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| Caterane06-16-05, 06:21 PM | The Rules of Gladius http://www.caterane.de/CoCo/Struktur/Gladius-Library.jpg Please do not post here! Welcome traveller! Welcome to the Library of Gladiosian Law. From whereever you came, here, you will find all rules and laws that govern the City of Gladius, and its vincinity. The Library has three major sections (olive, teal, darkorchid), and the books of each section are illuminated in the respective color. You are well advised to read through them all sooner or later, or at least browse through some of the sections with the teal-glowing aura on the books. Ah, I see, you are in a hurry. We also have the Quickstart Guide which very briefly explains everything you need to know to start in this city. If you have still questions afterwards, you can ask any of our regulars over in the Core Coliseum Tavern, or ask our Grandmaster if you have a very special question. I hope you enjoy your stay! THE WORLD OF GLADIUS http://www.caterane.de/CoCo/Struktur/Pfeil1.gif http://www.caterane.de/CoCo/Struktur/World-of-Gladius-Globe-Icon.jpg (http://boards1.wizards.com/showthread.php?t=580765) Here are the most important links to non-stickies for your convenience. Newbies should read the Rules of Gladius first. Core Coliseum Tavern (VII) The Prison of Gladius The Tales of Gladius The World of Gladius The Training Hall of Gladius The Blackmarket of Gladius The Maps of Gladius The Gladius Weekly The Guild Hall of Gladius Guild - The Arcane Order Guild - The Celestial Expeditionary Forces Guild - The East Habari Trade Company Guild - The Living Tree Guild - The Psi Consortium Guild - The Warfare Alliance Guild - The Loyalists Guild - The Watchful Eye Fights of Gladius (old) Battles of Gladius (I) Battles of Gladius (II) Battles of Gladius (III) Gladiators of Gladius (old) New visitor? The Quick Start Guide |
| Pitlords06-16-05, 06:27 PM | Please do not post here! Hello, and welcome to the Rules of the Game of the Core Coliseum! 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 future, but are not yet active. Introduction: The Basics The Basics - The Core Coliseum The Basics - Living Gladius The Basics - Roleplaying vs. Rules The Basics - Joining the CoCo The Basics - Quickstart Guide Introduction: The Board The Board - The Threads of the CoCo The Board - Core Coliseum Tavern The Board - Characters of Gladius The Board - Battles of Gladius The Board - Rules of Gladius The Board - Fights of the Week The Board - Prison of Gladius The Board - Council of Gladius The Board - Quests and Campaigns Introduction: The People The People - Game Master The People - Core Coliseum Elders The People - Pitlords Board Avatar The People - Other Board Avatars The People - Member Pictures Introduction: The Core Rules Core Rules - Definition of Core Core Rules - System Reference Document (SRD) Core Rules - Psionics Handbook Restrictions Core Rules - Banned Material Core Rules - Clarifications Core Rules - Non-Core Material Introduction: Starting Out Starting Out - Test Characters Starting Out - My First Character Starting Out - Level and XP Starting Out - Ability Scores Starting Out - Hitpoints Starting Out - Gold Starting Out - Confirmation Starting Out - Multiple Characters Starting Out - Character Actions Starting Out - Time Progression Starting Out - Deadlines Starting Out - Earth Time Zones The Rules of Gladius: Races and Classes Race and Class - Available Races Race and Class - Available Templates Race and Class - Available Classes Race and Class - Start XP/GP for all ECLs Race and Class - House Rules for XP Loss Race and Class - Character Retirement The Rules of Gladius: Skills and Feats Skills and Feats - What are Free Activities? Skills and Feats - What are Full Activities? Skills and Feats - Tools and Masterwork Tools Skills and Feats - Skill Package Activities Skills and Feats - Single Skill Activities Skills and Feats - Other Skill Applications The Rules of Gladius: Battles of Gladius I Battles of Gladius - Brief Overview Battles of Gladius - Battlefields Battles of Gladius - Fight Types Battles of Gladius - Getting Started and Title Lines Battles of Gladius - Tactics and Default Tactics Battles of Gladius - Deadlines and Location Battles of Gladius - Pitlord Mistakes Battles of Gladius - The 3-Fight Cycle Battles of Gladius - Aftermath and Rewards Battles of Gladius - Late and Missing Fights Battles of Gladius - Character Parties The Rules of Gladius: Battles of Gladius II Battle Rules - The 1/3 Rule: Using Spells, Powers, and Abilities Battle Rules - The 1/3 Rule: x/d Abilities and Items Battle Rules - The Cap on Expendables Battle Rules - Pre-Fight Actions (Pre-Buffs): Preparing for Combat! Battle Rules - Delay Penalties and Leaving the Map Battle Rules - House Rules for Ready Actions Battle Rules - Enviroment and Rules for the various Maps Battle Rules - Character Death and Destroyed Equipment The Rules of Gladius: Allies I Ally Rules - Ally Categories and Acquiring Allies Ally Rules - Ally Spellcasting and Crafting Ally Rules - Advancing and Customizing Allies Ally Rules - The Cap on Allies Ally Rules - Allies and Fight Rewards Ally Rules - Death of an Ally The Rules of Gladius: Allies II Ally Lists - Gold Ally Lists - Leadership Ally Lists - Handle Animal The Rules of Gladius: Quests Quests - What are Quests? Quests - Questgoals Quests - Standard Quests and Miniquests Quests - Multiplayer Quests Quests - Rewards Quests - Death and Destroyed Equipment Quests - Aborted and Late Quests Quests - Getting Started Quests - Frozen Quests The Rules of Gladius: Campaigns Campaign - What are Campaigns? Campaign - Entry Requirements Campaign - Time Frame Campaign - Rewards Campaign - Allies Campaign - Death and Destroyed Equipment Campaign - Abandoning a Campaign Campaign - Frozen Campaigns Advanced Rules: The Credit System Credits - What are credits? Credits - Ways of earning credits Credits - Ways of spending credits Credits - Negative credits Advanced Rules: NPC Services Services - Introduction Services - The Marketplace of Gladius Services - Restrictions Services - NPC Services of Gladius Services - The Blackmarket of Gladius Services - Custom Items Services - Custom Spells Services - All About Traps Advanced Rules: Pitlords Pitlords - What is a Pitlord? Pitlords - Getting Started Pitlords - Running Battles of Gladius Pitlords - Tactics Pitlords - Improvisation Pitlords - Online Roller and Mapmaker Pitlords - Mistakes Pitlords - Deadlines Pitlords - Rewards Advanced Rules: Questlords Questlords - What is a Questlord? Questlords - Getting Started Questlords - Maps Questlords - Questlord Tools Questlords - Encounters Questlords - Rewards Questlords - Treasure Questlords - Confirmation Questlords - Online Roller Questlords - Questlord Rewards Advanced Rules: Campaignlords Campaignlords - What is a Campaignlord? Campaignlords - Getting Started Campaignlords - Running a good Campaign Campaignlords - Encounters Campaignlords - Rewards Campaignlords - Level Up Campaignlords - Treasure Campaignlords - Aftermath Campaignlords - Online Roller Campaignlords - Campaignlord Rewards Advanced Rules: Guilds Guilds - Guilds and Guild Hall Guilds - Guildmaster and Guildlords Guilds - Joining a Guild Guilds - The Basics Guilds - Operations Guilds - Guild Wars Advanced Rules: Reputation How does the Reputation System work? How do I get (rid of) Reputation Tags? Miscellaneous: Meta Rules Meta Rules - House Rules of the Core Coliseum Meta Rules - Banned Spells and Effects Meta Rules - Ghosts and Incorporality Meta Rules - Frozen Leagues Meta Rules - Iron Man Tournament Meta Rules - State of Emergency Meta Rules - Core Coliseum Elder Domains Meta Rules - The Power-Rating System Meta Rules - Pairingsmaker Guide Miscellaneous: Quick References Reference - Fight Rewards Reference - Monster Fights: Level 01-10 Reference - Monster Fights: Level 11-20 Reference - Unearthed Arcana: Variant Races Reference - Unearthed Arcana: Paragon Classes Reference - Unearthed Arcana: Variant Classes Reference - Unearthed Arcana: Variant Features Reference - Unearthed Arcana: Bloodlines I Reference - Unearthed Arcana: Bloodlines II |
| Pitlords06-16-05, 06:29 PM | The Basics of the Core Coliseum The Basics - The Core Coliseum You're currently reading the FAQ for the Core Coliseum: Living Gladius. The Core Coliseum (or just CoCo) is a place where people make Dungeons & Dragons characters, then pit them against each other in combat on one of the various battlefields (like a forest, city, or a dungeon), send them on Quests or full-blown Campaigns, or just roleplay them and help expand the World of Gladius (http://boards1.wizards.com/showthread.php?t=580765) where all characters are part of. You can enter a guild or participate in the storywriting contest or let your character try to win the Iron Man Tournament. 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. The Basics - Living Gladius Living Gladius is the newest incarnation of the Core Coliseum and a synonym for the constant development and expansion of this board. Originally, the Coliseum was a lonely thread in the Character Optimization (http://boards1.wizards.com/forumdisplay.php?f=339) board. Moherajikuyx (http://boards1.wizards.com/member.php?u=210944) 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 like a whole world had been created. 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. The goal is to create an interactive enviroment where you can roleplay your character, be it in combat or in a social setting, where you get the feeling that you're really walking the streets of Gladius. There's still much to be done but as long as we don't stop, only the sky is the limit. The Basics - Roleplaying vs. 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. With every character, the World of Gladius grows and as previously mentioned, improving the roleplaying aspect and creating a social setting is one of our main goals. An important aspect of the Core 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. The Basics - Joining the CoCo 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 of Gladius (http://boards1.wizards.com/showthread.php?t=359951) thread, set the title to "Ready for <date>", where <date> is the next Wednesday, and you have officially joined; a PM to Pitlords informs him that you posted a new character. Your character will be fighting in the next set of pairings. Make sure to say hello in the Core Coliseum Tavern. 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) and the Expanded Psionics Handbook (XPSI) 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). The Basics - Quickstart Guide The Rules of Gladius might seem overwhelming to you. Don't worry! A lot of this FAQ is advanced stuff for the old-timers, rules clarifications, and the special Coliseum-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 Rules of Gladius 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=6463399) |
| Pitlords06-16-05, 06:32 PM | The Core Coliseum Board The Board - The Threads You should start in the Core Coliseum Tavern. 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=568128) 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 of Gladius thread, and checking on the Battles of Gladius 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 Board - The Rules of Gladius (http://boards1.wizards.com/showthread.php?t=448520) Thread (Sticky) This thread is where you are now. It includes an FAQ, as well as every rule of the Core Coliseum. Your are well advised to read over it once; at least the olive and teal colored sections. The Board - The Core Coliseum Tavern Thread 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. :) Because huge threads slow the board down, we open a new tavern once in a while, and the number behind the name tells us which incarnation it is. A Tavern closes at around 2000-3000 posts. The Board - The Characters of Gladius (http://boards1.wizards.com/showthread.php?t=359951) Thread (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 its most important thread. Secondly, in the first few posts of the Characters of Gladius 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 Battles of Gladius, and what they're doing this week. Once you add your character to the thread, the Game Master 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 Board - The Battles of Gladius (http://boards1.wizards.com/showthread.php?t=568128) Thread (Sticky) The Core Coliseum is about characters fighting each other, and this is where they do it. Whenever two or more characters fight, the fight is posted by the pitlord (the person running the fight) in this thread. Take a look, it's pretty self-explanatory. The Board - The 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 Board - The Prison of Gladius (http://boards1.wizards.com/showthread.php?t=571107) Thread If someone finds something wrong with another person's character, this is the place to post about it. The Prisonlords will keep track of this, and once a week will post an update, known as the Roll Call, in the Prison. If the error, known as a Violation, is fixed before this update is issued, the player will see the violation marked with the tag of Innocent. If not, then the violation will be marked with either a Violation, Violation or Violation tag, depending on the age and severity of the violation. As time goes by and the error remains unfixed, Violation tags turn into Violation tags and then Violation tags. Only truly severe errors will immediately be given a Violation tag. Any character with a Violation tag (and ONLY a Violation tag) will not be paired in the following week's pairings. Violation and/or Violation tags will not prevent the character from being paired. However, depending upon the violation, they may cause feats, items, allies, etc to not be available during your fight. If this proves to be the case, it is up to the pitlord to determine what, if anything, will be allowed to be used as a substitute. The pitlord is not required to allow a substitute, but it is generally considered the right thing to do. It is then the pitlord's responsibility to inform all players so that tactical alterations can be made on all sides. If you find a [P] attached to one of your characters on the Character Roster, take a look at this thread. You'll find the reason for the violation here. The Prison is run by a board account called Prisonlords (http://boards1.wizards.com/member.php?u=383783). The current Prisonlord is TelinArtho, one of the Elders. His word is law in the Prison, and can only be overruled by the Game Master. The Board - The Council of Gladius Thread This thread is where discussions about board issues and rules and about the future of the Core Coliseum are being held. Everyone can participate, and with everyone we mean you! The Board - The Quest and Campaign Threads Every time characters goes on a Quest or a Campaign, a new thread is opened. Everything that happens to the character on the adventure can be found in these threads. Quest and Campaign 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 or Campaignlord, and the characters on the Quest/Campaign may post to these 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=6463399) |
| Pitlords06-16-05, 06:41 PM | The People of the Core Coliseum The People - The Game Master The Game Masters (GM) are the people who run boards like 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 create rules concerning the CoCo system, 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 Core Coliseum. The Game Master of the Core Coliseum is MindWandererB (http://boards1.wizards.com/member.php?u=366091). He's a friendly guy; feel free to send him a PM if you need help with anything. The People - The Core Coliseum Elders The Core Coliseum Elders are 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. Every Elder has one or more Domains over which they have the authority. An Elder's word about issues related to their domain is law, and can only be overruled by the Game Master. Another purpose of the Elders is to create, review, and change the rules of the Core Coliseum related to the D&D system, which will be done by polls. While the Game Master can overrule a Council decision, he almost never does; the opinion of the Elders is very highly valued indeed. Similarly, the Elders will be consulted when it comes to creating new board rules, or changing existing ones and the Game Master takes the opinion of the Elders seriously. 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 and their Domains are SauroGrenom (http://boards1.wizards.com/member.php?u=321957) (Scribe, Events, Guild), Erithmu (http://boards1.wizards.com/member.php?u=329610) (Black Market/Training Hall, Community), TelinArtho (http://boards1.wizards.com/member.php?u=338608) (Prison, Courtroom, Mercenaries, backup Pitlords), Hirumajoe (http://boards1.wizards.com/member.php?u=495839) (Council), CrazyArtificer (http://boards1.wizards.com/member.php?u=631454) (Community). The People - Pitlords (http://boards1.wizards.com/member.php?u=245524) Board Avatar Pitlords is not a real person; he's the GM Avatar, used by the Game Master. He has several purposes. The Game Master uses him to make posts (like the Roster, or this FAQ) which are vital to the board so that in case there'll be a new GM in the distant future, nothing needs to be reposted. The GM also uses him to make "official" posts; a post by Pitlords is always an official declaration. Finally, if you want to change anything about your profile on the list of pitlords, or anything else that requires this account to change, you should send a PM to Pitlords. The People - Member Pictures We are all real people from around the world, and you can see many of us in all our glory here, in the Tales of Gladius thread. If you want your picture up there, just PM it to the elder with the Scribe domain. That's worth 2 credits - a good way to start your career in the CoCo. The People - Forum Leads Each forum on Gleemax has one or more Forum Leads. It is the job of these Forum Leads to give feedback to Community Management about what improvements can be made to the system. If you have any requests relating to the forums (e.g. Code of Conduct, technical issues, etc.), post them in the Forum Lead thread or PM them to one of our Forum Leads. The GM is always a Forum Lead; there may be one or more others who are valued members of our community. Back to the FAQ |
| Pitlords06-16-05, 06:52 PM | The Core Rules Core Rules - Definition of Core 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. In addition to that, you can pick anything listed in the Unearthed Arcana (see Rules of Gladius: Miscellaneous: Quick References) section by paying credits. Core Rules - The System Reference Document If you have the System Reference Document (http://www.systemreferencedocuments.org/35/sovelior_sage/home.html) (SRD) only, you're missing out a few things. 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. Core Rules - Psionics Handbook Restrictions Not everything in the Expanded Psionics Handbook can be used. The Hidden Talent feat (page 67) isn't in the SRD, and so cannot be taken. Similarly, the psionic Githyanki (page 10), psionic 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. Core Rules - Banned Material There are a few exceptions, like 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. There are other house rules and restrictions which can all be found in the Rules of Gladius: Miscellaneous. Core Rules - Clarifications Of course, the rules of D&D are not always clear and open to interpretation. These kinds of rules ambiguities are the usual fare in the Ask an Elder thread. If nothing usable emerges after looking through the four Core sources, we look at the 3.5 FAQ documents (http://www.wizards.com/default.asp?x=dnd/er/20030221a), 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 the Game Master or an Elder give a ruling. Core Rules - Non-Core Material "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 Core Coliseum Tavern thread. Just try not to get your hopes up. ;) Back to the FAQ (http://boards1.wizards.com/showpost.php?p=6463399) |
| Pitlords06-16-05, 06:55 PM | The Rules of Gladius: Starting Out Starting Out - Test Characters If you just want to have a test fight before making a character, you can play one of the Mercenaries from the Mercenaries Guild if there is one available (ie not hired already). Write a PM to Pitlords that you would like to try out a certain Mercenary. If you get the OK, you can play that Merc for one week (and only one week; it's only a temporary option). Starting Out - My First Character 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 of Gladius (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. Then write a PM to Pitlords and inform him that you posted a new character. Simple, eh? :) Starting Out - Level and XP All starting characters should be ECL 3. That means, for instance, a level 3 Elf (http://www.systemreferencedocuments.org/35/sovelior_sage/races.html), a level 2 Tiefling (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#tiefling), or a level 1 Drow (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#drow-elf). Your character starts with 3200 XP. 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. Starting Out - Ability Scores 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! Starting Out - Hitpoints 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 Starting Out - Gold 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. Starting Out - Confirmation Post your character on the Characters of Gladius thread and send a PM to the Pitlords Board Avatar with the link to your character sheet. This will help ensure that your character does not get accidently overlooked and added to the Roster. Next, decide what you want him or her to do. If you want your character to fight in the various Battles of Gladius, 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. Starting Out - Multiple Characters You can have more than one character. 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. Starting Out - Character Actions Characters can take part in Battles of Gladius, Quests, and Campaigns. Or they can stay home for a week or two and do some Crafting. In addition to these events, a character can do one so-called 'Free Activity' a week, like using a skill to earn money, get a discount on an item, teach a trick to an animal, and similar things. See Rules: Skills for details on that. Starting Out - Time Progression The city of Gladius has a real time progression... mostly. When a character is in the middle of a fight cycle (see Battles of Gladius -> The 3-Fight Cycle), the amount of time between battles is determined by a time roll (see Battles of Gladius II -> Pre-Fight Actions), but otherwise, 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. 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. Starting Out - Deadlines The most important deadline is on Wednesday 12 PM PST (http://www.time.gov/timezone.cgi?Pacific/d/-8/java)/3 PM EST (http://www.time.gov/timezone.cgi?Eastern/d/-5/java) (Pacific Standard Time/Eastern Standard Time). At that time, the Game Master rolls the new pairings. If your character is active in any way, you must not edit your character sheet after this deadline, else you will automatically lose the fight. You must send tactics till Friday 9 PM GMT (http://wwp.greenwichmeantime.com/) (Greenwich Mean Time). Pitlords may begin to run fights without tactics any time after than, so you cannot complain if he did so after the deadline. Pitlords must post fights due Tuesday 9 PM GMT. Failure to do so results in late penalties (basically -2°). If the Pitlord fails to post the fight before the next pairings begin, he gains a missing penalty (-1°) and unless he has sent a good explanation, he will most likely be put on the Inactive List. Starting Out - Earth Time Zones GMT (http://wwp.greenwichmeantime.com/) means Greenwich Mean Time and is Western European Time (+0 on the map). The map below is pretty self-explanatory. Just find the place where you live and look for the time difference at the top. http://www.caterane.de/CoCo/Struktur/Zeitzonen.jpg Back to the FAQ (http://boards1.wizards.com/showpost.php?p=6463399) |
| Pitlords06-16-05, 07:06 PM | The Rules of Gladius: Playable Races and Classes Race and Class - Available Races The following tables include all playable races. The first table lists all races that can be entered at no credit cost. By default, all characters start at ECL 3. You may at a higher league (that is, with an ECL greater than 3) by paying five credits for every extra ECL. For example, if you wish to start at ECL 7, you must pay 20 credits. Note: Some of the level adjustments come from sources other than the Monster Manual; they are legal choices in the CoCo despite this. Level Race Class Race Adj. HD Lvl Human (http://www.systemreferencedocuments.org/35/sovelior_sage/races.html) +0 0 3 Dwarf (http://www.systemreferencedocuments.org/35/sovelior_sage/races.html) +0 0 3 Dwarf, Deep (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#deep-dwarf) +0 0 3 Dwarf, Mountain (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#mountain-dwarf) +0 0 3 Elan (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#elan) +0 0 3 Elf (http://www.systemreferencedocuments.org/35/sovelior_sage/races.html) +0 0 3 Elf, Aquatic (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#aquatic-elf) +0 0 3 Elf, Gray (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#gray-elf) +0 0 3 Elf, Wild (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#wild-elf) +0 0 3 Elf, Wood (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#wood-elf) +0 0 3 Gnome (http://www.systemreferencedocuments.org/35/sovelior_sage/races.html) +0 0 3 Gnome, Forest (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#forest-gnome) +0 0 3 Goblin (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#goblin) +0 0 3 Half-Elf (http://www.systemreferencedocuments.org/35/sovelior_sage/races.html) +0 0 3 Half-Orc (http://www.systemreferencedocuments.org/35/sovelior_sage/races.html) +0 0 3 Halfling (http://www.systemreferencedocuments.org/35/sovelior_sage/races.html) +0 0 3 Halfling, Deep (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#deep-halfling) +0 0 3 Halfling, Tallfellow (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#tallfellow-halfling) +0 0 3 Kobold (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#kobold) +0 0 3 Maenad (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#maenad) +0 0 3 Orc (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#orc) +0 0 3 Xeph (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#xeph) +0 0 3 Aasimar (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#aasimar) +1 0 2 Blue (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#blue) +1 0 2 Dromite (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#dromite) +1 0 2 Dwarf, Duergar (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#duergar-dwarf) +1 0 2 Dwarf, Duergar (Psi) (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#duergar-psionic) +1 0 2 Half-Giant (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#half-giant) +1 0 2 Hobgoblin (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#hobgoblin) +1 0 2 Merfolk (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersMtoN.html#merfolk) +1 0 2 Tiefling (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#tiefling) +1 0 2 Elf, Dark (Drow) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#drow-elf) +2 0 1 Githyanki (MM, p127) +2 0 1 Githzerai (MM, p129) +2 0 1 Gnoll (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#gnoll) +1 2 0 Lizardfolk (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lizardfolk) +1 2 0 Locathah (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#locathah) +1 2 0 The following table lists all "Exotic Races”. These races must start at a higher ECL because of their Level Adjustment and/or racial HD. The ECL listed in the table is the minimum ECL that race can have, with the corresponding credit cost. As with the races listed above, you may start at a higher ECL than the minimum by paying additional credits. No matter what race you choose or how advanced the character is, the cost to create a character is 5 credits per ECL over 3. Lvl Race Class Cred Race Adj HD Lvl ECL Cost Gnome, Deep (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#svirfneblin-gnome) +3 0 1 4 5 Bugbear (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersBtoC.html#bugbear) +1 3 0 4 5 Demon, Dretch (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#dretch-demon) +2 2 0 4 5 Grimlock (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#grimlock) +2 2 0 4 5 Krenshar (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#krenshar) +2 2 0 4 5 Sahuagin (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#sahuagin) +2 2 0 4 5 Sprite, Grig (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#grig) +3 1 0 4 5 Sprite, Nixie (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#nixie) +3 1 0 4 5 Troglodyte (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#troglodyte) +2 2 0 4 5 Ghoul (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#ghoul) +3 2 0 5 10 Sprite, Pixie (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#pixie) +4 0 1 5 10 Derro (Sane) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#derro) +2 3 0 5 10 Dragon, White (Wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#white-dragon) +2 3 0 5 10 Kuo-Toa (MM, p163) +3 2 0 5 10 Pseudodragon (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#pseudodragon) +3 2 0 5 10 Sahuagin (4 arms) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#sahuagin) +3 2 0 5 10 Skum (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#skum) +3 2 0 5 10 Triton (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#triton) +2 3 0 5 10 Azer (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#azer) +4 2 0 6 15 Centaur (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersBtoC.html#centaur) +2 4 0 6 15 Dragon, Brass (Wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#brass-dragon) +2 4 0 6 15 Ogre (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#ogre) +2 4 0 6 15 Shadow (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#shadow) +3 3 0 6 15 Yuan-Ti, Pureblood (p263) +2 4 0 6 15 Allip (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#allip) +3 4 0 7 20 Aranea (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#aranea) +4 3 0 7 20 Dragon, Black (Wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#black-dragon) +3 4 0 7 20 Dragon, Copper (Wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#copper-dragon) +2 5 0 7 20 Satyr (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#satyr) +2 5 0 7 20 Sprite, Pixie (with Dance) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#sprite) +6 0 1 7 20 Doppelganger (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDitoDo.html#doppelganger) +4 4 0 8 25 Ghast (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDitoDo.html#ghoul) +4 4 0 8 25 Minotaur (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersMtoN.html#minotaur) +2 6 0 8 25 Salamander, Flamebrother (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#salamander) +4 4 0 8 25 Unbodied (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#unbodied) +4 4 0 8 25 Vampire Spawn (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDitoDo.html#vampire-spawn) +4 4 0 8 25 Wight (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDitoDo.html#wight) +4 4 0 8 25 Dragon, White (very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#white-dragon) +3 6 0 9 30 Ettercap (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#ettercap) +4 5 0 9 30 Gargoyle (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#gargoyle) +5 4 0 9 30 Gargoyle, Kapoacinth (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#gargoyle) +5 4 0 9 30 Xill (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#xill) +4 5 0 9 30 Displacer Beast (MM 66) +4 6 0 10 35 Dragon, Black (Very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#black-dragon) +3 7 0 10 35 Dragon, Blue (Wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#blue-dragon) +4 6 0 10 35 Dragon, Brass (Very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#brass-dragon) +3 7 0 10 35 Dragon, Bronze (wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#bronze-dragon) +4 6 0 10 35 Dragon, Green (Wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#green-dragon) +5 5 0 10 35 Drider (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#drider) +4 6 0 10 35 Harpy (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#harpy) +3 7 0 10 35 Nightmare (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersMtoN.html#nightmare) +4 6 0 10 35 Archon, Hound (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#hound-archon) +5 6 0 11 40 Dragon, Copper (Very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#copper-dragon) +3 8 0 11 40 Dragon, Red (Wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#red-dragon) +4 7 0 11 40 Dragon, Silver (Wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#silver-dragon) +4 7 0 11 40 Bralani (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersBtoC.html#bralani) +5 6 0 11 40 Genie, Janni (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#janni) +5 6 0 11 40 Troll (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#troll) +5 6 0 11 40 Demon, Succubus (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#succubus-demon) +6 6 0 12 45 Devil, Bearded (Barbazu) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#bearded-devil) +6 6 0 12 45 Dragon, Gold (Wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#gold-dragon) +4 8 0 12 45 Dragon, White (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#white-dragon) +3 9 0 12 45 Intellect Devourer (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#intellect-devourer) +6 6 0 12 45 Lammasu (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lammasu) +5 7 0 12 45 Ogre Mage (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#ogre-mage) +7 5 0 12 45 Treant (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#treant) +5 7 0 12 36 Yuan-Ti, Halfblood (MM 264) +5 7 0 12 45 Dragon, Black (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#black-dragon) +3 10 0 13 50 Dragon, Blue (Very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#blue-dragon) +4 9 0 13 50 Dragon, Bronze (Very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#bronze-dragon) +4 9 0 13 50 Dragon, Green (Very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#green-dragon) +5 8 0 13 50 Genie, Djinni (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#djinni) +6 7 0 13 50 Lamia (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lamia) +4 9 0 13 50 Lillend (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lillend) +6 7 0 13 50 Mummy (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#mummy) +5 8 0 13 50 Nymph (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersMtoN.html#nymph) +7 6 0 13 50 Slaad, Red (MM, page 228) +6 7 0 13 50 Devil, Chain (Kyton) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#chain-devil) +6 8 0 14 55 Dragon, Brass (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#brass-dragon) +4 10 0 14 55 Dragon, Silver (Very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#silver-dragon) +4 10 0 14 55 Mercane (http://www.wizards.com/d20/files/v35/EpicMonsters(G-W).rtf) +7 7 0 14 55 Rakshasa (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#rakshasa) +7 7 0 14 55 Salamander (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#salamander) +5 9 0 14 55 Shambling Mound (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#shambling-mound) +6 8 0 14 55 Slaad, Blue (MM, page 229) +6 8 0 14 55 Dragon, Copper (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#copper-dragon) +4 11 0 15 60 Dragon, Red (Very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#red-dragon) +5 10 0 15 60 Ettin (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#ettin) +5 10 0 15 60 Inevitable, Zelekhut (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#zelekhut-inevitable) +7 8 0 15 60 Mind Flayer (MM, page 186) +7 8 0 15 60 Couatl (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersBtoC.html#couatl) +7 9 0 16 65 Couatl (Psionic) (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#couatl-psionic) +7 9 0 16 65 Devil, Erinyes (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#erinyes-devil) +7 9 0 16 65 Dragon, Gold (Very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#gold-dragon) +5 11 0 16 65 Dragon, Green (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#green-dragon) +5 11 0 16 65 Giant, Hill (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#hill-giant) +4 12 0 16 65 Slaad, Gray (MM 231) +6 10 0 16 65 Slaad, Green (MM 230) +7 9 0 16 65 Yuan-Ti, Abomin. (MM 264) +7 9 0 16 65 Dragon, Black (Juvenile) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#black-dragon) +4 13 0 17 70 Dragon, Blue (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#blue-dragon) +5 12 0 17 70 Dragon, Brass (Juvenile) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#brass-dragon) +4 13 0 17 70 Dragon, White (Juvenile) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#white-dragon) +5 12 0 17 70 Cerebrilith (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#cerebrilith) +9 9 0 18 75 Demon, Vrock (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#vrock-demon) +8 10 0 18 75 Dragon, Bronze (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#bronze-dragon) +6 12 0 18 75 Dragon, Copper (Juvenile) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#copper-dragon) +4 14 0 18 75 Dragon, Silver (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#silver-dragon) +5 13 0 18 75 Giant, Frost (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#frost-giant) +4 14 0 18 75 Giant, Stone (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#stone-giant) +4 14 0 18 75 Athach (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#athach) +5 14 0 19 80 Demon, Hezrou (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#hezrou-demon) +9 10 0 19 80 Dragon, Red (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#red-dragon) +6 13 0 19 80 Giant, Fire (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#fire-giant) +4 15 0 19 80 Nightmare, Cauchemar (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersMtoN.html#nightmare&origin=) +4 15 0 19 80 Angel, Astral Deva (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#astral-deva-angel) +8 12 0 20 85 Archon, Trumpet (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#trumpet-archon) +8 12 0 20 85 Dragon, Gold (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#gold-dragon) +6 14 0 20 85 Dragon, Green (Juvenile) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#green-dragon) +6 14 0 20 85 Giant, Stone (Elder) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#stone-giant) +6 14 0 20 85 Morgh (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#mohrg) +6 14 0 20 85 Alignment: For most races, you may choose character’s alignment freely. However, if your race’s listed alignment is “always”, you are that alignment by default. For example, demons are listed as “always chaotic evil”; if you play a demon, your character is 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 ("always neutral good") costs 5 credits while a fallen chaotic evil hound archon ("always lawful good") costs 20 credits. Race and Class - Available Templates The following templates can be added to any of the above races. Each has a corresponding level adjustment, which modifies your character’s ECL and credit cost, as normal. Inherited Tempates (These can only be taken at character creation) LA Template +2 Celestial Creature (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersBtoC.html#celestial-creature) +2 Fiendish Creature (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#fiendish-creature) +2 Phrenic Creature (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#phenric-creature) +3 Half-Dragon (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#half-dragon) +3 Lycanthrope (natural) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lycanthrope) (See below) +4 Half-Celestial (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#half-celestial) +4 Half-Fiend (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#half-fiend) 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 (not a miniquest) of an EL at least equal to the character's ECL, 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 5° per extra level adjustment gained from the template. We assume that those who can spend 10 or more credits on a template can afford a Quest as well. 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 p.22) 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 p.135, also copied below), 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 The Jindler :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 (again, copied below), 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. She spent 28 credits; 3 for the Quest and 25 for increasing her ECL by 5. LA Template +2 Lycanthrope (afflicted) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lycanthrope) (See below) +4 Lich (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lich) +5 Ghost (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#ghost) +8 Vampire (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#vampire) 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: Undead templates 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. Race and Class - Available Classes 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). Race and Class - Start XP/GP for all ECLs Most newly created characters 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. Entering a character at a higher level costs 5 credits per level beyond ECL 3. ***** 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 Board Avatar if you want to enter a creature higher than ECL 3! Race and Class - XP Loss House Rules Under normal D&D rules, if a player character crafts a magic item or buries his familiar, he loses Experience Points. In the Core Coliseum, we have mostly removed voluntary and involuntary XP losses to simplify things. If your character crafts a magic item, you only need to pay the price in gold; forget about the XP cost. Likewise, you lose no XP if your familiar dies. There is one exception to this rule: spells and powers. If a spell or power has an XP cost associated with casting it, you do pay this XP cost. In addition, you also lose a certain amount of gold, depending on your ECL and how much XP you spent. Find your ECL on the table below and multiply the XP cost by the given ratio; that is how much gold you lose. For example, if you are ECL 10 and cast a spell with an XP Cost of 100 XP, then you also lose 193 GP (100*1.93). This exception includes creating items that use such spells (e.g. a ring of three wishes). ECL XP : GP 1 1 : 1.0000 2 1 : 1.0000 3 1 : 1.0000 4 1 : 1.0000 5 1 : 1.0667 6 1 : 1.1111 7 1 : 1.2381 8 1 : 1.4167 9 1 : 1.6667 10 1 : 1.9333 11 1 : 2.2727 12 1 : 2.7222 13 1 : 3.3333 14 1 : 4.0476 15 1 : 4.8888 16 1 : 5.8333 17 1 : 7.0589 18 1 : 8.7037 19 1 :10.7018 20 1 :13.3333 Race and Class - Character Retirement Sometimes, characters won't work as well as you might have initially thought, and it is of course within your rights to retire this character (and build a new one, if desired). 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, whih can be found in the Characters thread. Back to the FAQ (http://boards1.wizards.com/showpost.php?p=6463399) |
| Pitlords06-17-05, 09:36 AM | 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, or as noted here). However, many skill uses are based on your total skill modifier, rather than the result of a check. What are Free Activities? As the name suggests, Free Activities are character actions that do not interfere with arena fights because they do not take up enough time to force a character to sit out. There are, however, some rules for Free Activities that must be obeyed! First of all, Free Activities can only be used in conjunction with the character being active in one of the various Battles of Gladius. Quests/Miniquests, Operations and Campaigns do not grant Free Activities. You may only use one Free Activity per fight, never more. You must write it into the subject line of your character sheet (Example: Ready for June 3; Free Activity: teach 'seek' to direwolf). If the details of the Free Activity are too much to fit in the title line, you can say something like "Ready for June 3; Free Activity: scribing scrolls (see sheet)." Linking Activities: Some activities, noted in the skill descriptions below, must also be recorded on your sheet. The Pitlord of your fight will post the Free Activity you mentioned in the headline of your sheet to the Fight Summary. You must link this post to your character sheet on the spot where it belongs to. For example, if you taught the seek trick to your wolf, you would have to link the post to the "Tricks" section of your ally on your sheet, and name the link "seek". Failure to do so means the trick/item/etc is not available. What are Full Activities? Similar to Free Activities, Full Activities are character actions with the difference that they do take up more time thus can only be done if the character is not otherwise occupied (arena, quest, campaign). Your character is considered active (marked [X] on the Roster) and can do nothing but the Full Activity (not even a Free Activity). Example Full Activities are crafting for more than 1000 gold or training two tricks to an animal. Note that full activities are not improved Free Activities. Linking Activities: Like Free Activities, Full Activities must be linked to the character sheet but since you do not fight, there is no fight or quest a Pitlord/Questlord can write it into. Instead, you have to link the correct weekly character actions on the Battles of Gladius thread (not the ones in the Characters of Gladius thread, since that one changes weekly). Your activity is recorded in this post, which you have to link as described above. Failure to do so means the trick/item/etc is not available. Tools and Masterwork Tools Some skills require mundane tools to operate effectively, else the character suffers a -2 circumstance penalty for using improvised tools. These skills are Craft skills (artisan's tool: 5 gp) Diplomacy vs courtiers/nobles (Courtier's outfit+jewelry: 80 gp; Noble's outfit+jewelry+signet ring: 180 gp) Disable device (thieves tools: 30 gp) Open lock (thieves tools: 30 gp) Perform skills that require an instrument (common musical instrument: 5 gp) Ride (riding saddle: price varies) You can buy a set of masterwork tools for certain skills which give you a +2 circumstance bonus for the skills. These masterwork tools are only available for Appraise by weight (merchant's scale: 2 gp) [non-magic value only] Appraise by detail (magnifying glass: 100 gp) [non-magic value only] Climb (climber's kit: 80 gp) Craft Alchemy/Poisonmaking (alchemy lab: 500 gp) Craft skills, all others (artisan's tool: 55 gp) Disable device (masterwork thieves tools: 100 gp) Disguise (disguise kit: 50 gp/10charges) Handle Animal (whistle: 50 gp) Heal (healer's kit: 50 gp/10charges) Open lock (masterwork thieves tools: 100 gp) Perform skills (masterwork musical instrument: 100 gp) Professions (various tools: 50 gp) Ride to stay in the saddle (military saddle: price varies). Note that you need a different tool for each skill; for example, you need to buy seperate tools for Craft Weaponsmithing and Craft Armorsmithing! Exceptions to this rule are the thieves tools (apply to Disable device and Open lock) and the alchemist's lab (alchemy and poisonmaking). You can buy magic items that grant a higher bonus and/or a bonus to skills not listed here (eg. listen, spot, etc) by paying credits (and the price, of course) in the Blackmarket (http://boards1.wizards.com/showthread.php?t=396641). Skill Package Activities Skill Packages are a combination of two or more skills or abilities that can be used in conjunction with a Free Activity to perform certain activities, many of them affecting your fight in a beneficial way. Other require no Free Activity and automatically come into effect. In order to use them, you must fulfill the skill requirements and pass the "Task" (mentioned in the entry) to benefit from the "Effect". As with all Free Activities, this must go into the title line of your sheet along with your ready status. Automatic Packages obviously don't require that. The following Skill Package Activities are available. Sleight of Hand Open Locks . Task: You must have at least 5 ranks in both skills. . Effect: You gain one item for your fight up to the product of your Sleight x Open skill modifiers. The item is lost after the fight. Special: 20 units of ammunition counts as one item for the purpose of this ability. All 20 must be identical. Open Lock (vs ECL+5) or (vs Open Lock), whichever is higher Search . Task: You have to have an Open Lock skill modifier higher than your opponent's ECL+5 or his own Open Lock skill modifier (whichever is higher). . Effect: You may remove expendables (potion/oil, scroll, tattoo, power stones) from your opponent's sheet for the fight up to a marketprice value of Search x "ECL Multiplier" (see table below). The item is returned to the opponent after the fight. You may not use this item. . Special: Free Activity 'Guard' increases the DC by 5 (so, the burglar has to beat the opponent's ECL+10 or Open Lock+5). A character can assign a trap to his equipment (must be mentioned on his sheet) which goes off unless the burglar disables it with a take 10. . Note: The burglar writes a PM to both the Pitlord and the affected Player which items he wants to steal. If he hasn't sent this PM (to both) until Thursday 9 PM GMT (24 hours after pairings) his Burglary attempt fails. Appraise Bluff Sense Motive . Task: You need at least 5 ranks in all three skills. . Effect: Gain a discount for one bought item in percent equal to the average of the three skills. It may not be raw materials or material components. Appraise Gather Information . Task: You need at least 5 ranks in both skills. . Effect: Normally, an item is sold at 50% its marketprice. This skill use allows you to increase that percentage by an amount equal to the lower of the two skills, for a single item. Multi ECL plier ----------- 3 x17 4 x20 5 x22 6 x24 7 x26 8 x28 9 x30 10 x32 11 x33 12 x35 13 x36 14 x37 15 x39 16 x40 17 x41 18 x42 19 x44 20 x45 Since the following activities work without adding them to the title line, make sure you have the listed on your sheet in a clear manner and include a link to this section of the rules (Rules: Skills & Feats) which a pitlord can quickly check. Failure to link it means the Skill Packages does not function. Forgery Sleight of Hand . Task: You need at least 5 ranks in both skills . Effect: You may exceed your expendable cap by a percentage equal to the sum of both skill modifiers. Knowledge (Nobility/Royality) Diplomacy . Task: You need at least 5 ranks in both skills . Effect: You gain a bonus to your XP Rewards by a percentage equal to the sum of both skill modifiers. Calculate gold rewards from that new XP value. Knowledge (Nobility/Royality) Any Free Activity used to earn money (Profession, Craft, Sleight of Hand) . Task: You need at least 5 ranks in both skills. You must earn money with a Free Activity. . Effect: The money earned with the Free Activity increases by a percentage equal to your Knowledge (Nobility and Royalty) value. Attack/Defend Skill PackagesAs described above, Skill Packages are combinations of skills which create certain effects if used jointly. Attack/Defend Skill Packages are just that but they require no Free Activity to activate. Instead, they are automatically activated anytime you fight. There are, however, some restrictions: You need at least 5 ranks in each skill mentioned, and you can only use it in a 1 vs 1 Battle of Gladius (ie no Multiplayer fights, quests, etc). If that's the case, then just check the 'Task' required. If all task requirements are fulfilled, the activity is executed. Attackers & Defenders: The following skill packages are divided into Attack Packages and Defend Packages. That means you can only use an Attack Package if you're the Attacker, and Defend Packages are only for the Defender. To determine who's considered to be the Attacker or Defender, just check the order in which the characters are aligned in the Pairings Post: the left character is the Attacker; the right one is the Defender. Example: Gork the Orc (Player1) vs. Schecko (Player2) : Pitlord [Map] In this case, Gork would be the Attacker and Schecko the Defender. Note: Since we want to make it as easy as possible for pitlords add any Package you can do to the title line, and make sure you have them listed on your sheet in a clear manner and include a link to this section of the rules (Rules: Skills & Feats) which a pitlord can quickly check. Failure to link it means the Skill Packages does not function. The following skill packages are available: Hide (vs Spot) Move Silently (vs Listen) Bluff (vs Sense Motive) Sense Motive (vs Bluff) . Task: All four skills must be higher than the respective opposed skills of your opponent. You need at least 5 ranks in each skill. . Effect: You may pick your and your opponent's starting boxes, and you gain a surprise round. The boxes still can't be the same. Disguise (vs Spot) Gather Information (vs Gather Information) Bluff (vs Sense Motive) Open Lock (vs ECL+5) or (vs Open Lock), whichever is higher . Task: All four skills must be higher than the respective opposed skills of your opponent. You need at least 5 ranks in each skill. . Effect: You gain one standard action against an opponent's ally. You may apply any prebuffed effect to the attack. This attack takes place before initiative is rolled, which in most cases means that the ally is flat-footed against the attack. If either character gets any prebuff or surprise rounds, they take place immediately following this attack. . Note: The action must affect the ally in a harmful way. You cannot use this action to buff yourself. Survival or Search (vs Track DC) Use Rope (vs Escape Artist) Knowledge (Geography) . Task: You have to pass the Track DC (Indoor: Dc15; Outdoor: Dc10; plus modifiers on PHB p101 or here (http://www.systemreferencedocuments.org/35/sovelior_sage/featsAll.html#track)). Your Use Rope value must be higher than your opponent's Escape Artist. You need at least 5 ranks in each skill. . Effect: You gain one free prebuff round just before the fight for every 5 points of your Knowledge (Geography) skill modifier. . Note: Without the track feat, you can only find tracks up to DC 10. Search (vs Trap DC) Disable Device (vs Trap DC) . Task: You must own a trap, and pass the DCs with a Take 10. You need at least 5 ranks in each skill. . Effect: Your opponent faces this trap just before combat begins. Traps count as allies in all respects (determining how many allies you can bring to a fight, XP penalties, etc.) . Note: An opponent can avoid the trap if he passes the trap DC in both Search and Disable Device with a Take 10. A character who has found the trap (Search) can also avoid the trap if the total of his Balance, Climb, Jump, and Swim skill modifiers exceed the Disable Device DC of the trap by 10 or more. In this situation, the trap is not set off at all and can be re-used. To find a trap with a DC of 20 or more, you need the trapfinding ability. See NPC Services for more rules on traps. Balance (vs Balance) Climb (vs Climb) Jump (vs Jump) Swim (vs Swim) . Task: All four skill modifiers must be higher than the respective opposed skill modifiers of your opponent. You need at least 5 ranks in each skill. . Effect: You (and your allies) may start outside your starting box by a number of squares equal to the difference between the sum of your skill modifiers and the sum of your opponent's skill modifiers. . Example: If your Balance+Climb+Jump+Swim is 80, and your opponent's is 60, then you may start 20 squares (100 ft) outside your start box. Single Skill Activities Unlike Skill Packages, Single Skill Activities can be used as a Free- or Full Activity (as mentioned in its description) but involve mostly only one skill, with a second skill sometimes granting additional benefits. The following list shows all Single Skill Activities available as [Free]- or [Full] Activities; for a detailed description, see the individual description in the skill entry below. Craft: Earn Money [Free] Gather Info: Shop in Blackmarket without credits [Free/Full] Handle Animal: Train animal, vermin, or magical beast [Free/Full] Intimidate: Frighten opponent allies [Free] Perform: Earn Money [Free] Profession: Earn Money [Free] Sleight of hand: Earn Money [Free] Not dependent on a Skill are the following No Skill Free Activities: Guard Home: You gain a +5 bonus to opposed checks against Burglary Hide Trail: The difficulty to track you increases by 5 Move Cautious: You can take20 to search a trap instead of take10. Earn Money (Profession/Crafts/Perform/Sleight)Not everyone was born as a gladiator. Many characters had to get their daily bread in another way, by using their talents and skills, and many continue to do so now. Once a week, as a Free Activity, you can use certain skills to earn extra money if you have at least 5 ranks in that skill. These skills are Sleight of Hand, all Perform skills, all Profession skills, and some Craft skillsx. You may only use one skill at a time to earn money! You earn (Take10+skill modifier)*ECL gold pieces in a week. The Pitlord mentions this extra income at the bottom of the fight along with the fight rewards, and adds them together. There is no need to link it seperately because you will already link it along with the fight. x: all Craft skills except Craft armorsmithing, weaponsmithing, bowmaking, poisonmaking, and alchemy. These skills already have a function in the CoCo (see 'Other Skill Applications' below). Use Blackmarket Connection (Gather Information) Normally, a character can use his secret contacts, outstanding favors, or bribes, to buy custom items from the Blackmarket which is expressed in a credit cost. Characters with at least 5 ranks in the Gather Information skill can circumvent that credit cost by paying the Blackmarket with their knowledge of Gladius' underworld: Once a week, as a Free Activity, you can buy one item that would normally cost credits, up to the allowed gold piece value. Alternatively, you can gain two such items as a Full Activity. The maximum value of one item depends on your ECL and your Gather Information modifier: Look for your ECL in the table below, then multiply your gather information skill modifier with the multiplier. Note that you still need to pay the gold cost! You must link this activity. You can buy a more expensive item by using this Free Activity multiple times witin the same fight cycle. Examples: if you are ECL 3 and have a Gather Information modifier of +10, then you can buy one item worth 170 gp as a free activity, two items worth 170 gp as a full activity, or one item worth 510 gp by using this free activity during all three fights of a cycle. Multi ECL plyer ----------- 3 x17 4 x20 5 x22 6 x24 7 x26 8 x28 9 x30 10 x32 11 x33 12 x35 13 x36 14 x37 15 x39 16 x40 17 x41 18 x42 19 x44 20 x45 Train Beast (Handle Animal) You may teach a trick to an animal, train an animal, or teach or train a magical beast. The DC to do so is as listed in the PHB and here (http://www.systemreferencedocuments.org/35/sovelior_sage/skillsAll.html#handle-animal). Note that you always take 10 on such checks, so you need a skill modifier of +5 or +10 (+5 for creatures other than animals) to use this action. 