotiation encouter! The player might be a quick-witted and intelligent fellow but that should not allow his ogre barbarian to concince the duke to give him his daughter. The key to this kind of encounter are the character's skills, and what he rolls. The roleplaying element might give the character a bonus (or even penalty) of up to 5 (in case of very convincing roleplaying). Don't give these boni lightly! You can even forbid certain roleplaying aspects (like the INT 5 ogre barbarian doing complicated mathematical calculations). This is where characters with emphasis on social aspects should outshine the others. Skills determine success or failure! The Encounter Level can only be determined by you, and is based on the party level, and the significance as well as the difficulty of the negotiation. Riddles and Mysteries: Anything that requires a player character to use logic and reason to try to overcome the challenge, counts as a Riddle encounter. Like with Negotiations, Riddles are not dependent on the player's performance but that of the character. In order to reflect that, riddles follow a special procedure: Determine which skills are important for solving the riddle, and set a DC for it (minimum 11). Do NOT post the riddle but post a space holder in the thread, telling that the players encounter a riddle (you can make it much more appealing if you post strange runes or similar things; just make sure no one can read it). Now roll the appropriate knowledge skills for every player. Every riddle has at least a Dc of 11 which means that you cannot solve it without the appropriate knowledge skill so only roll for those with at least one rank in the skill. Compare the results with the Riddle Dc. You can even have the riddle be written in a certain language (you are actually encouraged to do so if it fits the Campaign). In this case, it can only be read if at least one of the players has the appropriate language proficiency. It must be one of the languages from the PHB (p.82). Unless it is really difficult to translate, the player can translate it to the others. Post the riddle so that everyone can read it. Tell any player who did not have any ranks in the appropriate knowledge skill that he may not participate and may not give any hints to the others! Ask him to be fair and honest and not send a PM to the other players that might help them in solving the riddle. Send a PM to every player whose character beat the Riddle Dc, send him additional information on the riddle depending on how good he solved it. He may discuss it with any player that had at least 1 rank in one in the appropriate skills. Now ask the players to post the solution on the thread. It doesn't matter who of the players posts the solution. If the solution is wrong, there should always be a penalty involved, be it a trap or something else that handicaps the characters (retries may be possible but it should be clear that this triggers additional penalties in case of wrong answers). Perhaps they suffer some kind of damage or negative effect, or they now have to bash in the door which attracts monsters that instantly attack them (treat this as a bonus encounter; not counting against the regular encounters), or it might have them walk through the trap-filled hallway. These negative effects never reward the characters! They gain no xp or treasure from traps or monsters that appear because of a failed riddle. It is advised that there is an alternate solution in case no one has the appropriate language or skills, or the players just don't solve it but this should always incurs severe penalties to the group (see above). You can, however, determine that there is no way to continue and the Campaign is a failure but that should only be an exception. If the characters have solved the riddle, reward only those who were allowed to participate in the solution of the riddle, and base the rewards on the result of the skill check. Those who rolled high (thus received additional hints by PM) should receive more XP because they have contributed more to the solution. If it required a certain language to decipher, relocate additional XP towards all characters with the appropriate language proficiency, and deduct it fom the others. Number of Encounters: This section is about in-game time! In a Quest, a character faces three encounters within one day. In Arena fights and Miniquests, he faces one encounter but may only use 1/3 of his power. This is different in a Campaign. The Campaignlord decides how many encounters a character group faces a day, and the group must not know that! You can have them have to fight several times a day (in a Dungeon crawl, for example), or only once. If you throw encounter after encounter at the party, spellcasters are more handicapped than melee characters who never run out of attack rolls. Avoid extremes though, and make sure the EL is in line with the level of the party. Split Encounters: This section is about real time! The party should face one encounter of an Encounter Level up to their average level per real time week (a new real time week begins on wednesday after pairings have been rolled). This, however, does not mean that they have to face the whole EL in one piece. You can begin with two traps on wednesday, followed by three light encounters with some orcs two (realtime-) days later on friday, and a riddle just before the next pairings. You can even put the encounters of two or more weeks into one week (although the more you combine the more difficult it becomes to keep track of the overall encounters). For example, you can have encounters worth 2 weeks within one real time week, and only one during in the next two weeks. The important thing is that the player characters receive about the same XP and treasure their fellow gladiators in the arena receive. It is okay if you have a bit more or less encounters in your Campaign than the average suggests but it should not derivate too much from the average. A good way to keep track of encounters is to check the XP the characters gained so far (see Campaignlog), and compare it with the XP they are about to receive during the rest of the Campaign. The option to split encounters should be used by the Campaignlord to make sure that the players never know when they have to fight again. Final Encounter: Most Campaigns do have an end-fight (but not necessarily so) where the party encounters the big boss and his minions in a climatic battle. You are advised to combine three encounters into one when setting up the end-fight but you should also give the characters time to rest before that. If they aren't fresh, the end-fight should be adapted appropriately. If you put more than three encounters into the end-fight, give the characters an appropriate advantage (surprise, a plot item, etc). Tracking Encounters: You have to list every encounter along with its EL and Treasure value in Gold, in the Campaignlog under a header called "Campaign Encounters". Do not list the items that creature possessed but only the value in gold. It does not matter wether the creature actually possessed any treasure or not; only its theoretical worth matters (see below: Table 3-3 or on DMG,p51). After the Campaign is completed, you have to sum these values up to determine the Treasure Capacity (see below). Please keep a clean record! How can I make sure that the XP rewards in my Campaign are appropriate? First thing you need is the XP table (http://www.wizards.com/dnd/DnD_DMG_XPFinal.asp) (in the DMG, p38). For your convenience, we have posted the table below. Your ------------------------------ Opponent's ECL/CR ------------------------------- ECL 1 2 3 4 5 6 7 8 9 10 1-3 300 600 900 1,350 1,800 2,700 3,600 5,400 7,200 10,800 4 300 600 800 1,200 1,600 2,400 3,200 4,800 6,400 9,600 5 300 500 750 1,000 1,500 2,250 3,000 4,500 6,000 9,000 6 300 450 600 900 1,200 1,800 2,700 3,600 5,400 7,200 7 263 394 525 700 1,050 1,400 2,100 3,150 4,200 6,300 8 200 300 450 600 800 1,200 1,600 2,400 3,600 4,800 9 * 225 338 506 675 900 1,350 1,800 2,700 4,050 10 * * 250 375 563 750 1,000 1,500 2,000 3,000 11 * * * 275 413 619 825 1,100 1,650 2,200 12 * * * * 300 450 675 900 1,200 1,800 13 * * * * * 325 488 731 975 1,300 14 * * * * * * 350 525 788 1,050 15 * * * * * * * 375 563 844 16 * * * * * * * * 400 600 17 * * * * * * * * * 425 18 * * * * * * * * * * 19 * * * * * * * * * * 20 * * * * * * * * * * Your ------------------------------ Opponent's ECL/CR ------------------------------- ECL 11 12 13 14 15 16 17 18 19 20 1–3 ** ** ** ** ** ** ** ** ** ** 4 12,800 ** ** ** ** ** ** ** ** ** 5 12,000 18,000 ** ** ** ** ** ** ** ** 6 10,800 14,400 21,600 ** ** ** ** ** ** ** 7 8,400 12,600 16,800 25,200 ** ** ** ** ** ** 8 7,200 9,600 14,400 