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 which doesn't interfere with your arena fight. Once a week, as a Free Activity, you may teach one trick to your animal, or you may teach two tricks as a Full Activity provided you have a high enough Handle Animal value. You have to link this activity. Trained for War: If you want to equip your ally with barding, it needs to be trained for war or suffer penalties for not being proficient with armor. This requires the 'Combat Riding Package' which consists of the six tricks Attack, Come, Defend, Down, Guard, and Heel. Alternatively, you can customize your ally by exchanging its feats with armor proficiencies (see Rules: Allies I for more information about that). You can also train your animal tricks not listed in the PHB as long as they are reasonable and within the animals capabilities. We suggest you ask the GM or an Elder first. Here are some ideas for tricks (taken from the WotC homepage 'Wildlife'): Ambush (DC 15): The animal hides using the Hide skill to the best of its ability. It then stays in one place and attacks the first creature to come near it, unless it has been previously trained to recognize the creature as a friend. Bull Rush (DC 15): The animal attempts to bull rush a designated creature. Flush Out (DC 20): The animal moves into an area and, if it encounters any creatures, it makes noise and feints attacks toward the creature in an attempt to drive it to you. If the animal makes the creature move, there is a 50% chance that the quarry moves directly toward you. Otherwise, the quarry veers to your left or right (equal chance for each). Overrun (DC 15): The animal attempts to overrun a designated creature. If the animal has the trample special ability, it uses that ability against the creature if the creature is small enough to be affected. Pin (DC 15): The animal attempts to grapple and pin a designated creature. Stalk (DC 20): The animal follows a designated creature using the Hide and Move Silently skills to the best of its ability. It stays with the target until you call it off (normally accomplished with a whistle). If attacked by the designated creature, the animal attacks. If attacked by a different creature or severely wounded, the animal attempts to return to you. Frighten Allies (Intimidate) As a Free Activity, you can use your Intimidate skill to scare one or more allies of your opponent that have an intelligence of 3 or more. Your Intimidate value must be at least as high as (Ally CR + Ally Wisdom modifier + any bonuses to saving throws vs. fear) to affect him or her (called Courage Value). There are three different effects depending on your Intimidate value relative to the Courage Value: Scared: Your intimidate skill is at least equal to the ally's Courage Value. Your opponent's ally is Shaken for the entire combat. Frightened: Your intimidate value is higher than the Courage Value by 5 or more. Your opponent's ally is Frightened for the first 4 rounds, then is Shaken for the rest of the fight. Panicked: Your intimidate value is higher than the Courage Value by 10 or more. Your opponent's ally is Panicked and does not appear to the fight. Multiple Allies: If the opponent has more than one ally, you can decide which ally you want to intimidate. After having intimidated the first ally, deduct the the Courage Value from your Intimidate Value. If you have points left, you can intimidate another ally (and so on) but your Intimidate value is decreased after each intimidation. Handle Animal: If you also have a Handle Animal skill modifier equal to the CR of an opponent's ally, you may also intimidate animals. If you have a Handle Animal value of the ally's CR+5, you can intimidate magical beasts and vermin. Class Allies: Most class allies do not have a CR. In this case (including when a class ally is a modified version of a creature with a CR, such as an animal companion), the CR is treated as equal to the character's class level (in the class that provides the ally) -2. When multiple classes contribute to the abilities of the ally (such as a multiclass sorcerer/wizard's familiar), those class levels also stack for this purpose. Note: If the ally is immune to fear, he is also not subject to Intimidate. If the master has the Aura of Courage (Paladin 3), the ally gains an additional +4 bonus to resist the level check. Other Skill Applications Aside from the activities mentioned above, skills can also have passive or automatic effects which need no Free or Full Activity. Other skills need to be clarified on how they interact with the Core Coliseum and its enviroment. The following section addresses all that. Concentration You can take 20 to become psionically focused outside combat, and you need to pass DC 20. You must list this action under the Prebuff Section on your sheet. Quest- and Campaignlords may require you to actually roll the checks, if they so desire. 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 (55 gp) for the respective craft skill which gives you a +2 circumstance bonus. Note: arrows and bolts are created with craft bowmaking (DC 12). Poisonmaking and Alchemy: With Craft poisonmaking, you can craft any non-magical poison listed in the DMG, p297 or here (http://www.systemreferencedocuments.org/35/sovelior_sage/abilitiesAndConditions.html#poison). 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. Craft Firearms & Knowledge Engineering: If you have at least 5 ranks in each and pass DC 20 with a take 10, you can craft Renaissance Weapons (DMG,p145) at half the mentioned price (such weapons cannot be bought). Note that some require you to take Exotic Weapon Proficiency and to craft special ammunition. The Rapid Reload feat can be used for firearms (a reload time of 1 standard action is reduced to 1 swift action), and magical enchantments work like for any ranged weapon. Crafting and Time: You may craft items worth up to 1000 gp (Marketprice) as a Free Activity. As a Full Activity, you can craft items worth up to 7000 gp per week; you can continue to work as many weeks as you like to create an item (or a group of items) worth any amount, adding up to 7000 gp to the value for every week worked. You can even mix magic item creation with items created using Craft skills in a single activity. You must link this activity. 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 (unless a caster level is specifically mentioned as a requirement). Crafting follows the core rules as described in the DMG/XPH in the respective feat description. You have to pay 1/2 of the market price in raw materials; you never lose XP when crafting. Crafting and Time: See the rules under "Craft Skills," above. Handle Animal One possible source of allies 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 and overcome the Quest obstacle, it is yours. 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 Rules: Allies I for more information on which races you can obtain and train with Handle animal. To teach a trick to an animal, see Single Skill Activities above. Heal (Identifying Health Status) A character always knows his own health exactly, but guessing the injury level of others is a different matter. That's where the Heal skill comes in. Note that Heal also functions untrained so if a character has a very high Wisdom, he may be able to determine more than the default. Default: By default, a character without the appropriate value in the Heal skill can only determine other's health status as "Unconscious/Dead, Disabled, Injured, Uninjured" and automatically succeeds. Medicus: The study of medicine helps in assessing wounds. If a character has a Heal value as high as the target creature's HD+5, he can determine the injury level of that creature as "Dead, Unconscious, Disabled, Quarter Health, Half Health, Three-quarter Health, Uninjured". Additionally, a character recognizes the symptoms of poisons and diseases and can tell if someone is affected by that. Anatomist: Specialized in the field of anatomy, those characters can immideately see the exact health status of a creature (in hitpoints). To use this, a character must have a Heal value as high as the target creature's HD+5 and have the appropriate Knowledge value for that type of creature at HD+5. For example, to determine the exact health status of a 7-headed Hydra [7 HD] a character needs Heal+12 and Knowledge Arcana+12. Bardic knowledge and Lore always count as the necessary knowledge skill. 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 (although see the Bluff skill). 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 half speed, or the -20 for running or attacking. Secondly, an character gets one reactive Spot roll every round in their 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 the spotter wants to make a Spot roll during his own action, he can use a move action to do so. Knowledge Knowledge skills are used to identify monsters encountered on quests, campaigns, or monster fights. It can also be used in conjunction with Heal to know the exact hitpoint status of others (see 'Heal' above). Monster Fights: Monsters rolled in the pairings are not identified automatically. A character must have the requisite knowledge about a monster to gain information about it. This is done by using the various knowledge skills. When the pairings are rolled, the Game Master lists a monster fight by default as "Unknown Monster." The assigned Pitlord then rolls that monster with an online roller (same ID as for the fight, making the result private until after the fight) and gives the player more information on the monster. The amount of information depends on the knowledge skill value. The knowledge skill modifier must be as at least as high as the following: No Ranks: Size and rough description (like 'huge monster') 1+ Ranks: Size, Type, Description (huge magical beast with many heads) CR: Race (7-headed hydra) CR+5: Race, Subtypes, Class levels (7 headed Cryo-Hydra, no classes) CR+10: Race, Subtypes, Class levels, Equipment, Feats CR+15: Race, Subtypes, Class levels, Equipment, Feats, and tactics You have to have the right knowledge skill to gain information. For example, you would only gain the information above about a hydra if you have Knowledge (Arcana). Any other knowledge skill is useless against that monster. Bardic knowledge and Lore always count as the necessary knowledge skill. The following list shows the requisite knowledge skills: Arcana: Constructs, Dragons, Magical Beasts Dungeon: Aberrations, Oozes Local: Humanoids Nature: Animals, Fey, Giants, Monstrous humanoids, Plants, Vermin Religion: Undead Planes: Elementals, Outsiders Psioncs: Psionic creatures Quests and Campaigns: If the character meets a monster on a quest, the questlord should make the appropriate Knowledge roll in secret. 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. Knowledge and Templates: If a creature has a template that changes its type, multiple knowledge skills may apply (one to the base creature, and one to the post-template one). In this situation, each knowledge skill is considered independently. For instance, if the character encounters a fiendish dire rat, he or she would be able to identify the fiendish template with Knowledge (arcana), and to identify the dire rat with Knowledge (nature). Similarly, a skeletal troll would require both Knowledge (nature) and Knowledge (religion) to identify completely, but a character with only Knowledge (religion) would still know that it is a Large, bipedal skeleton (which is probably enough). 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 half speed, though, or the -20 for running; as house rules, a character who attacks with a manufactured or natural weapon (including an unarmed strike) makes a Move Silently check with a -20 penalty, and a character who casts a spell with a verbal component or uses a command word can be heard with a DC 0 Listen check. A character gets one reactive Listen roll every round in their opponent's round. For the distance modifier, use the closest distance the opponent was to the listener in the round (or, if the opponent did something particularly noisy, use the distance they were at when they performed that action). If the spotter wants to make a Listen roll during his own action, he can use a move action to do so. 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. Psicraft and Spellcraft You cannot use Spellcraft to identify psionic-related things, and vice versa, you cannot use Psicraft for magic-related things. This has nothing to do with the magic-psionic transparency. To decipher a scroll or address a powerstone, the item needs to be identified first. This can be done with a Spellcraft (scrolls) or Psicraft (powerstones) check. You are assumed to take 20 on the check, and you must pass the Dc of the item (Scrolls: Dc20+spell level; Powerstones: Dc15+power level). If you have access to the read magic spell, you do not need to make any spellcraft checks. Ride and Mounted Combat The ride skill lets 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 move aswell. It does not take up your move-equivalent and standard actions, though. 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 full-round 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. Use Magic/Psionic Device Use Magic Device and Use Psionic Device are two separate skills that apply only to either magic (UMD) or psionic (UPD) items, respectively. Magic-psionic transparency does not apply to these skills. You can use Use Magic Device to decipher magic scrolls by succeeding on a DC 25 check with a take 20, and you can address psionic powerstones the same way using Use Psionic Device. Back to the FAQ (http://boards1.wizards.com/showpost.php?p=6463399) |
| Pitlords06-17-05, 09:44 AM | The Rules of Gladius: Battles of Gladius I The Battles of Gladius - Brief Overview This paragraph serves as a short introduction and overview. Everything will be explained in detail below. After you have posted a character in the Characters of Gladius thread and set him ready, he will be paired against another character on one of the many maps on wednesday. You send your tactic to your fight moderator (pitlord) who runs the fight at home and posts it in the Battles of Gladius thread till tuesday at the latest. You win gold and experience points depending on the outcome of the fight which you may add to your sheet after the fight is up. Your Character has to fight three times in a row before you are allowed to buy new things or level your character. There are important procedures to that so make sure you read the appropriate paragraph below. The Battles of Gladius - Battlefields The Battles of Gladius will take place on one of the seven maps of Gladius. You will find the Maps in the Characters thread. Important: There is a 10 round limit to any effects which allow a character to leave the map (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. If you just avoid combat by fleeing or hiding, there's also a 10-round limit but you don't lose if you violate it but your method of avoiding is taken away (Pitlord's decision). Comments on starting positions: Characters begin play within one of the starting boxes which are marked on each map. This is randomly rolled by the Pitlord. The characters, 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 the center of his starting box. A starting box does neither block LOS nor LOE; it is just a line drawn on the ground. Characters 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. Characters may start sitting or prone, if desired. Characters may begin mounted on their mounts, and holding one item in each hand. All of a character's possessions must start off held or worn by the character or their ally. You may not choose to have any objects start off on the ground. Allies must be placed within the same starting box as the Character, and follow the same restrictions for starting positions as Characters do. In rare cases (when the Core rules allow) allies may share the space with the Character at the start (such as in the case of Familiars). This requires the ally to be 2 sizes smaller than the Character, or vice versa. The Battles of Gladius - Lighting Conditions The Battles of Gladius each take place under one of several different lighting conditions. The lighting condition is rolled randomly each week and applies to all fights that take place that week. Descriptions of the various lighting conditions are found below the maps in the Characters thread. The lighting condition of the week is found in the pairings post. Lighting conditions apply only to ECLs 5 and up. ECLs 3 and 4 always have "Normal Light." Fights that are held over use the lighting conditions that applied the week they were originally assigned. The Battles of Gladius - Fight Types There are indeed different kinds of battles which will be described below. The Standard Fight: Most fights will fall into this category. You are paired against another gladiator from your level and you will fight on a random map (see above for details on different map) and you are assigned a Pitlord (a fight moderator). Study your opponent's character, devise a tactic against him, and send it to your Pitlord. Then wait until the fight is up on the stickied Battles of Gladius thread. Do not edit your sheet before your fight is up or you lose automatically. Power-Rating Calculation: Base PR of Loser/Winner*100 Separate Thread Fight: After you are paired against an opponent, your Pitlord opens a new thread, posts your character sheet and that of your opponent into it along with a short introduction and the map where the fight takes place on. 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 fight is up for the Pitlord and the Players to decide and may be combined with any of the other types below. Once the fight is complete, sheets and results must be posted in the Battles of Gladius thread by the pitlord; players have to link this post; not the seperate thread. Power-Rating Calculation: Base PR of Loser/Winner*100 Team Fights: These work similar to the Standard Fight but include more than 2 Characters up to a maximum of 8 Characters. This kind of fight is randomly decided by the GM who rolls the pairings. All Characters must come from the same league but other than that, there is no guarantee that you won't end up in a team fight. Pitlords roll starting boxes for each team, with allied PCs starting in the same box. Power-Rating Calculation: Base PR of (Loser+Loser)/(Winner+Winner)*100 Inter-League Fight: This kind of fight works similarly to Standard or Team Fights (and otherwise uses the same rules as them), with a single character from one league being paired against one or more characters from a lower league. The most common combination of Inter-League fights is that two characters team together against one character of two levels higher than those characters of the team (e.g. ECL 5 & ECL 5 vs. ECL 7). When there is only one active character in a league, they may be paired against a character of a league higher or lower than their own (e.g. ECL 11 vs. ECL 12); in this case, the lower-ECL character gains a surprise round at the beginning of combat. Other possible, though rarer, combinations are three characters of one league vs. one character of a league three higher than them (e.g. ECL 6 & ECL 6 & ECL 6 vs. ECL 9), or one character vs. a character of one league lower than them and a character of a league three lower than them (e.g. ECL 9 & ECL 11 vs. ECL 12). Even stranger combinations can happen due to special events, such as guild activities. Power-Rating Calculation: Absolute PR of Loser(s)/Winner(s)*100 All vs All Fights: Also called FFA fights, this kind of fight has no specific targets but everyone can attack everyone. Such fights involve either 3 or 4 PCs of equal level. All Characters must come from the same league but other than that, there is no guarantee that you won't end up in a FFA fight. Pitlords roll starting boxes for each PC individually, and no PC may end up in the same box as another PC. Rewards are based on the time of defeat: 1st gets Winner Rewards, plus 1 loser reward for every opponent 2nd gains Loser Rewards, plus 1 loser reward for every opponent -1. 3rd gains Loser Rewards, plus 1 loser reward for every opponent -2. 4th gains Loser Rewards only. (If only 3 persons involved, delete the '3rd' line.) Power-Rating Calculation: For Losers: Base PR of Loser/Winner*100 (each individually); For the winner: Base PR of Losers average/Winner Hunter Fights: These work similar to All vs All Fights with the difference that every character has a target assigned. The number of gladiators is either 3 or 4. Rules: In a Hunter Fight, everyone has a target which is determined by the order characters are listed in the Pairings Post: A -> B -> C -> D -> A. You may attack any Character but you will only get rewards for defeated targets. Once you have defeated your target, you will immedeately and automatically get your target's target. Rewards are based on Last Man Standing and the number of defeated targets:Last Man Standing gains Winner rewards, plus 1 loser rewards for every target defeated. All others gain Loser rewards, plus 1 loser rewards for every target defeated. Power-Rating Calculation: Base PR of Defeated Target/Character*100 (each individually) minus (if killed) Character/Hunter*100. Note: Hunter fights are removed from the list of possible fight types until further notice. Challenge Fights: If you want to challenge a specific gladiator, or have a special request (like a team battle), you can request it. You have to discuss this with the character you'd like to challenge in advance. If he agrees, send a PM to Pitlords (http://boards1.wizards.com/private.php?do=newpm&userid=245524) and also put it into your title line. This special request cost 1 credit for each gladiator involved because they know in advance whom they are fighting. By default, the challenger takes over the credit cost for the other player(s) but it may be shared too. A side-effect is that you will be paired for sure with this gladiator. If all parties agree, the challenge fight can have special house rules but they must be in line with the Core Coliseum and D&D rules. Monster Fights: This fight works similar to the Standard 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 writes behind your pairing which leaves the choice to the assigned Pitlord (roll d% on DMG p79-81 in the appropriate level: Character's ECL = league of the monster). Note that you may only give the player as much information as his knowledge skills provide! Pitlords assign treasure according to p127 DMG table 4-23 where the CR of the monster is the "NPC level" (or open the Block below). Rewards according to CR (click <here> for rewards). Power-Rating Calculation: like regular fights. Monsters always have a Base PR of 1000. For Monsters of higher/lower leagues, use absolute PR. More information on Monster Fights (incl. encounter tables) can be found in the Rules: Monster Fights. [U]CR Wealth | CR Wealth 1 900 | 11 21000 2 2000 | 12 27000 3 2500 | 13 35000 4 3300 | 14 45000 5 4300 | 15 59000 6 5600 | 16 77000 7 7200 | 17 100000 8 9400 | 18 130000 9 12000 | 19 170000 10 16000 | 20 220000 Defeat: For all battle types, a character is considered defeated when it reaches a state in which the character can in no possible way harm its opponent, that neither the character, nor allies, nor the passage of time, nor the cessation of concentration of the opponent, is capable of reversing. When defeated, any surviving allies of the defeated character are instantly removed from the battle. Draws: It is rare but possible for a fight to end in a draw. This may occur when two characters die at the exact same time, or if two of the players agree to a draw to conserve resources. In a standard fight, both characters gain rewards as if they lost, and their powerratings are unchanged. In a fight involving more than two characters, similar calculations apply: both characters are treated as if they lost at the same time. For instance, if two characters have a draw for first place in a four-way Free-For-All, they are both rewarded as if they placed second, and their powerratings go up by 2/3 the average of what they would get for beating the 3rd and 4th-place characters. The Battles of Gladius - Getting Started and Title Lines It's very simple. All you have to do is post your character on the Characters of Gladius 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 Master does pairings. The decision of who fights whom is made randomly by a pairingsmaker program, though care is taken to make sure that as many Characters as possible get opponents equal or close to their own level and no rematches occur but if that happens, you have to accept it. The Title Line: As said, your character is only set ready when you have written "Ready for <date>" into the title line. Since the Game Master has to check dozens of title lines quickly, please write only important things in it, and also use the following forms: Ready for <date> (Fight <value>) : Your character is set ready for the next pairings if the date is the coming wednesday. If you have entered a wrong or no date, your character will not be paired. You also have to write the fight you're in into the headline (1, 2, or 3). Free Activity <value> : Your character does a Free Activity along with his arena match. Please keep the value short and clear, like Free Activity Forgery. Your character must be set ready for this. Alternatively, you can send the Free Activity along with your tactics. FULL Activity <value> : Your character sits out and does a Full Activity. Please keep the value short and clear. If the Full Activity is long, just write 'See Sheet' as value and write the specifics at the very top of your sheet. Your character must be set ready for this. Sitting Out : If you do not want your character do anything this week, leave the title line blank! Please refrain from writing things like Inactive (can be confused with Active) or nonsense phrases (can be confused with Free Activities). (Mini-)Quest [EL?] QL? : Your character goes on a Quest or Miniquest. You should have already sent the information about your quest to Pitlords (Questlord, EL, Questgoal, Date). Miniquests need not be sent to Pitlords beforehand! Still, this information must also go into the title line like this: Ready for <date>; Quest [EL5] QL Caterane. Your character must be set ready for this. As with arena battles, you have to add the fight you're in (1, 2, or 3). Campaign <name> : Your character goes on a campaign. You just have to set him ready and write the name of the campaign into the title line. Your character must be set ready for this. <type> Operation <value> "Name" [info] : Your character executes an operation for his guild. The type of operation must be specified (Assault, Covert, Intrigue, Peaceful) and the value must describe the sub-type of operation (eg Arson). Give the operation and individual name. Finally, you have to specify the involved guilds and the target (eg EHTC->CEF Temple). Please keep it short and clear. Your character must be set ready for this. Mission <value> "Name" [info] : Your character goes on a mission. The value shows the goal (eg Explore Ruins) and the info is the guilds who participate in this, eg [TLT]. Please keep it short and clear. Your character must be set ready for this. In addition, if your character has increased in level since their previous activity, it is helpful if you include the character's new ECL in the title line. Pitlords will usually notice level-ups and advance your character accordingly, but mentioning it in the title line helps make sure it gets done. Here are some templates that can be directly copied into your title line: ECL ?: Ready for (Month) (Day) [Fight (?)] - (Free Activity) or ECL ?: Ready for (Month) (Day) [Fight (?)] - Miniquest: EL ?, QL (Questlord) or ECL ?: Ready for (Month) (Day) - (Full Activity) or ECL ?: Ready for (Month) (Day) - Quest: EL ?, QL (Questlord) or ECL ?: Ready for (Month) (Day) - Campaign: (Campaign Name) or ECL ?: Ready for (Month) (Day) - (Type) Operation - (Subtype) - (Goal or Target) The Battles of Gladius - Tactics and Default Tactics Tactics are due by Friday, 9 PM 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 later, but you cannot count on it. So send those tactics on time! If he doesn't get the tactics, he will either run the fight with default tactics, or let's you auto-surrender if none are given. Default Tactics: You can write default tactics for your character which will be written on your 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. If no default tactics are given, you auto-lose the fight. The Battles of Gladius - Deadlines and Location The most important deadline for a player is Wednesday 12 PM PST (http://www.time.gov/timezone.cgi?Pacific/d/-8/java)/3 PM EST (http://www.time.gov/timezone.cgi?Eastern/d/-5/java) on Wednesday because this is the deadline for editing your sheet. If you edit your sheet after this time, you auto-lose your assigned fight. Battles of Gladius are due on Tuesdays, 9 PM GMT. You'll find your fight posted on the "Battles of Gladius" thread (a sticky), 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. The Battles of Gladius - Pitlord Mistakes We're all only human and it might of course happen that a pitlord makes a mistake in your fight that led to a loss for you. 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 judgment. If there was an error, the pitlord responsible is encouraged to correct it, rerunning the fight if necessary. However, he is not obligated 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. The Battles of Gladius - The 3-Fight Cycle Since there is a difference between warrior types and spellcasters in the number of fights they shine at, the game designers suggest that a party has 3 encounters a day. This is simulated by the 3-Fight Cycle. Basically, it means that your character cannot rest before he has fought three times. When you fight for the first time and set your character ready for next Wednesday, also write (Fight 1) into the title line. After the fight is done, you have to mark off (strikethrough) any spell or ability used during that fight and these will not be available during your next two fights. You also have to deduct used items but you are not allowed to buy new ones. You can add the Gold to your sheet but it may not be used to buy anything. You can add the XP gained and level up normally. If you gain a level during your 3-Fight Cycle you have to fight the remaining fights in a higher league. Although you haven't rested yet, you can make use of new abilities that depend on rest to work (spells, x/d abilities, etc). Just fill the newly gained spell slots with spells and mark new x/d abilities as unused. This only applies to abilities and spells that you gained with the new level. Your hit points will always be restored to full health at no cost. Negative effects on your character (blindness, ability damage, etc) will also be removed for free. Note that you do not have to fight three real-life weeks in a row. You could for example start on May 1 with the first fight of the 3-Fight-Cycle, then sit out for two weeks and continue on May 22 with the second fight of the 3-Fight Cycle. The number of fights is what counts, not the actual weeks. If you are unsure about something here please ask because if you violate this rule you auto-lose your next fight. The Battles of Gladius - Aftermath and Rewards Once the fight is done, the pitlord posts any important information about the fight in the Fight Summary. You have to do some bookkeeping after the fight but don't worry, it's easy and quickly done. Here are the basic steps on how to update your character sheet. Link the Fight: At the bottom of your character sheet is a section called "Previous Fights" or something similar to which you have to link your fight. If the fight took several posts you have to link all of them. You also have list the name of your opponent(s) and their player(s), the level you fought at, the pitlord, and the rewards. As long as these information are included, the layout is basically up to you although you're encouraged to use the streamlined version of the standard character sheet. Please do not place (sblock)(/sblock) around the fight history because the pairingsmaker has to quickly check your sheet to prevent rematches. Deduct Expendables: If you have used any expendable items, like scrolls or potions or even a charge from a wand, the pitlord lists this in the Fight Summary. You have to move all used up items on your sheet to the "Past Expenditures" section at the bottom of your sheet. Leave the price and caster level and everything else behind the expendable; just cut/paste it to the section with the used up items. Mark off used abilities: The pitlord also lists all spells or abilities that have been used in the fight. This is important due to the rules for the 3-Fight Cycle because anything used up is not available in your next fight. Please be very careful here because if you make a mistake and your next opponent points it out you auto-lose the fight! If you have completed your 3-Fight cycle, you can ignore this point. Update your prebuffs: If you have used spells or abilities before or during your last fight that still have a remaining duration of at least one hour, the pitlord mentions those in the fight. You can write them into your "Prebuffs" section on your character sheet. If the next Time Roll is lower than the remaining duration of your prebuffs, then they are still running at the beginning of your next match. If you do not list them under prebuffs, they are considered to be dismissed by you. Add your Rewards: Once the fight is done, you get your fight rewards (XP and GP), naturally! The Pitlord posts these rewards in a summary at the end of the fight which serves as a quick reference for our auditors who check your sheet. Rewards are modified if you or your opponent brought in allies (see Rules: Allies I), or if you used a Free Activity (see Rules: Skills) to earn extra money. Add XP to your experience total, and gold rewards to your stash. Level Up: If you have earned enough XP to level up, do that now. Level your character normally. If you haven't completed your 3-Fight Cycle, you have to be careful: you can use all abilities and spell slots you gained with the new level. Fill the newly gained spell slots with spells normally just as if they hadn't been used yet. All spells and abilities used up in previous fights stay used up! If you didn't gain a level, skip this point. Buy new Equipment: If your last fight was the third one of your 3-Fight Cycle (and only then!), you can use your accumulated gold to buy new equipment and refill your expendables. You can also craft a week or three, start a quest, or just prepare for the next 3-Fight Cycle by updating your - hopefully streamlined - title line. Experience Point Rewards If you win the fight, you get an XP reward based on your own and your opponent's ECL, according to the following table (see DMG, page 38, or here (http://www.wizards.com/dnd/DnD_DMG_XPFinal.asp)). 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 (before ally and skill package modifiers). 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. 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 GM will investigate and assign an appropriate XP reward for the victory. Gold Piece Rewards You also gain gold if you win the fight. The amount of gold you get is directly dependent on the amount of XP you gained. The following list shows the XP/GP Ratio. For example, at ECL 11, you gain 2.2727 GP for every XP you gain. Let's say you gained 1000 XP in your last fight, then you also earn 2272 Gold (Ratio is 1 : 2.2727). WinXP & WinGP and LossXP & Loss GP is a quick reference in case two characters of the same ECL fight each other. The ratio method should only be used if the character earns a different amount of XP than they would earn for facing an opponent of their ECL--don't use it if you don't have to (to avoid rounding error). ECL /CR XP : GP | WinXP WinGP | LossXP LossGP 1 1 : 1.0000 | 300 300 | 100 100 2 1 : 1.0000 | 600 600 | 200 200 3 1 : 1.0000 | 900 900 | 300 300 4 1 : 1.0000 | 1,200 1,200 | 400 400 5 1 : 1.0667 | 1,500 1,600 | 500 533 6 1 : 1.1111 | 1,800 2,000 | 600 666 7 1 : 1.2381 | 2,100 2,600 | 700 866 8 1 : 1.4167 | 2,400 3,400 | 800 1133 9 1 : 1.6667 | 2,700 4,500 | 900 1500 10 1 : 1.9333 | 3,000 5,800 | 1000 1933 11 1 : 2.2727 | 3,300 7,500 | 1100 2500 12 1 : 2.7222 | 3,600 9,800 | 1200 3266 13 1 : 3.3333 | 3,900 13,000 | 1300 4333 14 1 : 4.0476 | 4,200 17,000 | 1400 5666 15 1 : 4.8888 | 4,500 22,000 | 1500 7333 16 1 : 5.8333 | 4,800 28,000 | 1600 9333 17 1 : 7.0589 | 5,100 36,000 | 1700 12000 18 1 : 8.7037 | 5,400 47,000 | 1800 15666 19 1 :10.7018 | 5,700 61,000 | 1900 20333 20 1 :13.3333 | 6,000 80,000 | 2000 26666 The Battles of Gladius - Late and Missing Fights It sometimes happens that real-life issues prevent a Pitlord from running a fight on time and no other Pitlord stepped up so that the fight is not up before the next pairings. Don't edit your sheet. Your fight will go into week 2 and marked with an [E] (Extended Fight). To compensate you for the lost week, we allow such characters to do one Full Activity during the extended week. Send a PM to Pitlords who will add this activity to the Pairings Post on the Battles thread. Exception: If your character was involved in a monster fight, and the identity of the monster was never posted, Pitlords may opt to throw the entire fight out and re-pair your character, rather than holding the fight over. You will still be compensated a full activity. Character Parties It is possible for two or more characters (max four) to form a party, much like an adventuring group. These characters always fight as one team; they are even listed under the party name on the roster. Parties follow all rules for Inter-League fights, and are listed and fight in a higher league equal to their number of membership (so a party with three characters fights three leagues higher than each individual character has ECL). Requirements: Anyone can team up; there are only two requirement: all characters must have the same amount of XP and no player may have more than one character in a party. If these requirements are met, write a PM to Pitlords and inform him of this new formation. Don't forget to include the name of your party (like the "Band of the Red Hand") and include links to all characters. Matching XP: Unless you start with fresh characters it is unlikely that two characters have the same amount of XP. There are two ways to match your XP so that you can team up. All characters lose an amount of XP until they have as many as the character in the to-be party with the lowest XP count. They lose Gold equal to the lost XP multiplied with the Gold Multiplier (see Rewards). Example: A ECL 8 character who loses 100 XP also loses 141 GP (multiplier is 1.41). All lower ECL characters fight on until they reach the amount of XP the character with the highest XP count has. Any excess XP they would earn in their fight is forfit (inform your Pitlord about that). If the characters have different powerratings, the average will be taken for the team. Win/Loss records stay with the character and the party will begin with 0 wins and 0 losses. Character Party Rules Here are the rules and some clarifications on how parties are handled. Characters can always lend items to their team mates. These must be listed in a special section on the sheet and the item still belongs to its owner. Although each character retains his own gold pool, it is possible to craft items for your teammates. The crafter uses up the Free or Full Activity to craft the item, but the gold is deducted from the character that receives the item. If the party is announced at the same time the characters are initially posted, they can have items crafted for each other before the game begins (as normal for a solo character). Allies are handled individually. You may lend your ally to a team mate (like riding a horse). Ally caps are applied to the individual character; ie each character still has his own maxCA. Ally penalties to rewards, however, are deducted from the party as a whole. All members in a party must be set to ready for the party to be put into the pairings for the week. It is allowed to cast prebuffs on your team mates. Every character in a party counts as one activation. The party earns experience as if they were a randomly assigned team, except that any bonuses or penalties to XP are averaged across the members. XP and GP rewards are based on the ECL of each character, not the EL of the team. Splitting Up: If you have enough of your party, you can leave. Every character who leaves has to pay a credit costs of 10° and request it in the Character Changes thread. If there are only two members left, both have to pay the credit cost to split up. It requires some work for the Game Master and auditors if a party is split up so it should be avoided if possible. Lent items are returned to their owner and items you got crafted are sold at half market price (unless the character pays the full price). Back to the FAQ (http://boards1.wizards.com/showpost.php?p=6463399) FAQ: Battles of Gladius II (http://boards1.wizards.com/showpost.php?p=6466659) FAQ: About Pitlording (http://boards1.wizards.com/showpost.php?p=6467185) |
| Pitlords06-17-05, 09:50 AM | The Rules of Gladius: Battles of Gladius II The 1/3 Rule: Using Spells, Powers, and Abilities Since you have more than one fight a day, spellcasters cannot expend all of their spells in a single fight. Likewise, 1/d abilities are also not always available since they can be used only a limited number of times. This is simulated by the so-called 1/3 Rule. When fighting in one of the Battles of Gladius spellcasters, manifesters, and all those with abilities based on a certain number of times a day are restricted in that they can only use 1/3 of each, rounded up. For that purpose, spells and psionic powers are measured in Spell-Levels (when we talk about Spells, we also mean Powers). Casters add all of their spell levels together and divide them by three, rounded up. This value must be written on the sheet as well as how many Spell-Levels (SL) they can use. In a fight, casters 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. 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 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 and as long as the spell isn't already used up. 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 left, 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. The 1/3 Rule and the 3-Fight Cycle Since you can only rest and rememorize after you have fought three times, some spells might not be available in your second or third fight because they've already been cast the previous Fight. So in our example, Ildechai had cast fly and polymorph in Fight 1, cannot cast these spells again in Fight 2 or 3 because they are not available anymore even though he would have enough spell levels left to cast them. Players must mark used up spells after their fight with the strikethrough tag, or gray them out. Porting Over Spell-Levels from Previous Fights A Character who has used less Spell Levels in his fights than he was allowed can port the unused SL over to the next Fight. For example, if Ildechai has cast only 7 of his 11 SL in Week 1, he can add the remaining 4 SL to his allotment in Fight 2, summing up to 15 SL (11+4). In Fight 3, a character always has all his remaining Spells left and SL become irrelevant. Allies and the 3-Fight Cycle Allies use the same cycle as their PC, unless they are absent from one or more fights in that cycle. If an ally is absent from a fight, that fight does not count toward its cycle. For instance, if a PC leaves her cohort out of the first fight of her cycle, then brings him in for the second and third, the cohort can use 1/3 of his spells, PP, and X/day abilities in the second fight, and in the third, an additional 1/3 plus whatever abilities were unused from the second. The cohort would then be reset along with the PC for the next cycle, leaving the final 1/3 of his resources unused. Miscellaneous Situations and the 3-Fight Cycle You can go on a Miniquest as part of your 3-Fight Cycle. The minimum EL is equal to your ECL. Quests can be started during a 3-Fight Cycle as well, but it is usually not in your best interests to do so. You regain spells and x/day abilities, and can go shopping, when you have completed the third fight of your cycle, even if it is in the middle of the quest. However, since experience and gold are awarded only at the end of the quest, you will not have any new money to go shopping, and your level-up may be delayed. Also, since the 1/3 rule does not apply to quests, you may find yourself overspent if you used many resources during the quest and are not finished with your cycle. Campaigns can be joined at any time, regardless of where you are in your cycle. The cycle ends immediately as if it were completed. You can only perform Full Activities at the end of the Cycle. Multiplayer Fights (Team, Hunter, All vs All) are part of the 3-Fight Cycle and count as one fight. On rare occasions, Guild Operations or other guild-related fights may cause a character to be in two fights at the same time (for instance, if the character is still involved in a fight that was held over). If this occurs, the character sheet is used as it currently is for both battles. If the character uses the same spell in both battles, and does not have a duplicate of that spell available, both the cast spell and another spell of the same level (or multiple lower-level spells that add up to the spell's level) are marked off as if cast. If the character uses the same expendable in both battles, and does not have a duplicate of that item available, the player adds both "copies" of the item to the past expenses of the character sheet, and [s]strikesthrough[/i] an expendable of equal or greater value (or multiple expendables that add up to the required value) as unavailable for the remaining fight of the cycle. These rules apply only if the character is on the first fight of the cycle; otherwise, the cycle ends anyway and these measures are unnecessary (although the expended items must still be paid for). History Update: Excerpt from the Book of the New Age: The High Magus’s Speech infront of the Arcane Brotherhood, 2005 Gladius Reckoning. ”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…” The 1/3 Rule: x/d Abilities and Items 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 Paladin with 1 use of his Smite Evil ability per day could use that ability once during his 3-Fight Cycle, at any point. A higher-level Paladin with 3 uses of his Smite Evil ability daily can use it once in each fight. A Paladin with 4 uses of his ability, however, can use it twice in one of the three fight. He can also port over unused abilities, so if he has 3 uses of Smite Evil and didn't use one in Fight 1, he can use two in Fight 2 (his normal 1/3, plus the unused 1/3). This also applies to magic items; for instance, a metamagic rod (3/d) can only be used once a week during the 3-Fight Cycle (unless you can port over unused charges). 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 CoCo places no special restriction on it; that item could be used twice in the 3-Fight Cycle, as normal (or even more times, in the highly unlikely case of the fight lasting more than an hour). Likewise, a paladin's Lay on Hand ability and similar things not based on x/d uses is not subject to the 1/3 Rule and can be used normally but any point or application spend is not available until after the 3-Fight Cycle is complete. The Cap on Expendables It has proven that Expendables (Scrolls, Powerstones, Potions, and Tattoos) are too powerful in the CoCo if given unlimited access. That's why there are several limitations: The maximum value of all your Expendables combined may be no more than your ECL² times 50 (or just 50xECL²). For example, a level 4 character may have a maximum of expendables worth 800 gold (4*4*50). For this purpose, expendables use their effective price, not the market price. For example, a self-crafted Scroll of Invisibility [CL 3] is treated as a 75 gp expendable, not 150 gp. There is an overall cap on Expendables and Charged Items (Wands, Staffs, etc) in that they can only have a CL or ML of up to your ECL. The Blackmarket of Gladius offers a backdoor, though. Scrolls and Powerstones are furthermore capped to your CL+2. Potions and Tattoos use the normal D&D rules (Potions may not be made for spells with a range of "personal," and tattoos with a range of "personal" cost double). In case of different CLs (for example, +1 CL for Good spells due to the Good Domain) you can buy expendables according to your higher CL for the affected spells. Only permanent increases count (so you don't benefit from a bead of karma for expendable purposes). In case of Use Magic Device, you use your total skill value-10 to determine the CL (eg UMD+13 = CL 3). Since you can only buy new items after your 3-Fight Cycle is complete, you have to plan a bit ahead which expendables you need. For more information on which items are allowed in the Core Coliseum, see Advanced Rules: NPC Services. Pre-Fight Actions (Pre-Buffs): Preparing for Combat! Pre-Fight Actions, or more commonly called Pre-Buffs, are actions you can take before combat which will be available at the beginning of your fight. Most of them need to be mentioned in the Pre-Fight Actions Section on your sheet. Pre-Buffs and the Time Roll When your character casts a spell with a long duration, there is a chance that it lasts long enough to be available in more than one encounter. However, at the time of casting, you don't know when your next battle will occur. In the CoCo, we simulate this with a Time Roll. The Time Roll is a 1d6 roll made by the Pairingsmaker that determines how many hours have passed before your next fight begins. This time will be deducted from all prebuffed spells; if their duration exceeds the result of the Time Roll, they are available at the beginning of the fight. The Time Roll will be listed along with the pairings. Varia is a level 4 wizard with 10 Spell-Levels available per fight. She is at the beginning of a new 3-Fight-Cycle. Prebuffing: Before her first fight, Varia prebuffs with an 8 hour extended mage armor and a 4 hour False Life. She lists these in her Prefight Actions section on her sheet along with the Spell Levels she used up. The Extended Mage Armor used up 2 SL and False Life also 2 SL, leaving her with 6 SL for her next fight. She also strikethroughs Ext.Mage Armor and False life. Time Roll: The Pairingsmaker sets her fight beginning 3 hours after she cast the prebuff spells so both prebuffs are still running (8-3=5 and 4-3=1). The Fight: During the fight, Varia cast a darkness spell with a 2 hour duration from a scroll, Invisibility (4 min), Magic Missile (Instantaneous) and extended Alter Self (80 min). In the fight summary (at the end of the fight), the pitlord writes down the running spells incl their duration: mage armor (5 hours), false life (1 hour), alter self (80 min). Although invisibility is still running, its duration is too short to carry over to the next fight (1 hour is minimum) and although darkness has a longer duration, it affects the arena so it cannot be prebuffed with. PS: Since False Life can also run out if the hitpoints are gone, the Pitlord also adds the hp it has left into the summary. Prebuffing: A new week begins. Varia now lists these three spells that way under her prebuffs for her 2nd fight. She has already spent the SL during or before the previous fights so she need not pay for them again. Varia also chooses to add Protection from arrows (4 hours) to her prebuff list which is deducted from her available Spell Levels for her next fight (2 SL) and she strikes that spell through on her memorize list. Time Roll: The time roll before the 2nd fight (listed in the pairings) is a 1, so only 1 hour has passed. That means Mage armor, Alter Self and Protection from Arrows are available; only False life has run out because it had only 1 hour left. There are a number of things you can do as Pre-Fight Action: Allies and Equipment: If you want to bring in allies who assist you in your fight, you have to mention each ally in the Pre-Fight Actions section along with its ECL or CR (whatever is relevant for the ally). Failure to do so means the ally is not available in the fight. Equipment need not be prebuffed with but anything not listed in a special "At Home" section will be brought into the fight. That means, if you have listed 20 weapons and a full plate on your sheet (outside the home section) you might have trouble with encumbrance. At least, you cannot leave the armor at home if you suddenly face a spellcaster. This is similar with allies: any ally that is mentioned in the prebuff section counts against your rewards. In your tactics, before the fight begings, you may choose to leave the prebuffed ally out of the fight (automatically including whatever you have listed under its equipment section) but your rewards take a hit as if the ally was actively assisting you. Allies that have a duration (like a Paladin's mount or summoned creatures) are affected by the Time Roll normally. Spells/Powers and Abilities: You may enter the arena with spells and effects already running. Basically, you may pre-buff with any spell that you can cast automatically (without any check). Pre-Buffs do count against your spell slots or special ability uses that are available for the coming fight (if they're spells, you have to have the given spell prepared and grayed out or strikethrough on your character sheet). Any spell or ability is deducted from your next fight's allotment. So if you prebuff with a Mage Armor, you have 1 SL less in your next fight. If the Mage Armor is still available the fight thereafter, no additional SL must be payed. Discharge and Instantaneous: 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. 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). Spell-storing Items: Spells stored in such 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 allotment for the next fight. At Will and Permanency: "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 levels per fight nor against your prebuffs. An exception is the Polymorph Any Object spell (see Rules: Miscellaneous). Automatic Prebuffs: Some effects don't even need mentioning in the Prefight Actions section. To decipher a Scroll you either have to have access to read magic, or a sufficent spellcraft modifier. You are assumed to take 20 on that check and must beat Dc20+spell level. If you pass that Dc, your scrolls are automatically assumed to be deciphered. The same goes for powerstones and psicraft although here, the DC is Dc15+power level. Alternative ways to decipher a scroll are the Use Magic Device skill to decipher a Written Spell (take 20 and Dc25+spell level) or Use Psionic Device to decode a powerstone (take 20 and Dc25+power level). You do not have to list these actions under the prebuff section. Characters that lack these prerequisites cannot use the scrolls and powerstones in question. Limitations on Prebuffs: 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). Important Note: With the exception of "permanent" effects, no prebuff carries over from one 3-Fight Cycle to the next! You have to recharge your Ring of Counterspell, rebuy anything from the NPC Service, Poison must be reapplied, and so on. Pitlords have to write such things under expendables. They carry over to the next fight within a 3-Fight Cycle though. Delay Penalties and Leaving the Map 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 and negates the method used to avoid combat. 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 map 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. House Rules for Ready Actions Ready actions have proven to be a problem in fights 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. You cannot ready to auto-negate an incoming attack by avoidance (eg. move out of range or sight, dodge/move behind total cover, any defensive form that renders the attack impossible). For example, you can still negate a spell by countering it because you are actively doing it. 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. Enviroment and Rules for the various Maps The seven maps of the CoCo and their descriptions can be found here in the Characters of Gladius thread. They all follow more or less their natural logic with only one exception: the Arena Map. The environmental specifics of the Arena Map 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. Character Death and Destroyed Equipment The city of Gladius has a special feature: every person that dies within the arena dome as well as some parts of the city and its vincinity 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=6463399) FAQ: Battles of Gladius I (http://boards1.wizards.com/showpost.php?p=6466621) FAQ: About Pitlording (http://boards1.wizards.com/showpost.php?p=6467185) |