19,200 28,800 ** ** ** ** ** 9 5,400 8,100 10,800 16,200 21,600 32,400 ** ** ** ** 10 4,500 6,000 9,000 12,000 18,000 24,000 36,000 ** ** ** 11 3,300 4,950 6,600 9,900 13,200 19,800 26,400 39,600 ** ** 12 2,400 3,600 5,400 7,200 10,800 14,400 21,600 28,800 43,200 ** 13 1,950 2,600 3,900 5,850 7,800 11,700 15,600 23,400 31,200 46,800 14 1,400 2,100 2,800 4,200 6,300 8,400 12,600 16,800 25,200 33,600 15 1,125 1,500 2,250 3,000 4,500 6,750 9,000 13,500 18,000 27,000 16 900 1,200 1,600 2,400 3,200 4,800 7,200 9,600 14,400 19,200 17 638 956 1,275 1,700 2,550 3,400 5,100 7,650 10,200 15,300 18 450 675 1,013 1,350 1,800 2,700 3,600 5,400 8,100 10,800 19 * 475 713 1,069 1,425 1,900 2,850 3,800 5,700 8,550 20 * * 500 750 1,000 1,500 2,000 3,000 4,000 6,000 Calculating XP: You have to find the ECL of the character which you can find on the left side written in teal. Now check the CR of the monster that this character defeated, and you have the XP reward for this single monster. If the party fought more than one monster, repeat this step and add all XP rewards together. Now divide this amount of XP by the number of player characters that participated in the fight, and you have the XP this single character received for the encounter. If this player character had a non-class feature ally, he receives an individual xp penalty (see FAQ: Cohorts and Allies). Repeat this with every character who faced the encounter individually. Example: Heinrich, a level 5 wizard blasted two ghouls (CR 1 each) and one level 3 necromancer (CR 3) into oblivion. Each ghoul rewards him 300 XP, and the necro is worth 750 XP. For the whole encounter Heinrich gets 300*2 + 750 = 1350 XP. Heinrich, however, had aid from Angosh (lvl 6) in this encounter. Heinrich has to divide his 1350 XP by 2 which still earns him 675 XP. Angosh has also defeated the ghouls and the necro so he gets 300 XP for each ghoul, and 600 XP for the necromancer, together 1200 XP but since he wasn't alone, he needs to divide it by 2, thus he ends up with 600 XP. If Angosh had an ally, he would suffer an appropriate xp penalty; Heinrich's xp would not be affected by that. Monsters with a CR below 1: Some monsters don't even have a CR of 1. For these weak monsters you have to calculate a CR 1 encounter, then divide it by the fraction of their CR. Example: Heinrich (lvl 5) killed a single orc in a dungeon room. An orc is CR 1/2. Check the table for CR 1 which says you get 300 XP, then divide it by 2 because the orc is only CR 1/2. Heinrich gets 150 XP for this single orc (divided by 2 if Angosh helped him). Split Party XP: It might of course happen that the party splits up and the individual character ends up with more XP because he has faced more encounters than others, and had to divide it through less characters. Or another character might be too wounded to participate in an encounter and decides to stay in a safe area for some time, thus he earns no XP while his companions fight. That is perfectly okay. The characters have defeated the encounter that probably was meant for a whole party thus they should be rewarded accordingly. Tracking Experience: Everytime you give out XP, you have to write them behind the character's name in the Campaignlog. The same if he loses XP. Please keep a clean record! Campaign Completion Reward: (only if completed!) If the player characters complete the Campaign - that is completing whatever the plot required - they get an additional Completion Reward of 33%. The Campaignlord just sums up all the XP gained from all encounters, and adds 1/3. This is what the individual character gets out of this Campaign. You have to add this 33% individually for every PC. That means, someone who received more XP during the Campaign benefits more from this Completion bonus than someone who earned less XP (see Split Party XP). One of the Characters leveled up. What do we have to do? The player whose character gained a level updates his sheet (the one posted by him), then tells you in which class he leveled, and which feats/skills/etc he took. Check if he has leveled his character correctly. That's all. How can I make sure that the Treasure rewards in my Campaign are appropriate? Experience Points are not the only reward a player character gets. On his journey he finds valuable items, loots equipment from his fallen foes, or retrieves a special weapon from the