| Pitlords06-17-05, 10:00 AM | The Rules of Gladius: Allies I Ally Categories and Acquiring Allies Many characters make use of the assistance of allies, be it a mount that bears a paladin into combat, or the sorcerer's cleric cohort who heals him during the fight. They are divided into several categories (see below) which determines how the allies is being handled in the Core Coliseum. For a full list of all available allies see FAQ: Allies II. Class Feature Allies: Druids/Rangers receive an animal companion, Paladins receive a special mount, Wizards/Sorcerers receive a familiar, and some Prestige Classes allow for class allies. These class feature allies do not require a share of the character's xp or gold, nor do they count against the ally power limit (see below for details on maximum allies allowed). The exceptions are Planar Cohorts (for Thaumaturges) and Thralls (for Thrallherds). Both these ally types count against your capacity of how many allies you can bring in; they do, however, not require a share of xp or gold, just like all class allies. Class allies are acquired using the method specified in their class entry (e.g. a 24-hour ritual, which takes place between cycles). Class feature allies use the 25 pt buy to determine ability scores if they have a LA listed (planar cohort, thrall), else, if the ally has no LA (paladin mount, wizard familiar, etc) 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, leadership-like class allies (thaumaturg's cohort and thralls) of your class ally do always count against your maxCA (see below). That means, you may use your cohort's class ally but it counts against your limit and might prevent to make use of your own cohort. If the class ally of your ally is a non-ECL creature, it can enter for free and does not count against your limit. Purchased Allies: If you meet the Minimal ECL Requirements, 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 if your ECL is sufficient. Bought animals are trained if listed as such while Exotic allies always come untrained. 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, riding dog, donkey, heavy horse, light horse, heavy warhorse, light warhorse, pony, and war pony. Bought animals always use the abilities presented in their Monster Manual entry. You can also buy other types of allies although these are much more expensive. These Exotic Allies include the Giant Eagle, Griffon, Hippogriff, Giant Owl, Pegasus, Pseudodragon, Spidereater, Flesh Golem, Clay Golem, Stone Golem (incl. Greater Stone Golem), Iron Golem, Psion-Killer and the Shield Guardian. See FAQ: Allies II for more information on these exotic allies. Handle Animal Allies: If you meet the Minimal ECL Requirement, 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. You will need to take part in a Miniquest for this purpose (or a regular 3-week Quest if you want) and your Handle Animal skill and ECL must be sufficient for this animal (see FAQ: Allies II for a complete list). 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=6466576) 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. Leadership Allies (Cohorts): 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, Animate Object, etc.), items (Figurine of Wondrous Power, Golem Manual, etc.), abilities (rebuke undead, etc.), or even feats (Craft Construct) allow a character to summon, create allies, or control allies. Any such ally that is brought into a fight in advance (i.e. prebuffed) costs a share of your XP and gold, in addition to the regular xp and/or gold price for acquiring them in the first place, if any. Such allies must also meet all other ally requirements (Minimal ECL, maximum CR, etc.). Allies that are created after a fight begins (e.g. Summon Monster, or activating a Figurine of Wondrous Power), and ones without a CR or ECL, do not result in a penalty. 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). Planar Ally Spells: A caster can call a specific planar ally to aid him in his fights, provided he can communicate verbally or telepathically. The spell and ally must be prebuffed normally and counts against the maxCA. Thanks to the Nimbus, the task is always 'non-hazardous' which positively affects the payment. A min/lvl task begins with the next fight while an hour/lvl (or longer) task begins with the casting of the spell and has to survive the time roll. Improved Ally: Thaumaturgs can use their Improved Ally class ability to decrease the payment further (by half; stacks with non-hazardous) by bringing the Planar Ally attitude to 'helpful' (see PHB,p72) and you always take 10 on this check. If the ally shares your alignment, it is friendly (Dc20); it is indifferent if its alignment is one step away from your own (Dc30), and it is unfriendly in case of two steps (Dc40). Note that is must always share at least one aspect of your alignment. Special: If you pass the 'helpful' Dc by X or more, the planar ally fights for free. X is the number of HD of the called ally. Ally Alignments: Planar Allies with an 'Always' alignment listed always have that alignment. If only one part is listed as 'Always' (eg. always good) then the other component is free to pick by the player. If the planar ally has a 'Usually' alignment listed, it can be anything within one step (eg. usually CE can also be NE or CN). An alignment entry of 'Often' can be up to two steps away (eg CE can be anything but LG, LN, or NG). Alignments listed as 'Any' are up for the player to decide. Mercenaries: If the character meets the Minimal ECL Requirement of ECL+2, any character may recruit one or more Mercenaries from the Mercenaries Guild. So if a character wishes to hire an ECL5 mercenary, they must be at least ECL7. Asides requiring the usual share of your XP and gold for bringing in an ally (see below), Mercenaries also require an extra amount of gold on top of that for hiring them. You can recruit an available Mercenary by sending a PM to Pitlords. Once a mercenary is hired by a gladiator, it is not available to other gladiators until his task is complete. First come, first serve. Mercenaries always use the 25 pt-buy method to determine ability scores. The fees for Mercenaries are listed under Used Items in the fight by the Pitlord of that fight. Mercenary Price to ECL hire 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 Ally Spellcasting and Crafting First of all, allies may not craft any items; neither mundane nor magical ones. Essentially, they can use no skills outside of combat. (Exception: allies with animal companions can use their Handle Animal skill to teach tricks to that companion.) 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 is a viable prebuff. 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 player characters, these prebuffs follow the same rules for prebuffs. 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. Customizing Allies Advancing a Monster by Elite Ability Array All basic monsters are assumed to have the Standard Ability Array (all 10's or 11's). You can assign those monsters Elite Ability Array (15,14,13,12,10,8) by increasing its CR by 1. But how can you do this? Let's take a wolf. First, you have to determine its ability modifiers. To do this, you need to look at its abilities: 13, 15, 15, 2, 12, 6 (since it is an animal, its mental abilities won't change so you can just forget about them here). Substract 10 from these abilities, and round it down if uneven. That's your ability modifier. So the wolf's modifiers are Strength+2, Dexterity+4, and Constitution+4. Now you just have to assign these to the new elite array (you take the three highest ones, of course) 15, 14, 13. Let's assign the 15 to strength, the 14 to constitution, and the 13 to dexterity, add the wolf modifiers, and you will end up with a wolf having these abilities: Str17, Dex17, Con18, Int2, Wis12, Cha6. All this has an impact on its attacks, AC, hitpoints, skills, special abilities, and of course, the Challenging Rate! Note that Elite Allies cost more gold than their normal counterparts (see FAQ: Allies II). Customizing creatures: How can I do that? The creature versions from the Monster Manual are the standard versions but surely not the only ones. You can customize these creatures by changing their printed skills. You have to recalculate a creatures skill points and then assign them anew, taking into consideration class/cross-class skills, and common sense (no spellcraft animals, for example). You may only customize a creature when you acquire it; once you've made your decision, there will be no further customization! All purchased creatures may be customized at no credit cost albeit at a higher market price which reflects the special training you request. All allies attained by handle animal cost credits to customize: you have to pay 5° if you want to relocate skill points. Post your request in the Blackmarket (http://boards1.wizards.com/showthread.php?t=396641) and link the Pitlords answer. See FAQ: Allies II for increased prices. The Cap on Allies 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). Any ally you want to bring into a fight, quest or whatever must be prebuffed! For more information on Prebuffs, see Arena Combat II. Also your character’s ECL must meet the Minimal ECL Requirement for any allies you bring. 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. Explanation: 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: If your Allies do not have a LA, then you need to use their CR to calculate your ally limit. Also you must meet the Minimal ECL Requirement to bring these allies with you. 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. These allies never require a share of xp. Except for thralls and planar cohorts, they do not even count against your maxCA. Allies and Fight Rewards Many allies have an impact on the rewards (xp and gp) you get at the end of a fight. 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/maxCA*25) in % less xp and gp for winning a fight. Similarly you receive opponents opponents (CA/maxCA*25) in % 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 Rules: Battles I 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); not permitted => Minimal ECL Requirement ...a light horse [CR2] (CA=1): (15/1*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); not permitted => Mercenaries not available until ECL 5 Level 4 gladiator (max CA=2) brings in ...a heavy horse [CR1] (CA=1): (1/2*25) = 12.5% penalty ...a light warhorse [CR1] (CA=1): (1/2*25) = not permitted => Minimal ECL Requirement ...two trained wolves [2xCR1] (CA=2): (2/2*25) = not permitted => Handle Animal allies not available until ECL 5 ...a level 2 merc [ECL2] (CA=2): (2/2*25) = not permitted => Mercenaries not available until ECL 5 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 ...two trained wolves [2xCR1] (CA=2): (2/3*25) = 16.7% penalty ...a level 3 merc [3xECL1] (CA=3): (3/3*25) = 25% penalty ...a heavy warhorse [CR2] (CA=2): (2/3*25) = 16.7% penalty ...an elite light warhorse [CR2] (CA=2): (2/3*25) = not permitted => Elite stats raise minimal ECL by 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 dire bat [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 ECL 4 Leadership cohort [ECL=4] (CA=4): (4/4*25) = 25% penalty ...an ogre zombie [CR3] (CA=3): not permitted => Acr>max(ECL-4,1) Multiplayer Fights: If you face more than one gladiator, you calculate xp and gold for each opponent gladiator seperately, add the results together, and divide it by the number of allied gladiators you have. In Multiplayer Fights, one of the participants might bring in an ally. The penalty for bringing in an ally always applies only to the one who brought it in. The reward bonus for the ally is always evenly distributed among all opponents of the character with the ally. Example 1: In an interleague battle, two ECL 3 characters face an ECL 5 character. One ECL 3 character brings a light horse (CR 1). That character takes a (1/1*25) 25% penalty to rewards, and the ECL 5 character gains a (25/2) 12.5% bonus. Example 2: In an ECL 6 3-way FFA, one character brings a level 4 cohort and another brings a light warhorse. Since the cohort causes a (4/4*25) 25% penalty, and the warhorse causes a (1/4*25) 6.25% penalty, the character who brought no allies gains a ((25+6.25)/2) 15.625% bonus, the one who brought the cohort gains a (6.25/2 - 25) 21.875% penalty, and the one who brought the warhorse gains a (25/2 - 6.25) 6.25% bonus. Example 3: In an interleague battle, we have one ECL 12 character with a level 9 cohort and the Political Career skill package (granting, in this case, a 32% bonus to rewards), one ECL 12 character with a Gray Glutton (CR 7), and one ECL 14 character with a storm giant skeleton (CR 8) and a chimera skeleton (CR 4). The first ECL 12 character has a (9/10*25) 22.5% ally penalty, the second has a (7/10*25) 17.5% ally penalty, and the ECL 14 character has a ((8+4)/12*25) 25% ally penalty. So the total rewards come out to: for the first ECL 12 character, a (25-22.5+32) 34.5% bonus; for the second ECL 12 character, a (25-17.5) 7.5% bonus; and for the ECL 14 character, a ((22.5+17.5)/2 - 25) 5% penalty. Exception: For teams that are registered on the roster as such, their experience values are always kept equal. For that reason, any experience rewards or penalties either one gets are averaged across the entire team (so if one ECL 3 character in a team has a light horse, both characters suffer a 12.5% penalty for it). In the following examples, PC A has a 5% ally penalty, PC B has a 10% ally penalty, PC C has a 15% ally penalty, PC D has a 20% ally penalty, and PC E has a 25% ally penalty. PC F has no penalty. When PC B exists, he is on the same team as PC A, and when PC D exists, he is on the same team as PC C. PCs E and F are always on their own. "Ad-hoc" teams are ones created randomly, or through other special circumstances. "Party" means that the team is registered as such on the roster. O-------------------------O------O------OO------O------OO-------OO------O |Fight type | PC A | PC B || PC C | PC D || PC E || PC F | O-------------------------O------O------OO------O------OO-------OO------O |Standard | +10% | || -10% | || || | |3-player Free-for-all | +15% | || +0% | || -15% || | |4-player Free-for-all |+8.33%| || -5% | ||-18.33%|| +15% | |Ad-hoc Team |+12.5%| +7.5%|| -7.5%|-12.5%|| || | |Party Teams | +10% | +10% || -10% | -10% || || | |Ad-hoc team vs. Party |+12.5%| +7.5%|| -10% | -10% || || | |Ad-hoc Inter-league | +10% | +5% || -7.5%| || || | |Party Inter-league | +7.5%| +7.5%|| -7.5%| || || | |Free-for-all with a team | +15% | +10% ||+1.25%| ||-13.75%|| | |Free-for-all with a Party|+12.5%|+12.5%||+1.25%| ||-13.75%|| | O-------------------------O------O------OO------O------OO-------OO------O Standard: PC A gets -5% +15% = +10% PC B gets -15% +5% = -10% 3-player Free-for-all: PC A gets -5% +(15% +25%)/2 = +15% PC C gets -15% +(5% +25%)/2 = +/- 0% PC E gets -25% +(5% +15%)/2 = -15% 4-player Free-for-all: PC A gets -5% +(15% +25% +0%)/3 = +8.333% PC C gets -15% +(5% +25% +0%)/3 = -5% PC E gets -25% +(5% +15% +0%)/3 = -18.333% PC F gets -0% +(5% +15% +25%)/3 = +15% Ad-hoc Team: PC A gets -5% +(15% +20%)/2 = +12.5% PC B gets -10% +(15% +20%)/2 = +7.5% PC C gets -15% +(5% +10%)/2 = -7.5% PC D gets -20% +(5% +10%)/2 = -12.5% Party teams: PCs A and B get -(5% +10%)/2 +(15% +20%)/2 = +10% PCs C and D get -(15% +20%)/2 -(5% +10%)/2 = -10% Ad-hoc team vs. Party: PC A gets -5% +(15% +20%)/2 = +12.5% PC B gets -10% +(15% +20%)/2 = +7.5% PCs C and D get -(15% +20%)/2 +(5% +10%)/2 = -10% Ad-hoc Inter-league: PC A gets -5% +15% = +10% PC B gets -10% +15% = +5% PC C gets -15% +(5% +10%)/2 = -7.5% Party Inter-league: PCs A and B get -(5% +10%)/2 +15% = +7.5% PC C gets -15% +(5% +10%)/2 = -7.5% Free-for-all with a team: PC A gets -5% +(15% +25%)/2 = +15% PC B gets -10% +(15% +25%)/2 = +10% PC C gets -15% +([5% +10%]/2 +25%)/2 = +1.25% PC E gets -25% +([5% +10%]/2 +15%)/2 = -13.75% Free-for-all with a Party: PCs A and B get -(5% +10%)/2 +(15% +25%)/2 = +12.5% PC C gets -15% +([5% +10%]/2 +25%)/2 = +1.25% PC E gets -25% +([5% +10%]/2 +15%)/2 = -13.75% Death of an Ally If a cohort or ally dies in one of the various Battles of Gladius (or otherwise inside the Nimbus), it is True Ressurected, re-summoned, re-animated, or otherwise made whole again, for free, after the 3-Fight Cycle is complete. There will be no negative side-effects from losing an ally (eg paladin's mount, familiar). Until then, however, the ally is not available and cannot assist you in any way. He's basically... dead. This is similar outside the Nimbus (Quests, Campaigns) with one exception: if it was a leadership ally, your leadership score drops by 1 for each cohort that died. Back to the FAQ |
| Pitlords06-17-05, 10:04 AM | The Rules of Gladius: Allies II Minimal ECL Requirements Allies acquired can only aid you in a battle if your ECL meets the Minimal ECL Requirement. An Elite version of a purchased or Handle Animal ally increases the Minimal ECL Requirement by +1. Certain spells and powers (Planar Ally, Animate Dead, Dominate, Animate Object, etc.), abilities (rebuke undead, create spawn, etc.) allow a character to summon, create, or control allies. The potential combinations of these kinds of allies are so numerous that it is difficult to list them all at this time. In such cases the Minimal ECL Requirement = CR+4. So to bring a Nightmare Skeleton (CR3), you must have an ECL of 7. The Minimal ECL Requirement of Leadership allies or Mercenaries is equal to ECL +2. So for an 8th Level Human Cleric Mercenary ally, you must have an ECL of 8+2=10 to bring this ally. 3: Dog, Donkey, Light Horse, Pony 4: Heavy Horse, Mule, Riding Dog, War Pony 5: Baboon, Badger, Bat, Cat, Camel, Dire Rat, Eagle, Hawk, Lizard, Monkey, Owl, Rat, Raven, Snake (Small or Medium Viper), Toad, Weasel, Tiny or Small Monstrous Spider, Tiny/Small/Medium Monstrous Centipede, Tiny/Small Monstrous Scorpion, Brain Mole, Hyena, Stirge, Wolf, Giant Ant Worker, Medium Monstrous Spider, Medium Monstrous Scorpion, Light Warhorse, Heavy Warhorse, Pseudodragon (Dragon), Darkmantle, Large Monstrous Centipede, Giant Bee 6: Ape, Black Bear, Bison, Boar, Cheetah, Crocodile, Dire Bat, Dire Badger, Dire Weasel, Hippogriff, Leopard, Monitor Lizard, Shocker Lizard, Snake (constrictor), Snake (large viper), Wolverine, Giant Ant Soldier, Giant Bombardier Beetle, Large Monstrous Spider 7: Giant Eagle, Lion, Giant Owl, Pegasus, Phantom Fungus, Rust Monster, Giant Ant Queen, Giant Praying Mantis, Giant Wasp, Large Monstrous Scorpion, Huge Monstrous Centipede 8: Brown Bear, Carrion Crawler, Crocodile (giant), Deinoychus, Dire Ape, Dire Boar, Dire Wolf, Dire Wolverine, Elasmosaurus, Rhinoceros, Snake (huge viper), Tiger, Giant Stag Beetle 9: Ankheg, Cockatrice, Griffon, Owlbear, Spidereater, Huge Monstrous Spider 10: 11: Flesh Golem, Grey Glutton, Huge Scorpion 12: Basilisk, Digester, Dire Lion, Girallon, Megaraptor, Polar Bear, Snake (giant constrictor), Shield Guardian, Huge Monstrous Scorpion, 13: 14: Clay Golem 15: Bulette, Dire Bear, Elephant, Stone Golem 16: Psion-Killer 17: Iron Golem 18: Dire Tiger, Gorgon, Triceratops, Tyrannosaurus The List of Allies - Handle Animal If your character meets the Minimal ECL requirements, you may acquire animal allies using the Handle Animal skill. If you have the sufficient Handle Animal but are not high enough in ECL, then you can still quest for the ally and train it, but it may not be of any assistance until you meet all requirements. All handled animals come untrained and must have an Int of 1 or 2. Your character has a Coefficient of Handle Animals (cHA): cHA(max) = Ranks in HA + Cha Modifier + Feat Bonuses The total cHA cost of all Handle Animal allies must not exceed the character’s cHA(max). The cHA cost of each ally is calculated using the following equation: cHA cost* = HD + CR** *Creatures that are not animals have a +5 cHA cost. **Elite versions of animals, having +1 CR, also have +1 cHA. +01 cHA: Bat, 1 hp (1/4HD), speed 5, fly 40 (good), diminutive [CR 1/10] +01 cHA: Cat, 2 hp (1/2HD), speed 30, tiny [CR 1/4] +01 cHA: Lizard, 2 hp (1/2HD), speed 20, climb 20, tiny [CR 1/6] +01 cHA: Rat, 1 hp (1/4HD), speed 15, climb 15, swim 15, tiny [CR 1/8] +01 cHA: Raven, 1 hp (1/4HD), speed 10, fly 40 (average), tiny [CR 1/6] +01 cHA: Toad, 1 hp (1/4hp), speed 5, diminutive [CR 1/10] +01 cHA: Viper Snake, 1 hp (1/4HD), speed 15, climb 15, swim 15, tiny [CR 1/3] +01 cHA: Weasel, 2 hp (1/2HD), speed 20, climb 20, tiny [CR 1/4] +01 cHA: Baboon, 5 hp (1HD), speed 40, climb 30, medium [CR 1/2] +01 cHA: Badger, 6 hp (1HD), speed 30, burrow 10, small [CR 1/2] +01 cHA: Dire Rat, 5 hp (1HD), speed 40, climb 20, small [CR 1/3] +01 cHA: Dog, 6 hp (1HD), speed 40, small [CR 1/3] +01 cHA: Eagle, 5 hp (1HD), speed 10, fly 80 (average), small [CR 1/2] +01 cHA: Hawk, 4 hp (1HD), speed 10, fly 60 (average), tiny [CR 1/3] +01 cHA: Monkey, 4 hp (1HD), speed 30, climb 30, tiny [CR 1/6] +01 cHA: Owl, 4 hp (1HD), speed 10, fly 40 (average), tiny [CR 1/4] +01 cHA: Viper Snake, 4 hp (1HD), speed 20, climb 20, swim 20, small [CR 1/2] +02 cHA: Donkey, 11 hp (2HD), speed 30, medium [CR 1/6] +02 cHA: Pony, 11 hp (2HD), speed 40, medium [CR 1/4] +02 cHA: War Pony, 13 hp (2HD), speed 40, medium [CR 1/2] +03 cHA: Hyena, 13 hp (2HD), speed 50, medium [CR 1] +03 cHA: Riding Dog, 13 hp (2HD), speed 40, medium [CR 1] +03 cHA: Viper Snake, 9 hp (2HD), speed 20, climb 20, swim 20, medium [CR 1] +03 cHA: Wolf, 13 hp (2HD), speed 50, medium [CR 1] +04 cHA: Camel, 19 hp (3HD), speed 50, large [CR 1] +04 cHA: Heavy Horse, 19 hp (3HD), speed 50, large [CR 1] +04 cHA: Light Horse, 19 hp (3HD), speed 60, large [CR 1] +04 cHA: Light Warhorse, 22 hp (3HD), speed 60, large [CR 1] +04 cHA: Mule, 22 hp (3HD), speed 30, large [CR 1] +04 cHA: Viper Snake, 13 hp (2HD), speed 20, climb 20, swim 20, large [CR 2] +05 cHA: Black Bear, 19 hp (3HD), speed 40, medium [CR 2] +05 cHA: Boar, 25 hp (3HD), speed 40, medium [CR 2] +05 cHA: Cheetah, 19 hp (3HD), speed 50, medium [CR 2] +05 cHA: Constrictor Snake, 19 hp (3HD), speed 20, climb 20, swim 20, medium [CR 2] +05 cHA: Crocodile, 33 hp (3HD), speed 20, swim 30, medium [CR 2] +05 cHA: Dire Badger, 28 hp (3HD), speed 30, burrow 10, medium [CR 2] +05 cHA: Dire Weasel, 13 hp (3HD), speed 40, medium [CR 2] +05 cHA: Leopard, 19 hp (3HD), speed 40, medium [CR 2] +05 cHA: Monitor Lizard, 22 hp (3HD), speed 30, swim 30, medium [CR 2] +05 cHA: Wolverine, 28 hp (3HD), speed 30, climb 10, burrow 10, medium [CR 2] +06 cHA: Ape, 29 hp (4HD), speed 30, climb 30, large [CR 2] +06 cHA: Brain Mole, 3 hp (1HD), speed 15, burrow 15, tiny [CR 1/2] +06 cHA: Dire Bat, 30 hp (4HD), speed 20, fly 40 (good), large [CR 2] +06 cHA: Heavy Warhorse, 30 hp (4HD), speed 50, large [CR 2] +06 cHA: Stirge, 5 hp (1HD), speed 10, fly 40 (average), tiny [CR 1/2] +07 cHA: Bison, 37 hp (5HD), speed 40, large [CR 2] +07 cHA: Darkmantle, 6 hp (1HD), speed 20, fly 30 (poor), small [CR 1] +07 cHA: Deinonychus, 34 hp (4HD), speed 60, medium [CR 3] +08 cHA: Dire Ape, 35 hp (5HD), speed 30, large [CR 3] +08 cHA: Lion, 32 hp (5HD), speed 40, large [CR 3] +09 cHA: Dire Wolf, 45 hp (6HD), speed 50, large [CR 3] +09 cHA: Dire Wolverine, 45 hp (5HD), speed 30, climb 10, burrow 10, large [CR 4] +09 cHA: Viper Snake, 33 hp (6HD), speed 20, climb 20, swim 20, huge [CR 3] +09 cHA: Shocker Lizard, 13hp (2HD), speed 40, climb 20, small [CR 2] +10 cHA: Brown Bear, 51 hp (6HD), speed 40, large [CR 4] +10 cHA: Hippogriff, 25 hp (3HD), speed 50, fly 100 (average), large [CR 2] +10 cHA: Phantom Fungus, 15 hp (2HD), speed 20, medium [CR 3] +10 cHA: Tiger, 45 hp (6HD), speed 40, large [CR 4] +11 cHA: Ankheg, 28 hp (3HD), speed 30, burrow 20, large [CR 3] +11 cHA: Carrion Crawler, 19 hp (3HD), speed 30, climb 15, large [CR 4] +11 cHA: Dire Boar, 52 hp (7HD), speed 40, large [CR 4] +11 cHA: Folugub, 30 hp (4HD), speed 40, medium [CR 2] +11 cHA: Giant Crocodile, 59 hp (7HD), speed 20, swim 30, huge [CR 4] +12 cHA: Polar Bear, 68 hp (8HD), speed 40, swim 30, large [CR 4] +12 cHA: Rhinoceros, 76 hp (8HD), speed 30, large [CR 4] +13 cHA: Cockatrice, 27 hp (5HD), speed 20, fly 60 (poor), small [CR 3] +13 cHA: Dire Lion, 60 hp (8HD), speed 40, large [CR 5] +13 cHA: Rust Monster, 40 hp (5HD), speed 40, medium [CR 3] +14 cHA: Megaraptor, 79 hp (8HD), speed 60, large [CR 6] +14 cHA: Owlbear, 52 hp (5HD), speed 30, large [CR 4] +14 cHA: Spider Eater, 42 hp (4HD), speed 30, fly 60 (good), large [CR 5] +16 cHA: Basilisk, 45 hp (6HD), speed 20, medium [CR 5] +16 cHA: Giant Constrictor Snake, 63 hp (11HD), speed 20, climb 20, swim 20, huge [CR 5] +17 cHA: Elasmosaurus, 111 hp (10HD), speed 20, swim 50, huge [CR 7] +18 cHA: Elephant, 104 hp (11HD), speed 40, huge [CR 7] +18 cHA: Girallion, 58 hp (7HD), speed 40, climb 40, large [CR 6] +19 cHA: Digester, 68 hp (8HD), speed 60, medium [CR 6] +19 cHA: Dire Bear, 105 hp (12HD), speed 40, large [CR 7] +21 cHA: Bulette, 94 hp (9HD), speed 40, burrow 10, huge [CR 7] +21 cHA: Gorgon, 85 hp (8HD), speed 30, large [CR 8] +21 cHA: Gray Glutton, 85 hp (9HD), speed 40, huge [CR 7] +24 cHA: Dire Tiger, 120 hp (16HD), speed 40, large [CR 8] +25 cHA: Triceraptos, 196 hp (16HD), speed 30, huge [CR 9] +26 cHA: Tyrannosaurus, 180 hp (18HD), speed 40, huge [CR 8] +27 cHA: Roc, 207 hp (18HD), speed 20, fly 80 (average), gargantuan [CR 9] +29 cHA: Legendary Bear, 230 hp (20HD), speed 50, large [CR 9] +31 cHA: Frost Worm, 147 hp (14HD), speed 30, burrow 10, huge [CR 12] +33 cHA: Purple Worm, 200 hp (16HD), speed 20, burrow 20, gargantuan [CR 12] +36 cHA: Legendary Tiger, 305 hp (26HD), speed 50, large [CR 10] The List of Allies - Gold 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 tricks at all but you can train it (or have it trained for money if you can't do it) to your liking. For 100 gp you can exchange the standard skill points on these animals. You can also buy stronger versions of these basic animals using the Elite Ability Array (see FAQ: Allies I) (see Blackmarket). The animals that can be bought are the following: Guard Dog (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#dog) (25 gp) [Elite: 50 gp] Riding Dog (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#riding-dog) (150 gp) [Elite: 300 gp] Donkey (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#donkey) (8 gp) [Elite: 16 gp] Heavy Horse (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#horse) (200 gp) [Elite: 400 gp] Light Horse (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#horse) (75 gp) [Elite: 150 gp] Heavy Warhorse (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#horse) (400 gp) [Elite: 800 gp] Light Warhorse (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#horse) (150 gp) [Elite: 300 gp] Pony (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#pony) (30 gp) [Elite 60 gp] Warpony (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAnimal.html#war-pony) (100 gp) [Elite: 200 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 adulthood 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. Intelligent creatures (Int>3) do not require training to fight and follow commands (assuming they speak a language you know), but they still require training to carry a rider in combat. You can also exchange their skill points, which costs a flat 1000 gp (regardless of how many points you change). Additionally, you can apply the Elite Ability Array to those creatures, which doubles their marketprice (and increases the CR and minimal ECL by 1). Note that any advanced monster costs credits (see Blackmarket for details) and increases the CR. Available exotic beasts are: Giant Eagle (http://www.geocities.com/sovelior/srd/monstersEtoF.html#giant-eagle) (Egg 2500 gp, Adult 4000 gp) [Elite: +2500 gp] Griffon (http://www.geocities.com/sovelior/srd/monstersG.html#griffon) (Egg 3500 gp, Adult 7000 gp)[Elite: +3500 gp] Hippogriff (http://www.geocities.com/sovelior/srd/monstersHtoI.html#hippogriff) (Egg 2000 gp, Adult 3000 gp)[Elite: +2000 gp] Giant Owl (http://www.geocities.com/sovelior/srd/monstersOtoR.html#giant-owl) (Egg 2500 gp, Adult 4000 gp)[Elite: +2500 gp] Pegasus (http://www.geocities.com/sovelior/srd/monstersOtoR.html#pegasus) (Egg 2000 gp, Adult 3000 gp)[Elite: +2000 gp] Pseudodragon (http://www.geocities.com/sovelior/srd/monstersOtoR.html#pseudodragon) (Egg 10000 gp, Adult 20000 gp)[Elite: +5000 gp] Spidereater (http://www.geocities.com/sovelior/srd/monstersS.html#spider-eater) (Egg 2000 gp, Adult 3000 gp)[Elite: +2000 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)[Elite: +10000 gp] Clay Golem (http://www.geocities.com/sovelior/srd/monstersG.html#clay-golem) (40.000 gp)[Elite: +10000 gp] Stone Golem (http://www.geocities.com/sovelior/srd/monstersG.html#stone-golem) (90.000 gp)[Elite: +10000 gp] Greater Stone Golem (196.000 gp) Iron Golem (http://www.geocities.com/sovelior/srd/monstersG.html#iron-golem) (150.000 gp)[Elite: +10000 gp] Shield Guardian (http://www.geocities.com/sovelior/srd/monstersS.html#shield-guardian) (120.000 gp)[Elite: +10000 gp] The List of Allies - Leadership 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 +1 4 5 7 Blink Dog +2 4 6 9 Eagle, Giant +2 4 6 9 Owl, Giant +2 4 6 9 Pegasus +2 4 6 9 Mephit (all types) +3 3 6 9 Yeth Hound +3 3 6 9 Hell Hound +3 4 7 10 Shadow Mastiff +3 4 7 10 Unicorn +4 4 8 12 Howler +3 6 9 13 Manticore +3 6 9 13 Winter Wolf +3 6 9 13 Griffon +3 7 10 14 Nightmare +4 6 10 14 Chimera +2 9 11 16 Sphinx, Gynosphinx +4 8 12 17 Sphinx, Hieracosphinx +3 9 12 17 Dragonne +4 9 13 19 Sphinx, Criosphinx +3 10 13 19 Gray Render +5 10 15 21 Hell Hound, Nessian +4 12 16 23 Sphinx, Androsphinx +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. The List of Allies - Improved Familiar The following is a list of legal allies that can be obtained with the Improved Familiar feat, in addition to the familiars listed in the SRD (http://www.systemreferencedocuments.org/35/sovelior_sage/featsAll.html#improved-familiar). You must have the indicated sorcerer and/or wizard caster level, and, if an alignment is listed, your alignment can be removed from that of the familiar by no more than one step (the familiar automatically changes to your alignment, but its listing in the Monster Manual/SRD cannot be more than one step away from yours). Any familiar chosen from this list costs 5 credits. Minimum Caster Creature Level Alignment Archon, Lantern 9th LG Vargouille 9th NE Darkmantle 7th N Mephit (any) 7th N Brain Mole 5th Celestial or Fiendish Template on one of the creatures listed below 5th Any G/Any E Dire Rat 3rd Badger 3rd Dog 3rd Eagle 3rd Monkey 3rd Snake, Small Viper 3rd Giant Fire Beetle 3rd Small Monstrous Centipede 3rd Small Monstrous Scorpion 3rd Small Monstrous Spider 3rd Back to the FAQ |
| Pitlords06-17-05, 10:08 AM | The Rules of Gladius: Quests 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. Quest Limitations: Since Quests (and Miniquests) occupy possible Pitlords aswell as to prevent characters playing 'outside the game' by not coming into contact with other characters, a limit on how many quests you can do is necessary. Every character can quest/miniquest only once per level. After his quest, he has to wait until he levels up before he can quest again. An exception are quests to enter a guild; they do not count against that limit. Also, failed quests to obtain something that benefits your character (an ally, PrC requirement, etc.) do not count against this limit--you can try again immediately. Quest Goal and EL: Every quest must have an EL. Since all quests and miniquests take place within the 3-Fight Cycle, the EL of the encounter must be at least equal to your ECL. Exception: Guild-related quests and miniquests use the ECL-matching rules established for guilds. Quests - Questgoals You determine the goal of your quest, and you can quest for whatever you want but most quests have a concrete purpose which is called Questgoal. The Questgoal must be included in the title line (try to stick to one or two clear words). Many special functions of the Core Coliseum require the character to fulfill a quest. All allies (except when specifically noted) need a succesful quest to be acquired. Prestige Classes with special requirements (Find Talariic texts for Warmind, Peaceful contact with evil outsider for Blackguards, etc) have to be fulfilled on a Quest. If you want to join a Guild, you have to prove yourself first which is done on a Quest. As long as you have a Questgoal to fulfill game-affecting requirements, the EL of your Quest must be at least as high as your ECL. Quests with no game-affecting Questgoal are Roleplay Quests and these may have any EL you want. Quests - Standard Quests and Miniquests There are two different kinds of Quests: Standard Quests and Miniquests, and there are some important differences between these two. Standard Quests: Standard Quests (often just called Quests) are the main 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. If the encounter is not finished by Tuesday 9 PM GMT on the third week, he takes a 1° penalty the following week, and a cumulative other 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. However, going on a MiniQuest counts as two character activations! Because of the single week, the 1/3 rule for spellcasting and items applies in MiniQuests, too. If you miniquest for something other than roleplay, the EL of the MiniQuest is always equal to your ECL. Roleplay Miniquests may have any EL (your choice). The questgoal is also up to you. If you quest for an ally, the Questlord is encouraged not to pair you against your to-be ally but find a creative way around. For example, the amazon cohort you want to quest for needs to be rescued from the clutches of a blackguard, or to reach the lair of a direbat ally you have to pass through a dangerous forest first. If the Questlord still let's you fight your Questgoal then he should make sure that it is no auto-win (eg. fly up and peck the T-Rex with arrows until dead *yawn*) nor easier than a regular encounter of that EL. Additionally, you must not kill the to-be ally unless you want to raise it as an undead. Types of MiniQuests: There are two different ways to run a MiniQuest. The easier way is to run it like an arena fight on any of the Battles of Gladius Maps. Request tactics normally, and post it in the Battles thread. Since this is much easier than an arena fight you have to write a little story around the fight. 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. Talk to the player which type he would prefer. Both versions are worth 1 credit. 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 Questgoals 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. Quests - Multiplayer Quests The above mentioned Quests are focused on one character who goes on a solo-adventure. He chooses his Questgoal and embarks on a mission. Multiplayer Quests are just that except that there will be more than one character 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 character 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 character 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 character 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 can be cashed in for full price at the end of the Quest (not afterwards). Don't worry if this sounds too complicated to you. Quests must be announced and approved by Scribelords and that is when the rewards will be checked and validated by us so the plain maths is left to the Questlord/GM. Quests - Rewards Your reward 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 Mini- and Standard Quests (you gain nothing if you fail). Reward (gp) Reward (gp) EL MiniQuest StandardQuest 1 300 900 2 600 1,800 3 900 2,700 4 1,200 3,600 5 1,600 4,800 6 2,000 6,000 7 2,600 7,800 8 3,400 10,200 9 4,500 13,500 10 5,800 17,400 11 7,500 22,500 12 9,800 29,400 13 13,000 39,000 14 17,000 51,000 15 22.000 66,000 16 28,000 84,000 17 36,000 108,000 18 47,000 141,000 19 61,000 183,000 20 80,000 240,000 Quests - Death and Destroyed Equipment Quests and Campaigns that take place in the non-protected city districts aswell as all adventures beyond the city walls are more dangerous. If you die outside the Nimbus, you will not gain any XP or Gold for your Quest. You will lose every XP and Gold that you gained during the Quest. Your Character is basically like when he entered the Quest ...minus what he spent during the adventure. 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 Expeditionary 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 Expeditionary 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 Expeditionary 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 Expeditionary 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 till the end of the quest unless you raise it (including the ressurection cost), or use any other method to get the deceased one back on his feet. Once the Quest is over, you gain your deceased allies back. What if my equipment gets sundered? 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. Until you finish the Quest, your equipment stays destroyed. Once back in Gladius, you get everything back for free. Quests - Aborted and Late Quests 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. There are two ways to abandon a quest. Between fights: This is only possible during Standard 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 opponent. 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). Late Quests: A Quest must be done in three weeks, ie all three encounters must be finished. If that is not the case, a Quest is late and will be extended at a credit cost for both Questlord and Players. The 4th week, a negative penality of 1° will be assigned, another 2° in the 5th week, and if it goes into week 6, everyone gets 3° deducted. After that the Quest will be removed from the roster and is considered abandoned. Please note that the status of the Quest solely depends on what is written in the Questlog, so if the Quest is done but the Questlog not updated, negative penalties apply still. Quests - Getting Started First, you look at the Quest Roster in the Characters thread if there are any Questlords marked as 'looking for players'. 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 if someone wants to be your Questlord. In case of a Standard 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 opponents during the quest. Quests - Frozen Quests Frozen Quests work just like regular Quests with the difference that the questing characters neither gain XP or Gold, nor do they lose any items (the Questlord just writes 'none' under 'Items Used'). The reason for these quests is that some cannot play their character because their character is frozen or too high in level. Frozen Quests are purely roleplaying and have absolutely no impact in any way on the CoCo. They won't even appear on the Roster. The Questlord gains 2° per week normally and is not penalized if the quest takes longer (it still has to be done on week 6). Back to the FAQ About Questlording |
| Pitlords06-17-05, 10:34 AM | The Rules of Gladius: Campaigns Campaign - 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. Campaign - Entry Requirements 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 not 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 Battles of Gladius 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 Campaignlord 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. If the Campaignlord accepts your request, then you can fulfill anything that you can normally do with a questgoal. Since the Campaign takes much longer than a Quest, you can request up to three goals for your character. Campaign - Time Frame Campaigns are long-term adventures. The minimum time a Campaign takes are 6 weeks, and the maximum is 15 weeks. Campaignlords are advised to stick to this time frame, and deduct or add part to the adventure, if necessary because the GM will shut down the Campaign on Week 20, no matter if you are finished or not. If the Campaign definately needs more time, the Campaignlord can apply for a new Campaign and call it "Part II" or something that indicates it is a sequel. You can ask the Game Master for special permission to exceed that limit; if he sees that your campaign is running well your chances are not that bad. 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 (your post count should be at least equal to the days the Campaign is running). 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. Campaign - Rewards 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 opponents 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). If one of the opponents 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). 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) 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. Campaign - Allies The rules for the number of allies in Campaigns are the same like for Arena Fights and Quests (see FAQ: Allies). 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. Campaign - Death and Destroyed 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 Rules: Quests 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 and Gold that you earned during the campaign. Your character is basically like when he began the Campaign ...minus what he spent. 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 for the remainder of the campaign. If they are ressurrected, they do not lose a level or equipment. You gain your deceased allies back after the campaign is over and you return to the Nimbus. 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. Until you finish the Campaign, your equipment stays destroyed. Once back in Gladius, you get everything back for free. Likewise, you can get pick-pocketed 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. Campaign - Abandoning a 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 opponent. 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. Campaign - Frozen Campaigns Frozen Campaigns work just like regular Campaigns with the difference that the campaigning characters neither gain XP or Gold, nor do they lose any items (the Campaignlord just writes 'none' under 'Items Used'). The reason for these Campaigns is that some cannot play their character because their character is frozen or too high in level. Frozen Campaigns are purely roleplaying and have absolutely no impact in any way on the CoCo. They won't even appear on the Roster. Back to the FAQ About Campaignlording |
| Pitlords06-17-05, 10:38 AM | Advanced Rules: The Credit System Credits - What are credits? The Core Coliseum is made possible only by a host of people giving their personal time and effort to keep the place running. Without them, we cannot have fights, quests, or even the roster. As a measure of thanks, we have set up a rewards system. For their time and dedication, they receive credits. 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: Pitlord List. Credits - Ways of earning credits You can earn credits in numerous ways, including running fights, running quests, or performing administrative tasks. Not only do you receive credits for doing this, you also help make the Coliseum possible. Below is a list of ways to earn credits. You run a Battle of Gladius between two characters. This is worth 1° per fight. You run a Multiplayer Fight Battle of Gladius. For every 2 players, you get 1° (rounded up). You run a Miniquest (1 week) and gain 1° (arena-like or seperate thread). You run a Standard Quest (3 weeks) which earns you 2° per week. You run a Campaign (6 to 15 weeks). That is worth 3° per week. You write a memorable story. Most of the time this is a story about a fight that you just ran. Instead of just describing a Battle of Gladius, you are encouraged to have the story take place somewhere else, like a little adventure. This is worth 1°, or 2° if it is added to the Tales of Gladius list of best stories. You can also write a story for someone else' fight. Ask the Pitlord for permission, submit your story to him (which he adds to the fight). Make sure you have added your name to the story (at the bottom, in NAME) so that we know who wrote the story. You report a lot of mistakes on other sheets. For every three characters on whom you report mistakes, you gain 1°. The mistakes you report must have an obvious impact on fights to be considered for credits. See Prison of Gladius for more information. You audit character sheets. Every 2 complete levels audited is worth 1°. See Prison of Gladius for guidelines on auditing. You post a new map on the Maps thread outside a Quest or Campaign. If it is acceptable, you gain credits depending on its quality and usefulness. You submit a photo of you for the Core Coliseum Gallery and gain 2° (only once though; not per picture). You should be recognizable on that picture; PM Scribelords with the image. It's your Birthday! You gain 2° on that day (remind Scribelords). If you are not in the Birthday List, write a PM to the Scribelords Board Account (date/month/year). Board administration counts as 1°. This is applicable to the Board Accounts Prisonlords, Guildlords, Scribelords, and Pitlords, as well as the Game Master. Guildmasters are also rewarded with 1° per week. For special assistance, the GM may reward players with administration credits. 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 beyond 2 you have to spend 1°. Active is defined as 'doing something' during a week. You can do a Free Activity in conjunction with being active. Quest: You may send your character on a Standard Quest. Every week, you must spend 1°. MiniQuests do not cost credits but count as two character activations. Campaign: You may send your character on a Campaign. You must pay a one-time fee of 5 credits. Note that campaign characters are not considered active. Challenge: You can challenge a specific gladiator. If he accepts, you and your opponent have to spend 1° which is by default payed by the challenger. 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, or in case of a State of Emergency. 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 career. 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. 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 alignment 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 where you must post your request. You only get the "right to buy" custom items; you still have to pay the gold costs! Advanced Monsters: You may spend credits to get the right to acquire advanced monsters, using the Elite Ability Array. The cost is always a flat 5° cost per change. Avoid a Miniquest: You may spend 3 credits to avoid having to go on a miniquest to gain an ally or meet a prestige class's requirement. Post the request in the Blackmarket and put a link in your character sheet to the approval. Custom Spells: not available Credits - 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 a Battle of Gladius by Tuesday 9 PM GMT not finishing a Quest or Miniquest by Tuesday 9 PM GMT not posting a Battle of Gladius at all before the next pairings are rolled (cumulative with 1.) each additional week your Quest takes (for Questlords only) you gain a cumulative penalty of 1°. Not quite 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 Battle of Gladius credit(s) if you do not post the fight by Tuesday 9 PM GMT (cumulative with 1. and 3.). Repeated violation results in the removal from the active Pitlord/Questlord list. Back to the FAQ |