dungeon he has just cleared. Treasure rewards can have any form that is worth something in gold. Treasure must be (more or less) in line with the XP gained, and those rewards arena gladiators get over the same period of time (not counting the Campaign Completion Reward, see below). To determine the appropriate amount of treasure per encounter, you have to check the following table 3-3 (also foundable in the DMG on page 51). Reward (gold) for EL winning a fight 1 300 2 600 3 900 4 1,200 5 1,600 6 2,000 7 2,600 8 3,400 9 4,500 10 5,800 11 7,500 12 9,800 13 13,000 14 17,000 15 22.000 16 28,000 17 36,000 18 47,000 19 61,000 20 80,000 You just have to find the Encounter Level of the encounter you want to send against the characters, and you have the appropriate gold reward for such an encounter. Split Treasure: Like with Split Encounters, you can also split treasure among several encounters, or combine several treasure rewards into one encounter. The dire lions might not have any treasure with them, and neither might the shadows in the following encounter have, but the third encounter - their master - should produce triple rewards. Splitting treasure is a good way to distribute treasure logically. Animals for example should not possess anything of real value (of course, that's completely up to you) but since the players must receive treasure for every encounter, you can add the "reward for the animals" to the next encounter. It can also be used to create mid-game bosses, or sub-bosses who possess more than the average treasure. Just make sure that you give out an average treasure per encounter according to the table 3-3 above. Tracking Treasure: Everytime you give out treasure, you must add it to the Treasure Pool. The Treasure Pool is a seperate list in the Campaignlog (1st post of the thread) where every treasure that has been found in the Campaign needs to be listed! All items in this Treasure Pool belong to the Party as a whole, not to any individual characters, no matter who is currently using the item. If one of these items gets used up (or sundered, or stolen, etc) you have to silver it out, or use strikethrough to make it obvious that this item is not available anymore. Do not delete it! Campaign Completion Bonus: Like with XP, PCs also get a Completion Bonus of +33% in treasure. They have to complete whatever plot you came up with. In most Campaigns, the Completion Bonus is the treasure hort of the Big Final Boss (of course, this is up to the Campaignlord but for simplicities sake, this is the easiest way to add that treasure). You must not give out this bonus treasure before the Campaign is completed. See below: "My Campaign is finished. What now?" for more information. What kind of treasure can be dropped? Everything that is found in a Campaign and that has a price listed is considered treasure. In case of magic items, please note that they are not identified. In some cases, like with intelligent items or a potion with the name on it, the characters might not need to identify it (although that sign could be a lie). Don't forget the material component of the identify spell! Gold and Gold-equivalent: Almost every player character finds some gold or silver on his quest, sometimes even a few gems, a silvered comb, or a valuable painting. These items can be taken over 1 to 1, or used to pay for purchased items. They are worth their full amount in gold (see Wealth other than coins (http://www.geocities.com/sovelior/srd/equipment.html) or FAQ: NPC Services (http://www.geocities.com/sovelior/srd/equipment.html)). If you want to include other gold-equivalent treasure, please discuss this with the GMs. Items and other things: This broad categorie encompasses everything else. Weapons, armor, potions, music instruments, tools, etc; everything that has a gold price listed next to its name, and doesn't fit into the Gold and Gold-equivalent Category. These items however, only count as 3/4 for treasure calculation purposes. This is because it is unlikely that one can use every item found but needs to sell it. This on the other hand diminishes a character's effective reward because he gets only half the item's value when selling it. The 3/4 value rule for items makes sure that this disadvantage is offset by the increased amount of treasure you get. Temporary Plot Items: These items - although most certainly worth something in gold - do not count as treasure and are not listed in the Treasure Pool, but can nethertheless be found and used by the group (maximum: until the end of the Campaign). They come in two categories: Active Plot Items: The party's goal may be to find an ancient powerful sword and bring it back to the King. Until they return to his palace, they are free to use this weapon in the Campaign. In case of very powerful items, the Campaignlord should adept the EL of fights to reflect the increased power level of the party. Passive Plot Items: These items normally do not help the group in terms of firepower although they may be combined with active Plot Items. Perhaps the party needs a special key to activate a portal, or an ancient papyrus roll has valuable hints on it which help the party to solve the Campaign.Plot items are lost at the end of the Campaign at the latest. Try to incorporate this fact into the storyline. Custom Items: You may give out custom items but please consider the credit cost and keep it in line with the Campaign level. It is a CoCo guideline that custom items are rare! One per Campaign is absolutely enough and you need the permission of a GM to drop a custom item. Players who later pick the custom items from the Treasure Pool do not have to pay credits. My Campaign is finished. What do I have to do now? Once the Campaign is done, you have to do some final work to calculate rewards. This is where the Campaignlog comes in handy. You should have created headers called "Campaign Encounters" and "Treasure Pool". You should also have a list with the names of the player characters along with their individual xp gained. Campaign Encounters: In this list, you have posted every encounter along with its Encounter Level, and most importantly its gold value (no matter how much treasure the encounter actually had!). Sum these values up, and write the sum below the Encounters. This is important for the Treasure Capacity (see "Treasure Distribution" below). Completion Bonus: Experience: If the player characters complete the Campaign - that is completing whatever the plot required - they get an additional Completion Reward of 33% individually. You have listed the XP a character gained behind his name. Just add 33% to this amount. Repeat this procedure for every character individually. That means, someone who received more XP during the Campaign benefits more from this Completion bonus than someone who earned less XP (see Split Party XP). Write the amount behind the character's name in the Campaignlog. Completion Bonus: Treasure: Like with XP, PCs also get a Completion Bonus of +33% in treasure. In most Campaigns, the Completion Bonus is the treasure hort of the Big Final Boss. Add the values of all the treasure found and gained together (foundable in the "Treasure Pool"). Substract all items from the Treasure Pool that have been used (or otherwise lost; recognizable by being silvered out or striked through), then divide this number by 3. That is the final treasure reward for the Campaign. Add this treasure to the Treasure Pool (in whatever treasure form you desire; items, gold, etc). Treasure Distribution: Once the Campaign is finished, it is time to divide up the treasure. You need to calculate the individual "Treasure Capacity" of a character. Therefore, you have to look at the "Campaign Encounters". Here you can find the treasure values of each encounter. Follow these steps to calculate the Treasure Capacity: Sum up the gold values of all Campaign Encounters. Sum up the ECLs of all characters Divide the Gold value sum by the ECL sum. This is one "share" Multiply each character's share with his ECL. This is the Treasure Capacity of the individual character; the maximum amount of treasure value the player may pick from the Treasure Pool. Write the individual Treasure Capacity behind each character's name in the Campaignlog. Now the players can decide among themselves who gets which treasure from the Treasure Pool. Items silvered out or striked through are not available anymore (used up, destroyed, stolen, etc). If the players argue over an item, the dice decide. You have to make sure no one gets more than his Treasure Capacity allows. A player however may pay gold (or gold-equivalent valuables) into the Treasure Pool to compensate. Complete Campaign: If you have used a seperate database for your