| Pitlords06-17-05, 10:47 AM | Advanced Rules: NPC Services Services - Introduction 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). Services - The Marketplace of Gladius 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 Allies: You can purchase certain allies which ranges from a simple untrained dog to an advanced customized elite Iron Golem. A list of available allies on the Gladius Market can be found here. Services - 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 active allies combined must not exceed your maxCA. Diplomacy allies are furthermore restricted by your maxCD. This rule is always in effect! See Rules: Allies I for more information on caps for allies, maxCA and maxCD. Scrolls and Powerstones: The Caster level or Manifesterlevel (CL/ML) of these items is restricted to your CL+2. You may buy higher CL/ML scrolls and powerstones at the Blackmarket. Please note that there is also a cap of 50xECL² on all your Scrolls, Stones, Tattoos and Potions combined. Tattoos and Potions: These items may have a CL/ML no higher than your ECL (although you can circumvent this restriction in the Blackmarket). Any spell that can legally be made into a potion or tattoo can be purchased; recall that spells with a range of "personal" cannot be made into potions, and tattoos of powers with a range of "personal" cost double the normal amount. Please note that there is also a cap of 50xECL² on all your Scrolls, Stones, Tattoos and Potions combined. Wands and Dorjes: Like tattoos and potions, these may have a CL or ML no higher than your ECL (which can, again, be circumvented in the Blackmarket). They can contain any spell or power available in the SRD. Note that wands or dorjes that use metamagic or metapsionics, and augmented dorjes, are priced according to their increased level (1 power level per 2 PP increase, in the case of psionics) rather than their actual level. Wands and dorjes are not included in the cap on expendables. 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 in the Blackmarket. Services - NPC Services of Gladius 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, Magical Beasts, and similar allies acquired on quests can be trained by a trainer which takes a week per trick (this does not count against a character's Free Activities). Likewise, you can change its standard feats or relocate its skill points by paying a trainer. Fees for Animal Trainers: Basic Animals.......50 gp (per trick) Basic Animals......100 gp (for skill changes) Giant Eagle........200 gp (per trick) Griffon............250 gp (per trick) Hippogriff.........200 gp (per trick) Giant Owl..........200 gp (per trick) Pegasus............200 gp (per trick) Spider Eater.......500 gp (per trick) Exotic Mounts.....1000 gp (for skill changes) Exception: Training a light horse for Combat Riding costs only 50 gp total. 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 Caster level or Manifester level than your ECL! The Blackmarket (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) 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'. 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. Special Note: You may not use the Spellcasting Service to aid you in crafting magic or psionic items. 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. Services - The Gladius Blackmarket 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 ECL, 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. 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. Services - Custom Items 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 on 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. Crafting Items and Requirements: If a character wants to craft a custom magic item himself, he has to fulfill prerequisites just like most magic items have prerequisites, be it a spell or a certain alignment or something else. The magic items listed in the DMG serve hereby as a guideline. For example, +5 Perform Dance Shoes might require you to have 5 ranks in Perform Dance. Services - Custom Spells <not available> Services - All about Traps Traps are in important part of the D&D system hence the Core Coliseum has rules to include them. Any trap from DMG p.70-74 can either be bought with money or self-crafted by using the Craft (Trapmaking) skill. If you are using a trap from DMG p.70-74 it must be used in it’s UNMODIFIED version. Reason: They have weak features to reduce CR, but they also come at a hefty price for CR 1 traps The balance is sufficient. If self-crafted, the cost is only half of the marketprice but you have to pass the craft DC with a Take10; the Craft DC is either DC 20 (CR 1-3), DC 25 (CR 4-6), or DC 30 (CR 7-10). Using the 'Proximity Trigger' or 'Automatic Reset' feature increases the DC by another +5 for each. All traps must be assembled by using the rules 'Designing a Trap' on DMG p74-75 (or just see below) with some exceptions and restrictions. Traps are divided into mechanical and magical traps. Magical traps need both the trapmaking skill and craft wondrous item feat. Custom made traps do not require credits or approval, but if they are illegal, as audited by the pitlord before the fight, it cannot be used during that fight, and you may be assessed other penalties at the pitlords discretion. Designing a Trap You have to pick from among the features listed below. Mechanical Traps have a base CR of 0; magical ones have a base CR of 1. (O================o====O) (O================o====O) |SEARCH DC | CR | |POISON | CR | |>---------------o---<| |>---------------o---<| | 15 or lower | -1 | |Black Adder | +1 | | 25 - 29 | +1 | |Greenblood oil | +1 | | 30 or higher | +2 | |CC Brain Juice | +1 | (O================O====O) |Small Centipede | +1 | |DISABLE DC | CR | |Bloodroot | +1 | |>---------------O---<| |Blue whinnis | +1 | | 15 or lower | -1 | |Medium Spider | +2 | | 25 - 29 | +1 | |Ungol dust | +3 | | 30 or higher | +2 | |Giant Wasp | +3 | (O================o====O) |Large Scorpion | +3 | |REFLEX DC | CR | |Malyss root | +3 | |>---------------o---<| |Sassone Leaf | +3 | | 15 or lower | -1 | |Shadow essence | +3 | | 16 - 24 | +0 | |Insanity mist | +4 | | 25 - 29 | +1 | |Nitharit | +4 | | 30 or higher | +2 | |Purple Worm | +4 | (O================o====O) |Terinav root | +5 | |ATTACK BONUS | CR | |Deathblade | +5 | |>---------------o---<| |Wyvern Poison | +5 | | + 0 or lower | -2 | |Burnt othur fume| +6 | | + 1 to + 5 | -1 | |Dragonbile | +6 | | + 6 to +14 | +0 | |Black Lotus | +8 | | +15 to +19 | +1 | |>---------------o---<| | +20 to +24 | +2 | |POISON | CR | (O================o====O) (O================o====O) (O================o====O) |DAMAGE/EFFECT | CR | |>---------------o---<| |Average Damage |+1/7|1 |Spell Level |+SL |2 (O================o====O) |MISCELLANEOUS | CR | |>---------------o---<| |Multiple targets| +1 | |Pit Spikes | +1 | |Touch Attack | +1 | (O================o====O) 1: Rounded to the nearest multiple of 7! 1: Round up for an average that lies exactly between two numbers. 2: Or "Average Damage" if it deals damage! Finally, you need a Reset Type and a Trigger Type. By-passes have no effect in CoCo. Reset Type No Reset: One-shot trap; used up like expendable. Repair: Must be repaired before it can be re-used; this costs 1/5 of the trap's market price and can only be done between cycles. Manual: Available after 3FC Automatic: Available for next fight. Trigger Type Location: Incorporals and Flyers with perfect or good maneuverability (incl flying mounts) auto-avoid the trap Touch: Incorporals and Flyers with perfect or good maneuverability (incl flying mounts) auto-avoid the trap Proximity: Affects any creature. Marketprice of a Trap Use DMG p. 75 or the SRD (here (http://www.systemreferencedocuments.org/35/sovelior_sage/traps.html)) Traps Rules and Clarifications To prevent unbalanced effects there are a number of limits on how you can design a trap. Furthermore, some clarifications are necessary. Traps count as allies. Use its CR to determine your Coefficient of Allies (CA). No trap may be higher than your ECL-4 (ECL 3-5 gladiators are limited to CR 1 traps). If you don't get to use the trap (because you're the attacker) you suffer no penalties to your rewards. You must have your trap as a defender pre-buffed in order to utilize one if you have the Defender Package – traps. You may not gain a spell trap with a higher CL than your ECL even by paying credits. You may include only one spell per trap. You may not create multi-traps (traps with several effects). The target faces the trap for only 1 round (so water-filling rooms and other "onset delay" traps are useless) Search and Disable DCs must be equal. You may only lower the CR of the trap of CR 6 (or greater) by one. Using weak features will still reduce the price normally. The trap still needs to be of legal CR for your character despite the weak features to reduce the price. Traps that would end up being CR 0 or less because of weak features are not allowed. Traps below CR 6 cannot have their CR reduced by weakness, but still benefit from being cheaper. (Example: an ECL 7 gladiator devises a trap that does 6d6 damage (CR 3). He lowers the Search and Disable Device DCs to 15. This would ordinarily reduce the CR to 1 by the RAW, but our house rules prevent this reduction. However, the price is still lowered by 1000 gp (to a minimum of CR3 x 100 = 300 gp). The gladiatior would not be allowed to reduce the trap's Reflex save to 15, because then the trap's effective CR would be 0.) No magical trap or effect can cause the surrender or disappearance of your opponent. Reasoning: The trap goes off BEFORE you enter arena. Thus there isn’t anything to disqualify him for. You are the last bastion responsible for the accuracy of the trap. If, after pairings are rolled, your trap is found to be illegal, it cannot be fixed to be made legal or used for the upcoming fight. In that case, you do not suffer any ally xp/gp penalties. You cannot retroactively use another ally instead either. Other penalties may apply. How to use Traps Traps can be used with the Defender Skill Package "Set Trap" (see Rules of Gladius: Skills). If you end up as Attacker, your trap is not triggered and does not count against your Rewards. It is sufficient to have the trap listed in the "At Home" section of your sheet although if you want to use it, it must be mentioned in the pre-buff section (and which one in case you have multiple traps). And of course, you need to pass the 'task' mentioned in the Skill Package. If your opponent does not find the trap (either due to an insufficient Search value or not having the Trapfinding class feature for traps with a DC of 20 or higher), it goes off and affects your opponent. The pitlord must inform you of the trap results before you submit tactics. The pitlord also needs to make the opponent aware that he’s been trapped and the effects of the trap upon his character before tactics are submitted. If your opponent however finds the trap (search DC) he can either disable it with a Take 10 vs the Disable Device DC of the trap, or the sum of his Balance+Climb+Jump+Swim is equal to or higher than the Disable DC+10. If the trap went off, it depends on the trap's Reset Type on when you can use it again. If you have “No Reset”, it is treated as consumable and exhausted. As traps become more popular and are used in the arena, a summary of traps will appear here. "Ginsu" CR 1, Search DC 18, Disable DC 18, +10 to hit, 4d4 dmg. Location trigger, no reset; Cost: 100 gp. "Static pressure plate" CR 4, Search DC 20, Disable DC 20, 8d6 electricity (Reflex DC 22 negates). Location trigger, manual reset; Cost: 1600 gp. Back to the FAQ |
| Pitlords06-17-05, 10:50 AM | Advanced Rules: About Pitlording Pitlords - 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. Pitlords - Getting Started 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, or you can ask that tactics should be sent by PM. 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 Board Avatar. Pitlords - Running Battles of Gladius There are two ways of running the fight. The most common one is to post it in the Battles of Gladius (http://boards1.wizards.com/showthread.php?t=568128) thread but you can also run it in a seperate thread. There are some differences between these two methods: Battles Thread: You will receive tactics from all characters 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 and headaches. 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 list all rolls and the breakdown. For example: Angosh attacks [12+11+2+1 = 26]. Of course, no one prevents you to make a more elaborate layout. You also have to 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 character 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 (17/11, 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]. Finally, you list all used spells and for those spells and abilities that would still last one hour or more, you list the remaining time. Here is the Standard Fight Summary of the CoCo: (name 1) wins! (name 1) gains ????? xp and ????? gp (name 2) loses. (name 2) gains ????? xp and ????? gp (name 1) Time Between Fights: ? hrs Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining) Items Used: xxxxx, xxxxx Spells or Powerpoints Used: xxxxx x/day Abilities Used: xxxxx Free Activity: xxxxx (name 2) Time Between Fight: ? hrs Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining) Items Used: xxxxx, xxxxx Spells or Powerpoints Used: xxxxx x/day Abilities Used: xxxxx Free Activity: xxxxx Note: Please refrain from deleting a line. Use the terms "None" and "N/A" instead. 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. 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 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 begin with "Battle -". Include the name of the characters (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). Example: Battle - 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 Battlelog. The Battlelog - 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. Pitlords - Tactics Players are supposed to send their tactics as early as possible. If you did not receive tactics by Friday 9 PM GMT you are free to begin to run the fight with default tactics. If no default tactics are listed on the sheet, the character auto-loses the fight. If you're nice, you can still run the fight with improvised tactics (check his last fight tactics to get a clue), or alternatively write send a PM or email to the player and remind him of sending tactics. Sometimes there are email mistakes, or other misunderstandings and this note will help to prevent bad feelings afterwards. Still, it's the players responsibility to send tactics on time. Pitlords - Improvisation Sometimes 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. Pitlords - Online Roller and Mapmaker Although it's not mandatory, it is highly encouraged to use an Online Roller. This gives your fight a level of professionalism and pitlords who use one are held in high regard. Here are three good online rollers whereby the first is a roller specifically made for the Core Coliseum. Dracazar's CoCo Online Roller (http://www.hwx.it/wizards.com/) The Invisible Castle (http://invisiblecastle.com/find.py?a=show&id=11541) Roller is the standard roller of the CoCo The Vacuum Elemental Dice (http://krisinchico.brinkster.net/rolldata.asp) 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. If you do not use an online roller, you must annotate every roll completely (roll, modifiers, and result), and be prepared for people to give you a hard time unless you have a good excuse. Another way to earn more credits is to visualize your fight on a map. Fortunately, one of our members - Dracazar (http://boards1.wizards.com/member.php?u=303884) - has coded a mapmaker program specifically for the Core Coliseum which is absolutely easy to use. Core Coliseum Mapmaker (http://www.hwx.it/coco/) Just use the pins on the left side and place them on the map (start position -> end position). Repeat it for all combatants in that round, hit the "Generate" Button and copy/paste the generated URL into the post with your fight. It lists distance, area effects, size, ongoing effects and line of sight. Here's an example for a map, created in less than 30 seconds: http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,L,18,47,19 ,50,27,46;b=Name,M,40,35,38,42;d=Name,S, 1,46;e=Name,S,27,45,27,37,26,34;n=Effect ,28,45,4;los=38,42,27,46,4 You can see how the large red creature moves into the open to attack the fleeing small pink creature, only to be fireballed by blue (a medium creature). It's really fun to use this mapmaker. Pitlords - Mistakes 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 I). 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 Prison of Gladius (http://boards1.wizards.com/showthread.php?t=571107) thread. Pitlords - Deadlines There is a deadline at which time your assigned fight must be posted on the fights thread, in proper shape. This deadline is Tuesday 9 PM GMT. 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 and your fight is free for the taking. You are still encouraged to post the fight because there is still more than a day before the new pairings are being rolled (Wednesday 12 PM PST/3 PM EST). If you don't post the fight at all by 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. Note that late fight will be marked behind your name. 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. Reassignment of Battles: 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 and inform him who took it over. 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. Pitlords - Rewards The Core Coliseum knows two kinds of rewards: Experience Points (XP) and Gold Pieces (GP), and they are closely tied to each other. Experience Rewards 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. The winner receives the full XP rewards according to the table below. 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 character, 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. Allies: In case a character enters with an ally that does not come from a class feature he suffers an xp penalty. Likewise, the character who fought without an ally (other than a class feature ally) gets a xp bonus. Please check the Rules: Allies I for more information on how allies impact rewards. 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 GM will investigate and assign an appropriate XP reward for the victory. Gold Piece Rewards: It is important that the Core Coliseum maintains a strict balance between XP and GP because everyone should have the same chances and there is no Dungeon Master who could regulate an imbalance. Therefore, the amount of Gold Pieces depends directly on the amount of XP earned. The following list shows the XP/GP Ratio. For example, at ECL 11, you gain 2.27 GP for every XP you gain. Let's say you gained 1000 XP in your last fight, then you also earn 2270 Gold (Ratio is 1 : 2.27). WinXP & WinGP and LossXP & Loss GP is a quick reference in case two characters of the same ECL fight each other. ECL /CR XP : GP | WinXP WinGP | LossXP LossGP 1 1 : 1.0000 | 300 300 | 100 100 2 1 : 1.0000 | 600 600 | 200 200 3 1 : 1.0000 | 900 900 | 300 300 4 1 : 1.0000 | 1,200 1,200 | 400 400 5 1 : 1.0667 | 1,500 1,600 | 500 533 6 1 : 1.1111 | 1,800 2,000 | 600 666 7 1 : 1.2381 | 2,100 2,600 | 700 866 8 1 : 1.4167 | 2,400 3,400 | 800 1133 9 1 : 1.6667 | 2,700 4,500 | 900 1500 10 1 : 1.9333 | 3,000 5,800 | 1000 1933 11 1 : 2.2727 | 3,300 7,500 | 1100 2500 12 1 : 2.7222 | 3,600 9,800 | 1200 3266 13 1 : 3.3333 | 3,900 13,000 | 1300 4333 14 1 : 4.0476 | 4,200 17,000 | 1400 5666 15 1 : 4.8888 | 4,500 22,000 | 1500 7333 16 1 : 5.8333 | 4,800 28,000 | 1600 9333 17 1 : 7.0589 | 5,100 36,000 | 1700 12000 18 1 : 8.7037 | 5,400 47,000 | 1800 15666 19 1 :10.7018 | 5,700 61,000 | 1900 20333 20 1 :13.3333 | 6,000 80,000 | 2000 26666 For instructions on how to adjust rewards for allies, skills, and multiple players, see here. Back to the FAQ (http://boards1.wizards.com/showpost.php?p=6463399) |
| Pitlords06-17-05, 11:00 AM | Advanced Rules: About Questlording Questlords - What is a Questlord? A Questlord is the moderator of a Quest, just like a Pitlord moderates a Battle of Gladius. However, a questlord is more like a Dungeon Master because Quests are more free-style than Battles of Gladius. You earn 2 credits per week for running a Quest, and 1 credit for a MiniQuest. Before you read on, make sure you have read the Rules of Gladius: Quests completely! Questlords - Getting Started Request Quest: After having agreed to run a quest for a player, the first thing you have to do is notifying the Pitlords Board Avatar per PM that you want to run a quest, and also when you want to run it. You also have to send Encounter Level, Questgoal, and of course for whom you are going to run the quest. Miniquests do not need such a PM but everything must be written in the titleline of the character sheet. If you just want to be added to the Questlord Roster, you can PM Pitlords aswell. If you have any preferences (low-level, no psionics, single-player only, etc) you write it into the PM. The GM 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 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 Scribelords Board Avatar. One of the Elders 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 name 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 title must look like this: Quest - "NAME" (EL ?) 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 12 PM PST/3 PM EST 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! Questlords - 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 Standard 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 optimaly 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. A very simple method to post maps is to use the CoCo Mapmaker (http://www.hwx.it/coco/) which auto-generates maps for each of the Battles of Gladius maps. Two other very good map programs are Dundjinni (http://www.dundjinni.com/), the Fractal Mapper (http://www.nbos.com/products/mapper/mapper.htm) and the various mapmakers from ProFantasy (http://www.profantasy.com/) which are definately worth every cent. If you don't want to buy a mapmaker, download the free Dungeoncrafter (http://www.dungeoncrafter.com). Questlords - 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. Encounter Level Calculator (http://www.penpaperpixel.org/tools/d20encountercalculator.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. Questlords - Encounters How can you make sure that the challenges in your 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 opponent, 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 opponents 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. Questlords - Rewards Like in Battlies of Gladius, the rewards are based on the CR of the opponents. You assign XP according to the table below and multiply the gained XP with the Ration to get the Gold rewards. 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 fought 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. Questlords - Treasure 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 multiply the gained XP with the "XP:GP" Ratio from the table below: CR XP : GP 1 1 : 1.0000 2 1 : 1.0000 3 1 : 1.0000 4 1 : 1.0000 5 1 : 1.0667 6 1 : 1.1111 7 1 : 1.2381 8 1 : 1.4167 9 1 : 1.6667 10 1 : 1.9333 11 1 : 2.2727 12 1 : 2.7222 13 1 : 3.3333 14 1 : 4.0476 15 1 : 4.8888 16 1 : 5.8333 17 1 : 7.0589 18 1 : 8.7037 19 1 :10.7018 20 1 :13.3333 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 full price at the end of the Quest (or during the Quest if you come across a market). When the Quest is over, you decide wether you want to keep the items found, or gain their market price in gold. What kind of treasure will be found in a quest is up to the Questlord but the Questlord should put some thought into the treasure handed out. If a fighter finds only wizard scrolls and spellbooks, he will surely cash them in at the end. In any case, the Questlord has the absolute say in here. Questlords - Confirmation The following things need to be sent to the Pitlords Board Account. Basics: Quest start date, Encounter Level, Questing Characters and their Questgoal 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. Experience points and Treasure Basic storyline (briefly) Questlords - Online Roller Unlike in a Battle of Gladius, 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 we want to make sure everything is being handled correctly. Add the link to the roller to the Questlog and write the Name the rolls use in there aswell. Both you and the player must use the same Name and the same Online Roller. Questlords - Questlord Rewards Standard Quest: You gain 2 credits a week for running a quest, twice as much as a Battle of Gladius. 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 cumulative credit (max-6° after 3 late weeks). The deadline for Quests is Wednesday 8 AM GMT. MiniQuest: Here it depends on the type of MiniQuest. If you run it like a Battle of Gladius (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. 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 FAQ: Quests |
| Pitlords06-17-05, 11:08 AM | Advanced Rules: About Campaignlording Campaignlords - What is a Campaignlord? 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. 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 15 weeks 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. Campaignlords - Getting Started After you have read the Rules: Campaigns and this post 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. A good help is this article (http://www.roleplayingtips.com/readissue.php?number=308). Approval: Once you have created the frame of the Campaign, write a PM to the Pitlords Board 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. Campaignlords - Running 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 Rules: 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 opponent, 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. Campaignlords - Encounters 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 whether 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 opponent, 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 opponents and their numbers, you can check the Encounter Level Calculator (http://www.penpaperpixel.org/tools/d20encountercalculator.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 Game Master. 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). If no skills are fitting, set a minimum Intelligence score required to participate in the riddle. 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. If you went with the Intelligence approach, set a DC normally. 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 certain Miniquests and all Battles of Gladius, 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 final 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! Campaignlords - Rewards 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 Rules: Allies I). 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). Campaignlords - Level UpSince a Campaign lasts for many weeks, characters level up during this time, naturally. 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. Campaignlords - Treasure 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 in line with the XP gained, and those rewards non-campaigning characters get over the same period of time. To determine the appropriate amount of treasure per encounter, you have to check the following table which shows the XP:GP Ratio. It shows how much gold a character gets for each xp. Example: A level 10 character who just gained 500 XP also gains 965 Gold (or its equivalent in items). CR XP : Gold 1 1 : 1.0000 2 1 : 1.0000 3 1 : 1.0000 4 1 : 1.0000 5 1 : 1.0667 6 1 : 1.1111 7 1 : 1.2381 8 1 : 1.4167 9 1 : 1.6667 10 1 : 1.9333 11 1 : 2.2727 12 1 : 2.7222 13 1 : 3.3333 14 1 : 4.0476 15 1 : 4.8888 16 1 : 5.8333 17 1 : 7.0589 18 1 : 8.7037 19 1 :10.7018 20 1 :13.3333 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 include the outstanding 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 XP:Gold table 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: (only if completed!) Like with XP, PCs also get a Completion Bonus of +33% in treasure at the end of a completed Campaign. They have to complete whatever main 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: "Aftermath" 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). 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. An exception are items that a player specifically buys during the campaign just like he would buy them at the Blackmarket. These items can be dropped normally but also cost credits. Campaignlords - Aftermath 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 Board Avatar and tell him that the Campaign is finished. Congratulations! Campaignlords - Online Roller 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) Campaignlords - Campaignlord Rewards You gain 3 credits a week for running a Campaign, twice as much as a Battle of Gladius. You are encouraged to complete one encounter a week so that the Campaign is in line with regular arena fights. Finally, another reward is the admiration of the CoCo Community who surely enjoys reading your Campaign. The Campaign will also find a place of honor on the Campaign Roster (http://boards1.wizards.com/showpost.php?p=5179875) and it will never be affected by a board prune. Back to the FAQ FAQ: Campaigns |
| Pitlords06-17-05, 11:13 AM | Advanced Rules: Guilds Guilds - Guilds and Guild Hall Guilds are in-character roleplaying threads but they are also incorporated into the CoCo system, although technically, they do not affect player characters. Every Guild is centered around a certain theme (arcane, nature, faith, etc) which determines which characters will primarily join the guild although there are no entry requirements. Since Guilds are centered around certain character concepts, it is also a good place to ask question about your build, or discuss topics related to it. All Guilds are enlisted in the Guild Hall of Gladius (http://boards1.wizards.com/showthread.php?t=500478). Here, you will find important information about the seven active Guilds in Gladius, like their ranking in the city hierarchy, their theme, their members, and much more. And of course, all the rules about the guild system. Guilds - Guildmaster and Guildlords A Guildmaster is the chairman or leader of a Guild. It is not a real member account but an avatar (like the Pitlords Account) that is being used by a reliable member of the Core Coliseum, usually the founder of the Guild. The reason for this is that we do not want the guild to die because of the absence of the one who leads the Guild. If the Guildmaster User falls ill, or cannot do it anymore, he will pass this account on to someone else. You can see in the signature who is currently using the account. As said, a Guildmaster is the leader of the Guild. He updates the Guild, announces new events, leads discussions, makes sure everyone behaves and posts in-character, and basically has the say in his guild unless overruled by the Guildlord or the Game Master. Guildlords (http://boards1.wizards.com/member.php?u=388110) runs the Guild Hall. It is also an avatar but an official CoCo Board Avatar lead by an Elder or the GM. The Guildlords Account has the say over everything related to Guilds, and his word is law and can only be overruled by the Game Master. He updates the Guild Hall, announces new events, leads the Embassies (2nd post in every Guild thread), and basically makes sure the Guild system is running properly. The Guildlords however does not make new rules, and must obey the existing ones! Guilds - Joining a Guild Some of you may ask why their character should join a guild. First of all, it is a lot of fun but there are more than enough reasons to join. Here are the main foci of a Guild: In-Character Roleplaying You can play your character in-game without having to go on a Quest or long Campaign, you can interact with others in your Guild, and of course with everyone else. And it doesn't even cost credits. Because Guilds compete with each other, you will also get in contact with characters from other guilds which creates a roleplaying network that encompasses all characters. You are not restricted to your own guild thread but can also post in other guilds, although it must be in-character! If two Guilds are at war with each other, you can for example make your post in the enemy guild look like if it is only a message that was delivered by an errant boy so that you don't have to show up personally. Build-specific Experts Guilds also serve as a gathering point for thematic builds, so if you have a rules question related to the theme of the Guild you can ask there. For example, you have a rules question about your wizard, then you can ask in the Arcane Brotherhood, but you have to do it in-game. If you feel you haven't made yourself clear enough, you can post an out-of-character addendum at the bottom of the post in silver or an sblock. For complicated issues or long out-of-character talk, you should better use the Tavern. Building a Guild The Guild system is a game in on itself. Guilds have to build up their home base, build marketplaces and schools in Gladius, compete with other guilds, or ally with them. The guild income depends on its members, and with this money, a guild can expand and improve itself. This is not a matter for the Guildmaster alone but for all members of the guild. You have a say in there, too, wether your guild should spend its money on a new regiment of troops, or on improving the Chapter House in one of the districts. Inter-Guild Wars Guilds compete with each other and do so in different ways. That can be either by sending in troops of the guild to conquer a district that was being held by another guild, or by making an assault with the player characters of your guild. It need not always be a direct confrontation; if you prefer to have one of your characters sneak in and sabotage something, you can do so. Other actions don't even involve an active part of the player character, for example, a rogue can use his forgery skill to damage another guild. All options are listed later in the Guild Hall. The guild system is incorporated into the 3-Fight-Cycle of the regular Battles of Gladius and follow all of its rules. Everyone is most welcomed in a Guild; infact, Guilds are trying to get as many members as possible to increase their versatility, and of course the amount of roleplaying in their guild. There are, however, some requirements that must be met first. One of these requirements that every Guild has in common is going at least on a MiniQuest (EL at least equal to your ECL), although some Guilds might even require full Quests to join. Asides from that, you can join any guild anytime. The second requirement is that you activate your character at least once every two months or you either lose your membership, or the guild gains a heavy fine if it clings to your character. If you fulfill these requirements and the guild has enough rooms to take you in, the only thing you now need is the OK from the Guildmaster, and you have successfully joined a Guild. A character may never have a membership in more than one Guild! You must now clearly make your membership in that Guild visible somewhere at the top of your sheet! The Board Avatars must be able to check quickly if there are some benefits or drawbacks due to a Guild War currently affecting your character, so please make sure you have that designation on your sheet and link it to your Guild. If it is missing, your character is not considered a member in that Guild. Normally, guilds have their own tag that you can copy into your sheet. Leaving a Guild If you want to leave a Guild, you can do so anytime, and it will come into effect on next wednesday along with the new pairings. Please note that Guildhoppers might be denied membership by a Guildmaster if they do it once too often. For Guildmasters: If you want to throw out a character - perhaps because of inactivity - write a PM to Guildlords and ask for permission. Guilds - The Basics The Guild System is both a simulation of a build-up strategy game, and a roleplaying platform for characters. Your Guild earns money which it uses to strengthen its home base, hire staff or troops, build structures in the city, and do all those many options to stop other guilds from achieving supremacy over Gladius. Guild Income: The lifeblood of a guild is its income, and it depends both on its members, their success, and the economic strategy used. Many things a guild can do requires gold. Structures earn money automatically while characters can go on operations and missions to fill the treasury further. Structures: Structures are buildings or institutions that a guild owns in a district. Structures generate a certain amount of gold each week, depending on the district, the local guilds there, and the structure itself. For more information see 'Structures' below. Operations: By doing certain operations, be it direct assaults, covert missions, or political intrigues, a guild can steal money from other guilds. For more information see 'Operations' in the Guild Hall of Gladius. Missions: Missions are full quests for player characters with a special goal. Unlike operations, however, they do not aim to damage or weaken another guild although other guilds can try to stop you from achieving the mission goal. Guildhall: The Guildhall is the home of a guild, and all guild PCs live there. The home base can be destroyed which kicks a guild out of the game. A guildhall has several special rooms, like the living quarters for the characters, and all rooms have a function. The floorplan of these rooms of which the guild is composed can be found in the various Guild threads. Over time, the guild will (have to) expand by buying new rooms, or upgrade existing ones to deal with the bigger workload that arises by its growing influence and power. Districts: The City of Gladius is divided into 21 districts, 6 of which are outside the city. The goal of a guild is to control as many districts as possible, or at least make sure that opposing guilds don't take over the city. Every district has District Traits that define what kind of district it is. These traits come in seven categories (Industry, Faith, Commerce, Leisure, Education, Nature, Politics), always in conjunction with a number. So a District that has Industry+3 and Leisure+0 is probably not the best choice for a sunday's walk but many things can be produced there. Guild Traits: Every guild has traits on its own. If a Guild controls a district, these guild traits modify a district trait accordingly, so if the Psi Consortium with its +2 Industry Trait moves into a +1 Industry district, it sums up to a nice Industry+3 - the perfect place to build a blacksmith or a shipyard. Structures: Structures are buildings or institutions that a guild can build in a district, and one thing they all have in common is that they generate income every week. Structures are divided into seven Traits (Industry, Religion, Commerce, Leisure, Education, Nature, Politics) which are divided into four categories (A-D). There are also some Unique Structures that can only exist once in Gladius. Guilds - Operations Operations are agressive actions undertaken by a guild with the goal to damage and weaken an enemy guild. They are divided into three offensive categories: Assault, Covert, and Intrigue, and a fourth peaceful one called Peaceful Operations. Every Operation uses up one action point for that week. Operators (characters on operations) are considered active and marked on the roster with a [G]. Assault Operations: These operations always involve a battle. Characters have to fight to achieve their goals; be it a raid on the treasury, the destruction of a caravan or the kidnapping of an enemy officer. Covert Operations: Covert Operations are stealthy endeavours with the goal to rouse as little attention as possible. They involve several steps which vary depending on the defenses of a guild. Intrigue Operations: Intrigue Operations neither involve a battle nor an active participation from a character. Instead, the skills of one or more characters are required to perform the action, and a DC determines the success of the Operation. Peaceful Operations: These are non-agressive or defensive operations because they do not involve a battle. An example would be a tournament contest hosted by a guild but also a protest march against an action undertaken by a rival guild. Guilds - Guild Wars Sometimes, peaceful expansion and diplomacy doesn't bring the desired fruits, and war is the only way left. The best defense of a guild are surely its Character members. They can cause tremendous trouble to an opponent guild. However, while Player Characters surely contribute a lot to the success of a guild, they cannot be used to conquer and control a district. For that reason, every guild has its own private army which can be broken down into Regiments - units of 10 soldiers. This section deals with NPC warfare. Warfare is always done with troops called regiments, and never involves a Player Character. Only with regiments can a guild conquer or defend a district. This is done in a mass battle on battlefield maps in a seperate thread fight, supervised by a Pitlord. Regiments: Regiments come in five different categories: Regular, Irregular, Conscript, Leaders, and Siege Engines. A list with all available regiments can be found in the Guild Hall. Regulars: These are the standard troops that can be hired normally, and they are basically always available. The Regular Regiments are by default composed of 10 human warriors, Level 1. The standard equipment of Regulars can be improved by researching certain Developments. Irregulars: are District-specific. These are different from Regulars in that they are composed of a different race, feats, and different equipment. Elven archers or orc berserkers but also more exotic races, like tiefling cultists fall into this category. Irregulars require Prestige Points to hire and may have additional prerequisites. Conscripts: are structure-specific. Conscripts are citizens who make use of the guild structures in a district, like the students that go to the Arcane Brotherhood University, or the entertainers that work in the Theater. When their District is attacked by another guild, they rush in to defend the guild that owns the structure they're working at. Every structure has its own Conscripts and their number and power depends on the size of the structure. Leaders: are Guild-specific. Every Guild has two unique leaders that are only available to that guild (although it is possible to recruit different leaders at a higher cost). They need a special room, and because of their high specialization, Leaders are always more expensive than other troops. The main advantage is that they behave like player characters and can participate in warfare. Beware of fireballs! Siege Engines: These large devices are constructions used against fortifications or buildings. They can deal tremendous damage against objects but they are also more expensive, vulnerable, and must be guarded properly. Some are even effective against regiments. The Battlefield: Warfare is resolved on Battlefields Maps - maps that show the location the Regiments are fighting at and basically work just like the arena map. So there is a map for a battle at a Construction Site, a map for a Chapter House, a Keep, or on open ground. The Battle: Warfare is done in a seperate thread and led by an impartial Pitlord on the appropriate battlefield. At the beginning of the battle, both guilds place their regiments freely on their half of the map. Then, initiative will be rolled, and the fight will be resolved round by round. All Guild Members can give commands to the troops, and these commands will be carried out. That way, there should always be a player of a guild available to post the next actions of a regiment, and a good pace is assured. |
| Pitlords06-17-05, 03:13 PM | Quick Reference for XP and Gold RewardsThe winner receives the full XP rewards according to the table below. 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 character, 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. 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. 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 The following list shows the XP/GP Ratio; how many gold you gain for every XP. For example, at ECL 11, you gain 2.27 GP for every XP you gain. Let's say you gained 1000 XP in your last fight, then you also earn 2270 Gold (Ratio is 1 : 2.27). WinXP & WinGP and LossXP & Loss GP is a quick reference in case two characters of the same ECL fight each other. ECL /CR XP : GP | WinXP WinGP | LossXP LossGP 1 1 : 1.0000 | 300 300 | 100 100 2 1 : 1.0000 | 600 600 | 200 200 3 1 : 1.0000 | 900 900 | 300 300 4 1 : 1.0000 | 1,200 1,200 | 400 400 5 1 : 1.0667 | 1,500 1,600 | 500 533 6 1 : 1.1111 | 1,800 2,000 | 600 666 7 1 : 1.2381 | 2,100 2,600 | 700 866 8 1 : 1.4167 | 2,400 3,400 | 800 1133 9 1 : 1.6667 | 2,700 4,500 | 900 1500 10 1 : 1.9333 | 3,000 5,800 | 1000 1933 11 1 : 2.2727 | 3,300 7,500 | 1100 2500 12 1 : 2.7222 | 3,600 9,800 | 1200 3266 13 1 : 3.3333 | 3,900 13,000 | 1300 4333 14 1 : 4.0476 | 4,200 17,000 | 1400 5666 15 1 : 4.8888 | 4,500 22,000 | 1500 7333 16 1 : 5.8333 | 4,800 28,000 | 1600 9333 17 1 : 7.0589 | 5,100 36,000 | 1700 12000 18 1 : 8.7037 | 5,400 47,000 | 1800 15666 19 1 :10.7018 | 5,700 61,000 | 1900 20333 20 1 :13.3333 | 6,000 80,000 | 2000 26666 Allies: In case a character enters with an ally that does not come from a class feature he suffers an xp penalty. Likewise, the character who fought without an ally (other than a class feature ally) gets a xp bonus. Please check the Rules: Allies I for more information on how allies impact rewards. 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/maxCA*25 in % less xp (and therefore gold aswell) for winning a fight. Similarly you receive opponents oppnents CA/maxCA*25 in % more xp (and gold) for defeating a gladiator that uses allies. Class allies Class allies (eg paladin's warhorse, wizards familiar) are not counted for XP calculations. Except for Thralls and Planar cohorts, they do not count against the maxCA. Example: (penalty applies to xp and gold) Level 3 gladiator (max CA=1) brings in ...a light warhorse [CR1] (CA=1): (1/1*25); not permitted => Minimal ECL Requirement ...a light horse [CR2] (CA=1): (15/1*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); not permitted => Mercenaries not available until ECL 5 Level 4 gladiator (max CA=2) brings in ...a heavy horse [CR1] (CA=1): (1/2*25) = 12.5% penalty ...a light warhorse [CR1] (CA=1): (1/2*25) = not permitted => Minimal ECL Requirement ...two trained wolves [2xCR1] (CA=2): (2/2*25) = not permitted => Handle Animal allies not available until ECL 5 ...a level 2 merc [ECL2] (CA=2): (2/2*25) = not permitted => Mercenaries not available until ECL 5 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 ...two trained wolves [2xCR1] (CA=2): (2/3*25) = 16.7% penalty ...a level 3 merc [3xECL1] (CA=3): (3/3*25) = 25% penalty ...a heavy warhorse [CR2] (CA=2): (2/3*25) = 16.7% penalty ...an elite light warhorse [CR2] (CA=2): (2/3*25) = not permitted => Elite stats raise minimal ECL by 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 dire bat [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 ECL 4 Leadership cohort [ECL=4] (CA=4): (4/4*25) = 25% penalty ...an ogre zombie [CR3] (CA=3): not permitted => Acr>max(ECL-4,1) Multiplayer Fights: If you face more than one gladiator, you calculate xp and gold for each opponent gladiator seperately, add the results together, and divide it by the number of allied gladiators you have. In Multiplayer Fights, one of the participants might bring in an ally. The penalty for bringing in an ally always applies only to the one who brought it in. The reward bonus for the ally is always evenly distributed among all opponents of the character with the ally. Example 1: In an interleague battle, two ECL 3 characters face an ECL 5 character. One ECL 3 character brings a light horse (CR 1). That character takes a (1/1*25) 25% penalty to rewards, and the ECL 5 character gains a (25/2) 12.5% bonus. Example 2: In an ECL 6 3-way FFA, one character brings a level 4 cohort and another brings a light warhorse. Since the cohort causes a (4/4*25) 25% penalty, and the warhorse causes a (1/4*25) 6.25% penalty, the character who brought no allies gains a ((25+6.25)/2) 15.625% bonus, the one who brought the cohort gains a (6.25/2 - 25) 21.875% penalty, and the one who brought the warhorse gains a (25/2 - 6.25) 6.25% bonus. Example 3: In an interleague battle, we have one ECL 12 character with a level 9 cohort and the Political Career skill package (granting, in this case, a 32% bonus to rewards), one ECL 12 character with a Gray Glutton (CR 7), and one ECL 14 character with a storm giant skeleton (CR 8) and a chimera skeleton (CR 4). The first ECL 12 character has a (9/10*25) 22.5% ally penalty, the second has a (7/10*25) 17.5% ally penalty, and the ECL 14 character has a ((8+4)/12*25) 25% ally penalty. So the total rewards come out to: for the first ECL 12 character, a (25-22.5+32) 34.5% bonus; for the second ECL 12 character, a (25-17.5) 7.5% bonus; and for the ECL 14 character, a ((22.5+17.5)/2 - 25) 5% penalty. In the following examples, PC A has a 5% ally penalty, PC B has a 10% ally penalty, PC C has a 15% ally penalty, PC D has a 20% ally penalty, and PC E has a 25% ally penalty. PC F has no penalty. When PC B exists, he is on the same team as PC A, and when PC D exists, he is on the same team as PC C. PCs E and F are always on their own. "Ad-hoc" teams are ones created randomly, or through other special circumstances. "Party" means that the team is registered as such on the roster. O-------------------------O------O------OO------O------OO-------OO------O |Fight type | PC A | PC B || PC C | PC D || PC E || PC F | O-------------------------O------O------OO------O------OO-------OO------O |Standard | +10% | || -10% | || || | |3-player Free-for-all | +15% | || +0% | || -15% || | |4-player Free-for-all |+8.33%| || -5% | ||-18.33%|| +15% | |Ad-hoc Team |+12.5%| +7.5%|| -7.5%|-12.5%|| || | |Party Teams | +10% | +10% || -10% | -10% || || | |Ad-hoc team vs. Party |+12.5%| +7.5%|| -10% | -10% || || | |Ad-hoc Inter-league | +10% | +5% || -7.5%| || || | |Party Inter-league | +7.5%| +7.5%|| -7.5%| || || | |Free-for-all with a team | +15% | +10% ||+1.25%| ||-13.75%|| | |Free-for-all with a Party|+12.5%|+12.5%||+1.25%| ||-13.75%|| | O-------------------------O------O------OO------O------OO-------OO------O Standard: PC A gets -5% +15% = +10% PC B gets -15% +5% = -10% 3-player Free-for-all: PC A gets -5% +(15% +25%)/2 = +15% PC C gets -15% +(5% +25%)/2 = +/- 0% PC E gets -25% +(5% +15%)/2 = -15% 4-player Free-for-all: PC A gets -5% +(15% +25% +0%)/3 = +8.333% PC C gets -15% +(5% +25% +0%)/3 = -5% PC E gets -25% +(5% +15% +0%)/3 = -18.333% PC F gets -0% +(5% +15% +25%)/3 = +15% Ad-hoc Team: PC A gets -5% +(15% +20%)/2 = +12.5% PC B gets -10% +(15% +20%)/2 = +7.5% PC C gets -15% +(5% +10%)/2 = -7.5% PC D gets -20% +(5% +10%)/2 = -12.5% Party teams: PCs A and B get -(5% +10%)/2 +(15% +20%)/2 = +10% PCs C and D get -(15% +20%)/2 -(5% +10%)/2 = -10% Ad-hoc team vs. Party: PC A gets -5% +(15% +20%)/2 = +12.5% PC B gets -10% +(15% +20%)/2 = +7.5% PCs C and D get -(15% +20%)/2 +(5% +10%)/2 = -10% Ad-hoc Inter-league: PC A gets -5% +15% = +10% PC B gets -10% +15% = +5% PC C gets -15% +(5% +10%)/2 = -7.5% Party Inter-league: PCs A and B get -(5% +10%)/2 +15% = +7.5% PC C gets -15% +(5% +10%)/2 = -7.5% Free-for-all with a team: PC A gets -5% +(15% +25%)/2 = +15% PC B gets -10% +(15% +25%)/2 = +10% PC C gets -15% +([5% +10%]/2 +25%)/2 = +1.25% PC E gets -25% +([5% +10%]/2 +15%)/2 = -13.75% Free-for-all with a Party: PCs A and B get -(5% +10%)/2 +(15% +25%)/2 = +12.5% PC C gets -15% +([5% +10%]/2 +25%)/2 = +1.25% PC E gets -25% +([5% +10%]/2 +15%)/2 = -13.75% Back to the FAQ (http://boards1.wizards.com/showpost.php?p=6463399) |
| Pitlords08-20-05, 07:31 AM | Miscellaneous: Meta Rules Meta Rules - House Rules of the Core Coliseum 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. Resolved Issues and the Decisions can be found in the Courtroom of Gladius's Court Decisions Universal House Rules Augmented Powerstones/Tattoos: For every two manifester levels above the minimum, the power level increases by one. This directly affects the pricing of such items. It only applies to augmented stones and tattoos. Unaugmented ones use the normal formula. Example (augmented): VigorA [ML 5] = 25*5*3 = 375 gp [+25 hp] Example (unaugmented): Vigor [ML 5] = 25*5*1 = 125 gp [+5 hp] Caster level and crafting: The "Caster Level" listed for magic items is not a prerequisite when crafting a magic item. If there is a requirement listed in the requirements section of the item (see ioun stones and pearls of power for examples), that requirement still applies. Cognizance Crystals: These items start filled with the maximum on PP they can hold at the beginning of a 3-Fight-Cycle. Eversmoking Bottle: This item produces smoke. See DMG, p304 for Smoke effects. Experience Loss: Any loss in experience points as a result of casting a spell or manifesting a power also results in the loss of gp. To figure this amount, multiply the XP loss by the GP/XP ratio for your level (at the bottom of this post). Flight (winged): Creatures with wings need twice their horizontal base to pass by an obstacle or fly through a narrow passage. Flight (maneuverability): You cannot land to gain a free change in direction in order to bypass the rules for turning while flying (DMG p20). 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 opponent adjactent 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. Hiding: You are automatically spotted if you leave cover or concealment, and opponent has Line of Sight to you; while moving from cover to cover, you can remain hidden as long as you are no more than 1 foot per rank in hide away from a cover. You cannot hide within effects provided by spells or items that affect only you and give concealment or cover such as Blur, Concealing Amorpha and a Tower Shield. Leadership: Your Leadership score is based on your ECL, not your HD. You still need 6 HD to get the feat. Polymorph: Polymorph and all spells/powers based on it (Alter Self, Polymorph any Object, Shapechange, Metamorphosis, and Greater Metamorphosis) work differently in the CoCo. Knowledge: You must have an (appropriate) total Knowledge score equal to twice the HD of the monster you want to polymorph in. Size Restriction: Polymorph forms must be within one size category just like Alter Self. This applies only to Polymorph, and not related spells/powers. Size Stacking: When Polymorph or Alternate Form (including Wild Shape) changes your size, it counts as a size change for purposes of stacking with other size-modifying spells and powers. Share Spells: Polymorph is not shared with your familiar. You can specifically cast polymorph on it though (instead of yourself). Scrolls/Stones: Just like with potions of resist energy and other spells, expendables with polymorph must have their form specified beforehand. Example: Scroll of Alter Self (Troglodyte). This only applies to expendables; not to memorized spells. Polymorph Any Object: This spell is not available at the Marketplace; neither in form of Scrolls or Items nor as Spellcasting Service. Unlike with other permanent spells, you need to prebuff this spell including the spell level cost and it lasts only until the end of the 3-Fight Cycle. Spell Immunity: Works also against powers. Dispel Psionics: Altered so that the augmentation line reads "Augment: For every additional power point you spend, the maximum ML bonus on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure)." Energy Missile: Errata'd so that the save DC increased by +1 for every additional 2 PP spent instead of every 1. Battles of Gladius only House Rules Ready Actions: see Rules: Battles of Gladius II Meta Rules - Banned Core Material Some spells and effects proved to be incompatible in the Core Coliseum. The following list shows all banned material that is not available. If a class feature or item makes use of a banned effect, contact the Game Master or an Elder for a compensation. Gate: The Gate spell is banned in all its forms. Psychic Reformation: This power is banned. Reincarnate: This spell is banned. True Mindswitch: This power is banned. Meta Rules - Ghosts and Incorporality The rules on ghosts seem to be unclear and even contradictory sometimes. To prevent confusion and easy handling of our arena ghosts, we have made some guidelines on how the Core Coliseum treats ghosts. Special Attacks: You can pick any 2 special attacks from the list in the Monster Manual (e.g. Corrupting touch and Malevolence). Normally, 1d3 is rolled to determine the number of special attacks. Equipment: Since a ghost is incorporeal, he cannot touch and use material items normally. Ethereal items, however, are much more difficult to obtain so a special rule had to be created: As a Free Activity, a ghost can buy ethereal items of up to 1000 gold market price. As a Full Activity, he can buy ethereal items of up to 7000 gold market price per week. Alternatively, the ghost can quest for ethereal items by setting the item as quest goal but it must be a 3-week Quest and the rewards must cover the market price in gold. Ethereal/Material: A ghost is ethereal and so is his equipment. A non-manifested ghost cannot harm material targets by any means. A manifested ghost has a few options: Magic weapons have a 50% chance to harm material targets (or 100% for ghost touch weapons). Spells cast by the ghost affect material targets normally unless they rely on touch (ghostly touch spells don't work). Ghostly equipment stays ethereal and produces ethereal effects. For example, an ethereal bag of tricks or figurine of wondrous power produces ethereal creatures. Anything that leaves the manifested ghost's body loses the connection to the ghost's manifestation ability and becomes fully ethereal. Meta Rules - Frozen Leagues Frozen Leagues and all characters in there are currently inactive. The main reason for freezing leagues is to give lower level characters time to catch up (else the higher leagues would only be composed of rematches). Another reason to freeze a league is when the board cannot sustain all leagues because the ranks would spread too thin. Characters belonging to frozen leagues may not participate in any arena battle or earn money or XP in any way. Likewise, characters may not level past a frozen league but must stop 1 XP before they would level out of the frozen league. There are however, some things a player character in a frozen league can do. First of all, while he cannot earn money or xp, he can craft items. He may also go on Quests or Miniquests if the questgoal is roleplay only, and he neither earns nor loses any items, money, or xp on this quest. It is basically just for fun. If the questgoal, however, is anything other than 'roleplay' (eg. gain allies) he does lose spent items normally although he still earns neither money nor xp; and he can do that only once a level normally. A frozen character may also participate in campaigns and they behave exactly like roleplaying quests. Finally, frozen characters do not gain their money back if it is used by paying mercenaries or the NPC Services to prebuff with effects. If the character is a member in a guild, he earns the guild income normally. The tax is calculated from his virtual rewards for a quest/campaign of that EL. This is to prevent frozen characters from becoming burdens for their guilds when they should be the shining leaders. Meta Rules - Tournaments Once in a while, a tournament is being held in the Core Coliseum. So far, only two such tournaments have been held: the 2006 UnCon tournament and the ECL 10 Iron Man Tournament. Tournament rules will be discussed as they come up. The rewards for all tournaments are the same: First, second, and third place get a gold, silver, or bronze tag behind their character name (which adds to the character's Leadership score and may have other functions later), and the player gets a custom avatar. Meta Rules - State of Emergency The CoCo State of Emergency is a safeguard that will be initiated when there is a lack of pitlords. This state normally lasts for several weeks until the Game Master is sure that it is safe to go back normally. This might also cause some adjustments in the rules to prevent future state of emergencies. If this state persists for a long period of time, it will become standard coco rule. Normally, a character can have two active characters for free, and pays one credit per additional character. In the State of Emergency, every player can have only one character active, plus one per fight he pitlords. Running Quests and Campaigns, doing board work, or similar things that earn credits but do not help to solve the situation, do not count. Only the Game Master can declare or end a state of emergency. Meta Rules - Core Coliseum Elder Domains The Core Coliseum Elders assist the Game Master. While the whole board depends on the voluntary work of its members, some tasks are more elaborate than pitlording or questlording and require the authority of a reliable knowledgeable person that is versed in the ways of the CoCo. Every Elder has one domain over which he has the complete authority and can only be overruled by the GM. He cannot make new rules affecting the system of the Core Coliseum without the permission of the Game Master. Asides from that, the word of an Elder is law in the CoCo. Elders also assist the whole community by answering questions, providing assistance, and giving directions if needed. Basically, Elders should be 'present'. Furthermore, Elders vote once in a while on things that need to be solved. After a long discussion where everyone could participate, the Game Master sets up a poll for the Elders. A Simple Majority wins, and the result will be added to the rules. Elders do not make new rules though; this is left solely to the Game Master. Elders are awarded with a custom title 'Core Coliseum Elder' which marks them as respected members of the community. Elder tasks are worth one credit a week just like any board administration is. However, Elders must be reliable and consistent. Failing to perform the duty or absence over some weeks will result in the demotion of the Elder. Exceptions can be petitioned to the Game Master if a good reason is given and the leave of absence is not too long. The following Domains are held by the Elders. Any Elder is free to assist other Elders in their domains. Elders can also enhance their domains or come up with new things that are in line with their domain and approved by the Game Master. Prisonlords http://www.caterane.de/CoCo/Struktur/CoCoAvatar-Prisonlords.jpg Probably the most important domain, the Prisonlord is the Elder who runs the Prison of Gladius. He imprisons any character that violates either the D&D Rules or the CoCo rules, and does not release him before the violation has been corrected. The Prisonlord also keeps track of map credits by counting the maps posted in a fight. Finally, the Prisonlord is responsible for streamlining sheets and other things common in the coco. Once a week, the Prisonlord sends a PM to Pitlords with the actual prisoners and the to-be assigned credits for maps. Scribelords http://www.caterane.de/CoCo/Struktur/CoCoAvatar-Scribelords.jpg The main task of the Scribelord is to develop the World of Gladius! Everytime a new locale appears in one of the quests or campaigns, he adds it to the World of Gladius map. Of course, he is free to add locations on his own as he sees fit. To do that, he needs the Fractal Mapper (http://www.nbos.com/products/mapper/mapper.htm) software and he has to read the quests and campaigns, not the worst duty. It is also important that any new location is announced on the board so that members see that their stories have an impact on the world. This account also adds birthday dates to the Tales of Gladius thread and sends a PM to Pitlords if a member has birthday (which is worth 2° as a birthday present). The Scribelord also adds the best stories to the Tales of Gladius thread in a story form (for example, if it was a fight, he removes the rolls) and awards credits to the storyteller. Eventlords http://www.caterane.de/CoCo/Struktur/CoCoAvatar-Eventlords.jpg This Elder domain writes the Gladius Weekly article every week. In this article (which should be posted in a newspaper form and style) he summarizes and retells what has happened in the previous week. Rules changes, events (past and upcoming), interesting fights, ranking for gladiators and guilds, and whatever he comes up with goes into the Gladius Weekly. Members of the CoCo are encouraged to write articles for the Gladius Weekly on their own. The best article is awarded a credit and a special [Top Article] tag along with the name. The second function of the Eventlord is to plan and initiate Global Events. Once in a while, a Global Event happens that affects all of Gladius and vicinity. This can be an invasion by undead, resulting in a week where everyone has to battle undead, or a deadly dungeon has been found with a lot of traps and anyone who reaches the Inner chamber is rewarded with something, and so on. The Global Event will be announced on time. Global Events must be discussed with the Game Master beforehand. Guildlords http://www.caterane.de/CoCo/Struktur/CoCoAvatar-Guildlords.jpg This account is solely responsible for the guild system and its major field of work is the Guild Hall of Gladius and the seven guilds. It must confirm the weekly GAPs in the guild hall, update the member roster, and audit the guilds. Any violation found in a guild must be written into the embassy in the appropriate guild. Audits must be held on a regular basis. The Guildlord also posts a weekly summary of the guild ranking in the guild hall (total wealth, biggest base, most members, whatever...). He also makes sure the system stays balanced; if an unbalanced rule appears or a loop hole, Guildlord fixes it after a discussion with the Game Master. Meta Rules - The Power-Rating System As some of you have no doubt already noticed, the lines for your characters in the roster now look like this: Uhmentarymster the Old (Caterane) [Power: 1100 (1100); 1 won, 0 lost] So what does that "power 1100 (1100)" mean? Well, since in Living Gladius, you will be allowed to fight gladiators who are higher or lower in level than you are, the simple "win-loss" numbers we used to have aren't as good for showing success in the Arena anymore. After all, a gladiator could always rack up the wins by challenging lower levels, and vice versa, a bold character who enjoys challenging higher levels and loses often might actually be more successful than his win-loss record would indicate. It is for this reason we have come up with a ratings system. (If you don't like the ratings system, don't worry about it. It will have no in-game effect at all, and you can ignore it completely if you like. It's only there for people who are interested in it, and is good for nothing but bragging rights.) The way the ratings system works (short version): All characters have a "rating" (the number inside the parentheses). Every character starts with a rating of 1000, and this number will go up if you win a fight, and will go down if you lose. If you win against an opponent who's more powerful (higher level) or more successful (higher rating) than you, your rating will get a bigger boost if you win; similarly if you win against an opponent who is lower level or less successful (lower rating) than you, your rating will get a smaller boost. And vice versa; if you lose against a higher-power or more successful opponent, you lose fewer rating points than if you lose against a lower-power or less successful one. The power level (the number before the parentheses) is simply a measure of how powerful your character is. For ECL 3 characters, the power level is always equal to the rating, but for higher-level characters, their rating will be multiplied by a number to get the power rating. This shows that an "average" ECL 3 character (rating 1000, power level 1000) is less powerful than an "average" ECL 4 character (rating 1000, power level 1400). However, a very successful ECL 3 character (rating 1300, power level 1300) might be considered more powerful than a weaker ECL 4 character (rating 800, power level 1120). Ratings will be updated after every fight. The way the ratings system works (long version): If you hate math, stop reading now. You have been warned. You do not need to understand the math behind ratings; the short explanation above is more than enough to know. If you're interested in the math behind the scenes, however, then read on. :) All characters start with a rating of 1000. A character's power score is calculated by multiplying their rating with a number. This number is... well, it's (sqrt(2))^(ECL-3). Since this is the Core Coliseum and not Algebra class, here's a table with all the multipliers: ECL multiplier 3 1 4 1.414 5 2 6 2.828 7 4 8 5.657 9 8 10 11.314 11 16 12 22.627 13 32 14 45.255 15 64 16 90.510 17 128 18 181.019 19 256 20 362.039 While the average rating score will always be 1000, regardless of level, the average power score will depend on ECL. For example, the average power score for ECL 8 characters will be 5.7 * 1000 = 5700. (This stops being true as characters retire, of course). When two characters fight, the winner's rating will go up, and the loser's will go down. The way this works is fairly simple; you divide the loser's power score with the winner's power score, then multiply by 100. The result is added to the winner's ratings, and deducted from the loser's. An example (the simplest case): Two fresh ECL 3 characters (both with rating 1000, power 1000) fight each other. The winner gets 1000/1000 * 100 = 100 ratings points, while the loser loses the same amount. The winner will now have 1100 ratings points (and 1100 power), while the loser will have 900 ratings points (and 900 power). Let's look at another, more complex example. A newbie ECL 3 character (rating 1000, power 1000) decides to challenge an ECL 4 character who's a bit below-average (rating 930, power 1302). As the power difference shows, this is an unfair fight; even though the ECL 4 character is slightly below average, he's still considered a good deal more powerful than the ECL 3 guy. But an upset happens, the ECL 3 guy wins. Dividing the loser's power score by the winner's we get 1.302; multiplied by 100 and rounded down, that's 130. The ECL 3 guy gets 130 ratings points for this spectacular victory, and the ECL 4 guy loses the same amount. The end result: an ECL 3 guy with a rating of 1130 (power 1130), and an ECL 4 guy with a rating of 800 (power 1120). The ECL 3 guy is now considered well above average (he defeated an ECL 4 opponent, after all), while the ECL 4 character now has an even worse rating (since he got beaten by a character who was supposedly inferior). The ECL 3 guy is now actually considered to be slightly more powerful than the ECL 4 one (his power rating is slightly higher). I hope this was somewhat understandable. Please feel free to ask questions either on the board, by PM, or through Yahoo Chat (my handle is unallocated_memory). - Ashenai A character's powerrating can never drop below 350 (roughly equivalent to an average character 3 ECLs below them). This is to prevent massive change in powerrating due to a single upset. Meta Rules - Caterane and MindWandererB's Roster/Pairingsmaker Guide I've decided to write down the procedure on how to properly do the roster and pairings just in case I cannot do them in a week, or get caught by a Dire Roc. If you are doing pairings for the first time, then please stick to these guidelines before trying out new methods. The first time around, it will probably take you around 3 hours, more if any of the time-saving programs are unavailable. And you will make mistakes; check the FotW thread for the next couple of days for people to catch them. And most importantly: have fun doing it! --Cat & MWB Update the Roster. This is actually many steps in one, because each fight requires certain bookkeeping. I like to begin updating the roster on Mondays; you definitely want to start by Tuesday 9 PM GMT because that's when fights and quests are considered late. For each fight that appears in the Battles thread after the last pairings post (for fights on Week 2, you may have to check older posts), you have to: Write down who won and who lost (in Notepad, Word, or any similar program). Also indicate whether any of the participants went up a level (based on their "snapshot" XP and earnings). Make sure to save this document, so you can send it to the permanent Pitlords when they return. Link the entry in the Battles thread to the relevant post(s) where the fight takes place (using or [Fight]). You'll find it helpful to keep the Battles pairings post in a seperate window or tab. Do this even if the fight isn't finished yet. [s]Strikethrough the pairings entry in the Characters thread. Calculate the change in powerrating for each character using the formula described above. For nonstandard fights, the instructions are here, and you'll need more than one value per fight. Note this change next to the fight in your Notepad record. Remember to move a character to the next league if they went up a level (and calculate their power score appropriately). Update the roster for each character. I find it easiest to go right-to-left: add a win or loss, add or subtract from their base powerrating, recalculate their relative power score, and delete the [A] tag from the front of the line.For quests and miniquests, the procedure is similar; you link the word "miniquests" (or "assaults," or whatever) to the miniquest thread, or the [LOG] to the quest thread, then check the first page of the thread to see if the questlog has been finalized with a result and a reward (or for full quests, updated for that week). If so, if it's a miniquest, strike it through on the Characters thread; if it's a quest, update the quest roster. Also check to see if the character levelled, then update their roster entry (add [Q:1] or increase the value by 1, delete the [Q] tag, and move them to the next level if necessary). If, by the deadline, any fights or miniquests are incomplete, add a [Late] tag to the entry in the Characters thread. Update Prisoners: Prisonlords should have sent you a list of the prisoners for the week. Make sure that they all get [P] tags in the roster, and that no other characters have them! Prisonlords will also tell you if there are any inactive characters that could stand to be removed from the roster; as guest Pitlords, don't deal with this. Resolve Battles: Make sure the roster is completely updated. All fights on the Battles thread should be resolved, taking into consideration all discussions on the FotW thread. You have to scroll through the Battles thread now, beginning from the last week's Pitlords GM Avatar post to the last fight. Compare your notes and look for any changes in the outcome. Look for stories and write down the postnumber, names, and Pitlord on the seperate sheet at home. Also look if all sheets and tactics are in sblocks. If not, write a short PM to the Pitlord and remind him of that so that it does not happen again. Update Quest Roster: Click on the links for every Quest and check the Questlogs. The weekly fight should be ressolved by now and posted in the Questlog. If that isn't the case, close the window and exchange the ...running descriptor with a ...running. Please keep up with the time frame! descriptor. You don't have time to read through the Quest to check wether the fight is ressolved or not. It's the Questlord's work to update the Questlog. If the Questlog is actually updated, replace ...running with a flavorful description in green, like Mer-Man was ambushed by three gnolls. These fools. or use the one the Questlord used. If a Quest is finished (three green descriptors) leave it up there until next wednesday. Assign new blue "running" descriptors for the next week, as well. If a Campaign is complete, change its status to "Campaign complete!" and leave it up for some weeks. You also need to open new Quests now. Check your PMs to see which new Quests will be run this week. If a Questlord has sent you no information (at least PC, EL, Questgoal), forget about that Quest. Same for new Campaigns. Add these to the quest roster at this time. Update Pitlord Fight Counts:[/b] Open the Pitlords post and the Pairings from the Characters thread in seperate windows/tabs. For each fight marked as [Late], add +1 to the number before the slash (where it says [color=silver][Late: X/Y]. For each complete fight, add +1 to the number after the slash. Note that a missing fight counts for the former but not the latter! If the pitlord has met or exceeded a 1:10 ratio in late to completed fights, change the color to red; if they are already red and fall under that ratio, change it back to silver. Penalize Late Fights and Quests:[/b] For every fight or miniquest that was completed, but late, the pitlord loses 2 credits (3 for multiplayer fights). For every fight or miniquest that wasn't completed at all, the pitlord loses 3 credits (4 for multiplayer). Late quests are also penalized: 1 credit if entering week 4, 2 if entering week 5, and 3 if entering week 6. If you know that the lateness is the player's fault rather than the questlord's, penalize the player instead. [U]Update Character Actions: Delete all struckthrough fights as well as all 'otherwise occupied' and 'training/earning' activities. If a fight is missing, mark it by replacing the [late] descriptor (which you assigned on Tuesday 8 PM GMT) with a [Week 2] descriptor. If a fight is still pending due to heavy discussion on the FotW thread, it will also be extended albeit at no missing penalty. The pitlord should remain the same in this case. No descriptor for these fight at that time. Delete completed Quests, and assign [week x] descriptors for late Quests where x is the week it is in (4, 5, or 6). If there is already [week 6] behind the Quest, delete it, then write a PM to the Questlord. Resolved Campaigns will also be deleted. Also check your PMs for Miniquests (especially the PM from Guildlords--while you're at it, update the random event). These will be written down into the appropriate league (not under the Quest header!). When you are done, there should be only missing or pending fights, miniquests, and new and already running Quests and Campaigns. Nothing else. Before you hit "save," change the top of the post from "TimeRoll-3" (or whatever number) to "TimeRoll-X". Deal With Other PMs: You may have PMs from pitlords asking to be assigned more or fewer fights; from players asking to add or retire characters, and so on. Deal with these at this time if you haven't done so already. If a Pitlord is in the negative over some weeks, put him on the Inactive List. Same goes for if their fight is missing and there's been no word from them. If a Pitlord posts late or not at all from time to time, write him a PM. Update the Roster: Remove descriptors from resolved Quests and Campaigns, and any [X] tags. Change any remaining [A] tags to [E]. Now, there should now be only [C] and [Q] descriptors for running Quests/Campaigns, [E] for missing fights, and [P] for those in Prison. Ready Characters: If the Ready-Crawler is working (linked on post #5 of the Characters thread), use it now. It will produce a list of all the title lines of each character in the roster. For any character that says "Ready for <today's date>," add an [A] tag to their entry in the roster (or a [Q] or [X] tag if they're doing a miniquest or full activity). Skip any characters with a [P] tag, of course. If the Ready-Crawler is not working, this job is a lot harder: you'll have to click on each and every entry in the roster to get their title line. Save the roster. Add Non-Pairings Entries: For any characters that now have [X] tags, or any with [Q] tags that aren't already in the activities, click on their name to get the info you need, and add them (to the Full Activities section or to the league corresponding to the EL of their miniquest). If they have no questlord for their MQ, enter "XXXXX" instead for now. Roll Pairings: If the Pairingsmaker is working (linked right below the Ready-Crawler), run it now. It will produce the pairings for you! Well, almost. At this time, it isn't fully updated with our current rules, and it gets some of the tags wrong. Go ahead and copy/paste all the appropriate pairings into the correct league in the Character Actions post in the Characters thread. For pairings that are illegal by our current rules, you'll have to fix them manually and randomly. For instance, if there's a 3-way Hunter fight in ECL 3, use a d6 to decide which character to remove from that fight and pair with a monster (or replace a monster). Also remember to randomly change (50% chance) any "Character (Player) vs. Unknown Monster" entries to "Unknown Monster vs. Character (Player)." When all the pairings are in the post, fix the tags; in ECL 3, it's easiest to just copy and paste a corrected tag; in other leagues, you'll have to do it manually (I recommend using the button rather than typing in all the tags). If the Pairingsmaker is not working, you'll have to roll the pairings manually. Open the Character Actions post in a new window so that you can switch back and forth with the roster. You also need a third window with the online roller. Change all [A] tags in the roster to [OK]. Now roll the pairings league by league. Enter the number of (remaining) characters with [OK] tags in one league as dice number, and write "ECL 3: Player 1" into the bottom field for notes, then count down. Copy that name from the roster into the character actions, and change the [OK] back into an [A]. Now roll the opponent "ECL: Player 2". Again, count downward on the roster, and enter the character in as the opponent. Make sure to reroll if both characters are owned by the same player! For the ECL 3 characters, you should check to see if they fought their current opponent recently. (For the other leagues, it doesn't really matter, since the map will probably be different). If so, randomly swap their opponent out for a different one. [U]Assign Pitlords: Now you have to assign the pitlords. Copy the list of active pitlords into Notepad. Fights with [missing] descriptor have their pitlord removed and replaced with "XXXXX" for now (unless you know that the pitlord still intends to finish it). You may want to start off by counting the number of "XXXXX" entries you have, and also counting the number of fights that the pitlords have collectively volunteered to run (including offers). If there are many more available pitlords than needed, you can ignore the offers, and count a multiplayer fight as two fights (so if a pitlord requested <three>, you would give them a multiplayer fight and a normal fight). If the two numbers are close, you'll have to use the offers, but still count multiplayer fights as two, if you can; it's best to combine these (so if a pitlord requested <two> with an offer of +1 Fight, you could again give them one regular fight and one multiplayer fight). If there are a couple more pitlords needed than available, go ahead and assign pitlords, and post the unassigned fights in the FotW for volunteers to pick up (assign the more difficult ones, and leave easy ones for volunteers). If there are a lot more pitlords needed than available, you'll have to declare a State of Emergency. When you assign the Pitlords you have to have a bit of player knowledge. Experienced pitlords get more difficult fights, beginners always only the lowest level fights. Try to honor requests if you can. If you need to assign a questlord to a miniquest, try to assign a pitlord who you know likes doing quests (either because they've mentioned it in their "Offers," or are listed as "Looking for Players" on the Quest Roster). Use the list of active pitlords that you copied into Notepad to keep track of how many fights you've assigned to which pitlords; I find it easiest to give a pitlord an "F" for every normal fight, a "+" for a multiplayer fight, and a "Q" for a miniquest. Finalize Actions: Once all pairings are set and every pairing has a pitlord assigned, open the CoCo Dice Roller, log into the Pitlords account, roll the Time Roll for the week, and enter it at the top of the Actions post. Finally, change the "Pairings done by..." thing to your name and color. When you're all done, open the Battles thread, hit "New Reply," enter "Character Actions : DD.Mmm YYYY" as the tile line, and copy the whole pairings post into it. Save them both, and announce that pairings are done in the FotW thread (create the thread if no one else has yet). Link the new post in the Battles thread in the second post of that thread. Assign Credits: You've already noted down credits for fights and miniquests in Notepad (if you used my notation, an "F" or "Q" is worth 1 credit, and a "+" 2 credits). Open up the document where you're keeping your records (the one you used for powerratings when you were updating the roster), and make a record of these credits (e.g. "MindWandererB: F3" if MindWandererB was assigned a miniquest and a multiplayer fight; at this time it doesn't matter what kinds of fights they're earing the credits for). Now scroll to the Character Actions and award credits for Questlords and Campaignlords (designate them as "Q2" "C3," etc.), and a - for those whose characters are on quests ("Q-1"). Now, look how many characters a player has active (the pairingsmaker does this for you, but it doesn't account for the fact that miniquests count as 2 activations). For every character above 2, he gets a - on your sheet ("A-1"). This might take some time but please do it thoroughly. Assign special credits for stories (you've already taken note of stories as first action), guildmaster credits, and administration credits. Basically, each guildmaster gets 1 credit ("G1"), and everyone who sent you a weekly update PM of any kind (guilds, prison, blackmarket/training hall, birthdays) gets an admin credit ("A1")--and don't forget yourself, you get a credit for being Pitlords for the week. When you're done, each player should have a line that looks like this: "MindWandererB: F3 A-1 G1 A1". Credits: Now go to the new Fight of the Week thread. Post the credit changes in your color. Go to the Pitlords list in the Characters thread and update the credits there. Congratulations: You have now successfully done the pairings for the Core Coliseum. You should visit the FotW thread within the next hours several times because there might (read: will) be mistakes or complaints that need to be resolved quickly so that tactics can be sent. Other than that, you are done and the real work of constantly updating the roster during the week begins anew.... Back to the FAQ (http://boards1.wizards.com/showpost.php?p=6463399) |
| Pitlords11-26-05, 11:36 AM | Advanced Rules: Reputation How does the Reputation System work? The Reputation System governs the fame of the characters of Gladius. The more successful a gladiator is, the more people know him. The names of the mightiest gladiators are spoken in awe while those who fail once too often are subject to mean tavern songs. But not only a gladiator's success is decisive; things like cruelty or generousity and many other characteristica have an impact on the reputation of a PC. Reputations can be found behind a character's name on the Character Roster, and apply as long as they stay there. As the reputation of a gladiator changes, these tags might disappear and reappear again. A Reputation Tag always stays in effect until the character levels; if he still fulfills the requirements for that tag at the point of leveling, it will stay behind his name. If not, you might need to adjust the level of your cohort at that time. How do I get (rid of) Reputation Tags? Currently, the Reputation System is limited to Leadership modifiers but it will soon be extended to include Titles and other non-gold rewards. Normally, the Leadership Score of a character is his ECL+Charisma but certain conditions can change that. The current Reputation Tags are: Great Renown: The (base) Powerrating of the Character is 1500 or more. Due to the tremendous success of that gladiator, his or her leadership modifier increases by 2 for as long as the tag stays in effect. Failure: The (base) Powerrating of the Character is 700 or less. Due to the unsuccessful carreer of that gladiator, his or her leadership modifier decreases by 1 for as long as the tag stays in effect. Special Power: Some characters possess rare and exotic abilities that impress audience and gladiators alike. The Character gains +1 to his leadership score. This tag applies to those characters with at least 5 levels in any one of Barbarian, Bard, Paladin, or Soulknife; and for Prestige Classes with at least 3 levels in any one of Arcane Archer, Duelist, Dwarven Defender, Elocater, Hierophant, Metamind, Psion Uncarnate, or Pyrokineticist. Finally, anyone with at least 4 Racial Hitdice or a Level Adjustment of +4 or higher also gains that tag. Generosity: The City of Gladius is still in the process of rebuilding from the destruction during the Year of Hell but much has been done already, not least thanks to generous characters. A Character can donate 5% of his earnings to the city which earns him a good reputation: he or she gains +1 to the leadership score. If you want to donate, write a PM to Pitlords. Technically, as long as the tag remains, Pitlords deduct an additional 5% from the character's rewards. The character can always choose to stop the donations but it will not take effect until he levels. Cohort Death: The Cohort of the character has died on a Quest (incl. Miniquests) or Campaign which is not encouraging for others to follow the character. His leadership score for cohorts (not Followers!) permanently decreases by 1 per deceased cohort. A character may pay 5000 gold for the ressurection in a local temple to prevent that penalty from taking effect. To do that, he needs to bring the body. If he only brings a part of the body, the cost for the ressurection rises to 10,000. Cruelty: <not available yet> Fairness: <not available yet> Aloofness: <not available yet> The following Modifiers do not appear as tags on the roster but they still count into the Leadership score. Please note that some only apply to the cohort while others apply only to the followers. Class Allies: The character has one or more allies that come from class features. Since such allies always have a much better bond with the character than any cohort, his Leadership Score for Cohorts (not Followers!) decreases by 2 for each class ally for as long as the condition is met. Different Alignment: The character recruits a cohort of a different alignment. This produces differences which taxes the relationship between the two, effectively decreasing the Leadership Score for Cohorts (not Followers!) by 1. Base of Operations: The character is a full member in one of the seven Guilds of Gladius. With such powerful back-up, followers flock more willingly to the character. The Leadership Score for Followers (not Cohorts!) increases by 2. Follower Death: A Follower of the character has died on a Quest (incl. Miniquests) or Campaign which is not encouraging for others to follow the character. His leadership score for Followers (not Cohorts) permanently decreases by 1 per deceased Follower. A character may pay 5000 gold for the ressurection in a local temple to prevent that penalty from taking effect. To do that, he needs to bring the body. If he only brings a part of the body, the cost for the ressurection rises to 10,000. Moves around a lot: The character frequently embarks on missions that leads him far away from Gladius, leaving the savety of the Nimbus. If the character has more Quests plus Campaigns than his ECL/3 (rounded down), his Leadership Score for Followers (not Cohort) decreases by 1 as long as the 'Moves around a lot' condition is met. |
| Pitlords06-29-06, 07:03 PM | Reserved |
| Pitlords08-25-06, 11:18 AM | Unearthed Arcana Asides from the core material allowed in the Core Coliseum, there is a certain amount of non-core material that can be used aswell. This material comes from the Unearthed Arcana (http://www.d20srd.org/) material with an Open Game License. However, not everything in this section is allowed and some things have been modified to fit into the CoCo so use this reference here in any case. Anything not listed in this post is not allowed. Variant Races Credit Cost: Since this is material not every Pitlord is familiar with, we decided to restrict access by placing a credit fee on anything in here. Any race, class, or other option in here costs 10 credits to play, which must be requested in the Blackmarket of Gladius. Once bought, you can from now on use it freely. Modifications: Since some of the material is either not balanced or does not harmonize very well with the CoCo setup, we made some modifications in order to fix this imbalance. The following list shows these modifications. They are already modified in the respective entry below so this section is just a quick overview for those interested in the changes. It also helps those who like to use another Unearthed Arcana homepage reference to quickly see what is different in the Core Coliseum. If a race is associated with an element, you cannot combine it with a template that is associated with an opposed element; eg no Red Half-Dragon Water Orc. Aquatic Races are left out because the CoCo has currently no enviroment for aquatic creatures. The Water Halfling gains no +2 dexterity. The ability adjustment was not balanced so one bonus had to go. Since the standard halfing already gains dexterity, the water halfling retained the constitution bonus instead to create a different variant. The Water Orc's strength bonus was reduced to +2 to balance the ability adjustments to the standard orc while retaining a different set of abilities compared to the standard version. Variant Races give the player the option to customize the standard races somewhat, be it to better reflect the roleplaying background or just to maximize the character. These races coexist with the standard versions normally available to players. Each racial variant modifies the race to which it is applied (hereafter called the standard race) in minor ways. All racial traits of the standard race—racial skill bonuses, bonus feats, special sensory capabilities (such as darkvision and low-light vision), ability modifiers, combat bonuses against specific foes, and racial weapon proficiencies—are retained unless the variant specifies otherwise. For instance, a human retains his extra skill points and extra feat at 1st level, a dwarf retains his stonecunning ability, and an elf retains her ability to spot secret doors, unless the variant description specifically indicates otherwise. Many of the variant races described in this section provide alternate ability score adjustments. In these cases, the adjustments given here supersede the standard race's adjustments. Arctic Races A character might originate from snow-swept expanse of glaciers, mountains, and icy seas. Settlements cluster around sources of heat, including hot springs and volcanic vents. Frozen in the ice are relics of a forgotten, warmer time. Strange creatures descend from the glaciers, wreaking havoc and drawing adventurers like beacons. All arctic races have the following racial traits. Cold Endurance: Members of arctic races have a +4 racial bonus on Fortitude saves made to resist the effects of cold weather or exposure. Arctic Dwarves In the icy wastes, dwarves are the masters of both ice and stone. They build massive, elaborate defenses of ice and rock around the mines where they dig for copper, silver, gold, and iron. Arctic dwarves have the general arctic racial trait described above and all dwarf racial traits, with additions and exceptions as noted below. +2 Strength, +2 Constitution, -4 Dexterity, -2 Charisma. Arctic dwarves are tough enough to survive the brutal environment of the arctic, but rely on strength and heavy armor rather than agility. Icecunning: Arctic dwarves can apply their stonecunning benefits to structures and natural features made of ice, as well as those made of stone. +1 racial bonus on attack rolls against kobolds: Arctic dwarves must defend against constant assaults by kobolds. This trait replaces the dwarf's racial bonus on attack rolls against orcs. +2 racial bonus on Appraise and Craft checks related to items made of ice. Arctic Elves The arctic landscape is dotted here and there with permanent fog banks caused by subterranean heat interacting with snow and ice or warm springs steaming in the freezing air. Hidden in these oases of warmth are the ancient settlements of the elves. Arctic elves have the general arctic racial trait described above and all elf racial traits, with additions and exceptions as noted below. -2 Strength, +2 Dexterity: Arctic elves look down on physical exertion, preferring quick action when necessary. +2 racial bonus on any one Craft skill (chosen by the character at the time of creation). +2 racial bonus on Survival checks made in arctic environments: Arctic elves are naturally adept at staying alive in the harsh conditions of their homeland. No racial bonus on Search checks. No special ability to notice a secret or concealed door within 5 feet without actively looking for it. Arctic Gnomes Arctic gnomes travel the ice and snow on cleverly constructed sleds pulled by immense woolly mammoths. The animals serve as transportation, a source of fibers for weaving, and walls against the elements. The sleds are enclosed, often transporting entire families. Arctic gnomes have the general arctic racial trait described above and all gnome racial traits, with additions and exceptions as noted below. +2 racial bonus on Sense Motive checks: Arctic gnomes always seem to know instinctively when their welcome is wearing out. No racial bonus on Craft (alchemy) checks. Arctic Goblins Arctic goblins are feared and reviled because their appearance heralds theft, assaults, and property damage. They survive by moving from place to place, constantly driven out of their previous homes by irate neighbors. Arctic goblins to take up adventuring for many reasons. While most goblins are neutral evil, many have different beliefs and seek like-minded individuals outside the tribe. Some just want an opportunity to settle down and work to earn a better reputation than that of their fellows. Arctic goblins have the general arctic racial trait described above and all goblin racial traits, with additions and exceptions as noted below. -2 Strength, +2 Constitution, -2 Charisma. Arctic goblins are hardy creatures, but weaker than many races. Low-Light Vision: An arctic goblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. No darkvision. +2 racial bonus on Bluff and Sleight of Hand checks: Arctic goblins are natural thieves, snatching up anything that isn't nailed down. No racial bonus on Move Silently checks: Arctic goblins aren't as stealthy as their nonarctic cousins. Arctic Half-Elves Arctic elves wed humans as often as basic elves do, producing arctic half-elf children. These half-breeds tend to have great wanderlust, and are uncomfortable staying in one place for very long. They often carry messages and rumors with them as they travel between communities. Arctic half-elves have the general arctic racial trait described above and all half-elf racial traits, with additions and exceptions as noted below. No racial bonus on Diplomacy checks: Their transient nature prevents arctic half-elves from being as well trusted as their normal counterparts. +2 racial bonus on Survival checks: Arctic half-elves spend a great deal of time traveling between elf and human settlements, and are accustomed to surviving in the wilderness. Arctic Half-Orcs Many tribes of arctic orcs eke out a living on the warm slopes of volcanic mountains, herding elk and caribou. often their mutual dependence on sources of fresh water and meat brings them into contact with arctic-dwelling human barbarians. The resulting offspring are sometimes welcome in places where full orcs are not, valued for their tenacity, courage, and combat prowess. Arctic half-orcs have the general arctic racial trait described above and all half-orc racial traits, with additions and exceptions as noted below. Low-Light Vision: An arctic half-orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. No darkvision. +2 racial bonus on Diplomacy checks: Arctic half-orcs often serve as emissaries for the arctic orc tribes that spawned them. Arctic Halflings Arctic Halflings are hunters and fishermen, stalking walrus and seal and putting to sea to fish, usually in the company of larger races such as humans. They are a peaceful, spiritual people whose rituals include preexpedition prayers for forgiveness from the animals they hope to kill. Arctic Halflings have the general arctic racial trait described above and all halfling racial traits, with additions and exceptions as noted below. +2 racial bonus on Swim checks: Arctic halflings rarely swim by choice, but are reasonably good at saving themselves from drowning. No racial bonus on attack rolls with slings. Arctic Halflings do not particularly favor slings for hunting. Favored Class: Ranger. A multiclass arctic halfling's ranger class does not count when determining whether she takes an experience point penalty for multiclassing. This trait replaces the base halfling's favored class. Arctic Kobolds Arctic kobolds are seldom seen outside their mines. They dig constantly, always expanding their subterranean territory (which is often carefully constructed to tap into geothermal vents for heat, and as a result are in constant conflict with arctic dwarves. Arctic kobolds often hire mercenaries to fight for them, hiding behind their carefully constructed traps and other defenses and paying their defenders with the mineral wealth they uncover while expanding their warrens. Arctic kobolds have the general arctic racial trait described above and all kobold racial traits, with one exception as noted below. -2 Strength, +2 Dexterity, -2 Constitution, -2 Wisdom: Arctic kobolds are stronger than other kobolds, but are weaker of will. Arctic Orcs Arctic orcs are primitive herders, eking out a living on the slopes of volcanic mountains and building their crude huts near hot springs or steam vents. They herd woolly cattle, caribou, and elk. As a result, they control large sources of meat, water, and heat—all things coveted by others living in or traveling through the arctic. What they don't have, they take by force. Arctic orcs stand ever vigilant against attackers and thieves when they're not making preemptive strikes against those foolish enough to settle near their territory. Occasionally an individual orc questions the need for constant battle, or seeks strategies other than brute force. Such iconoclasts often leave their tribes—at least temporarily—to become adventurers. Arctic orcs have the general arctic racial trait described above and all orc racial traits, with additions and exceptions as noted below. Low-Light Vision: An arctic orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. No darkvision. No light sensitivity. +2 racial bonus on Handle Animal checks: Arctic orcs are herders, and they rely on their skills with animals to keep their tribes fed. Desert Races In a vast desert, water is worth its weight in gold, and shifting sands occasionally reveal long-buried ruins of forgotten civilizations. Players wanting their characters to be nonhuman desert dwellers can build characters using these variants, or their characters could encounter these races while journeying across the sands. All desert races have the following racial traits. Heat Endurance: Members of desert races gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather. Desert Dwarves Because of their skill with stone and engineering, dwarves are acknowledged masters of locating water and digging wells. The importance of water to desert peoples gives the dwarves both great wealth and great political power. Desert dwarves have the general desert racial trait described above and all dwarf racial traits, with additions and exceptions as noted below. -2 Dexterity, +2 Constitution: Desert dwarves are tough enough to survive the brutal environment of the desert, but they rely more on cunning and fast talk than agility. No stonecunning. +1 racial bonus on attack rolls against humanoids of the reptilian subtype (including kobolds and lizardfolk) and dragons (including half-dragons): Desert dwarves are trained in special combat techniques that allow them to fight common enemies more effectively. This bonus replaces the normal dwarf's bonus against orcs and goblinoids. +4 dodge bonus to Armor Class against dragons: This replaces the dwarf's dodge bonus to AC against giants. Dragons are a more common threat than giants in desert climes, and desert dwarves have adapted to meet this challenge. +2 racial bonus on Knowledge (architecture and engineering), Knowledge (dungeoneering), and Profession (miner) checks: Desert dwarves protect a great deal of information about what lives beneath the desert and how to reach it. No racial bonus on Craft checks. Desert Elves In the desert, elves follow nomadic lifestyles. They herd horses, cattle, and goats across the sands, sleeping during the day and working or traveling at night. Their wandering takes them many places and puts them in contact with many cultures. As a result, they are welcome everywhere for the news and exotic trade goods they carry. Desert elves have the general desert racial trait described above and all elf racial traits, with additions and exceptions as noted below. -2 Strength, +2 Dexterity: Desert elves are physically weaker than their normal cousins, but are also hardier, toughened by the harsh reality of desert life. Weapon Proficiency: Desert elves receive the Martial Weapon Proficiency feats for the scimitar, rapier, and shortbow (including composite shortbow) as bonus feats. Desert elves prefer the scimitar to the longsword and the shortbow to the longbow, because they can use shortbows while mounted. +2 racial bonus on Handle Animal and Ride checks: Desert elves spend most of their lives riding and working with animals. No racial bonus on Listen checks. Desert Gnomes Desert dwarves may dig and maintain wells, but desert gnomes pay for them. Desert gnomes establish and operate fortified trading posts around wells and oases, cultivating crops wherever possible and scouring the surrounding desert for the wealth of buried civilizations. Desert gnome outposts are rarely quiet, doing business both day and night. Desert gnomes have the general desert racial trait described above and all gnome racial traits, with additions and exceptions as noted below. +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks: Desert gnomes are skilled at haggling and negotiating. No racial bonus on Listen checks or Craft (alchemy) checks. Desert Goblins Desert goblins are feared and reviled because their appearance often heralds the arrival of a horde of nomadic hobgoblins and bugbears. As the desert dwarf proverb puts it, “The only good thing about goblins is that once they arrive, you know they'll soon be gone.” Desert goblins take up adventuring for many reasons. While most goblins are neutral evil, many have different beliefs and seek like-minded individuals outside the tribe. Some lack opportunities to advance, and they tire of living on the scraps of those with more authority or higher social position. Desert goblins have the general desert racial trait described above and all goblin racial traits, with additions and exceptions as noted below. Low-Light Vision: A desert goblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. No darkvision. +2 racial bonus on Gather information checks: Desert goblins soak up gossip like sponges when they visit towns or settlements. Desert Half-Elves Desert elves often wed humans, just as their more common cousins do, producing desert half-elf children. These offspring often serve as diplomats and negotiators for either their human or elf communities, depending on where they live. Desert half-elves have the general desert racial trait described above and all half-elf racial traits, with additions and exceptions as noted below. +2 racial bonus on Sense Motive checks: A desert half-elfs survival often relies on his ability to gauge the social situation. No racial bonus on Listen checks. Desert Half-Orcs Many tribes of orcs live in isolated desert canyons or the ruins of ancient cities, now abandoned to the sands. Often their mutual dependence on sources of fresh water brings them into contact with desert-dwelling human barbarians. The resulting offspring valued for their tenacity, courage, and combat prowess, are often welcome in places where full-blooded orcs are not. Desert half-orcs have the general desert racial trait described above and all half-orc racial traits, with additions and exceptions as noted below. +2 Constitution, -2 Intelligence: The desert half-orc is lean and hardy rather than muscular, but has adapted to be more socially adept than a typical half-orc. Low-Light Vision: A desert half-orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. No darkvision. Run: Desert half-orcs receive Run as a racial bonus feat. Typically too poor to afford mounts, half-orcs learn from an early age to get from place to place by running. Desert Halflings Like gnomes, halflings are most likely to be active during the day. Most other races regard them somewhat like cats, in that they appear whether invited or not, work at what they want when they want, and disappear without prior notice. A desert gnome proverb observes that “Halflings in your town are a source of trouble, but at least they don't tolerate competition.” Desert halflings have the general desert racial trait described above and all halfling racial traits, with additions and exceptions as noted below. +2 racial bonus on Hide and Sleight of Hand checks: Desert halflings are stealthy and nimble-fingered. No racial bonus on Climb and Jump checks. Desert Kobolds Desert kobolds live like scaly, intelligent rats, hiding in forgotten corners of settlements, living just over the dunes from trading posts, and always reappearing right after the residents think they've finally been killed off. Desert kobolds claim they were among the first to settle the deserts, and that gnomes threw them out into the wilderness. Though their survival relies on goods available at oasis settlements and trading posts, desert kobolds hate the gnomes who often build and run such settlements. The life of a desert kobold is one of constant fear, which motivates them to build traps and fortifications and to ambush intruders. Some few kobolds, however, seek peace of mind through personal power and boon companions. These rare individuals become adventurers. Desert kobolds have the general desert racial trait described above and all kobold racial traits, with additions and exceptions as noted below. -4 Strength, +2 Dexterity, -2 Wisdom: Desert kobolds are hardier than other kobolds, but are weak-willed. No light sensitivity. +2 racial bonus on Survival checks. No racial bonus on Profession (mining) checks: Desert kobolds don't mine. Favored Class: Rogue. A multiclass desert kobold's rogue class does not count when determining whether he takes an experience point penalty for multiclassing. This trait replaces the normal kobold's favored class. Desert Orcs Desert orcs are martial creatures who live for battle. Prowess in battle is their only measure of social standing, and they don't particularly care if weaker races get hurt when orcs test their skills. In fact, the chief difference between desert orcs and desert goblinoids is that the former never accept defeat—when desert orcs attack, they conquer or die trying. Desert orcs live in a perpetual state of war, participating in eternal night sorties from their isolated desert canyons and ancient ruined cities to attack settlements and expand their territory. Only the burning sun, and their weakness when in it, keeps them from ruling the desert. Occasionally an individual orc questions the need for constant battle, or seeks strategies other than brute force. Such iconoclasts often leave their tribes—at least temporarily—to become adventurers. Desert orcs have the general desert racial trait described above and all orc racial traits, with additions and exceptions as noted below. Low-Light Vision: A desert orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. No darkvision. Endurance: Desert orcs gain Endurance as a racial bonus feat. Jungle Races A vast equatorial jungle, where tiny trading posts hacked from the vegetation dot riversides, giant vines and tree roots conceal cities of forgotten societies, and races that predate human civilization struggle to maintain their ancient traditions, makes a compelling setting for a campaign. Players wanting their characters to be nonhuman jungle dwellers can build characters using these variants, or their characters could encounter these races while journeying through the green labyrinth of the jungle. All jungle races have the following racial traits. None Jungle Dwarves