online rolls than the one the players used, you have to give us a link now (in the Campaignlog). Write a PM to the Pitlords GM Avatar and tell him that the Campaign is finished. Congratulations! Should I use real dice, or an online roller? What about my players? You and your players must use an online roller else the Campaign does not work. You pick an online roller, and choose a name for the online roller (normally a short version of the name of the Campaign). This name must be used your players so that every roll is being added to a common database. It's probably the easiest thing to link it to the Campaignlog. You can either add your rolls to the same database, or use a seperate (secret) one if you think your players should not know the rolls you make (you have to reveal them in the end anyway). Please check every roll the players make! Here are three online rollers. You can use another one if you so desire but ask the GM for permission first. It needs to be linkable, and should be easy to use. Vacuum Elemental Roller (http://krisinchico.brinkster.net/rolldata.asp) Invisible Dice (http://invisiblecastle.com/find.py?a=show&id=11541) Nadaka's Dicebox (http://www14.brinkster.com/nadaka/DiceBoxDB.asp?Page=Add) Campaignlord rewards: What do I get out of it? You gain 2 credits a week for running a Campaign, twice as much as an arena fight. You are encouraged to complete one encounter a week so that the Campaign is in line with Arena fights. Finally, another reward is the admiration of the CoCo members who surely enjoy reading your Campaign. The Quest will also find a place of honor on the Campaign Roster (http://boards1.wizards.com/showpost.php?p=5179875). Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) FAQ: Campaigns (http://boards1.wizards.com/showpost.php?p=5660576) |
| Pitlords03-14-05, 08:34 PM | Core Coliseum House Rules The House Rule List of the CoCo The enviroment of the Core Coliseum tries to provide a common test ground for all builds while trying to be as balanced as possible. Every character should have equal chances for enviroment purposes. To ensure this, one or the other house rule is necessary but we take great pains to keep them at a minimum. The following section lists all House Rules of the CoCo, and divides them into "Universal" which applies to all forms of character actions (arena, quests, campaigns, special events, etc), and another section which deals with "Arena only" house rules; as the title implies, it does only count for arena fights. Universal House Rules Caster level and crafting: the Caster level is not a prerequisite when crafting a magic item. Eversmoking Bottle: This item produces smoke. See DMG, p304 for Smoke effects. Gate: The Gate spell is banned in all its forms. Grappling while mounted: If you grapple someone who is mounted, you join him on the mount, or - if the mount cannot carry both of you - you are grappling your opponoment adjectent to it (the mount gets an AoO unless the attacker has the Improved Grapple feat). If the mount decides to move, the rider falls off unless he wins an opposed grapple check against the attacker in which case he drags him along. Sneaking: You are autospotted if you leave cover or concealment, and opponoment has Line of Sight to you and you are more than 1 foot per rank in hide away from a cover. Powerstones/Tattoos: For every two manifester levels above the minimum, the power level increases by one. This directly affects the pricing of such items. Example: Energy ray [ML 5] = 25*5*3 = 375 gp. Arena only House Rules Ready Actions: see below Are there any special rules concerning Ready Actions? Yes. Ready actions have proven to be a problem in the arena which is directly related to the nature of the Core Coliseum. In an enviroment where players have to delegate tactics for the whole fight, they cannot react to sudden special situations that arise from ready actions, and the Pitlord has to adept. This however lead to complaints and frustration, and therefore the CoCo has the following (partly house-) rules for ready actions: You cannot take a free 5ft step as part of your ready action. A ready action must be specifically defined. There must be a concrete trigger and a concrete action. A ready action must be a basic non-exotic action. You cannot ready to dodge an incomming attack. Example: Valid ready actions would be... ...ready my bow vs spellcasting/manifesting ...ready my longspear against a charge ...ready to cast resist fire on a (fire) spell ...ready to sunder his weapon once in reach ...ready to manifest energy ray on pinpointing (vs invisibility) If it is unclear wether a certain ready action should be allowed or not, the Pitlord has the final say in it. I've read the FAQ, but I still don't understand something. Who do I ask? Don't worry. The Core Coliseum has a lot of helpful members. Just ask your question in the Core Coliseum Tavern (http://boards1.wizards.com/showthread.php?t=348562). If you don't get a reply, you can also ask one of the Game Masters: Caterane (http://boards1.wizards.com/member.php?u=154373) or Ashenai (http://boards1.wizards.com/member.php?u=317159). The Rules of Gladius may seem to be overwhelming at first but you will learn them quickly while you play, and who knows, perhaps you have a good idea on your own on how to improve this place... How The FAQ's update history <none yet> Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) |
| Pitlords05-14-05, 09:38 AM | http://www.caterane.de/CoCo/Struktur/Rechenschieber.gif (http://users.bigpond.net.au/petersd/coco/allycalc/) Cellardweller's XP Calculator http://www.caterane.de/CoCo/Struktur/Pfeil1.gif Table for xp and gp rewards for same ECLs. If both gladiators come from the same league, then the table below quickly shows you how many xp and gold the gladiators receive. This amount still needs to be modified if they bring non-class feature allies into the arena (see below). Rewards for Winning ECL XP GP ---- -- -- 1 300 300 2 600 600 3 900 900 4 1,200 1,200 5 1,500 1,600 6 1,800 2,000 7 2,100 2,600 8 2,400 3,400 9 2,700 4,500 10 3,000 5,800 11 3,300 7,500 12 3,600 9,800 13 3,900 13,000 14 4,200 17,000 15 4,500 22.000 16 4,800 28,000 17 5,100 36,000 18 5,400 47,000 19 5,700 61,000 20 6,000 80,000 Rewards for Losing ECL XP GP ---- -- -- 1 100 100 2 200 200 3 300 300 4 400 400 5 500 533 6 600 666 7 700 866 8 800 1,133 9 900 1,500 10 1,000 1,933 11 1,100 2,500 12 1,200 3,266 13 1,300 4,333 14 1,400 5,666 15 1,500 7.333 16 1,600 9,333 17 1,700 12,000 18 1,800 15,666 19 1,900 20,333 20 2,000 26,666 For different ECLs check the tables below. XP and Gold rewards for all combinations For XP you have to check the table 2-6 (http://www.wizards.com/dnd/DnD_DMG_XPFinal.asp) (DMG,p38), or use the one below. The rewards are based on the ECL of the gladiators. If you do not know how to use this table, ask in the Tavern. Your ------------------------------ Opponent's ECL/CR ------------------------------- ECL 1 2 3 4 5 6 7 8 9 10 1-3 300 600 900 1,350 1,800 2,700 3,600 5,400 7,200 10,800 4 300 600 800 1,200 1,600 2,400 3,200 4,800 6,400 9,600 5 300 500 750 1,000 1,500 2,250 3,000 4,500 6,000 9,000 6 300 450 600 900 1,200 1,800 2,700 3,600 5,400 7,200 7 263 394 525 700 1,050 1,400 2,100 3,150 4,200 6,300 8 200 300 450 600 800 1,200 1,600 2,400 3,600 4,800 9 * 225 338 506 675 900 1,350 1,800 2,700 4,050 10 * * 250 375 563 750 1,000 1,500 2,000 3,000 11 * * * 275 413 619 825 1,100 1,650 2,200 12 * * * * 300 450 675 900 1,200 1,800 13 * * * * * 325 488 731 975 1,300 14 * * * * * * 350 525 788 1,050 15 * * * * * * * 375 563 844 16 * * * * * * * * 400 600 17 * * * * * * * * * 425 18 * * * * * * * * * * 19 * * * * * * * * * * 20 * * * * * * * * * * Your ------------------------------ Opponent's ECL/CR ------------------------------- ECL 11 12 13 14 15 16 17 18 19 20 1–3 ** ** ** ** ** ** ** ** ** ** 4 12,800 ** ** ** ** ** ** ** ** ** 5 12,000 18,000 ** ** ** ** ** ** ** ** 6 10,800 14,400 21,600 ** ** ** ** ** ** ** 7 8,400 12,600 16,800 25,200 ** ** ** ** ** ** 8 7,200 9,600 14,400 19,200 28,800 ** ** ** ** ** 9 5,400 8,100 10,800 16,200 21,600 32,400 ** ** ** ** 10 4,500 6,000 9,000 12,000 18,000 24,000 36,000 ** ** ** 11 3,300 4,950 6,600 9,900 13,200 19,800 26,400 39,600 ** ** 12 2,400 3,600 5,400 7,200 10,800 14,400 21,600 28,800 43,200 ** 13 1,950 2,600 3,900 5,850 7,800 11,700 15,600 23,400 31,200 46,800 14 1,400 2,100 2,800 4,200 6,300 8,400 12,600 16,800 25,200 33,600 15 1,125 1,500 2,250 3,000 4,500 6,750 9,000 13,500 18,000 27,000 16 900 1,200 1,600 2,400 3,200 4,800 7,200 9,600 14,400 19,200 17 638 956 1,275 1,700 2,550 3,400 5,100 7,650 10,200 15,300 18 450 675 1,013 1,350 1,800 2,700 3,600 5,400 8,100 10,800 19 * 475 713 1,069 1,425 1,900 2,850 3,800 5,700 8,550 20 * * 500 750 1,000 1,500 2,000 3,000 4,000 6,000 * Characters probably shouldn't be fighting characters or monsters 8 CRs below them. If they do, for some reason, the GMs will assign an appropriate XP reward for the fight. ** If a character has defeated a challenge that far above his/her level, something strange is going on. The GMs will investigate and assign an appropriate XP reward for the victory. The winner receives the full rewards according to the table. The loser also receives XP but only 1/3 of what he would have gotten in case of a win. Also, the loser can never get more XP than 100 * (his current ECL) by losing a fight. For example, if the loser is ECL 12 and loses against an ECL 15 gladiator, he should gain (10,800/3) = 3,600 XP. However, the rule limiting XP in case of a loss cuts that down to 1,200 XP gained. In case a gladiator enters with an ally that does not come from a class feature he suffers an xp and gp penalty. Likewise, the gladiator who fought without an ally (other than a class feature ally) gets a xp and gp bonus. For more information on allies and rewards, see below. For gold, you have to check the table below. Opponent's Reward (gold) for ECL/CR winning the fight 1 300 2 600 3 900 4 1,200 5 1,600 6 2,000 7 2,600 8 3,400 9 4,500 10 5,800 11 7,500 12 9,800 13 13,000 14 17,000 15 22.000 16 28,000 17 36,000 18 47,000 19 61,000 20 80,000 If you lose the fight, then, again, you win 1/3 of the amount you would have received if you had won. There is, however, a cap on the amount of gold you can win if you lose, and it depends on your own ECL: Your own Maximum gold reward ECL/CR for losing a fight 1 100 2 200 3 300 4 400 5 533 6 666 7 866 8 1,133 9 1,500 10 1,933 11 2,500 12 3,266 13 4,333 14 5,666 15 7.333 16 9,333 17 12,000 18 15,666 19 20,333 20 26,666 If you have any questions about the rewards, ask in the Tavern. XP and Gold penalties for using Allies The coefficient of allies is calculated according to the following CA = coefficient of allies Aecli = ECL of the i'th Ally (0 if LA is '-') Acri = CR of the i'th Ally (0 if LA is not '-') CA = sum(Aecli+Acri) For example Johnny Uncarismatic is an 10th level human cleric. He has the leadership feat, but only has leadership score of 4. If he brought in his cohort (ECL 4) rode a light warhorse (CR1) and had raised an Ogre Skeleton (CR2) and a wolf skeleton (CR1). He would have a CA=sum(4+1+2+1)=8 Maximum CA The maximum CA a gladiator may bring into each fight is equal to his ECL-2, and no individual ally may have an Aecl>ECL-2 or an Acr>max(ECL-4,1). Cost of allies Using allies in a fight reduces the rewards you recieve. You recieve CA/ECL*25% less xp and gc for winning a fight. Similarly you receive opponents oppnents CA/ECL*25% more xp and gp for defeating a gladiator that uses allies. Class allies Class allies (eg paladin's warhorse, wizards familiar) are not counted for XP calculations but do count against the CA. In case the class ally's CR/ECL surpasses the max CA, the class ally may still be brought into the arena but no other non-class ally. Examples (penalty applies to xp and gold) Level 3 gladiator (max CA=1) brings in ...a light warhorse [CR1] (CA=1): (1/1*25); 25% penalty ...a trained dog [CR1/2] (CA=1/2): (0.5/1*25); 12.5% penalty ...a level 1 merc [ECL1] (CA=1): (1/1*25); 25% penalty ...a heavy warhorse [CR2] (CA=2): not permitted => maxCA=1 Level 4 gladiator (max CA=2) brings in ...a light warhorse [CR1] (CA=1): (1/2*25) = 12.5% penalty ...two trained wolves [2xCR1] (CA=2): (2/2*25) = 25% penalty ...a level 2 merc [ECL2] (CA=2): (2/2*25) = 25% penalty ...a heavy warhorse [CR2] (CA=2): not permitted => Acr>max(ECL-4,1) Level 5 gladiator (max CA=3) brings in ...a light warhorse [CR1] (CA=1): (1/3*25) = 8.33% penalty ...three human zombies [3xCR1/2] (CA=1.5): (1.5/3*25) = 12.5% penalty ...three level 1 mercs [3xECL1] (CA=3): (3/3*25) = 25% penalty ...a heavy warhorse [CR2] (CA=2): not permitted => Acr>max(ECL-4,1) Level 6 gladiator (max CA=4) brings in ...a light warhorse [CR1] (CA=1): (1/4*25) = 6.25% penalty ...a heavy warhorse [CR2] (CA=2): (2/4*25) = 12.5% penalty ...a direbat [CR2] (CA=2): (2/4*25) = 12.5% penalty ...a level 1 and a level 2 merc [ECL=3] (CA=3): (3/4*25) = 18.75% penalty ...an ogre zombie [CR3] (CA=3): not permitted => Acr>max(ECL-4,1) Back to the FAQ (http://boards1.wizards.com/showpost.php?p=5221608) |