Because of their height, dwarves can duck under vegetation that impedes humans—yet they are stockier than gnomes or halflings, and able to bull through what they can't avoid. Hardy to a fault, jungle dwarves are explorers, pathfinders, and traveling merchants. Jungle dwarves have all dwarf racial traits, with additions and exceptions as noted below. Low-Light Vision: A jungle dwarf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. No darkvision. +2 bonus on Heal, Knowledge (nature), and Survival checks: Jungle dwarves know a great deal about what lives in the jungle, and are adept at finding it (or avoiding it, as the case may be). +2 bonus on Spot checks: Jungle dwarves have keen eyesight. No stonecunning: Jungle dwarves live aboveground. No racial bonus on Craft checks related to stone or metal items. Favored Class: Ranger. A multiclass jungle dwarf's ranger class does not count when determining whether she takes an XP penalty for multiclassing. Jungle dwarves need both outdoor skills and combat proficiency to survive. This trait replaces the normal dwarf's favored class. Jungle Elves Jungle elves are somewhat more primal than their baseline counterparts. In many jungles, ancient elven cities have been swallowed up by the voracious encroachment of trees, vines, and animals, leaving just a shadowy remnant of the population to remember the former glories of their lost civilization. Jungle elves have all elf racial traits, with additions and exceptions as noted below. Weapon Proficiency: Jungle elves receive the Martial Weapon Proficiency feats for the handaxe, rapier, shortsword, and shortbow (including composite shortbow) as bonus feats. Proficiency with a rapier is a vestige of past glories and an honored tradition among jungle elves. The other weapons are useful tools for survival in their environment. +2 racial bonus on Knowledge (history) checks: Jungle elves pride themselves on being the keepers of much lore that has been forgotten to others. No ability to notice secret or concealed doors by passing within 5 feet. Jungle Gnomes Jungle gnomes live in and along the mighty rivers that wind through the jungles. A jungle gnome town is often a collection of boats tied together across a river, with channels to allow passing vessels through (after they pay a toll, of course). Jungle gnomes are also seen traveling the rivers, trading what they can find to those they meet along the way. Jungle gnomes have all gnome racial traits, with additions and exceptions as noted below. No racial bonus on attack rolls against kobolds. No dodge bonus to Armor Class against giants. +2 racial bonus on Climb and Swim checks: Jungle gnomes live their lives clambering in and out of boats, and in and out of the water. +2 racial bonus on Craft (shipbuilding) checks: A little lumber and a few simple tools make for a happy and industrious jungle gnome. +2 racial bonus on Use Rope checks: Jungle gnomes consider rope the most useful tool on their boats. No racial bonus on Listen or Craft (alchemy) checks. Jungle Goblins If monkeys were evil and could speak, they'd be a lot like jungle goblins. Jungle goblins are territorial, tree-dwelling savages with a sadistic streak a mile wide. Their skills at climbing and moving from tree to tree, combined with their cunning and vicious nature, cause even other goblinoids to respect them. Jungle goblins generally take up adventuring to gain personal power and serve their ambitions within their clans, or because they somehow lack the evil nature of the rest of their kind. Jungle goblins have goblin racial traits, with additions and exceptions as noted below. A jungle goblin has a climb speed of 20 feet. Jungle goblins are natural climbers, able to scramble up trees with ease. A jungle goblin has a +8 racial bonus on all Climb checks. It must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If it chooses an accelerated climb, it moves at double its climb speed and makes a single Climb check at a -5 penalty. It cannot run while climbing. It retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing jungle goblin. Also, jungle goblins add their Dexterity modifier to Climb checks instead of their Strength modifier. Low-Light Vision: A jungle goblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. No darkvision. +4 racial bonus on Jump checks: Jungle goblins are accomplished leapers. No racial bonus on Hide and Move Silently checks. Favored Class: Barbarian. A multiclass jungle goblin's barbarian class does not count when determining whether he takes an experience point penalty for multiclassing. This trait replaces the normal goblins favored class. Jungle Half-Elves Some elf communities believe that introducing human blood into their families is a way to invigorate their race once again. Others prefer a mixed-race emissary to deal with outsiders, rather than a pure-blood elf. Either way, jungle half-elves are the result. Jungle half-elves have all half-elf racial traits, with additions and exceptions as noted below. +2 racial bonus on Bluff and Sense Motive checks: Jungle half-elves must maintain constant awareness of their place within society. No racial bonus on Diplomacy and Gather Information checks. Jungle Half-Orcs The jungle is a wonderful home for orcs. It provides them with places to hide, plenty of food, and as much or as little contact with other races as they want—which is always more than the other races want. On occasion, such contact with humans produces half-orcs. Jungle half-orcs have all half-orc racial traits, with additions and exceptions as noted below. Low-Light Vision: A jungle half-orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. No darkvision. +2 racial bonus on Climb and Jump checks: Jungle half-orcs move almost as easily through the trees oftheir jungle home as they do on the ground. Jungle Halflings Jungle Halflings live a much more settled life than their normal counterparts do. They build villages along rivers and burn clearings in the jungle to plant their crops. In addition, they gather the most abundant food source in their environment, fish, and hunt with poison-tipped weapons. Jungle Halflings have all halfling racial traits, with additions and exceptions as noted below. Weapon Proficiency: Jungle Halflings receive the Martial Weapon Proficiency feats for the throwing axe, handaxe, and shortbow (including composite shortbow) as bonus feats. For jungle halflings, the axe is both a practical tool and a ceremonial item. They grow up using the other weapons for hunting and fishing. Poison Use: jungle halflings use poison extensively when hunting, and as a result never poison themselves when applying poison to a weapon or when using a poisoned weapon in combat. Jungle halflings make extensive use of poisons harvested from vermin, particularly those that damage Dexterity scores. No racial bonus on saving throws. Jungle Halflings have no unusual ability to avoid mishaps. +2 racial bonus on Fortitude saying throws against poison: Jungle Halflings have adapted a resistance to their own favorite method of bringing down prey. No morale bonus on saving throws against fear: Jungle halflings may be cunning, but they are no braver than other races. No racial bonus on attack rolls with slings. Favored Class: Barbarian. A multiclass halfling's barbarian class does not count when determining whether she takes an experience point penalty for multiclassing. Jungle halflings live much closer to nature, and must rely on cunning, resourcefulness, persistence, courage, and mercilessness to survive. This trait replaces the normal halfling's favored class. Jungle Kobolds Clouded mountain peaks, many of which have religious or ceremonial importance to those who live below, tower over jungle canopies. Few know of the ancient ruined cities near the rocky summits, concealed amid the clouds. Dwelling in such ancient ruins are the jungle kobolds. Those few explorers who have reached the cities report that their jungle kobold residents claim to have built them, pointing to reptilian and draconic images on the walls and in the architecture as evidence. The explorers report, however, that the cities were obviously built by and for people larger than the little reptilian humanoids. Jungle kobolds lack the cowardice common to other kobolds, thanks to the isolation of their mountain peak homes. By all reports they show a calmer, more generous side than other kobolds do. Jungle kobolds have kobold racial traits, with additions and exceptions as noted below. -4 Strength, +2 Dexterity, -2 Intelligence: Life at high altitude has toughened jungle kobolds, but their isolation has hindered their intellectual growth. Altitude Adaptation: Jungle kobolds are adapted to life at high altitudes, and thus don't suffer altitude sickness. They are always considered acclimated to high altitudes. +2 racial bonus on Climb checks: Jungle kobolds add their Dexterity modifier to Climb checks instead of their Strength modifier. No racial bonus on Craft (trapmaking) or Profession (miner) checks. Jungle Orcs If gorillas were evil and could speak, they'd be a lot like jungle orcs. Jungle orcs live a simple existence, moving through the jungle hunting and gathering food in clan groups (equivalent in size to the squads given in the orc monster entry, plus 150% noncombatants). Although combat is common within the clans, it's relatively bloodless and hardly ever lethal. Only when jungle orcs encounter other clans or other races do they show the true extent of their violent, evil nature. Conquest is a baffling concept to jungle orcs. They attack, take whatever strikes their fancy, and move on. They lack the discipline required to maintain the things they steal, so they always seek weakly defended settlements and caravans to replace those things that break or wear out in the humidity of the jungle. Occasionally an individual jungle orc questions the need for constant battle, or seeks strategies other than brute force. These are often the more intelligent members of their clans. Such iconoclasts often leave the jungle—at least temporarily—to become adventurers. Jungle orcs have all orc racial traits, with additions and exceptions as noted below. Low-Light Vision: A jungle orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. No darkvision. +2 racial bonus on Heal and Survival checks: Jungle orcs must be self-sufficient in order to survive their environment. Elemental Races The d20 cosmology has six Inner Planes, four of which correspond to the classic elements: air, earth, fire, and water. You can link races to various elements without making them extraplanar creatures. In fact, you can create an entire philosophical system based on various combinations of element types and their relative strengths. The races described below are the elemental races tied to each element. While members of these races are not actually elementals, and are, like most creatures, composed of all four elements, each has a special affinity for one of the four. This element has the most powerful influence on members of that race and strongly shapes not only the race's physiology, but also its members' outlook and personality. Despite their affinity for a particular element, these creatures types and subtypes do not change. Each racial variant modifies the race to which it is applied (the standard race) in minor ways. All racial traits of the standard race (including racial skill bonuses, bonus feats, special sensory capabilities, ability modifiers, combat bonuses against specific foes, and racial weapon proficiencies) are retained unless the variant specifies otherwise. Most of these variant races provide alternate ability adjustments. The ability score adjustments given here supersede the standard race's adjustments. As with the environmental racial variants, the balanced and adaptable nature of humans precludes them from having a strong elemental proclivity. The personality of an individual human reflects, perhaps, the strength of various elements within that individual, but humans gain no particular virtues or vulnerabilities related to their elemental components. Races Of Air Traits associated with air include an intuitive and emotional nature. Creatures with strong ties to the air element tend to be curious and investigative, capable of influencing others with their words. Politically they believe in sacrifice for a cause or belief. Members of air races often differ in appearance from their typical cousins. Common features include light blue or pale white skin, light blue or white hair, and flesh that is cool to the touch. All members of air races have the following traits. +1 racial bonus on attack rolls against creatures of the earth subtype, including extraplanar creatures from the Elemental Plane of Earth. -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the earth subtype or used by creatures of the earth subtype, including extraplanar creatures from the Elemental Plane of Earth. Breathless (Ex): Members of air races do not breathe, so they have immunity to drowning, suffocation, and attacks that require inhalation (such as some types of poison). Air Gnomes Air gnomes are identical with standard gnomes, except for some differences in racial traits. Air gnomes have the general traits of air races described above and all gnome racial traits, with additions and exceptions as noted below. +2 Dexterity, -2 Strength: Air gnomes are agile, but lack physical power. No racial bonus on attack rolls against kobolds and goblinoids. +4 dodge bonus to Armor Class against Large or larger creatures of the earth subtype: This bonus replaces the gnome's racial bonus to AC against giants. Air Goblins Air goblins are an example of the air traits turned to evil. Their strongest emotions are fear and anger, and their creativity is usually malicious and hurtful. Air goblins have the general traits of air races described above and all goblin racial traits, with additions and exceptions as noted below. +4 Dexterity, -2 Strength, -2 Constitution: Air goblins are more agile and persuasive than normal goblins, but are physically weak and frail. Sorcerers are far more common among air goblins than they are among normal goblins. No racial bonus on Ride checks: Air goblins don't commonly ride mounts. Races Of Earth Traits associated with earth include insight and thoughtfulness. Creatures with strong ties to the earth element tend to be serious folk. Many are careful researchers or masterful strategists. Politically they believe in self-reliance and in benefiting from their own efforts. Members of earth races often vary in appearance from their typical cousins. Common earth race features include earthlike skin, eyes like gems or like black pits, gravelly voices, large hands and feet, iron gray hair, and a metallic sheen to the skin. All members of earth races have the following traits. +1 racial bonus on attack rolls against creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air. -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or used by creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air. Stability: An earth creature gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). If the standard race already has this ability, the bonuses stack. Earth Dwarves Earth dwarves are identical with standard dwarves, except for some differences in racial traits. Earth dwarves have the general traits of earth races described above and all dwarf racial traits, with additions and exceptions as noted below. +2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma: Earth dwarves are physically powerful, but somewhat clumsy in action and speech. Improved Stonecunning: An earth dwarf's racial bonus on Search checks to notice unusual stonework is +4 (instead of +2). No +2 racial bonus on saving throws against spells and spell-like effects. No +1 racial bonus on attacks against orcs and goblinoids. +4 racial bonus on Appraise checks and Craft checks that are related to stone or metal items: An earth dwarf has a particularly strong familiarity with objects made of the bones of the earth, hence the higher racial bonus. Earth Kobolds Earth kobolds personify earth traits turned toward evil. They are less emotional than their normal kobold cousins, and are cunning with trickery and traps. Earth kobolds have the general traits of earth races described above and all kobold racial traits, with additions and exceptions as noted below. -2 Strength, -2 Constitution: Earth kobolds are stronger, though less agile, than their typical kobold cousins. +4 racial bonus on Craft (trapmaking) checks related to stonework traps: Earth kobolds are particularly skilled at crafting traps made from the earth. Races Of Fire Members of fire races are sensualists, existing to experience sensation of all sorts. They tend to be highly perceptive, and are often artists and artisans. Politically they disdain constraints on behavior, especially moral or religious inhibitions, or constraints imposed by conventional authority. Members of fire races often vary in appearance from their normal cousins. Common fire racial features include charcoal gray or deep red skin, red or orange hair that waves like flames, unusually warm skin, and large red teeth. All members of fire races have the following traits. +1 racial bonus on attack rolls against creatures of the water subtype, including extraplanar creatures from the Elemental Plane of Water. -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the water or cold subtype or used by creatures of the water or cold subtype, including extraplanar creatures from the Elemental Plane of Water. Resistance to fire 5. Fire Elves Fire elves are identical with standard elves, except for some differences in racial traits. Fire elves have the general traits of fire races described above and all elf racial traits, with additions and exceptions as noted below. +2 Dexterity, -2 Constitution, +2 Intelligence, -2 Charisma: Fire elves are quick of action and thought, but share the standard race's frailty. Fire Hobgoblins Where fire elves prefer pleasurable sensations and pleasing aesthetics, fire hobgoblins revel in pain and the sensations of battle. Their favorite arts are those of strategy and tactics. Fire hobgoblins have the general traits of fire races described above and all hobgoblin racial traits, with additions and exceptions as noted below. +2 Dexterity, +2 Constitution, +2 Intelligence, -2 Charisma: Fire hobgoblins are as quick and hardy as their normal cousins, but possess a greater intellect. Low-Light Vision: A fire hobgoblin can see twice as far as a human in starlight, moonlight, torchlight (the preferred lighting condition among fire hobgoblins), and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. No darkvision. No racial bonus on Move Silently checks. Races Of Water Water races are creatures of sensation, but their response to it is more careful and critical than that of the fire races. They take action only after prudent consideration, but remain flexible and adaptable. Politically they are traditionalists, more comfortable with proven systems than radical new ideas. Members of water races often vary in appearance from their typical cousins. Common water racial features include lightly scaled skin, clammy flesh, blue-green skin or hair, and large black eyes. All members of water races share the following traits. +1 racial bonus on attack rolls against creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire. -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the fire subtype or used by creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire. Natural Swimmers: Members of water races have a swim speed equal to their base land speed. (If the creature already has a swim speed, it improves by 10 feet.) A water creature can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A water creature can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Water Halflings Water Halflings are identical with standard halflings, except for some differences in racial traits. Water Halflings have the general traits of water races described above and all halfling racial traits, with additions and exceptions as noted below. -2 Strength, +2 Constitution: Water halflings are quick and healthy, but physically weak. Water Orcs Water orcs exemplify the water traits turned to evil. Though slow to reach decisions, once a water orc chooses a course of action its resolve is harder to shift than a tidal wave. Water orcs have the general traits of water races described above and all orc racial traits, with additions and exceptions as noted below. +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma: Water orcs are strong and tough, but share the standard race's limited mental capacities. Half Races Half-elves and half-orcs are part elemental race and part human. As a result, they have some of the elemental traits of their nonhuman parents-but not all of them. In appearance, they rarely possess more than one variant feature: A fire half-elf might have the charcoal gray skin, but not hair that waves like flames or large red teeth. Fire Half-Elves Fire half-elves enjoy the finer things in life, but are not as hedonistic as their fire elf parents. Their human side allows them to temper their indulgences through self-control. Fire half-elves have all half-elf racial traits, as well as the following traits. +1 racial bonus on attack rolls against water creatures, including extraplanar creatures from the Elemental Plane of Water. -1 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities used by water creatures, including extraplanar creatures from the Elemental Plane of Water. Water Half-Orcs Water half-orcs combine the flexibility and careful consideration of their water orc parentage with human capacities for resolve and quick action. Water half-orcs have all half-orc racial traits, as well as the following traits. [list] +1 racial bonus on attack rolls against fire creatures, including extraplanar creatures from the Elemental Plane of Fire. -1 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities used by fire creatures, including extraplanar creatures from the Elemental Plane of Fire. |
| Pitlords08-25-06, 04:44 PM | Unearthed Arcana Credit Cost: Since this is material not every Pitlord is familiar with, we decided to restrict access by placing a credit fee on anything in here. Any option in here costs 10 credits to play, which must be requested in the Blackmarket of Gladius. Once confirmed, you can from now on use it freely. Racial Paragon Classes In most campaigns, the ideas of class and race are separate concepts. But with racial paragon classes, the line between the two becomes blurred. Racial paragons are, as their name suggests, nearly ideal examples of the strengths and abilities of the character's race. Unlike members of other classes, however, racial paragons are more than merely powerful individuals. They are strong in all the ways that their race is strong, while still vulnerable in the ways that their race is vulnerable. Beyond that, they possess powers or capabilities that supersede those of normal members of their race. While any elf might rise in power, prestige, and (in game terms) level, most do so by gaining levels in the standard character classes—only a few are so much in tune with their heritage and racial abilities that they become racial paragons. Racial paragons rarely undergo the rigorous training or study that members of other classes commonly undertake between levels. Their experience, wisdom, and heroic abilities simply manifest in the form of superior innate racial abilities. Despite this strong association with race, racial paragons need not have specific views or special dedication to their race's beliefs or typical attitudes (although many do). Obviously, a character can only take levels in the racial paragon class associated with his race. A human cannot take levels in dwarf paragon—only dwarves are capable of reflecting the highest virtues of dwarfhood by gaining levels in the dwarf paragon class. (Half-elves and half-orcs are an exception; see the Half-Elf Paragon and Half-Orc Paragon sections below.) Like the fighter, the wizard, and the other standard character classes, the racial paragon classes have no prerequisites (other than being a member of the appropriate race). Paragon class levels can be taken any time a character gains a new level, even at 1st level (in which case they receive four times the normal number of skill points gained at each succeeding level). A character can multiclass freely between standard character classes, prestige classes for which he or she qualifies, and the character's appropriate racial paragon class. It's possible for a powerful magic effect such as shapechange, reincarnate, or wish to change a character's race. If a character has already taken racial paragon levels in his original race, he can never become a paragon of another race. However, such shapechanging and form-altering magics also cause no loss of a paragon's class abilities—the class abilities gained from racial paragon levels are affected no more or less drastically than benefits gained from having levels in any other class. Levels in racial paragon classes never result in XP penalties for multiclass characters. Subraces And Paragon Classes: As a general rule, a member of a subrace can take levels in the standard race's paragon class unless a specific paragon class exists for the subrace. For example, aquatic elves, gray elves, wild elves, and wood elves may all advance as elf paragons, but drow elves may not, because drow have a separate paragon class. If you wanted to further differentiate the elven subraces by creating a paragon class for one or more of the subraces, those subraces could not then take levels of elf paragon. Separated from the rest of the elven people by a legacy of deceit, betrayal, and evil, the drow are easily one of the most dangerous of the humanoid races. Most drow paragons embody all their race's evil nature and delight in calculated cruelty, but some manage to pull away from this dark path, instead embodying the potential that all elves share for beauty, grace, and martial skill. Drow society is full of intrigue and fierce competition. Even the most able drow paragons can do little more to advance their race than to strive against the machinations of other powerful drow. When they succeed in breaking away from drow culture and its cruel influence, however, good-aligned drow paragons can be the most able and successful members of their race. Alignment: Any Hit Dice: d6 Class Skills: The drow paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). Skill Points at Each Level: 4 + Int modifier. Class Features Weapon and Armor Proficiency: Drow paragons are proficient with all simple weapons, rapiers, longswords, and hand crossbows, and with light armor. Spells per Day: At 1st and 3rd level, a female drow paragon gains new spells per day as if she had also gained a level in cleric. A male drow paragon instead gains new spells per day as if he had gained a level of wizard. The paragon does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that the character adds the level of drow paragon to her level in cleric or wizard, then determines spells per day and caster level accordingly. If the drow paragon is female and has no levels in cleric, or is male and has no levels in wizard, this class feature has no effect. Improved Spell-Like Abilities: At 1st level, a drow paragon gains one additional daily use of each of her innate spell-like abilities. Improved Darkvision (Ex): At 2nd level, a drow paragon's darkvision range increases by 30 feet. Light Sensitivity (Ex): A 2nd-level drow paragon's light blindness is lessened to light sensitivity. Instead of being blinded by bright light, she is merely dazzled in bright sunlight or within the radius of a daylight spell. Ability Boost (Ex): At 3rd level, a drow paragon's Dexterity score increases by 2 points. O==================( )==============================( )=============O |LVL|BAB|For|Ref|Wil| Special | Spellcasting | O==================( )==============================( )=============O | 1 | 0 | 0 | 2 | 0 |Impr.Spell-like Ability |+1 lvl Wiz/Cle| | 2 | 1 | 0 | 3 | 0 |Impr.Darkvision, Light Sensivity| | | 3 | 2 | 1 | 3 | 1 |Ability Boost (Dex+2) |+1 lvl Wiz/Cle| O==================( )==============================( )=============O Known for their skill in warfare, their ability to withstand physical and magical punishment, and their great love of stone and stonework, dwarves grow as strong as their mountain homes. Dwarf paragons exemplify this strength, gaining a deeper intuitive understanding of stone and stonework, building upon their already proven toughness, and promoting the crafts and strengths of their people whenever possible. Dwarf paragons are doughty warriors, and powerful paragons often take the lead in battles as well as diplomatic engagements. Alignment: Any Hit Dice: d10 Class Skills: The dwarf paragon's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Profession (Wis), Sense Motive (Wis), and Survival (Wis). Skill Points at Each Level: 2 + Int modifier. Class Features Weapon and Armor Proficiency: Dwarf paragons are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (but not with tower shields). Craft Expertise (Ex): A dwarf paragon may add his class level as a racial bonus on all Craft checks related to stone or metal items. Improved Stonecunning (Ex): At 1st level, a dwarf paragon's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground. Improved Darkvision (Ex): At 2nd level, a dwarf paragon's darkvision range increases by 30 feet. Save Bonus (Ex): A 2nd-level dwarf paragon's racial bonus on saves against poison and against spells and spell-like effects increases by 1. Ability Boost (Ex): At 3rd level, a dwarf paragon's Constitution score increases by 2 points. O==================( )==================================O |LVL|BAB|For|Ref|Wil| Special | O==================( )==================================O | 1 | 1 | 2 | 0 | 0 |Craft expertise, Impr.Stonecunning | | 2 | 2 | 3 | 0 | 0 |Impr.Darkvision, Save Bonus | | 3 | 3 | 3 | 1 | 1 |Ability Boost (Con+2) | O==================( )==================================O Accomplished with both spell and blade, elves move through the world at a pace removed from that of shorter-lived races. Long-standing champions of good, the elf race is storied beyond telling and peopled by heroes beyond counting. As mighty as the elf race can be, it is not often that elves turn to warfare or combat, preferring instead the paths of poetry, dance, song, and lore. With their long life spans and many talents, elves excel in numerous areas and classes, but a few exemplify to an even greater degree the complex and powerful nature of their race. Alignment: Any Hit Dice: d8 Class Skills: The elf paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). Skill Points at Each Level: 2 + Int modifier. Class Features Weapon and Armor Proficiency: Elf paragons are proficient with all simple weapons, rapiers, longswords, shortbows, and longbows. Elf paragons are proficient with light armor, but not with shields. Spells per Day: At 2nd and 3rd level, an elf paragon gains new spells per day as if she had also gained a level in wizard. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that she adds the level of elf paragon to her level in wizard, then determines spells per day and caster level accordingly. If an elf paragon has no levels in wizard, this class feature has no effect. Elfsight (Ex): An elf paragon has exceptional visual acuity. Her racial bonus on Search and Spot checks increases to +4. In addition, an elf paragon's low-light vision increases in range, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Resist Enchantments (Ex): An elf paragon's racial bonus on saves against enchantment spells or effects increases by 2. Weapon Focus (Ex): At 2nd level, an elf paragon gains Weapon Focus as a bonus feat. This feat must apply to either the rapier, longsword, shortsword, shortbow, longbow, composite shortbow, or composite longbow. Ability Boost (Ex): At 3rd level, an elf paragon's Intelligence score increases by 2 points. O==================( )==============================( )=============O |LVL|BAB|For|Ref|Wil| Special | Spellcasting | O==================( )==============================( )=============O | 1 | 0 | 0 | 2 | 0 |Elfsight, Resist Enchantments | | | 2 | 1 | 0 | 3 | 0 |Weapon Focus |+1 lvl Wizard | | 3 | 2 | 1 | 3 | 1 |Ability boost (Int+2) |+1 lvl Wizard | O==================( )==============================( )=============O Curious, intelligent, and likable, gnomes move easily through the societies and communities of other races. They enjoy a strong sense of loyalty to clan as well as the pull of new experiences offered by adventure. While these sometimes opposing motivations get some adventuring gnomes into trouble with family and clan, gnome paragons successfully blend both aspects of their race's nature. They serve as an example to others of how to promote and protect their community and clan while at the same time constantly searching the world for new and interesting opportunities. Alignment: Any Hit Dice: d6 Class Skills: The gnome paragon's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Spellcraft (Int), and Swim (Str). Skill Points at Each Level: 4 + Int modifier. Class Features Weapon and Armor Proficiency: Gnome paragons are proficient with all simple weapons and with light armor. Spells per Day: At 2nd and 3rd level, a gnome paragon gains new spells per day and spells known as if he had also gained a level in bard. He does not, however, gain any other benefit a character of that class would have gained (bard class features, and so on). This essentially means that he adds the level of gnome paragon to his level in bard, then determines spells per day, spells known, and caster level accordingly. If a gnome paragon has no levels in bard, this class feature has no effect. Illusion Aptitude (Ex): A gnome paragon may add his class level to his caster level to determine the effects of any illusion spells he casts, including those gained as innate abilities of the gnome race. This bonus stacks with the extra spellcasting levels gained from the gnome paragon's spells per day entry (see above). For example, a 2nd-level wizard/3rd-level gnome paragon's caster level is 2nd for most wizard spells but 5th for wizard spells of the illusion school (and 4th for his innate spell-like abilities dancing lights, ghost sound, and prestidigitation). A 3rd-level bard/2nd-level gnome paragon's caster level is 4th for most bard spells but 6th for bard spells of the illusion school. This increased caster level affects only spells that the character can cast; it does not give him access to higher-level spells or more spells per day. Keen Senses (Ex): A gnome paragon's racial bonus on Listen checks and Craft (alchemy) checks increases to +4. Mirror Image (Sp): At 2nd level, a gnome paragon gains the ability to cast mirror image once per day as a spell-like ability with a caster level equal to his gnome paragon level. Ability Boost (Ex): At 3rd level, a gnome paragon's Charisma score increases by 2 points. O==================( )==============================( )=============O |LVL|BAB|For|Ref|Wil| Special | Spellcasting | O==================( )==============================( )=============O | 1 | 0 | 2 | 0 | 2 |Illusion aptitude, Keen Senses | | | 2 | 1 | 3 | 0 | 3 |Mirror image |+1 lvl bard | | 3 | 2 | 3 | 1 | 3 |Ability boost (Cha+2) |+1 lvl bard | O==================( )==============================( )=============O Half-dragons are a diverse lot. Their dragon parents differ in attitudes and abilities depending on their kind, and the magical nature of dragons means that their other parent can be nearly anything. This diversity might seem to preclude the idea of a half-dragon paragon, but the overwhelming strength of the dragon heritage makes such paragons possible. Half-dragon paragons are defined in large part by the nature of their dragon parent, making a half-gold dragon much different from a half-red dragon—although both are gifted with extraordinary physical abilities and force of personality. Alignment: Any Hit Dice: d12 Class Skills: The half-dragon paragon's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis). In addition, each half-dragon paragon gains class skills based on its parent dragon type: Black: Hide (Dex), Move Silently (Dex), and Swim (Str). Blue: Bluff (Cha), Hide (Dex), and Spellcraft (Int). Brass: Bluff (Cha), Gather Information (Cha), and Survival (Wis). Bronze: Disguise (Cha), Survival (Wis), and Swim (Str). Copper: Bluff (Cha), Hide (Dex), and Jump (Str). Gold: Disguise (Cha), Heal (Wis), and Swim (Str). Green: Bluff (Cha), Hide (Dex), and Move Silently (Dex). Red: Appraise (Int), Bluff (Cha), and Jump (Str). Silver: Bluff (Cha), Jump (Str), and Perform (Cha). White: Hide (Dex), Move Silently (Dex), and Swim (Str). Skill Points at Each Level: 4 + Int modifier. Class Features Weapon and Armor Proficiency: Half-dragon paragons gain no proficiency with any weapons or armor. Sorcerous Blood (Ex): A character's half-dragon paragon levels stack with sorcerer levels for purposes of determining the caster level of arcane spells granted through sorcerer levels. For example, a 2nd-level sorcerer/3rd-level half-dragon paragon's caster level is 5th for the spells she can cast as a sorcerer. This increased caster level affects only spells that the character can cast; it does not give her access to higher-level spells or more spells per day. Natural Armor Increase (Ex): At 2nd level, a half-dragon paragon's natural armor bonus improves by 1. Breath Weapon (Su): At 3rd level, a half-dragon paragon can use her innate breath weapon three times per day (but only once every 1d4 rounds). O==================( )======================O |LVL|BAB|For|Ref|Wil| Special | O==================( )======================O | 1 | 1 | 2 | 0 | 2 |Sorcerous blood | | 2 | 2 | 3 | 0 | 3 |Natural armor increase | | 3 | 3 | 3 | 1 | 3 |Breath weapon 3/day | O==================( )======================O Although their mixed heritage rarely leaves half-elves embittered, many can find it difficult to call any community home. Humans and elves move through the world at very different paces and have extremely divergent tastes and habits, and neither quite fits a half-elf's innate preferences and attitudes. Halfelf paragons are those half-elves who reconcile these two sides of their nature and create an outlook that is wholly their own. Alignment: Any Hit Dice: d8 Class Skills: The half-elf paragon's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), and Swim (Str). Skill Points at Each Level: 4 + Int modifier. Class Features Weapon and Armor Proficiency: Half-elf paragons are proficient with all simple weapons and with light armor. Spells per Day: At 2nd level, a half-elf paragon gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before adding the level. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that she adds the level of half-elf paragon to the level in the spellcasting class, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before she became a half-elf paragon, she must decide to which class she adds the level of half-elf paragon. If a half-elf paragon has no levels in a spellcasting class, this class feature has no effect. Bonus Feat (Ex): At 1st level, a half-elf paragon gains a bonus feat. The character must meet the feat's prerequisites normally. Divided Ancestry (Ex): Unlike other racial paragons, half-elves can take levels in more than one racial paragon class. After gaining at least one level as a half-elf paragon, a character can take either elf paragon levels or human paragon levels (but not both). Elven Vision (Ex): At 1st level, a half-elf paragon's visual acuity improves to match that of an elf's. A half-elf paragon's racial bonus on Search and Spot checks increases to +2. Persuasion (Ex): A 2nd level half-elf paragon's racial bonus on Diplomacy and Gather information checks increases to +3. She gains a +2 racial bonus on all other Charisma-based skills. Ability Boost (Ex): At 3rd level, a half-elf paragon increases one ability score of her choice by 2 points. O==================( )======================================= ( )=============O |LVL|BAB|For|Ref|Wil| Special | Spellcasting | O==================( )======================================= ( )=============O | 1 | 0 | 0 | 2 | 0 |Bonus feat,Divided Ancestry, Elven vision| | | 2 | 1 | 0 | 3 | 0 |Persuasion |+1 lvl class | | 3 | 2 | 1 | 3 | 1 |Ability boost (Any one+2) | | O==================( )======================================= ( )=============O Half-orc paragons differ from other racial paragons in that they rarely have large populations of other half-orcs promoting and supporting their views of their race. Rather, most half-orc paragons find the strength to champion their heritage by overcoming the challenges of a unique and sometimes isolating background. Powerful warriors, half-orc paragons combine the innate ferocity of their orc heritage with the quick thinking and adaptability of humanity. Alignment: Any Hit Dice: d8 Class Skills: The half-orc paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Points at Each Level: 4 + Int modifier. Class Features Weapon and Armor Proficiency: Half-orc paragons are proficient with all simple and martial weapons, and with light armor and medium armor. Divided Ancestry (Ex): Unlike other racial paragons, half-orcs can take levels in more than one racial paragon class. After gaining at least one level as a half-orc paragon, a character can take either orc paragon levels or human paragon levels (but not both). Monstrous Mien (Ex): Half-orc paragons can channel their innate ferocity, resulting in a +4 racial bonus on intimidate checks. Rage (Ex): At 2nd level, a half-orc paragon comes to understand and draw upon the natural ferocity that courses through his blood. He gains the ability to fly into a screaming blood frenzy once per day (or one additional time per day, if he already has a rage ability). The effect of this ability is identical with the effect of a barbarian's rage ability. If a half-orc paragon has improved rage abilities (such as the barbarian class features greater rage, indomitable will, tireless rage, or mighty rage), those improvements apply to the rage ability granted by the half-orc paragon class as well. Ability Boost (Ex): At 3rd level, a half-orc paragon's Strength score increases by 2 points. O==================( )================================O |LVL|BAB|For|Ref|Wil| Special | O==================( )================================O | 1 | 1 | 2 | 0 | 0 |Divided ancestry, Monstrous Mien | | 2 | 2 | 3 | 0 | 0 |Rage 1/day | | 3 | 3 | 3 | 1 | 1 |Ability boost (Str+2) | O==================( )================================O Clever and capable, halfling paragons love travel, and they embody the curiosity and easygoing ways of the halfling people. Despite their curiosity and good-natured outlook, halfling paragons are the most capable members of their race. They are survivors, cunning and resourceful enough to survive in a world filled with large, dangerous creatures. When halfling paragons travel through communities and countries populated by other races, they are quick to make friends and often end up at the center of traveling or adventuring groups. Alignment: Any Hit Dice: d6 Class Skills: The halfling paragon's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Survival (Wis), and Swim (Str). Skill Points at Each Level: 4 + Int modifier. Class Features Weapon and Armor Proficiency: Halfling paragons are proficient with all simple weapons and with light armor. Athletic Prowess (Ex): At 1st level, a halfling paragon's racial bonus on Climb, Jump, and Move Silently checks improves to +3. Save Bonus (Ex): A 1st-level halfling paragon's racial bonus on all saving throws increases by 1. Thrown Weapon Mastery (Ex): At 2nd level, a halfling paragon gains a +2 bonus on damage rolls when using a thrown weapon or a sling. Ability Boost (Ex): At 3rd level, a halfling paragon's Dexterity score increases by 2 points. O==================( )================================O |LVL|BAB|For|Ref|Wil| Special | O==================( )================================O | 1 | 0 | 0 | 2 | 0 |Athletic prowess, Save bonus | | 2 | 1 | 0 | 2 | 0 |Thrown weapon mastery | | 3 | 2 | 1 | 3 | 1 |Ability boost (Dex+2) | O==================( )================================O Human inventors, explorers, and others who push the boundaries of knowledge and experience may become human paragons. They turn adversity into opportunity by finding new ways to apply their skills, discovering new techniques to solve problems, and challenging entropy by constantly seeking out ventures they have not yet mastered. Humans, and the paragons who rise from among them, balance strength with agility and temper intellect with intuition. Alignment: Any Hit Dice: d8 Class Skills: The human paragon can choose any ten skills as class skills. (Knowledge skills must be selected individually.) Skill Points at Each Level: 4 + Int modifier. Class Features Weapon and Armor Proficiency: Human paragons are proficient with all simple weapons and with light armor. In addition, a human paragon is proficient with any one martial weapon of his choice. Spells per Day: At 2nd and 3rd level, a human paragon gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of human paragon to the level in the spellcasting class, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before he became a human paragon, he must decide to which class he adds each level of human paragon. If a human paragon has no levels in a spellcasting class, this class feature has no effect. Adaptive Learning (Ex): At 1st level, a human paragon can designate any one of his human paragon class skills as an adaptive skill. This skill is treated as a class skill in all respects for all classes that character has levels in, both current and future. For example, if a human paragon chooses Spot as an adaptive skill, he treats Spot as a class skill for all future class levels he gains, even if it is not normally a class skill for the class in question. Bonus Feat (Ex): At 2nd level, a human paragon gains a bonus feat. Due to the varied talents and adaptable nature of humans, this feat can be any feat for which the human paragon is qualified (he is not restricted to a special list of bonus feats). The character must meet the prerequisites for the bonus feat normally. Ability Boost (Ex): At 3rd level, a human paragon increases one ability score of his choice by 2 points. O==================( )========================( )=============O |LVL|BAB|For|Ref|Wil| Special | Spellcasting | O==================( )========================( )=============O | 1 | 0 | 0 | 0 | 2 |Adaptive learning | | | 2 | 1 | 0 | 0 | 3 |Bonus feat |+1 lvl class | | 3 | 2 | 1 | 1 | 3 |Ability boost (Any one+2) |+1 lvl class | O==================( )========================( )=============O Aggressive, brutal, and often at odds with the other humanoid races, orcs view war and hatred as their right. They have a deep and nearly endless enmity for elves and dwarves, having battled both races for countless generations. Like members of other paragon classes, orc paragons embody the best of their race, combining the strength and confidence of their people with intelligent observation and a willingness to temper risk with calculation. Alignment: Any Hit Dice: d10 Class Skills: The orc paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str). Skill Points at Each Level: 2 + Int modifier. Class Features Weapon and Armor Proficiency: Orc paragons are proficient with all simple and martial weapons and with light and medium armor. Improved Darkvision (Ex): At 1st level, an orc paragon's darkvision range increases by 30 feet. No Light Sensitivity: An orc paragon loses his race's light sensitivity at 1st level. Elf Slayer (Ex): A 2nd-level orc paragon learns to channel his hatred of the elven race. He gains a +2 bonus on weapon damage rolls against elves. Ability Boost (Ex): At 3rd level, an orc paragon's Strength score increases by 2 points. O==================( )=====================================O |LVL|BAB|For|Ref|Wil| Special | O==================( )=====================================O | 1 | 1 | 2 | 0 | 0 |Impr.Darkvision, no light sensitivity | | 2 | 2 | 3 | 0 | 0 |Elf slayer | | 3 | 3 | 3 | 1 | 1 |Ability Boost (Str+2) | O==================( )=====================================O Tieflings are humans with traces of fiendish ancestry. Although tieflings are not as powerful or as potent as full-fledged half-fiends, their touch of fiendish blood does grant them significant bonuses to their physical and mental abilities as well as some minor resistances and spell-like abilities. Although a few tieflings manage to overcome their ancestry and remain good and trustworthy individuals, most tieflings follow the dark urges tugging at them, becoming selfish, cruel, and evil as they mature. Tiefling paragons, both good and evil, are those who most successfully come to terms with their family's history. The good ones see themselves as rising above their ancestry, while the evil ones embrace its power. Alignment: Any Hit Dice: d8 Class Skills: The tiefling paragon's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Disguise (Cha), Hide (Dex), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sleight of Hand (Dex), and Spot (Wis). Skill Points at Each Level: 4 + Int modifier. Class Features Weapon and Armor Proficiency: Tiefling paragons are proficient with all simple weapons and with light armor. Improved Resistance (Ex): At 1st level, one of a tiefling paragon's natural resistances to energy (fire, cold, or electricity) improves from 5 to 10. The character can choose which of her three resistances improves, but once she makes this choice it can never be altered. Darkness (Sp): At 2nd level, a tiefling paragon can use her darkness spell-like ability three times per day. Skill Bonus (Ex): A 2nd-level tiefling paragon's racial bonus on Bluff and Hide checks improves to +4. Ability Boost (Ex): At 3rd level, a tiefling paragon's Dexterity score increases by 2 points. O==================( )======================O |LVL|BAB|For|Ref|Wil| Special | O==================( )======================O | 1 | 0 | 2 | 2 | 2 |Improved resistance | | 2 | 1 | 3 | 3 | 3 |Darkness, skill bonuse | | 3 | 2 | 3 | 3 | 3 |Ability boost (Dex+2) | O==================( )======================O |
| Pitlords08-25-06, 04:45 PM | Unearthed Arcana Variant Character Classes This section presents sixteen variant versions of the standard character classes, along with several additional variants created by swapping one or more class features for features of other classes. Each fully detailed variant has entries for one or more of the following topics. If an entry does not appear, use the material for the standard class. Credit Cost: Since this is material not every Pitlord is familiar with, we decided to restrict access by placing a credit fee on anything in here. Any race, class, or other option in here costs 10 credits to play, which must be requested in the Blackmarket of Gladius. Once bought, you can from now on use it freely. For example, you want to play a Totem Barbarian instead of the one printed in the PHB. You pay 10° and can from now on level in this class; the cost needs to be payed only once per class or race. If you later decide to multiclass into a variant rogue, you have to pay another fee. If your barbarian is also of a variant race, add another 10° to the cost. Modifications: Since some of the material is either not balanced or does not harmonize very well with the CoCo setup, we made some modifications in order to fix this imbalance. The following list shows these modifications. They are already modified in the respective entry below so this section is just a quick overview for those interested in the changes. It also helps those who like to use another Unearthed Arcana homepage reference to quickly see what is different in the Core Coliseum. Multiclassing And Variant Classes: Multiclassing between different variants of the same class (including the standard version) is not possible (just as a character can't multiclass between different versions of specialist wizards). Once the path, fighting style, totem, etc is chosen, it cannot be changed later. Asides from that, multiclassing works normally. Domain Wizard: This class has one prohibited school. Without it, there's no reason to play a non-specialist wizard anymore. Conjuration Domain: With the Gate spell banned in CoCo, the substitute spell is Summon Monster IX. A barbarian dedicated to the ape totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. At 1st level, an ape-totem barbarian gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval). For instance, a human, elf, half-elf, or half-orc ape-totem barbarian has a climb speed of 15 feet, while a dwarf, gnome, or halfling ape-totem barbarian has a climb speed of 10 feet. At 2nd level, an ape-totem barbarian gains a +2 bonus on Intimidate checks. A 3rd level ape-totem barbarian gains Power Attack as a bonus feat. At 5th level, an ape-totem barbarian's climb speed equals his base land speed. A barbarian dedicated to the bear totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. A 1st-level bear-totem barbarian gains Toughness as a bonus feat. At 2nd level, a bear-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites. A 3rd-level bear-totem barbarian gains Great Fortitude as a bonus feat. Beginning at 5th level, a bear-totem barbarian gains a +4 bonus on grapple checks when raging. A barbarian dedicated to the bear totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. When raging, a 1st-level boar-totem barbarian is treated as having the Diehard feat, even if he doesn't meet the normal prerequisites. At 3rd level and higher, a boar-totem barbarian's rage lasts for 2 rounds longer than normal. Beginning at 7th level, a boar-totem barbarian's damage reduction is 1 point higher than the normal value. Thus, at 7th level, a boar-totem barbarian's damage reduction is 2/-, and it rises by 1 point every three levels thereafter. A barbarian dedicated to the dragon totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. A 1st-level dragon-totem barbarian gains Blind-Fight as a bonus feat. At 2nd level, a dragon-totem barbarian gains a +2 bonus on saves against paralysis and sleep effects. At 5th level, a dragon-totem barbarian gains the frightful presence ability. The save DC is equal to 10 + 1/2 barbarian level + barbarian's Cha modifier. A barbarian dedicated to the eagle totem does not gain the standard fast movement and trap sense barbarian class features, and instead gains the following abilities. At 1st level, an eagle-totem barbarian's keen vision grants him a +2 bonus on Spot checks. An eagle-totem barbarian gains Lightning Reflexes as a bonus feat at 3rd level. A barbarian dedicated to the horse totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. At 2nd level, a horse-totem barbarian gains Run as a bonus feat. A 3rd-level horse-totem barbarian gains a +2 bonus on Handle Animal checks made with regard to horses and a +2 bonus on Ride checks made to ride a horse. At 5th level, a horse-totem barbarian gains Endurance as a bonus feat. A barbarian dedicated to the lion totem does not gain the standard fast movement, uncanny dodge, and improved uncanny dodge barbarian class features, and instead gains the following abilities. At 1st level, a lion-totem barbarian gains Run as a bonus feat. A 2nd-level lion-totem barbarian gains a +2 bonus on Hide checks. A 5th-level lion-totem barbarian gains a +2 bonus on damage rolls whenever he charges. A barbarian dedicated to the serpent totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. At 1st level, a serpent-totem barbarian gains a +2 bonus on Fortitude saves against poison. A 2nd-level serpent-totem barbarian gains a +2 bonus on Move Silently checks. At 3rd level, a serpent-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites. A serpent-totem barbarian gains Improved Initiative as a bonus feat at 5th level. A barbarian dedicated to the wolf totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. A 2nd-level wolf-totem barbarian gains Improved Trip as a bonus feat, even if he doesn't meet the normal prerequisites. A 5th-level wolf-totem barbarian gains Track as a bonus feat. The bardic sage focuses his efforts on learning, research, and the power of knowledge. Alignment: The bardic sage must be neutral good, neutral, or neutral evil. The true pursuit of knowledge cares little for ethical extremes. A bardic sage who becomes chaotic or lawful cannot progress in levels as a bardic sage, though he retains all his bardic sage abilities. Base Save Bonuses: The bardic sage has good will saves, but has poor Fortitude and Reflex saves. Class Features: The bardic sage has all the standard bard class features, except as noted below. Spellcasting: A bardic sage learns and casts spells as a normal bard, with a few exceptions. In addition to the normal number of spells known, a bardic sage knows one divination spell of each spell level he is capable of casting. For example, a 1st-level bardic sage knows four 0-level bard spells plus one 0-level bard spell of the divination school (such as detect magic, know direction, or read magic. The bardic sage's number of spells per day does not change. To learn or cast a spell, a bardic sage must have an Intelligence score (not Charisma score) equal to at least 10 + the spell level. All other spellcasting factors, including bonus spells and save DCs, are still determined using the bardic sage's Charisma score. Add the following spells to the bardic sage's class spell list: 1st—detect chaos/evil/good/law; 2nd—zone of truth; 3rd—arcane sight; 4th—analyze dweomer (lowered from 6th), sending; 5th—contact other plane, greater scrying (lowered from 6th); 6th—true seeing, vision. Bardic Knowledge: A bardic sage gains a +2 bonus on all bardic knowledge checks. Bardic Music: A bardic sage's powers of inspiration are not as persistent as those of a traditional bard. His ability to inspire courage, inspire greatness, or inspire heroics lasts only 3 rounds after the ally can no longer hear the bardic sage sing, rather than the normal 5 rounds. Not all bards are arcanists; some derive their special powers from a divine tradition. In many primitive cultures, the divine bard takes the place of the cleric or the adept as the guide of the people's religious beliefs. The divine bard has all the standard bard class features, except as noted below. Spellcasting: A divine bard learns and casts spells as a normal bard, with some minor exceptions. A divine bard's spells are divine spells, not arcane spells. To learn or cast a spell, a divine bard must have a Wisdom score (not Charisma score) equal to at least 10 + the spell level. All other Spellcasting factors, including bonus spells and save DCs, are still determined using the divine bard's Charisma score. Like druids, paladins, and rangers, divine bards need not designate a specific deity as the source of their spells. However, a divine bard can't cast spells of an alignment that doesn't match his. Thus, divine bards cannot cast lawful spells (since bards can't be lawful). Neutral divine bards can't cast any spells associated with an alignment (and are thus relatively rare). Add the following spells to the divine bard's class spell list: 0—create water, cure minor wounds; 1st—detect evil/good/law, protection from evil/good/law; 2nd—consecrate, desecrate, gentle repose; 3rd—magic circle against evil/good/law, prayer; 4th—remove disease, speak with dead, sending; 5th—divination, restoration; 6th—commune, hallow, unhallow, raise dead. The savage bard is a warrior at heart, though his arcane powers strike fear into the enemies of his tribe. Savage bards often multi-class as barbarians to improve their combat prowess. Alignment: A savage bard must be chaotic in alignment. A savage bard who becomes nonchaotic cannot progress in levels as a bard, though he retains all his bard abilities. Base Save Bonuses: A savage bard has good Fortitude and Will saves, but has poor Reflex saves. Class Skills: A savage bard loses Decipher Script and Speak Language as class skills. He adds Survival to his list of class skills. Class Features: The savage bard has all the standard bard class features, except as noted below. Illiteracy: A savage bard is illiterate, just as a barbarian is. An illiterate savage bard cannot use or scribe scrolls. Spellcasting: Remove the following spells from the savage bard's class spell list: calm emotions, comprehend languages, detect secret doors, erase, prestidigitation, read magic, sepia snake sigil, summon monster (I through VI). Add the following spells to the savage bard's class spell list: 1st—calm animals, detect snares and pits, endure elements, summon nature's ally I; 2nd—bull's strength, pass without trace, summon nature's ally II; 3rd—snare, summon nature's ally III; 4th—insect plague, summon nature's ally IV; 5th—commune with nature, summon nature's ally V; 6th—creeping doom, reincarnate, summon nature's ally VI. The cloistered cleric spends more time than other clerics in study and prayer and less in martial training. He gives up some of the cleric's combat prowess in exchange for greater skill access and a wider range of spells devoted to knowledge (and the protection of knowledge). Most cloistered clerics are nonchaotic, since they believe that a disciplined lifestyle lends itself better to learning. Hit Die: The cloistered cleric uses a d6 for his Hit Die (and has hit points at 1st level equal to 6 + Con modifier). Base Attack Bonus: The cloistered cleric's lack of martial training means that he uses the poor base attack bonus. Class Skills: The cloistered cleric's class skill list includes Decipher Script, Speak Language, and all Knowledge skills (from the Knowledge domain, see below). The cloistered cleric gains skill points per level equal to 6 + Int modifier (and has this number x4 at 1st level). Class Features The cloistered cleric has all the standard cleric class features, except as noted below. Weapon and Armor Proficiency: Cloistered clerics are proficient with simple weapons and with light armor. Lore (Ex): Thanks to long hours of study, a cloistered cleric has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the cloistered cleric's class level in place of the bard level. Domains & Spells: Most cloistered clerics worship deities associated with knowledge and learning. In addition to any domains selected from his deity's list, a cloistered cleric automatically gains the Knowledge domain as a bonus domain (even if the Knowledge domain is not normally available to clerics of that deity). He gains the Knowledge domain granted power and may select his bonus domain spell from the Knowledge domain or from one of his two regular domains. Spellcasting: Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision. The druidic avenger channels her inner fury to wreak vengeance upon those who injure the natural world. This comes at a price, however, since the avenger must give up some of her own sensitivity to nature. Class Skills: Add Intimidate to the avenger's list of class skills. Eliminate Diplomacy from the avenger's list of class skills. Class Features The druidic avenger has all the standard druid class features, except as noted below. Animal Companion: An avenger does not gain the service of an animal companion. Fast Movement (Ex): A druidic avenger's base land speed is faster than the norm for her race by 10 feet. This ability is identical to the barbarian ability of the same name. Rage (Ex): An avenger can enter a furious rage, identical to that of a barbarian. An avenger can use this ability once per day at 1st level, and one additional time per day for every five levels above 1st. An avenger does not gain the greater rage, indomitable will, or mighty rage abilities. Spontaneous Casting: An avenger cannot channel stored spell energy into summoning spells. Tireless Rage (Ex): At 17th level and higher, an avenger no longer becomes fatigued at the end of her rage. Wild Empathy: A druidic avenger takes a -4 penalty on wild empathy checks. The thug is a street fighter, a survivor who learns to mix brute force with a bit of craftiness. He has most of the fighter's strengths, along with some additional skills to help keep him alive on the mean streets. Despite the name, not all thugs are mere hooligans—many are crafty veterans who use their knowledge of the streets to gain an advantage against their opponents. Most thugs are nonlawful, though sometimes gangs of thugs with a lawful streak band together. Class Skills: Add the following skills to the fighter's class skill list: Bluff, Gather Information, Knowledge (local), and Sleight of Hand. The thug gains skill points per level equal to 4 + Int modifier (and has this number x4 at 1st level). Class Features The thug has all the standard fighter class features, except as noted below. Weapon and Armor Proficiency: Thugs are proficient with all simple and martial weapons and with light armor. Bonus Feats: A thug doesn't gain the normal fighter bonus feat at 1st level. Also, add Urban Tracking to the list of fighter bonus feats available to the thug. A 1st-level monk (regardless of character level) may select one of the fighting styles described below. By selecting one of these fighting styles, she dictates which bonus feats she gains at 1st, 2nd, and 6th level (when a standard monk normally gains one of two bonus feats). In addition, at 1st level she gets a +2 bonus on checks involving a skill of her selection (in exchange for the freedom of choice she gives up by preselecting her bonus feats). Finally, she gains a bonus ability at 6th level if she has met the listed prerequisites by that time. If the character hasn't yet met the prerequisites, she doesn't gain the bonus ability, even if she meets the prerequisites at some later time. A monk can abandon her fighting style by selecting a different bonus feat at 2nd or 6th level; however, if she does so, she loses the bonus on skill checks gained at 1st level and never gains the bonus ability of the fighting style (even if she meets the prerequisites). Monks of the Cobra Strike School specialize in agility and defense. By making herself hard to pin down, the Cobra Strike monk forces the enemy to fight on her terms. 1st-Level Skill Bonus: Escape Artist. 1st-Level Feat: Dodge 2nd-Level Feat: Mobility. 6th-Level Feat: Spring Attack. 6th-Level Bonus Ability: The dodge bonus to Armor Class granted by your Dodge feat increases to +2. Prerequisites: Balance 4 ranks, Escape Artist 9 ranks. The Denying Stance monk seeks to neutralize the opponent's maneuvers, thwarting him at every turn until he becomes so frustrated that he makes a crucial error. 1st-Level Skill Bonus: Tumble. 1st-Level Feat: Improved Grapple. 2nd-Level Feat: Combat Reflexes. 6th-Level Feat: Improved Disarm. 6th-Level Bonus Ability: When fighting defensively or using the Combat Expertise feat, you gain a +2 bonus on grapple checks and disarm attempts. Prerequisites: Tumble 9 ranks, Combat Expertise. Students of the Hand and Foot style learn to use their appendages for both offense and defense. 1st-Level Skill Bonus: Balance. 1st-Level Feat: Stunning Fist. 2nd-Level Feat: Deflect Arrows. 6th-Level Feat: Improved Trip. 6th-Level Bonus Ability: You gain a +2 bonus on attacks of opportunity made against an opponent attempting to bull rush or trip you, and a +4 bonus on Dexterity or Strength checks to avoid being tripped or bull rushed. Prerequisites: Balance 9 ranks, Tumble 4 ranks. Monks of the Invisible Eye rely on their senses, particularly hearing, to aid them in combat. 1st-Level Skill Bonus: Listen. 1st-Level Feat: Combat Reflexes. 2nd-Level Feat: Lightning Reflexes. 6th-Level Feat: Blind-Fight. 6th-Level Bonus Ability: When unarmed and fighting defensively, using Combat Expertise, or using the total defense action, increase the dodge bonus to Armor Class that you gain from using that tactic by 1. Prerequisites: Listen 9 ranks, Agile. A monk trained in the Overwhelming Attack style always presses the advantage, preferring a showy display of all-out offense to any form of defense. 1st-Level skill Bonus: Intimidate. 1st-Level Feat: Power Attack. 2nd-Level Feat: Improved Bull Rush. 6th-Level Feat: Improved Overrun. 6th-Level Bonus Ability: If you have used Intimidate to demoralize your opponent at any time within the previous 10 rounds, you gain a +4 bonus on Strength checks made to bull rush or overrun that opponent. Prerequisites: Intimidate 4 ranks, Perform (dance) 4 ranks. The Passive Way focuses on making your opponent overreach himself or underestimate your skill. 1st-Level Skill Bonus: Bluff. 1st-Level Feat: Combat Expertise. 2nd-Level Feat: Improved Trip. 6th-Level Feat: Improved Feint. 6th-Level Bonus Ability: You gain a +4 bonus on Strength checks made to trip an opponent who is denied his Dexterity bonus to Armor Class. Prerequisites: Bluff 4 ranks, Sense Motive 4 ranks, Skill Focus (Bluff). The Sleeping Tiger style mixes smooth motions with powerful strikes. It favors a quick, first strike approach, preferably from a position of ambush. 1st-Level Skill Bonus: Hide. 1st-Level Feat: Weapon Finesse. 2nd-Level Feat: Improved Initiative. 6th-Level Feat: Improved Sunder. 6th-Level Bonus Ability: Once per round, when an opponent would be denied his Dexterity bonus to Armor Class, the monk deals an extra 1d6 points of damage with a melee attack made with a light weapon. Any creature immune to sneak attacks is immune to this ability. Prerequisites: Hide 9 ranks, Power Attack. Monks of the Undying Way believe in patience above all else. They work to outlast their opponents by means of superior endurance. 1st-Level Skill Bonus: Concentration. 1st-Level Feat: Toughness. 2nd-Level Feat: Endurance. 6th-Level Feat: Diehard. 6th-Level Bonus Ability: When fighting defensively, using Combat Expertise, or using the total defense action, the monk gains damage reduction 2/-. Prerequisites: Concentration 9 ranks. The three paladin variants presented here demonstrate examples of alternative-alignment paladins. Each one follows a specific code of conduct tailored to its specific alignment. The paladin of freedom is chaotic good, dedicated to liberty and free thought. The paladin of tyranny is the opposite, a lawful evil villain bent on dominating those weaker than she. The paladin of slaughter is a brutal champion of chaos and evil who leaves only destruction trailing in his wake. (If you use these versions of the paladin class, you might consider designating the standard paladin as the "paladin of honor" to differentiate it from the variants.) These paladin variants aren't meant to be unique classes in and of themselves, but rather alignment-based variations of the paladin. They have the same Hit Die, skill points per level, weapon and armor proficiencies, and spells per day as the standard paladin. Their class skill lists are nearly identical, with exceptions noted below. Their spellcasting functions identically to that of the standard paladin (though their spell lists are somewhat different). When a class feature has the same name as a paladin class feature, it functions the same as the one described for the standard paladin. Aura of good, detect evil, smite evil 1/day Divine grace, lay on hands Aura of resolve, divine health Turn undead Smite evil 2/day, special mount Remove disease 1/week --- --- Remove disease 2/week Smite evil 3/day --- Remove disease 3/week --- --- Remove disease 4/week, smite evil 4/day --- --- Remove disease 5/week --- Smite evil 5/day Paladin of Freedom Class Features The paladin of freedom has all the standard paladin class features, except as noted below. Class Skills: Replace Diplomacy with Bluff on the class skill list. Aura of Resolve (Su): Beginning at 3rd level, a paladin of freedom is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature. Spellcasting: Remove the following spells from the paladin's spell list: death ward, discern lies, dispel chaos, magic circle against chaos, protection from chaos. Add the following spells to the paladin's spell list: 1st—protection from law; 3rd—magic circle against law, remove curse; 4th—dispel law, freedom of movement. Code of Conduct: A paladin of freedom must be of chaotic good alignment and loses all class abilities if he ever willingly commits an evil act. Additionally, a paladin of freedom's code requires that he respect individual liberty, help those in need (provided they do not use the help for lawful or evil ends), and punish those who threaten or curtail personal liberty. Associates: While he may adventure with characters of any good or neutral alignment, a paladin of freedom will never knowingly associate with evil characters (except on some sort of undercover mission), nor will he continue an association with someone who consistently offends his moral code. A paladin of freedom may accept only henchmen, followers, or cohorts who are chaotic good. Aura of evil, detect good, smite good 1/day Divine grace, deadly touch Aura of despair, divine health Rebuke undead Smite good 2/day, special mount Cause disease 1/week --- --- Cause disease 2/week Smite good 3/day --- Cause disease 3/week --- --- Cause disease 4/week, smite good 4/day --- --- Cause disease 5/week --- Smite good 5/day Paladin of Tyranny Class Features The paladin of tyranny has all the standard paladin class features, except as noted below. Aura of Evil (Ex): The power of a paladin of tyranny's aura of evil (see the detect evil spell) is equal to his paladin of tyranny level, just as with the aura of a cleric of an evil deity. Detect Good (Sp): At will, a paladin of tyranny can use detect good, as the spell. Smite Good (Su): Once per day, a paladin of tyranny may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin's ability to smite evil, including increased daily uses as the paladin of tyranny gains class levels. Deadly Touch (Su): Beginning at 2nd level, a paladin of tyranny can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + paladin's Cha modifier) to halve the damage dealt. Alternatively, a paladin of tyranny can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability. Aura of Despair (Su): Beginning at 3rd level, a paladin of tyranny radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. This ability otherwise functions identically to the paladin's aura of courage class feature. Rebuke Undead (Su): A paladin of tyranny rebukes undead rather than turning undead. Cause Disease (Sp): A paladin of tyranny can inflict disease with his touch (as the contagion spell) a number of times per week that a standard paladin of her level would normally be able to remove disease. Spellcasting: Replace the paladin's spell list with the following spell list: 1st—bane, corrupt weapon, create water, curse water, detect poison, detect undead, divine favor, doom, endure elements, inflict light wounds, magic weapon, protection from chaos, protection from good, read magic, resistance, virtue; 2nd—bull's strength, cure light wounds, darkness, delay poison, eagle's splendor, hold person, inflict moderate wounds, owl's wisdom, resist energy, undetectable alignment; 3rd—bestow curse, cure moderate wounds, deeper darkness, discern lies, dispel magic, greater magic weapon, heal mount, prayer, inflict serious wounds, magic circle against chaos/good; 4th—break enchantment, cure serious wounds, dispel chaos, dispel good, dominate person, inflict critical wounds, unholy sword. Code of conduct: A paladin of tyranny must be of lawful evil alignment and loses all class abilities if he ever willingly commits a good act. Additionally, a paladin of tyranny's code requires that he respect authority figures as long as they have the strength to rule over the weak, act with discipline (not engaging in random slaughter, keeping firm control over those beneath his station, and so forth), help only those who help him maintain or improve his status, and punish those who challenge authority (unless, of course, such challengers prove more worthy to hold that authority). Associates: While he may adventure with characters of any evil or neutral alignment, a paladin of tyranny will never knowingly associate with good characters unless it serves his needs, nor will he continue an association with someone who consistently offends his moral code. A paladin of tyranny may accept henchmen and followers of any alignment, but may only accept cohorts who are lawful evil. Aura of evil, detect good, smite good 1/day Divine grace, deadly touch Debilitating aura, divine health Rebuke undead Smite good 2/day, special mount Cause disease 1/week --- --- Cause disease 2/week Smite good 3/day --- Cause disease 3/week --- --- Cause disease 4/week, smite good 4/day --- --- Cause disease 5/week --- Smite good 5/day Paladin of Slaughter Class Features The paladin of slaughter has all the standard paladin class features, except as noted below. Class Skills: Replace Diplomacy with Intimidate on the class skill list. Aura of Evil (Ex): The power of a paladin of slaughter's aura of evil (see the detect evil spell) is equal to her paladin of slaughter level, just as with the aura of a cleric of an evil deity. Detect Good (Sp): At will, a paladin of slaughter can use detect good, as the spell. Smite Good (Su): Once per day, a paladin of slaughter may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin's ability to smite evil, including increased daily uses as the paladin of slaughter gains class levels. Deadly Touch (Su): Beginning at 2nd level, a paladin of slaughter can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + paladin's Cha modifier) to halve the damage dealt. Alternatively, a paladin of slaughter can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability. Debilitating Aura (Su): Beginning at 3rd level, a paladin of slaughter radiates a malign aura that causes enemies within 10 feet of her to take a -1 penalty to Armor Class. This ability otherwise functions identically to the paladin's aura of courage class feature. Rebuke Undead (Su): A paladin of slaughter rebukes undead rather than turning undead. Cause Disease (Sp): A paladin of slaughter can inflict disease with her touch (as the contagion spell) a number of times per week that a standard paladin of her level would normally be able to remove disease. Spellcasting: Replace the standard paladin's spell list with the following spell list: 1st—bane, cause fear, corrupt weapon, create water, curse water, detect poison, detect undead, divine favor, endure elements, inflict light wounds, magic weapon, protection from good, protection from law, read magic, resistance, virtue; 2nd—bull's strength, cure light wounds, darkness, delay poison, eagle's splendor, inflict moderate wounds, owl's wisdom, resist energy, undetectable alignment; 3rd—blindness/deafness, cure moderate wounds, deeper darkness, dispel magic, greater magic weapon, heal mount, prayer, inflict serious wounds, magic circle against good/law; 4th—break enchantment, cure serious wounds, dispel good, dispel law, inflict critical wounds, poison, unholy sword. Code of Conduct: A paladin of slaughter must be of chaotic evil alignment and loses all class abilities if she ever willingly commits a good act. Additionally, a paladin of slaughter's code requires that she disrespect all authority figures who have not proven their physical superiority to her, refuse help to those in need, and sow destruction and death at all opportunities. Associates: While she may adventure with characters of any evil or neutral alignment, a paladin of slaughter will never knowingly associate with good characters, nor will she continue an association with someone who consistently offends her moral code. A paladin of tyranny may accept only henchmen, followers, and cohorts who are chaotic evil. The planar ranger roams the multiverse instead of the wilderness, learning the secrets of the planes. Class Skills: Eliminate Knowledge (nature) and Knowledge (dungeoneering) from the ranger's class skill list. Add Knowledge (the planes) and Speak Language (Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, Terran only) to the class skill list. Class Features: The planar ranger has all the standard ranger class features, except as noted below. Wild Empathy: A planar ranger takes no penalty on wild empathy checks made to influence magical beasts with the celestial or fiendish templates. However, he takes a -4 penalty when using this ability against animals. Animal Companion: A nonevil planar ranger may have a celestial version of a normal animal as his animal companion. A nongood ranger may have a fiendish version of a normal animal as his animal companion. Spellcasting: A planar ranger's spellcasting ability is largely unchanged from that of the standard ranger, with one exception: Any ranger spell that normally affects animals also affects celestial or fiendish versions of animals when cast by a planar ranger. The urban ranger stalks the treacherous streets of the city, relying on his knowledge of alleyways and underworld contacts to keep him alive. Class Skills: Eliminate Knowledge (nature), Knowledge (dungeoneering), and Survival from the ranger's class skill list. Add Gather Information, Knowledge (local), and Sense Motive to the class skill list. Class Features: The urban ranger has all the standard ranger class features, except as noted below. [list] Animal Companion: An urban ranger cannot have an animal larger than Medium as his animal companion. Urban Tracking: An urban ranger does not gain the Track feat at 1st level. Instead, he gains the Urban Tracking feat (see below), which allows him to use Gather Information to track down a missing person, suspect, or other individual within a community. Wild Empathy: An urban ranger adds only one-half his class level to wild empathy checks, reflecting his limited connection with the natural world. Favored Enemy: An urban ranger may select a guild instead of a creature type as his favored enemy. The favored enemy bonuses applies to all members of the chosen organization, regardless of their creature type or subtype. Available guilds are listed in the Guild Hall of Gladius. Spellcasting: The urban ranger's spell list is different from the standard ranger list. The following spells are eliminated from the urban ranger's spell list: animal messenger, charm animal, detect animals or plants, speak with animals, bear's endurance, hold animal, snare, speak with plants, command plants, diminish plants, plant growth, reduce animal, tree shape, water walk, commune with nature, and tree stride. In exchange, the urban ranger adds the following spells to his class spell list: 1st—comprehend languages, detect chaos/good/evil/law, detect secret doors, message; 2nd—detect thoughts, knock, locate object, eagle's splendor; 3rd—discern lies, invisibility, speak with dead, tongues; 4th—dimensional anchor, locate creature, mage's faithful hound, true seeing. Woodland Stride: An urban ranger does not gain this ability. Swift Tracker (Ex): Beginning at 8th level, am urban ranger may make a Gather Information check for his Urban Tracking feat every half hour without taking the normal -5 penalty. Camouflage: An urban ranger does not gain this ability. Hide in Plain Sight (Ex): An urban ranger can use this ability in any area, whether natural terrain or not. Note: This feat qualifies for anything the track feat does, eg. Slayer Prestige Class. Urban Tracking (General) You can track down the location of missing persons or wanted individuals within communities. Benefit: To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town. If you fail a Gather Information check, you can retry after 1 hour of questioning. The game master should roll the number of checks required secretly, so that the player doesn't know exactly how long the task will require. Normal: A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn't allow effective trailing. Special: A character with 5 ranks in Knowledge (local) gains a +2 bonus on the Gather Information check to use this feat. You can cut the time between Gather Information checks in half (to 30 minutes per check rather than 1 hour), but you take a -5 penalty on the check. The wilderness rogue prefers to put her skills to use in the great outdoors, rather than in cramped alleys and dungeon corridors. In many ways, she is similar to the traditional ranger, though with less combat savvy and with none of the ranger's divine link to the natural world. Class Skills: Remove the following rogue class skills from the wilderness rogue's class skill list: Appraise, Diplomacy, Decipher Script, Forgery, and Gather Information. Add the following skills to the wilderness rogue's class skill list: Handle Animal, Knowledge (geography), Knowledge (nature), Ride, and Survival. Class Features The wilderness rogue has all the standard rogue class features, except as noted below. Special Abilities: Add woodland stride (as the 7th-level ranger ability), camouflage (as the 13th-level ranger ability) and hide in plain sight (as the 17th-level ranger ability, requires the rogue to already have the camouflage ability) to the list of special abilities that can be chosen by the wilderness rogue. The battle sorcerer is no weak arcanist, hiding behind the fighters. Instead, she is a capable physical combatant who mixes magical prowess with fighting skill. Hit Die: d8. Base Attack Bonus: The battle sorcerer uses the base attack bonus progression of the cleric. Class Skills: Remove Bluff from the battle sorcerer's class skill list. Add Intimidate to the battle sorcerer's class skill list. Class Features The battle sorcerer has all the standard sorcerer class features, except as noted below. Weapon and Armor Proficiency: At 1st level, a battle sorcerer gains proficiency with any light or one-handed martial weapon of the character's choice. She also gains proficiency with light armor. Spellcasting: A battle sorcerer can cast sorcerer spells derived from her class levels of battle sorcerer while in light armor without the normal arcane spell failure chance. Daily Spells: A battle sorcerer has fewer daily spell slots than a standard sorcerer. Subtract one spell per day from each spell level on Table: The Sorcerer (to a minimum of zero spells per day). For example, a 1st-level battle sorcerer may cast four 0-level spells and two 1st-level spells per day (plus bonus spells, if any). Known Spells: A battle sorcerer knows fewer spells per spell level than a standard sorcerer. Subtract one spell known from each spell level on Table: Sorcerer Spells Known (to a minimum of one spell per spell level). For example, a 4th-level battle sorcerer knows five 0-level spells, two 1st-level spells, and one 2nd-level spell. When she reaches 5th level, the battle sorcerer learns one additional 1st-level spell, but doesn't learn an additional 2nd-level spell (since two minus one is one). A wizard who uses the arcane domain system (called a domain wizard) selects a specific arcane domain of spells, much like a cleric selects a pair of domains associated with his deity. A domain wizard cannot also be a specialist wizard; in exchange for the versatility given up by specializing in a domain instead of an entire school, the domain wizard casts her chosen spells with increased power. Some of the arcane domains described below have the same name as a divine domain. Regardless of any apparent similarity, these domains have no connection to one another. Class Features The domain wizard has all the standard wizard class features, except as noted below. Arcane Domain: At 1st level, a domain wizard selects an arcane domain from those listed below. Once selected, the domain may never be changed. A domain wizard automatically adds each new domain spell to her list of known spells as soon as she becomes able to cast it. These spells do not count against her two new spells known per wizard level. A domain wizard casts spells from her chosen domain (regardless of whether the spell was prepared as a domain spell or a normal spell) as a caster one level higher than her normal level. This bonus applies only to the spells listed for the domain, not all spells of the school or subtype whose name matches the domain name. In some cases, an arcane domain includes spells not normally on the wizard's class spell list. These spells are treated as being on the character's class spell list (and thus she can use wands or arcane scrolls that hold those spells, or even prepare those spells in her normal wizard spell slots). Spellcasting: A domain wizard prepares and casts spells like a normal wizard. However, a domain wizard gains one bonus spell per spell level, which must be filled with the spell from that level of the domain spell list (or with a lower-level domain spell that has been altered with a metamagic feat). Prohibited School: Unlike a specialist wizard, a domain wizard must select only one prohibited school. The wizard cannot cast spells of that school even if they appear on his domain list. Abjuration Domain: 0—resistance; 1st—shield; 2nd—resist energy; 3rd—dispel magic; 4th—remove curse; 5th—mage's private sanctum; 6th—greater dispel magic; 7th—banishment; 8th—mind blank; 9th—prismatic sphere. | Antimagic Domain: 0—detect magic; 1st—protection from chaos/evil/good/law; 2nd—obscure object; 3rd—dispel magic; 4th—minor globe of invulnerability; 5th—break enchantment; 6th—antimagic field; 7th—spell turning; 8th—protection from spells; 9th—mage's disjunction. | Battle Domain: 0—daze; 1st—true strike; 2nd—protection from arrows; 3rd—greater magic weapon; 4th—fire shield; 5th—interposing hand; 6th—transformation; 7th—power word blind; 8th—moment of prescience; 9th—time stop. | Cold Domain: 0—ray of frost; 1st—chill touch; 2nd—chill metal (as 2nd-level druid spell); 3rd—sleet storm; 4th—wall of ice; 5th—cone of cold; 6th—freezing sphere; 7th—delayed blast frostball (as delayed blast fireball, but deals cold damage instead of fire damage); 8th—polar ray; 9th—comet swarm (as meteor swarm, but deals cold damage instead of fire damage). | Conjuration Domain: 0—acid splash; 1st—mage armor; 2nd—web; 3rd—stinking cloud; 4th—summon monster IV; 5th—wall of stone; 6th—acid fog; 7th—summon monster VII; 8th—maze; 9th—gate summon monster IX. | Divination Domain: 0—detect magic; 1st—detect secret doors; 2nd—see invisibility; 3rd—arcane sight; 4th—arcane eye; 5th—prying eyes; 6th—true seeing; 7th—greater arcane sight; 8th—discern location; 9th—foresight. | Enchantment Domain: 0—daze; 1st—charm person; 2nd—hideous laughter; 3rd—suggestion; 4th—confusion; 5th—hold monster; 6th—greater heroism; 7th—insanity; 8th—mass charm monster; 9th—dominate monster. | Evocation Domain: 0—light; 1st—magic missile; 2nd—flaming sphere; 3rd—lightning bolt; 4th—shout; 5th—wall of force; 6th—forceful hand; 7th—mage's sword; 8th—telekinetic sphere; 9th—crushing hand. | Fire Domain: 0—flare; 1st—burning hands; 2nd—scorching ray; 3rd—fireball; 4th—wall of fire; 5th—cone of fire (as cone of cold, but deals fire damage instead of cold damage); 6th—summon monster VI (fire creatures only); 7th—delayed blast fireball; 8th—incendiary cloud; 9th—meteor swarm. | Illusion Domain: 0—ghost sound; 1st—disguise self; 2nd—invisibility; 3rd—major image; 4th—phantasmal killer; 5th—shadow evocation; 6th—mislead; 7th—mass invisibility; 8th—scintillating pattern; 9th—shades. | Necromancy Domain: 0—disrupt undead; 1st—ray of enfeeblement; 2nd—false life; 3rd—vampiric touch; 4th—fear; 5th—waves of fatigue; 6th—circle of death; 7th—control undead; 8th—horrid wilting; 9th—energy drain. | Storm Domain: 0—ray of frost; 1st—obscuring mist (as 1st-level cleric spell); 2nd—gust of wind; 3rd—lightning bolt; 4th—ice storm; 5th—control winds (as 5th-level druid spell); 6th—chain lightning; 7th—control weather; 8th—whirlwind (as 8th-level druid spell); 9th—storm of vengeance (as 9th-level cleric spell). | Transmutation Domain: 0—mage hand; 1st—expeditious retreat; 2nd—levitate; 3rd—haste; 4th—polymorph; 5th—baleful polymorph; 6th—disintegrate; 7th—reverse gravity; 8th—iron body; 9th—shapechange. |
| Pitlords08-25-06, 04:46 PM | Unearthed Arcana Variant Class Features Credit Cost: Any class or other option in here costs 10 credits to play, which must be requested in the Blackmarket of Gladius. Once confirmed, you can from now on use it freely. For example, you want to play a Barbarian Variant instead of the one printed in the PHB. You pay 10° and can from now on level in this class; the cost needs to be payed only once per class or race. If you later decide to multiclass into a variant rogue, you have to pay another fee. If your barbarian is also of a variant race, add another 10° to the cost. Modifications: Since some of the material is either not balanced or does not harmonize very well with the CoCo setup, we made some modifications in order to fix this imbalance. The following list shows these modifications. They are already modified in the respective entry below so this section is just a quick overview for those interested in the changes. It also helps those who like to use another Unearthed Arcana homepage reference to quickly see what is different in the Core Coliseum. Prohibited Class: If a player picks one of the 'Other Class Variants' below, he may not take or possess levels in the class that provided the feature. For example, a fighter could not multiclass into a variant rogue to gain additional bonus feats. This is to prevent 'frontloaded' builds. These variants simply swap one or more of that class's features for one or more class features of another class. A class feature gained works just as it did for its original class, including the level at which it is gained and any other effects, except as noted below. A barbarian who prefers crafty hunting over pure ferocity might choose to exchange his rage ability for certain ranger class features. He may not take or possess any ranger levels. Gain: Favored enemy (as ranger); archery combat style, improved archery combat style, and archery combat style mastery (as ranger). Lose: Rage, greater rage, indomitable will, tireless rage, mighty rage. A rare bard might display a special link to nature and the mysterious world of the fey. Such characters tend to be more aloof and less inspiring than standard bards. He may not take or possess any druid levels. Gain: Animal companion (as druid), nature sense (as druid), resist nature's lure (as druid), wild empathy (as druid). Lose: Bardic knowledge, inspire courage, inspire competence, inspire greatness, inspire heroics. Some clerics prefer to be champions of good (or evil), standing at the forefront of the battle against the enemy. He may not take or possess any paladin levels. Gain: Smite evil, if the cleric would normally channel positive energy, or smite good, if the cleric would normally channel negative energy (as paladin); aura of courage (as paladin). Lose: Turn undead. The druid might choose to give up her wild shape ability in exchange for becoming a swift and deadly hunter. He may not take or possess any monk or ranger levels. Gain: Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC), fast movement (as monk), favored enemy (as ranger), swift tracker (as ranger), Track feat (as ranger). Lose: Armor and shield proficiency, wild shape (all versions). Some fighters prefer stealth and cunning over martial skill. This variant can also be combined with the thug variant. He may not take or possess any rogue levels. Gain: Sneak attack (as rogue). Lose: Bonus feats. A monk might choose to give up some of her mobility in exchange for the ability to withstand attacks. He may not take or possess any barbarian levels. Gain: Damage reduction (as barbarian). Lose: Enhancement bonus to unarmored speed, bonus to Armor Class when unarmored (retain Wisdom bonus to AC when unarmored). The paladin who takes an active role in hunting her foul enemies must give up her defensive powers. He may not take or possess any ranger levels. Gain: Favored enemy (as ranger; may only select aberrations, dragons, giants, monstrous humanoids, evil outsiders, or undead). Lose: Lay on hands, turn undead, remove disease. A ranger might forgo training in weapon combat in exchange for the ability to take animal form and move swiftly through the woodlands. He may not take or possess any druid or barbarian levels. Gain: Wild shape (as druid; Small or Medium animals only), fast movement (as barbarian). Lose: Combat style, improved combat style, combat style mastery. The rogue who favors martial training over stealth and cunning can profit if she chooses her fights carefully. He may not take or possess any fighter levels. Gain: Bonus feats (as fighter). Lose: Sneak attack. A sorcerer or wizard might desire a more durable companion to accompany him on excursions into the wilderness. He may not take or possess any druid levels. Gain: Animal companion (as druid; treat sorcerer or wizard as a druid of half his class level). Lose: Familiar. Some wizards trade their knowledge of magic and craft to improve their combat prowess. He may not take or possess any fighter levels. Gain: Bonus feat list (as fighter; bonus feats gained at 1st level and every five levels as wizard). Lose: Scribe Scroll, wizard bonus feat list. The following variants present different versions of the standard specialist wizards. Each variant specialist class gives up one of the standard specialists class abilities in exchange for a new ability unique to the variant specialist. Each specialist class has three variants: one that replaces the specialist's summon familiar ability, one that replaces the specialist's bonus feats, and one that replaces the specialist's bonus spell per day from the specialty school. Although these abilities allow the creation and customization of variant classes, a character cannot, for example, take a few levels of conjurer using the rapid summoning variant and then "multiclass" into regular conjurer levels. These variants all follow the normal rules for multiclassing by specialist wizards. Masters of protective magic, abjurers can fill many roles in a campaign, from bodyguard to battlemage to adventurer. Although it lacks offensive options, the school of abjuration provides some of the most effective combat spells in the game. An evoker or transmuter might find it easier to bring down large groups of foes, but an abjurer is far more likely to bring herself and her companions through a fight alive. Resistance to Energy (Su): Once per day, an abjurer using this variant can create a mystical shield that grants herself or any one creature that she touches limited protection against a chosen energy type (acid, cold, electricity, fire, or sonic). The affected creature gains resistance equal to 5 plus one-half the abjurer's class level against the chosen energy type. Activating this ability is a standard action. Once activated, the protection lasts for 1 hour. This protection overlaps with (and does not stack with) the effects of spells such as resist energy. An abjurer using this variant permanently gives up the ability to obtain a familiar. Aura of Protection (Ex): Once per day, a 5th-level abjurer using this variant can generate a protective aura that shields against both physical and magical attacks. When the abjurer generates this field, she gains a deflection bonus to her Armor Class and a resistance bonus on all saving throws equal to her Intelligence modifier. This ability requires a standard action to activate, and each use protects against only one attack or spell. Once activated, the protective aura lasts for 1 minute or until the abjurer is attacked or required to make a saving throw, whichever comes first. An abjurer using this variant can use this ability one additional time per day for every five class levels gained above 5th. An abjurer using this variant does not gain bonus feats for advancing as a wizard. Spontaneous Dispelling (Ex): At 5th level, an abjurer using this variant gains the ability to spontaneously cast the spell dispel magic. This ability is similar to the cleric's ability to spontaneously cast cure spells, with a few exceptions. The abjurer can "lose" four or more levels of prepared spells to cast dispel magic. The prepared spells can be of any level or combination of levels as long as the total spell levels add up to four or more (0-level spells don't count). For example, an abjurer using this variant could lose two 2nd-level spells or one 1st-level spell and one 3rd-level spell to cast dispel magic. At 11th level, an abjurer can "lose" seven or more levels of prepared spells to spontaneously cast greater dispel magic. An abjurer using this variant can use it in conjunction with a readied action to use dispel magic or greater dispel magic as a counterspell. An abjurer using this variant does not gain additional spells per day for being a specialist wizard. One of the most versatile schools of magic, conjuration offers its disciples an effective solution to nearly any task: simply summon the appropriate monster and let it solve the problem. In combat, high-level conjurers fight from behind wave after wave of summoned foes, and in most battles they simply direct their summoned allies into the conflict. In addition to these vaunted summoning powers, conjuration provides effective combat spells and access to teleportation magic. Rapid Summoning (Ex): Any time a conjurer using this variant casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Conjurers using this variant gain the normal benefits from enhancing a summon monster spell with the Quicken Spell feat. A conjurer using this variant permanently gives up the ability to obtain a familiar. Enhanced Summoning (Ex): At 1st level, a conjurer using this variant gains the Augmented Summoning feat for free instead of the Scribe Scroll feat. At 5th level, the conjurer's summoned creatures become particularly tough to dispel. Add 2 to the DC of any caster level check made to dispel the conjurer's summoned creatures. At 15th level, this addition to the DC increases to 4. At 10th level, the conjurer's summoned creatures gain an additional +2 bonus to Strength and Constitution. At 20th level, these bonuses increase to +4. These bonuses stack with those granted by the Augmented Summoning feat. A conjurer using this variant does not gain bonus feats for advancing as a wizard. Spontaneous Summoning (Ex): Conjurers using this variant can "lose" a prepared spell to cast any summon monster spell of a lower level. For example, a conjurer who has prepared greater invisibility (a 4th-level spell) may lose that spell to cast summon monster I, summon monster II, or summon monster III. A conjurer using this variant does not gain additional spells per day for being a specialist wizard. Note: Since conjurers using this variant obviously summon monsters frequently, the game master requires the conjurer's player to prepare simple record sheets ahead of time for each monster that the character commonly summons. These monsters should not appear in the sheet but in a seperate post with a link to it on the sheet. Seekers of knowledge, hoarders of lore, and master spies, diviners are perhaps the most underrated specialist wizards. Because they must give up access to only one other school of magic, they are also the most versatile specialists. More than any other specialists, diviners excel at gathering information, and an adventuring party that includes a diviner is much more likely to prepare properly for an adventure. Enhanced Awareness (Ex): A diviner using this variant adds Sense Motive to her list of class skills. In addition, she gains minor benefits when casting certain divination spells. She needs only to study an item for 10 minutes (rather than 1 hour) when casting identify. An arcane eye cast by the diviner travels at 20 feet per round when studying its surroundings (rather than 10 feet per round). Add +1 to the saving throw DCs of the character's divination spells. (This bonus stacks with the bonus from the Spell Focus and Greater Spell Focus feats.) A diviner using this variant permanently gives up the ability to obtain a familiar. Bonus Feat List: A diviner using this variant gradually grows in awareness and perceptive ability, but at the expense of her metamagic capabilities. The diviner may not select a metamagic feat as a wizard bonus feat (that is, those feats gained at 5th, 10th, 15th, and 20th level). However, the following feats are added to the list of bonus feats available to her at those levels: Alertness, Blind-Fight, Improved Initiative, Lightning Reflexes, and Skill Focus (Spot, Listen, or Sense Motive only). Prescience (Ex): Gifted with extraordinary insight and perceptive abilities, a diviner using this variant can add an insight bonus equal to her Intelligence modifier to any attack roll, saving throw, skill check, or level check she makes. The diviner can use this ability once per day, plus one additional time per day for every five class levels attained. Using this ability is a free action that can be taken out of turn if needed, but the character must choose to use this ability before the die roll is made. A diviner using this variant does not gain additional spells per day for being a specialist wizard. Charmer, schemer, deceiver, pacifist: an enchanter can be all these and more. As a practitioner of one of the most subtle schools of magic, an enchanter might charm a guard into opening a well-defended gate that fifty warriors couldn't take by force. Good-aligned enchanters use their powers to seek out truth and encourage others onto the path of good, while their evil counterparts bend others’ minds at their whim and gather personal power as rapidly as possible. Cohort: Upon reaching 6th level, an enchanter using this variant gains the service of a loyal cohort of the player's choice (with the game master's approval). The cohort is a 4th-level character when first gained; after that point, follow the normal rules described in the Leadership feat to determine the cohort's level, but treat the enchanter's level as being two lower than normal. The enchanter doesn't gain any followers from this ability. If the enchanter selects the Leadership feat, he attracts followers as normal, the penalty to the enchanter's effective level is eliminated, and the enchanter automatically qualifies for the "special power" modifier to his Leadership score. An enchanter using this variant permanently gives up the ability to obtain a familiar. Social Proficiency (Ex): Enchanters using this variant are as proficient at manipulating others through mundane means as they are at influencing their minds magically. Add the following skills to the character's list of wizard class skills: Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive. The enchanter also gains a +2 competence bonus on checks involving one of these skills (player's choice) every five levels (5th, 10th, 15th, and 20th). This bonus can only be applied once to each skill. An enchanter using this variant does not gain bonus feats for advancing as a wizard. Extended Enchantment (Su): Enchanters using this variant ensnare the minds of others more easily with their magic, and as a result their enchantment spells last longer than those cast by other spellcasters. Once per day, plus one additional time per two class levels gained above 1st, an enchanter using this variant can cast a spell from the enchantment school as if it were enhanced by the Extend Spell metamagic feat. This enhancement does not affect the spell's level. This ability cannot be used to extend a spell with a duration of concentration, instantaneous, or permanent. An enchanter using this variant does not gain additional spells per day for being a specialist wizard. Masters of the raw power of magical energy, evokers can turn the tide of a battle with a single powerful spell, leveling groups of foes faster than any other practitioner of magic. Where some wizards focus on careful spell preparation and protective spells to survive combat encounters, evokers simply blast away with powerful energy attacks. Their prodigious offensive abilities ensure that evokers become the center of an adventuring group's battle plan. Energy Affinity (Ex): Evokers using this variant must choose an energy type (acid, cold, electricity, fire, or sonic). This choice is made upon character creation and cannot be altered thereafter. Any time the character casts an evocation spell with the chosen energy type, she casts the spell as if her caster level were one higher (affecting range, duration, damage, caster level checks, and any other factor influenced by caster level). An evoker using this variant permanently gives up the ability to obtain a familiar. Energy Substitution (Ex): An evoker of 5th level or higher using this variant can substitute energy of one type for another. When casting a spell that has an energy descriptor (acid, cold, electricity, fire, or sonic), the evoker can change the energy descriptor and the spell's effects to energy of a different type. Using this ability is a free action that must be declared before the spell is cast. The evoker can use this ability once per day for each five class levels he has attained (1/day at 5th, 2/day at 10th, and so on). An evoker using this variant does not gain bonus feats for advancing as a wizard. Overcome Resistance (Ex): The energy spells of an evoker using this variant can ignore some or all of a target's resistance to energy. Using this ability is a free action that must be announced before the evoker casts the spell to be affected. Every creature affected by the spell is treated as if its resistance to the spell's energy type was 10 points lower, to a minimum of 0. (This lowered resistance applies only to this spell; other effects with the same energy descriptor must get through the creature's normal resistance.) The overcome resistance ability does not give the affected spell any ability to affect creatures with immunity to the spell's energy type, nor does the affected spell have any additional effect on creatures that do not have resistance to energy. An evoker may use this ability one time per day, plus one additional time per day for every two class levels attained beyond 1st (2/day at 3rd, 3/day at 5th, and so forth). An evoker using this variant does not gain additional spells per day for being a specialist wizard. Illusionists control their surroundings by shaping, distorting, and deceiving the perceptions of others. To some their abilities seem weak, because they only distort and disguise rather than effecting true change, but those affected by an illusionist's spells know better, understanding that their own senses can be turned against them at any time. Chains of Disbelief (Ex): Even if a viewer disbelieves an illusion created by an illusionist using this variant and communicates the details of the illusion to other creatures, those other creatures do not receive the normal +4 bonus on their saying throws to disbelieve the illusion. Furthermore, even when presented with incontrovertible proof that the illusion isn't real, creatures must still succeed on a Will saving throw to see objects or creatures that the illusion obscures, although they get a +10 bonus on the saving throw. An illusionist using this variant permanently gives up the ability to obtain a familiar. Shadow Shaper: An illusionist using this variant has a special bond with the Plane of Shadow, and gains several special abilities as he advances in level. At 1st level, Hide is treated as a class skill for the illusionist. At 5th level, the illusionist may add his Intelligence modifier (in addition to his Dexterity modifier) to his Hide skill checks. At 10th level the illusionist's illusions become infused with shadow stuff from the Plane of shadow, making them more realistic and more likely to fool the senses. The save DCs of the illusionist's illusion spells increase by +1. This benefit stacks with similar bonuses, such as from Spell Focus. At 15th level, the illusionist can hide in plain sight (as the ranger ability, except that the illusionist need not be in natural terrain). At 20th level, the illusionist gains the ability to blend into shadows. In any condition of illumination that would normally grant the illusionist concealment, he instead gains total concealment (as if he were invisible). An illusionist using this variant does not gain bonus feats for advancing as a wizard. Illusion Mastery (Ex): An illusionist using this variant automatically adds two illusion spells to his spellbook every time he gains a level that grants access to a new spell level. Furthermore, any time the illusionist learns a new illusion spell, he treats that spell as if be had mastered it with the Spell Mastery feat. An illusionist using this variant does not gain additional spells per day for being a specialist wizard. Wrapped in mystery and burdened by reputations of evil, necromancers control dangerous energies that rob the living of strength and grant unlife to the dead. The most powerful necromancers command dangerous undead minions and threaten towns, cities, and sometimes even entire kingdoms with their power. Although necromancers make excellent villains and nemeses for a group of adventurers, neutral- and good-aligned necromancers who view themselves as the shepherds of the living and guardians of the dead can also prove valuable allies. Skeletal Minion: A 1st-level necromancer using this variant can begin play with an undead minion (a human warrior skeleton). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp. This creature is a loyal servant that follows the necromancer's commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant. At 1st level, the skeleton is completely typical, but it gains power as the necromancer gains levels. The skeleton has a number of Hit Dice equal to the necromancer's class level. Add one-half the necromancer's class level to the skeleton's natural armor bonus. Add one-third of the necromancer's class level to the skeleton's Strength and Dexterity scores. A necromancer using this variant permanently gives up the ability to obtain a familiar. Undead Apotheosis (Ex): As a necromancer using this variant progresses in levels, she gains some of the qualities that typify undead creatures. At 5th level, the necromancer gains a +2 bonus on all saving throws made to resist sleep, stun, paralysis, poison, or disease. This bonus increases to +4 at 15th level. At 10th level, the necromancer gains a +4 bonus on saving throws made to resist ability damage, ability drain, or energy drain. At 20th level, the necromancer gains 25% resistance to critical hits, as the light fortification armor special ability. A necromancer using this variant does not gain bonus feats for advancing as a wizard. Enhanced Undead (Ex): Any time a necromancer using this variant creates an undead creature (such as with animate dead, create undead, or create greater undead), all undead creatures created gain a +4 enhancement bonus to Strength and Dexterity, and two additional hit points per Hit Die. This ability does not affect the number or Hit Dice of animated creatures that the necromancer can create or control. A necromancer using this variant does not gain additional spells per day for being a specialist wizard. Masters of change, transmuters are among the most varied and versatile specialists. Transmutation spells, by their very nature, can change the environment and allow the spellcaster to solve nearly any problem. Enhance Attribute (Ex): Once per day, plus one additional time per five class levels, a transmuter using this variant can add a +2 enhancement bonus to any one of his ability scores. This bonus lasts for a number of minutes equal to the transmuter's class level. Using this ability is a swift action. A transmuter using this variant permanently gives up the ability to obtain a familiar. Spell Versatility (Ex): A 5th-level transmuter using this variant can adapt magic of other schools to his own style of spellcasting. For every five class levels that the transmuter gains, he can select one spell of any spell level that he has access to and treat it as if it were a transmutation spell. This means, for example, that the specialist can learn the spell normally and even prepare it as a bonus spell from the transmutation school. This spell can even be from a school that he has chosen as a prohibited school. Once a spell is chosen to be affected by this ability, it cannot be changed. For example, a transmutation specialist using this variant has selected abjuration and necromancy as his prohibited schools. At 5th level, he gains access to 3rd-level spells. He chooses dispel magic and forever after treats dispel magic as if were a transmutation spell. A transmuter using this variant does not gain bonus feats for advancing as a wizard. Transmutable Memory (Ex): A transmuter using this variant can alter some of his prepared spells in a short amount of time. Once per day, the transmuter can give up a number of prepared spell levels (up to a maximum total equal to half his class level) and prepare different spells in their place, as long as the number of newly prepared spell levels is equal to or less than the number of spell levels given up (0-level spells don't count). For example, a 12th-level transmuter who uses this variant can lose two 1st-level spells and two 2nd-level spells from memory (a total of six spell levels, half the character's class level) and prepare two 3rd-level spells. Using this ability requires a number of minutes of concentration equal to the number of spell levels given up. if the transmuter's concentration is broken during this time, all spells to be lost are gone and no spells are gained in their place. A transmuter using this variant does not gain additional spells per day for being a specialist wizard. Even if you're satisfied playing one of the standard character classes, other options allow you to customize your character. Variant versions of several of the iconic class features common to the character classes are presented below. If you prefer the variant to the standard class feature, ask your game master if he approves of your swapping out your class feature for the variant version. Each of the options below replaces the standard feature and must be requested normally. Instead of selecting a type of creature against which to apply a bonus on certain skills and damage rolls, the ranger selects a specific Core Coliseum Guild and gains bonuses against any member of that guild. To use this variant the character has to be a member of a guild. | At 1st level, a ranger may select a guild from among those given in the Guildhall of Gladius. Due to the ranger's experience with that guild, he gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against members of the appropriate guild. He also gains the same bonus on weapon damage rolls made in association with that guild. At 5th level and every five levels thereafter (at 10th, 15th, and 20th level), the ranger may select an additional favored guild from those given in the Guildhall and gains an identical bonus on the appropriate skill checks and damage against members of said guild. In addition, at each such interval, the bonuses in any one favored guild (including the one just selected, if so desired) increase by 2. | For example, a 5th-level ranger has two favored guilds. In one he has a +4 bonus on the appropriate skill checks, and in the other he has a +2 bonus. At 10th level, he has three favored guilds, and he gains an additional +2 bonus, which he can allocate to any of his three favored guilds. Thus, his bonuses could be either +4, +4, and +2 or +6,+2, and +2. A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action. | Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways. At 11th level (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At 20th level (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4. A barbarian using this variant doesn't gain indomitable will at 14th level. Instead, he gains evasion, but only while in a whirling frenzy. A character can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability). Instead of channeling energy to turn or rebuke undead, with this variant a cleric can channel energy to banish outsiders. Make a turning check as normal. The result indicates the most powerful outsider affected (treat an outsider as having Hit Dice equal to its Hit Dice + its Cha modifier, if any). if the roll is high enough to let the cleric affect at least some outsiders within 60 feet, roll 2d6 + cleric's class level cleric's Cha modifier for turning damage. That's how many total Hit Dice of outsiders the cleric affects. | Any outsider affected by the turning attempt is banished back to its home plane for 10 rounds. (If it is already on its home plane, there is no effect.) Even if it has the ability to travel between planes, it cannot do so for 10 rounds (1 minute). If the cleric has twice as many levels (or more) as the outsider has effective Hit Dice, he destroys any outsiders that he would normally banish. | If the cleric would normally turn or destroy undead, he has the ability to banish or destroy evil outsiders (that is, outsiders with the evil subtype). Characters who would normally rebuke or command undead instead gain the ability to banish or destroy good outsiders. As an additional option, the game master might allow clerics worshiping a lawful deity to banish or destroy chaotic outsiders, while clerics worshiping a chaotic deity could banish or destroy lawful outsiders. This ability would replace the ability to banish or destroy good or evil outsiders. | Clerics who can turn or rebuke elementals (that is, clerics with access to the Air, Earth, Fire, or Water domains) can instead banish elementals of the same element and banish or destroy elementals of the opposing element. | This variant is otherwise identical to turning undead, including limits of daily uses and feats that enhance a cleric's turning ability. Instead of taking animal form, a druid with this variant form of wild shape takes on one or more aspects of nature when she uses her wild shape ability. | At 5th level, a druid may take on one aspect from those described below. At 8th level, the druid can take on up to two aspects simultaneously. At 11th level, she can take up on to three aspects simultaneously, and at 15th level the limit increases to its maximum of four simultaneous aspects. (Some aspects can only be combined with certain other aspects, as indicated in their descriptions.) Each aspect taken on counts as one daily use of the druid's wild shape ability. Multiple versions of the same aspect don't stack. Taking on one or more aspects is a standard action (which does not provoke attacks of opportunity), and the effect lasts for 1 minute per druid level. | Some aspects, as noted in their descriptions, have a minimum druid level as a prerequisite. | A druid may take on one aspect per day for every daily use of wild shape she is entitled to. For instance, a 5th-level druid could normally use wild shape once per day, so she could assume an aspect once per day. A 10th-level druid could take on four aspects per day and can choose to take on two aspects simultaneously (which would use up two of the druid's daily uses). | Unless otherwise noted in an aspect's description, a druid who assumes an aspect of nature retains her own type and subtype(s), keeps her extraordinary, supernatural, or spell-like abilities, and retains her ability to communicate and cast spells. She is considered proficient with any natural attacks granted by the aspect. | Note: To make it easier to find the prerequisites, the Aspects below are colored. Green means you must be level 8 to use this aspect, orange aspects can be used from level 12 on, and red ones require level 16. Black ones are not restricted. | Agility: The druid gains a +8 bonus to Dexterity but takes a -4 penalty to Strength. Prerequisite: Druid level 8th. | Aquatic: The druid grows gills, enabling her to breathe underwater (while retaining her ability to breathe air). Webbing between her fingers and her toes grants her a swim speed of 40 feet (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load) and a +8 bonus on her Swim checks. | Elemental Air: The druids body becomes gaseous (as the gaseous form spell, except that she can fly at a speed of 100 feet with perfect maneuverability and doesn't lose her supernatural abilities while in this form). While in this form, the druid has immunity to poison, sleep, paralysis, and stunning, as well as any other immunities provided by the gaseous form spell. The druid cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for agility and endurance. Prerequisite: Druid level 16th. | Elemental Earth: The druid's body becomes stony and rocklike. While in this form, the druid has immunity to poison, sleep, paralysis, and stunning. She gains a slam attack that deals bludgeoning damage equal to a morningstar of the druid's size (1d8 for Medium druids, 1d6 for Small druids). Her natural armor bonus becomes +8 (replacing any other natural armor bonus the druid has, though enhancement bonuses to natural armor still apply normally). She also gains damage reduction 10/magic. The druid cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for endurance and vigor. Prerequisite: Druid level 16th. | Elemental Fire: The druid's body bursts into flame. While in this form, the druid has immunity to fire, poison, sleep, paralysis, and stunning. In addition, any creature struck by the druid in melee (whether with a weapon, unarmed attack, or natural weapon) takes an extra 1d6 points of fire damage and must succeed on a Reflex save or catch fire for 1d4 rounds. The save DC is 10 + 1/2 druid level + druid's Con modifier. Creatures hitting the druid with natural weapons or unarmed attacks while this aspect is in effect take 1d6 points of fire damage and also catch fire unless they succeed on the Reflex save noted above. The druid also gains damage reduction 10/magic. The druid cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for agility and endurance. Prerequisite: Druid level 16th. | Elemental Water: The druid's body becomes semifluid. While in this form, the druid gains a +10 bonus on Escape Artist checks, resistance to fire 10, and immunity to poison, steep, paralysis, and stunning. She gains a swim speed of 90 feet and a +8 bonus on her Swim checks. Her touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are Large or smaller. The druid can dispel magical fire she touches as if she had cast greater dispel magic on it. She also gains damage reduction 10/magic. The druid cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for endurance and vigor. Prerequisite: Druid level 16th. | Endurance: The druid gains a +4 bonus to Constitution. Prerequisite: Druid level 8th. | Flight: The druid grows wings (feathery or batlike, at her option) that enable her to fly at a speed of 40 feet with average maneuverability (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load). | Plant: The druid's body becomes plantlike. While in this form, the druid gains a +10 bonus on Hide checks made in areas of forest, overgrowth, or similar terrain. She gains immunity to poison, sleep, paralysis, and stunning. She gains a slam attack that deals bludgeoning damage equal to a light mace of the druid's size (1d6 for Medium druids, 1d4 for Small druids). Her natural armor bonus becomes 4 (replacing any other natural armor bonus the druid has, though enhancement bonuses to natural armor still apply normally). She can't combine this aspect with any other aspect except for vigor. Prerequisite: Druid level 12th. | Poison: The druid gains a bite attack that deals bludgeoning, piercing, and slashing damage equal to a dagger of the druid's size (1d4 for a Medium druid, or 1d3 for a Small druid). In addition, the bite delivers a toxic venom (Fortitude save DC 10 + 1/2 druid's level + druid's Con modifier; initial and secondary damage 1d6 Con). | Scent: The druid gains the scent ability. | Speed: The druid gains a +30-foot enhancement bonus to her base land speed. | Tooth and Claw: The druid gains a primary bite attack (at her full base attack bonus) and two secondary claw attacks (at her base attack bonus -5 and adding only half her Strength bonus on damage rolls). The bite attack deals bludgeoning, piercing, and slashing damage equal to a short sword of the druid's size (1d6 for a Medium druid, or 1d4 for a Small druid), while the claws deal piercing and slashing damage equal to a dagger of the druid's size (1d4 for a Medium druid, or 1d3 for a Small druid). | Vigor: The druid gains a +8 bonus to Strength but takes a -4 penalty to Dexterity. Prerequisite: Druid level 8th. |
| Pitlords10-12-06, 05:59 PM | Unearthed Arcana Credit Cost: Since this is material not every Pitlord is familiar with, we decided to restrict access by placing a credit fee on anything in here. Any option in here costs 10 credits to play, which must be requested in the Blackmarket of Gladius. Once confirmed, you can from now on use it freely. Bloodlines Every so often, an individual is born who stands out a little from the rest of his people. This individual displays characteristics associated with a different kind of creature, such as a dragon, giant, celestial, or demon. Such a character is said to have a bloodline. Bloodlines must be taken at the point of character creation. Modifications: Since some of the material is either not balanced or does not harmonize very well with the CoCo setup, we made some modifications in order to fix this imbalance. The following list shows these modifications. They are already modified in the respective entry below so this section is just a quick overview for those interested in the changes. It also helps those who like to use another Unearthed Arcana homepage reference to quickly see what is different in the Core Coliseum. Bloodline Levels must be taken at the mentioned levels. Bloodline Strength And Source Every bloodline has both a source (the kind of creature from which its characteristics are drawn) and a strength (minor, intermediate, or major). The stronger the bloodline, the more potent the traits and benefits granted by it. Bloodline Levels When a character with a bloodline reaches the indicated character level, he must take one class level of "bloodline." Class levels of "bloodline" do not increase a character's character level the way a normal class level does, but they do provide certain benefits (see below). O)========( )=================(O |Bloodline | Bloodline Strength| | Level | Minor|Medium|Major| o=========( )==================o | 1st | 12 | 6 | 3 | | 2nd | -- | 12 | 6 | | 3rd | -- | -- | 12 | O)========( )=================(O A bloodline level grants no increase in base attack bonus or base save bonuses, no hit points or skill points, and no class features. It counts as a normal class level (with no class skills) for the purpose of determining maximum skill ranks. Levels of bloodline never result in XP penalties for multiclass characters. Include the character's bloodline level when calculating any character ability based on his class levels (such as caster level for spellcasting characters, or save DCs for characters with special abilities whose DCs are based on class level). The character doesn't gain any abilities, spells known, or spells per day from the addition of his bloodline levels, though—only the calculations of his level-based abilities are affected. If a character has levels in two or more classes in addition to his bloodline levels, each class gains the benefit of adding the bloodline levels when calculating abilities. Bloodline Descriptions Since we had to use code tags, the description of bloodlines might not look very good. Tables with a much better clarity can be found here (http://www.d20srd.org/srd/variant/races/bloodlines.htm). Below is part 1 of all available bloodlines; Bloodlines II can be found here. Celestial Bloodline Traits Character Level Minor Intermediate Major 1st - - +2 on Sense Motive checks 2nd - +2 on Sense Motive checks Alertness 3rd - - Wisdom +1 4th +2 on Sense Motive checks Alertness Protection from evil 1/day (Sp) 5th - - Celestial affinity +2* 6th - Wisdom +1 Smite evil 1/day (Su)@ 7th - - +2 on Concentration checks 8th Alertness Protection from evil 1/day (Sp) Resistance to electricity 5 (Ex) 9th - - Charisma +1 10th - Celestial affinity +2* +2 on saves against poison (Ex) 11th - - Celestial affinity +4* 12th Wisdom +1 Smite evil 1/day (Su)@ Resistance to cold 5 (Ex) 13th - - +2 on Listen checks 14th - +2 on Concentration checks Improved Initiative 15th - - Constitution +1 16th Protection from evil 1/day (Sp) Resistance to electricity 5 (Ex) Resistance to acid 5 (Ex) 17th - - Celestial affinity +6* 18th - Charisma +1 +1 to natural armor 19th - - +2 on Spot checks 20th Celestial affinity +2* +2 on saves against poison (Ex) Damage reduction 5/evil * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with celestials. @ You can smite an evil creature with a melee attack as a paladin of your character level once per day. Demon Bloodline Traits Character Level Minor Intermediate Major 1st - - +2 on Move Silently checks 2nd - +2 on Move Silently checks Power Attack 3rd - - Strength +1 4th +2 on Move Silently checks Power Attack Resistance to electricity 5 (Ex) 5th - - Demon affinity +2* 6th - Strength +1 Smite good 1/day (Su)@ 7th - - +2 on Hide checks 8th Power Attack Resistance to electricity 5 (Ex) Resistance to acid 5 (Ex) 9th - - Constitution +1 10th - Demon affinity +2* +2 on saves against poison 11th - - Demon affinity +4* 12th Strength +1 Smite good 1/day (Su)@ Resistance to fire 5 (Ex) 13th - - +2 on Intimidate checks 14th - +2 on Hide checks Cleave 15th - - Charisma +1 16th Resistance to electricity 5 (Ex) Resistance to acid 5 (Ex) Resistance to cold 5 (Ex) 17th - - Demon affinity +6* 18th - Constitution +1 +1 to natural armor 19th - - +2 on Spot checks 20th Demon affinity +2* +2 on saves against poison (Ex) Damage reduction 5/good * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with demons. @ You can smite a good creature with a melee attack as a blackguard of your character level once per day. Devil Bloodline Traits Character Level Minor Intermediate Major 1st - - +2 on Bluff checks 2nd - +2 on Bluff checks Dodge 3rd - - Charisma +1 4th +2 on Bluff checks Dodge Darkness 1/day (Sp) 5th - - Devil affinity +2* 6th - Charisma +1 Smite good 1/day (Su)@ 7th - - +2 on Diplomacy checks 8th Dodge Darkness 1/day (Sp) Resistance to fire 5 (Ex) 9th - - Constitution +1 10th - Devil affinity +2* +2 on saves against poison (Ex) 11th - - Devil affinity +4* 12th Charisma +1 Smite good 1/day (Su)@ Resistance to acid 5 (Ex) 13th - - +2 on Search checks 14th - +2 on Diplomacy checks Alertness 15th - - Intelligence +1 16th Darkness 1/day (Sp) Resistance to fire 5 (Ex) Resistance to cold 5 (Ex) 17th - - Devil affinity +6* 18th - Constitution +1 +1 to natural armor 19th - - +2 on Listen checks 20th Devil affinity +2* +2 on saves against poison (Ex) Damage reduction 5/good * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with devils. @ You can smite a good creature with a melee attack as a blackguard of your character level once per day. Doppelganger Bloodline Traits Character Level Minor 4th +2 on Disguise checks 8th Alter self 1/day (Sp) 12th Charisma +1 16th Detect thoughts 1/day (Sp) 20th Doppelganger affinity +2* * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with doppelgangers. Black Dragon Bloodline Traits Character Level Minor Intermediate 2nd - +2 on Swim checks 4th +2 on Swim checks Alertness 6th - Strength +1 8th Alertness Resistance to acid 5 (Ex) 10th - Black dragon affinity +2* 12th Strength +1 +1 to natural armor 14th - +2 on Hide checks 16th Acid resistance 5 (Ex) Resistance to acid 10 (Ex) 18th - Constitution +1 20th Black dragon affinity +2* Water breathing (Ex)@ * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with black dragons. @ You can breathe underwater indefinitely and can freely use special abilities while submerged. Blue Dragon Bloodline Traits Character Level Minor Intermediate 2nd - +2 on Bluff checks 4th +2 on Bluff checks Alertness 6th - Strength +1 8th Alertness Resistance to electricity 5 (Ex) 10th - Blue dragon affinity +2* 12th Strength +1 +1 to natural armor 14th - +2 on Sense Motive checks 16th Resistance to electricity 5 (Ex) Resistance to electricity 10 (Ex) 18th - Constitution +1 20th Blue dragon affinity +2* Create/destroy water 1/day (Sp) * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with blue dragons. Brass Dragon Bloodline Traits Character Level Minor Intermediate 2nd - +2 on Gather Information checks 4th +2 on Gather Information checks Alertness 6th - Strength +1 8th Alertness Resistance to fire 5 (Ex) 10th - Brass dragon affinity +2* 12th Strength +1 +1 to natural armor 14th - +2 on Bluff checks 16th Fire resistance 5 (Ex) Resistance to fire 10 (Ex) 18th - Constitution +1 20th Brass dragon affinity +2* Speak with animals 1/day (Sp) * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with brass dragons. Bronze Dragon Bloodline Traits Character Level Minor Intermediate 2nd - +2 on Swim checks 4th +2 on Swim checks Alertness 6th - Strength +1 8th Alertness Resistance to electricity 5 (Ex) 10th - Bronze dragon affinity +2* 12th Strength +1 +1 to natural armor 14th - +2 on Sense Motive checks 16th Resistance to electricity 5 (Ex) Resistance to electricity 10 (Ex) 18th - Constitution +1 20th Bronze dragon affinity +2* Water breathing (Ex)@ * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with bronze dragons. @ You can breathe underwater indefinitely and can freely use special abilities while submerged. Copper Dragon Bloodline Traits Character Level Minor Intermediate 2nd - +2 on Perform checks 4th +2 on Perform checks Alertness 6th - Strength +1 8th Alertness Resistance to acid 5 (Ex) 10th - Copper dragon affinity +2* 12th Strength +1 +1 to natural armor 14th - +2 on Bluff checks 16th Resistance to acid 5 (Ex) Resistance to acid 10 (Ex) 18th - Constitution +1 20th Copper dragon affinity +2* Spider climb 1/day (Sp) * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with copper dragons. Gold Dragon Bloodline Traits Character Level Minor Intermediate Major 1st - - +2 on Sense Motive checks 2nd - +2 on Sense Motive checks Alertness 3rd - - Strength +1 4th +2 on Sense Motive checks Alertness Resistance to fire 5 (Ex) 5th - - Gold dragon affinity +2* 6th - Strength +1 +1 to natural armor 7th - - +2 on Heal checks 8th Alertness Resistance to fire 5 (Ex) Resistance to fire 10 (Ex) 9th - - Constitution +1 10th - Gold dragon affinity +2* Water breathing (Ex)@ 11th - - Gold dragon affinity +4* 12th Strength +1 +1 to natural armor +1 to natural armor 13th - - +2 on Swim checks 14th - +2 on Heal checks Power Attack 15th - - Intelligence +1 16th Resistance to fire 5 (Ex) Resistance to fire 10 (Ex) Breath weapon (Ex)# 17th - - Gold dragon affinity +6* 18th - Constitution +1 +1 to natural armor 19th - - +2 on jump checks 20th Gold dragon affinity +2* Water breathing (Ex)@ Immunity to fire (Ex) * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with gold dragons. @ You can breathe underwater indefinitely and can freely use special abilities while submerged. # 30-ft. cone of fire; 6d8 damage; Reflex half (DC 10 + one-half HD + Con modifier). Green Dragon Bloodline Traits Character Level Minor Intermediate 2nd - +2 on Move Silently checks 4th +2 on Move Silently checks Alertness 6th - Strength +1 8th Alertness Resistance to acid 5 (Ex) 10th - Green dragon affinity +2* 12th Strength +1 +1 to natural armor 14th - +2 on Bluff checks 16th Resistance to acid 5 (Ex) Resistance to acid 10 (Ex) 18th - Constitution +1 20th Green dragon affinity +2* Water breathing (Ex)@ * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with green dragons. @ You can breathe underwater indefinitely and can freely use special abilities while submerged. Red Dragon Bloodline Traits Character Level Minor Intermediate Major 1st - - +2 on Bluff checks 2nd - +2 on Bluff checks Alertness 3rd - - Strength +1 4th +2 on Bluff checks Alertness Resistance to fire 5 (Ex) 5th - - Red dragon affinity +2* 6th - Strength +1 +1 to natural armor 7th - - +2 on Intimidate checks 8th Alertness Resistance to fire 5 (Ex) Resistance to fire 10 (Ex) 9th - - Constitution +1 10th - Red dragon affinity +2* Locate object 1/day (Sp) 11th - - Red dragon affinity +4* 12th Strength +1 +1 to natural armor +1 to natural armor 13th - - +2 on Appraise checks 14th - +2 on Intimidate checks Power Attack 15th - - Charisma +1 16th Resistance to fire 5 (Ex) Resistance to fire 10 (Ex) Breath weapon (Ex)@ 17th - - Red dragon affinity +6* 18th - Constitution +1 1 to natural armor 19th - - +2 on jump checks 20th Red dragon affinity +2* Locate object 1/day (Sp) Immunity to fire (Ex) * You gain the indicated bonus on all Bluff, Diplomacy. Gather Information, Intimidate, and Perform checks made to interact with red dragons. @ 30-ft. cone of fire; 6d8 damage; Reflex half (DC 10 + one-half HD + Con modifier). Silver Dragon Bloodline Traits Character Level Minor Intermediate Major 1st - - +2 on Sense Motive checks 2nd - +2 on Sense Motive checks Alertness 3rd - - Strength +1 4th +2 on Sense Motive checks Alertness Resistance to cold 5 (Ex) 5th - - Silver dragon affinity +2* 6th - Strength +1 +1 to natural armor 7th - - +2 on Perform checks 8th Alertness Resistance to cold 5 (Ex) Resistance to cold 10 (Ex) 9th - - Constitution +1 10th - Silver dragon affinity +2* Alter self 1/day (Sp) 11th - - Silver dragon affinity +4* 12th Strength +1 +1 to natural armor +1 to natural armor 13th - - +2 on Bluff checks 14th - +2 on Perform checks Power Attack 15th - - Charisma +1 16th Resistance to cold 5 (Ex) Resistance to cold 10 (Ex) Breath weapon (Ex)@ 17th - - Silver dragon affinity +6* 18th - Constitution +1 +1 to natural armor 19th - - +2 on jump checks 20th Silver dragon affinity +2* Alter self 1/day (Sp) Immunity to cold (Ex) * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with silver dragons. @ 30-ft. cone of cold; 6d8 damage; Reflex half (DC 10 + one-half HD + Con modifier). White Dragon Bloodline Traits Character Level Minor Intermediate 2nd - +2 on Hide checks 4th +2 on Hide checks Alertness 6th - Strength +1 8th Alertness Resistance to cold 5 (Ex) 10th - White dragon affinity +2* 12th Strength +1 +1 to natural armor 14th - +2 on Swim checks 16th Resistance to cold 5 (Ex) Resistance to cold 10 (Ex) 18th - Constitution +1 20th White dragon affinity +2* Icewalking 1/day (Ex)@ * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with white dragons. @ As spider climb, but the surface must be icy. |
| Pitlords10-12-06, 06:14 PM | Unearthed Arcana Credit Cost: Since this is material not every Pitlord is familiar with, we decided to restrict access by placing a credit fee on anything in here. Any option in here costs 10 credits to play, which must be requested in the Blackmarket of Gladius. Once confirmed, you can from now on use it freely. Bloodlines Please make sure you've read all rules regarding Bloodlines here. Air Elemental Bloodline Traits Character Level Minor Intermediate 2nd - +2 on Balance checks 4th +2 on Balance checks Improved Initiative 6th - Dexterity +1 8th Improved Initiative Gust of wind 1/day (Sp) 10th - Air elemental affinity +2* 12th Dexterity +1 Weapon Finesse 14th - +2 on Spot checks 16th Gust of wind 1/day (Sp) Air mastery (Ex)@ 18th - Constitution +1 20th Air elemental affinity +2* Flyby Attack * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with air elementals. @ As the air elemental special ability. Earth Elemental Bloodline Traits Character Level Minor Intermediate 2nd - +2 on Climb checks 4th +2 on Climb checks Power Attack 6th - Strength +1 8th Power Attack Meld into stone 1/day (Sp) 10th - Earth elemental affinity +2* 12th Strength +1 +1 to natural armor 14th - +2 on Listen checks 16th Meld into stone 1/day (Sp) Earth mastery (Ex)@ 18th - Constitution +1 20th Earth elemental affinity +2* Improved Sunder * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with earth elementals. @ As the earth elemental special ability. Fire Elemental Bloodline Traits Character Level Minor Intermediate 2nd - +2 on Tumble checks 4th +2 on Tumble checks Dodge 6th - Dexterity +1 8th Dodge Pyrotechnics 1/day (Sp) 10th - Fire elemental affinity +2* 12th Dexterity +1 Mobility 14th - +2 on Listen checks 16th Pyrotechnics 1/day (Sp) Resistance to fire 10 (Ex) 18th - Constitution +1 20th Fire elemental affinity +2* Spring Attack * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with fire elementals. Water Elemental Bloodline Traits Character Level Minor Intermediate 2nd - +2 on Swim checks 4th +2 on Swim checks Power Attack 6th - Strength +1 8th Power Attack Fog cloud 1/day (Sp) 10th - Water elemental affinity +2* 12th Strength +1 +1 to natural armor 14th - +2 on Spot checks 16th Fog cloud 1/day (Sp) Swim 30 ft.@ 18th - Constitution +1 20th Water elemental affinity +2* Improved Bull Rush * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with water elementals. @ Or +30 ft. to existing swim speed. Fey Bloodline Traits Character Level Minor Intermediate Major 1st - - +2 on Hide checks 2nd - +2 on Hide checks Iron Will 3rd - - Charisma +1 4th +2 on Hide checks Iron Will Charm person 1/day (Sp) 5th - - Fey affinity +2* 6th - Charisma +1 Low-light vision 7th - - +2 on Move Silently checks 8th Iron Will Charm person 1/day (Sp) Alertness 9th - - Dexterity +1 10th - Fey affinity +2* Speak with animals 1/day (Sp) 11th - - Fey affinity +4* 12th Charisma +1 Low-light vision Invisibility 1/day (Sp) 13th - - +2 on Perform checks 14th - +2 on Move Silently checks Damage reduction 1/cold iron 15th - - Wisdom +1 16th Charm person 1/day (Sp) Alertness Deep slumber 1/day (Sp) 17th - - Fey affinity +6* 18th - Dexterity +1 Speak with plants 1/day (Sp) 19th - - +2 on Bluff checks 20th Fey affinity +2* Speak with animals 1/day (Sp) Damage reduction 5/cold iron * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with fey. Djinni Bloodline Traits Character Level Minor Intermediate Major 1st - - +2 on Concentration checks 2nd - +2 on Concentration checks Improved Initiative 3rd - - Dexterity +1 4th +2 on Concentration checks Improved Initiative Resistance to acid 5 (Ex) 5th - - Djinni affinity +2* 6th - Dexterity +1 +1 to natural armor 7th - - +2 on Knowledge (the planes) checks 8th Improved Initiative Resistance to acid 5 (Ex) Dodge 9th - - Wisdom +1 10th - Djinni affinity +2* Invisibility 1/day (Sp) 11th - - Djinni affinity +4* 12th Dexterity +1 +1 to natural armor Resistance to acid 10 (Ex) 13th - - +2 on Appraise checks 14th - +2 on Knowledge (the planes) checks Create food and water 1/day (Sp) 15th - - Strength +1 16th Resistance to acid 5 (Ex) Dodge Gaseous form 1/week (Sp) 17th - - Djinni affinity +6* 18th - Wisdom +1 +1 to natural armor 19th - - +2 on Sense Motive checks 20th Djinni affinity +2* Invisibility 1/day (Sp) Immunity to acid (Ex) * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with djinn. Efreeti Bloodline Traits Character Level Minor Intermediate Major 1st - - +2 on Bluff checks 2nd - +2 on Bluff checks Improved Initiative 3rd - - Strength +1 4th +2 on Bluff checks Improved Initiative Resistance to fire 5 (Ex) 5th - - Efreeti affinity +2* 6th - Strength +1 +1 to natural armor 7th - - +2 on Knowledge (the planes) checks 8th Improved Initiative Resistance to fire 5 (Ex) Dodge 9th - - Charisma +1 10th - Efreeti affinity +2* Produce flame 1/day (Sp) 11th - - Efreeti affinity +4* 12th Strength +1 +1 to natural armor Resistance to fire 10 (Ex) 13th - - +2 on Concentration checks 14th - +2 on Knowledge (the planes) checks Scorching ray 1/day (Sp) 15th - - Dexterity +1 16th Resistance to fire 5 (Ex) Dodge Wall of fire 1/week (Sp) 17th - - Efreeti affinity +6* 18th - Charisma +1 +1 to natural armor 19th - - +2 on Intimidate checks 20th Efreeti affinity +2* Produce flame 1/day (Sp) Immunity to fire (Ex) * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with efreet. Janni Bloodline Traits Character Level Minor 4th +2 on Appraise checks 8th Improved Initiative 12th Wisdom +1 16th Invisibility 1/day (Sp) 20th Janni affinity +2* * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with jann. Fire Giant Bloodline Traits Character Level Minor Intermediate 2nd - +2 on Climb checks 4th +2 on Climb checks Power Attack 6th - Strength +1 8th Power Attack +1 to natural armor 10th - Fire giant affinity +2* 12th Strength +1 Resistance to fire 5 (Ex) 14th - +2 on jump checks 16th +1 to natural armor Cleave 18th - Constitution +1 20th Fire giant affinity +2* Resistance to fire 10 (Ex) * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with fire giants. Cloud Giant Bloodline Traits Character Level Minor Intermediate 2nd - +2 on Climb checks 4th +2 on Climb checks Power Attack 6th - Strength +1 8th Power Attack +1 to natural armor 10th - Cloud giant affinity +2* 12th Strength +1 Obscuring mist 1/day (Sp) 14th - +2 on jump checks 16th +1 to natural armor Improved Bull Rush 18th - Constitution +1 20th Cloud giant affinity +2* Scent (Ex) * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with cloud giants. Frost Giant Bloodline Traits Character Level Minor Intermediate 2nd - +2 on Climb checks 4th +2 on Climb checks Power Attack 6th - Strength +1 8th Power Attack +1 to natural armor 10th - Frost giant affinity +2* 12th Strength +1 Resistance to cold 5 (Ex) 14th - +2 on Jump checks 16th +1 to natural armor Improved Sunder 18th - Constitution +1 20th Frost giant affinity +2* Resistance to cold 10 (Ex) * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with frost giants. Hill Giant Bloodline Traits Character Level Minor 4th +2 on Climb checks 8th Power Attack 12th Strength +1 16th +1 to natural armor 20th Hill giant affinity +2* * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with hill giants. Stone Giant Bloodline Traits Character Level Minor Intermediate 2nd - +2 on Climb checks 4th +2 on Climb checks Point Blank Shot 6th - Strength +1 8th Point Blank Shot +1 to natural armor 10th - Stone giant affinity +2* 12th Strength +1 Stone shape 1/week (Sp) 14th - +2 on Jump checks 16th +1 to natural armor Combat Reflexes 18th - Constitution +1 20th Stone giant affinity +2* +1 to natural armor * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with stone giants. Storm Giant Bloodline Traits Character Level Minor Intermediate Major 1st - - +2 on Climb checks 2nd - +2 on Climb checks Power Attack 3rd - - Strength +1 4th +2 on Climb checks Power Attack +1 to natural armor 5th - - Storm giant affinity +2* 6th - Strength +1 Resistance to electricity 5 (Ex) 7th - - +2 on jump checks 8th Power Attack +1 to natural armor Cleave 9th - - Constitution +1 10th - Storm giant affinity +2* Water breathing (Ex)@ 11th - - Storm giant affinity +4* 12th Strength +1 Resistance to electricity 5 (Ex) Resistance to electricity 10 (Ex) 13th - - +2 on Swim checks 14th - +2 on jump checks Call lightning 1/day (Sp) 15th - - Wisdom +1 16th +1 to natural armor Cleave Freedom of movement 1/day (Sp) 17th - - Storm giant affinity +6* 18th - Constitution +1 +1 to natural armor 19th - - +2 on Concentration checks 20th Storm giant affinity +2* Water breathing (Ex)@ Immunity to electricity (Ex) * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with storm giants. @ You can breathe underwater indefinitely and can freely use special abilities while submerged. Hag Bloodline Traits Character Level Minor 4th +2 on Hide checks 8th Alertness 12th Strength +1 16th +1 to natural armor 20th Hag affinity +2* * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with hags. Lycanthrope Bloodline Traits Character Level Minor 4th +2 on Search checks 8th Power Attack or Dodge* 12th Constitution +1 16th Scent (Ex) 20th Lycanthrope affinity +2@ * If the base animal's Strength is higher than its Dexterity, it gains Power Attack. Otherwise, it gains Dodge. @ You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with lycanthropes. Minotaur Bloodline Traits Character Level Minor 4th +2 on Search checks 8th Alertness 12th Strength +1 16th +1 to natural armor 20th Minotaur affinity +2* * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with minotaurs. Ogre Bloodline Traits Character Level Minor Intermediate 2nd - +2 on Climb checks 4th +2 on Climb checks Power Attack 6th - Strength +1 8th Power Attack +1 to natural armor 10th - Ogre affinity +2* 12th Strength +1 Darkness 1/day (Sp) 14th - +2 on Concentration checks 16th +1 to natural armor Invisibility 1/day (Sp) 18th - Charisma +1 20th Ogre affinity +2* Fly 1/day (Sp) * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with ogres. Titan Bloodline Traits Character Level Minor Intermediate Major 1st - - +2 on jump checks 2nd - +2 on Jump checks Power Attack 3rd - - Strength +1 4th +2 on Jump checks Power Attack Levitate 1/day (Sp) 5th - - Titan affinity +2* 6th - Strength +1 +1 to natural armor 7th - - +2 on Concentration checks 8th Power Attack Levitate 1/day (Sp) Improved Sunder 9th - - Constitution +1 10th - Titan affinity +2* Spell resistance 2 + HD 11th - - Titan affinity +4* 12th Strength +1 +1 to natural armor Use oversized weapon (Ex)@ 13th - - +2 on Knowledge (any one) checks 14th - +2 on Concentration checks Daylight or deeper darkness 1/day (Sp)# 15th - - Intelligence +1 16th Levitate 1/day (Sp) Improved Sunder Remove curse or bestow curse 1/day (Sp)# 17th - - Titan affinity +6* 18th - Constitution +1 +1 to natural armor 19th - - +2 on Sense Motive checks 20th Titan affinity +2* Spell resistance 2 + HD Damage reduction 5/lawful * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with titans. @ As the titan special ability. # If you are good, you gain daylight at 14th level and remove curse at 16th; if evil, deeper darkness and bestow curse; if neutral, 50% chance of either. Troll Bloodline Traits Character Level Minor Intermediate 2nd - +2 on Spot checks 4th +2 on Spot checks Great Fortitude 6th - Constitution +1 8th Great Fortitude Double heal rate (Ex)@ 10th - Troll affinity +2* 12th Constitution +1 +1 to natural armor 14th - +2 on Listen checks 16th Double heal rate (Ex)@ Power Attack 18th - Strength +1 20th Troll affinity +2* Scent (Ex) * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with trolls. @ You heal naturally at double normal rates. Vampire Bloodline Traits Character Level Minor Intermediate Major 1st - - +2 on Climb checks 2nd - +2 on Climb checks Stealthy 3rd - - Strength +1 4th +2 on Climb checks Stealthy Resistance to cold 5 (Ex) 5th - - Vampire affinity +2* 6th - Strength +1 +1 to natural armor 7th - - +2 on Search checks 8th Stealthy Resistance to cold 5 (Ex) Resistance to electricity 5 (Ex) 9th - - Charisma +1 10th - Vampire affinity +2* Lightning Reflexes 11th - - Vampire affinity +4* 12th Strength +1 +1 to natural armor Alertness 13th - - +2 on Sense Motive checks 14th - +2 on Search checks Improved Initiative 15th - - Dexterity +1 16th Resistance to cold 5 (Ex) Resistance to electricity 5 (Ex) Suggestion 1/day (Sp) 17th - - Vampire affinity +6* 18th - Charisma +1 +1 to natural armor 19th - - +2 on Bluff checks 20th Vampire affinity +2* Lightning Reflexes Damage reduction 5/silver * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with vampires. |
| Pitlords02-13-07, 03:39 PM | Quick Reference: Monster Fights Monster Fights - Brief Overview Monster Fights are one of the various Battles of Gladius. These fights work similar to the Standard or Team 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 writes behind your pairing which leaves the choice to the assigned Pitlord who uses the tables below to roll d% in the appropriate level: Character's ECL = league of the monster. Monsters are not subject to the 1/3 rule. Unlike teams of allied PCs, monsters may not necessarily begin in the same starting area. Rerolls: It might happen that the monster is too weak on the set map. For example, a pair of Dire Bears have little chance against a flying archer on the Plains map. Likewise, a gargantuan centipede is worm food in the sewer. If you roll a monster that is obviously seriously handicapped because of the map, then roll again. Another reason to reroll is if you got one of the few monsters that are not in the SRD and you possess no Monster Manual. Monster Lore: Once the roll is done, the Pitlord reserves a post in the Battles of Gladius thread for the fight and also gives the player information about the rolled monster. Note that you may only give the player as much information as his knowledge skills provide! For more information, see below. Rewards for Monster Fights are according to their CR (click <here> for rewards). Customize: While most monsters can be played right out of the Monster Manual, others need to be fleshed out. Entries like "5th level drow wizard NPC" have no equivalent in the SRD so it is up to you to create these NPCs. You don't have to list a complete character sheet but the important things, like spells and powers, equipment, feats, relevant skills and similar things must be included in the fight. Monster Fights - Monster Equipment Pitlords assign monster equipment according to DMG p. 127, table 4-23 (or see table below) where the CR of the monster is the "NPC level". A treasure entry of 'None' means the monster has no equipment at all, but if the treasure entry says anything else, the monster gets standard equipment for its CR. Monsters cannot have any items which are unavailable to PCs without credits. For items which are restricted by ECL, use the monster's CR instead. Furthermore, any item that is listed in the Monster Manual entry is automatically assigned for free to the monster. It is possible (recommended, in fact) to upgrade an existing item, even if the items can't normally be upgraded in that way (e.g. normal to masterwork, or steel to adamantine). Use the following guidelines to select equipment. It may not be possible to follow them exactly at all times, but come as close as you can. 75-80% of the creature's wealth goes into Andy Collins' Big Six: weapons (primary melee and ranged), armor (& shield), ring of protection, cloak of resistance, amulet of natural armor, and ability-score boosters. For weapons and armor, the pitlord should choose upgraded versions of the monster's default equipment, if they have any--and, of course, they should be skipped for monsters without proficiency. Monsters of at least CR 4 should have backup silver weapons, and ones of at least CR 5 should have cold iron as well. Creatures with a PP reserve of at least 2 should have Deepcrystal as their primary weapons, and ones with Improved Sunder should have adamantine (if they can afford it, in both cases). No more than 10% should be spent on expendables. These should be potions (or scrolls, if the monster can use them), whioch create common and simple effects. Recommended spells for these are: CLW, Mage Armor, Magic Weapon, Protection from Good/Evil, Shield of Faith +2, Bear's Endurance, Bull's Strength, Cat's Grace, Blur, Delay Poison, Resist Energy, Fly, Haste, and Protection from Energy for potions; for scrolls, add Expeditious Retreat, See Invisibility, Shield, and direct-damage spells. A creature incapable of using expendables at all simply loses this portion of its wealth. The remaining 10-15% is at the pitlord's discretion: wands, mobility enhancers, or any other "niche" items that work particularly well with the monster's inherent abilities. Items that produce effects not directly related to the creature's abilities (like a bag of tricks or a necklace of fireballs) should be avoided. [U]CR Wealth | CR Wealth 1 900 | 11 21000 2 2000 | 12 27000 3 2500 | 13 35000 4 3300 | 14 45000 5 4300 | 15 59000 6 5600 | 16 77000 7 7200 | 17 100000 8 9400 | 18 130000 9 12000 | 19 170000 10 16000 | 20 220000 Monster Fights - Monster Lore Monsters rolled by the pitlord are not identified automatically. A character must have the requisite knowledge about a monster to gain information about it. This is done by using the various knowledge skills. When the pairings are rolled, the Game Master lists a monster fight by default as [Unknown Monster]. The assigned Pitlord then rolls that monster with an online roller (same ID as for the fight) and gives the player more information on the monster. The amount of information depends on the knowledge skill value. The knowledge skill must be as high as the Dc. No Ranks: Size and rough description (like 'huge monster') 1+ Ranks: Size, Type, Description (huge magical beast with many heads) Dc0+CR: Race (7-headed hydra) Dc5+CR: Race, Subtypes, Class levels (7 headed Cryo-Hydra, no classes) Dc10+CR: Race, Subtypes, Class levels, Equipment, Specials Dc15+CR: All plus Tactic You have to have the right knowledge skill to gain information. For example, you would only gain the information above about the hydra if you have Knowledge Arcana. Any other knowledge skill is useless against that monster. Bardic knowledge and Loremaster Lore always count as the necessary knowledge skill. The following list shows the requisite knowledge skills: Arcana: Constructs, Dragons, Magical Beasts Dungeon: Aberrations, Oozes Local: Humanoids Nature: Animals, Fey, Giants, Monstrous humanoids, Plants, Vermin Religion: Undead Planes: Elementals, Outsiders Psioncs: Psionic creatures Monster Fights - Encounters The following list shows the possible monsters that may result from the Unknown Monster roll. A pitlord rolls d% on the appropriate table below (Character ECL determines which table) to get the Unknown Monster. Monsters of Level 11-20 can be found here. 1st-Level Monster Encounters d% Encounter 01-03 2 medium monstrous centipedes (vermin) 04-08 2 dire rats 09-10 2 giant fire beetles (vermin) 11-13 2 small monstrous scorpions (vermin) 14-16 2 small monstrous spiders (vermin) 17-20 2 dwarf warriors 21-22 2 elf warriors 23-25 1 darkmantle 26-28 1 krenshar 29-30 1 lemure (devil) 31-40 3 goblin warriors 41-50 4 kobold warriors 51-56 2 human warrior skeletons 57-62 2 human commoner zombies 63-71 3 tiny viper snakes 72-80 2 orc warriors 81-85 2 stirges 86-90 1 spider swarm 91-100 roll on 2nd-level table 2nd-Level Monster Encounters d% Encounter 01-10 roll on 1st-level table 11-12 1 lantern archon 13-19 1 hobgoblin warrior and 1d4 goblin warriors 20-23 1 bugbear 24-26 1 choker 27-28 1 dretch (demon) 29-30 1 quasit (demon) 31-32 1 imp (devil) 33-35 1 dire bat 36-38 3 fiendish dire rats 39-40 3 formian workers 41-43 3 halfling warriors 44-50 5 kobold warriors 51-55 1 wererat (lycanthrope) 56-62 3 orc warriors 63-65 1 shocker lizard 66-68 1 owlbear skeleton 69-70 1 bat swarm 71-72 1 rat swarm 73-74 1 thoqqua 75-79 1 worg 80-83 1 constrictor snake (animal) 84-87 3 small viper snakes (animal) 88-90 1 Huge monstrous centipede (vermin) 91-100 roll on 3rd-level table 3rd-Level Monster Encounters 01: 1 Allip [CR3] 02: 1 doppleganger [CR3] 03: 1 wyrmling brass dragon [CR3] 04: 1 ethereal filcher [CR3] 05: 1 ethereal marauder [CR3] 06: 1 ettercap [CR3] 07: 1 violet fungus(fungus) [CR3] 08: 1 ghast(ghoul) [CR3] 09: 1 grick [CR3] 10: 1 hell hound [CR3] 11: 1 howler [CR3] 12: 1 human werewolf warrior1 (lycanthrope) [CR3] 13: 1 ogre [CR3] 14: 1 gelatinous cube (ooze) [CR3] 15: 1 phantom fungus [CR3] 16: 1 rust monster [CR3] 17: 1 shadow [CR3] 18: 1 locust swarm [CR3] 19: 1 wight [CR3] 20: 1 yuan-ti pureblood [CR3] 21: 1 medium air elemental [CR3] 22: 1 large animated object [CR3] 23: 1 ankheg [CR3] 24: 1 juveline arrowhawk [CR3] 25: 1 assassin vine [CR3] 26: 1 centaur [CR3] 27: 1 deinonychus (dinosaur) [CR3] 28: 1 dire ape [CR3] 29: 1 dire wolf [CR3] 30: 1 dryad [CR3] 31: 1 giant eagle [CR3] 32: 1 medium earth elemental [CR3] 33: 1 medium fire elemental [CR3] 34: 1 formian warrior [CR3] 35: 1 magmin [CR3] 36: 1 mephit (roll 1d10 to determine type) [CR3] 37: 1 mephit (roll 1d10 to determine type) [CR3] 38: 1 giant owl [CR3] 39: 1 pegasus [CR3] 40: 1 flamebrother salamander [CR3] 41: 1 juveline Tojanda [CR3] 42: 1 unicorn [CR3] 43: 1 medium water elemental [CR3] 44: 1 minor Xorn [CR3] 45: 1 Yeth hound [CR3] 46: 1 Crysmal(psionic) [CR3] 47: 3 Pseudodragons [CR1] 48: 3 gnolls [CR1] 49: 1 Temporal Filcher(psionic) [CR3] 50: 1 halfling wererat rogue 1 [CR3] 51: 1 goblin fighter 1 + Worg mount [CR1+CR2] 52: 3 2nd level Astral Constructs(psionic) [CR1] 53: 1 4th level Astral Construct(psionic) [CR3] 54: 1 Drow Fighter2 [CR3] 55: 1 Blue Telepath3 [CR3] 56: 5 Orc Warrior1 [CR1/2] 57: 5 Hobgoblin Warrior1 [CR1/2] 58: 3 Orc Babarian1 [CR1] 59: 1 Hobgoblin Fighter2 & Goblin rogue1 [CR2+CR1] 60: 1 Kobold Adept2 & 1d3+1 Kobold Warrior1 [CR1 & CR1/2] 61: 1 Troll skeleton [CR3] 62: 1 Wolf skeleton & 1 Halforc Cleric2 [CR1+CR2] 63: 2 Wolf skeletons [CR1] 64: 5 Stirges [CR1/2] 65: 1 Ogre Zombie [CR3] 66: 3 Troglodyte Zombies [CR1] 67: 5 Human commoner Zombies [CR1/2] 68: 3 Hyenas(animals) [CR1] 69: 1 Lion(animal) [CR3] 70: 1 huge viper snake [CR3] 71: 3 wolves [CR1] 72: 1 giant praying mantis [CR3] 73: 1 giant wasp [CR3] 74: 1 large monstrous scorpion [CR3] 75: 3 medium monstrous scorpion [CR1] 76: 1 wyrmling black dragon [CR3] 77: 1 wyrmling blue dragon [CR3] 78: 1 very young white dragon [CR3] 79: 1 Bugbear and 1 Gnoll [CR2 & CR1] 80: 1 Choker and 1 Drow Warrior1 [CR2 & CR1] 81: 1 Lantern Archon and 1 Human Paladin1 [CR2 & CR1] 82: 1 wyrmling bronze dragon [CR3] 83: 1 wyrmling copper dragon [CR3] 84: 1 Dire Badger and 1 Krenshar [CR2 & CR1] 85: 1 Dire Bat and 1 Darkmantle [CR2 & CR1] 86: 1 Dire Weasel and 1 Kobold Expert4 [CR2 & CR1] 87: 1 Hippogriff and 1 Small Air Elemental [CR2 & CR1] 88: 1 Satyr and 1 Grig [CR2 & CR1] 89: 1 Shocker Lizard and 1 Homunculus [CR2 & CR1] 90: 1 Skum and 1 Troglodyte [CR2 & CR1] 91: 1 Rat Swarm and 1 Lacedon Ghoul [CR2 & CR1] 92: 1 Bat Swarm and 1 Small Animated Object [CR2 & CR1] 93: 1 Thoqqua and 1 Small Earth Elemental [CR2 & CR1] 94: 1 Triton and 1 Nixie [CR2 & CR1] 95: 1 Vargouille and 1 Grimlock [CR2 & CR1] 96: 1 Imp and 1 Lemure [CR2 & CR1] 97: 1 Worg and 1 Wolf [CR2 & CR1] 98: 1 Celestial Black Bear and 1 Celestial Light Warhorse [CR2 & CR1] 99: 1 Celestial Bison [CR3] 00: 1 Fiendish Boar and 1 Fiendish Hyena [CR2 & CR1] 4th-Level Monster Encounters 01: 1 Aranea [CR4] 02: 1 Hound Archon [CR4] 03: 1 Barghest [CR4] 04: 1 Dire Boar [CR4] 05: 1 Dire Wolverine [CR4] 06: 1 Gargoyle [CR4] 07: 1 Janni (Genie) [CR4] 08: 1 Griffon [CR4] 09: 1 Sea Hag [CR4] 10: 1 Harpy [CR4] 11: 1 five headed hydra [CR4] 12: 1 Mimic [CR4] 13: 1 Minotaur [CR4] 14: 1 gray ooze [CR4] 15: 1 Otyugh [CR4] 16: 1 Owlbear [CR4] 17: 1 Sea Cat [CR4] 18: 1 Centipede Swarm [CR4] 19: 1 Vampire Spawn [CR4] 20: 1 human warrior Wereboar [CR4] 21: 1 Pixie(Sprite) [CR4] 22: 1 Brown Bear [CR4] 23: 1 Polar Bear [CR4] 24: 1 Giant Crocodile [CR4] 25: 2 Ape [CR2] 26: 2 Black Bears [CR2] 27: 2 Bisons [CR2] 28: 2 Boars [CR2] 29: 2 Cheetahs [CR2] 30: 2 Crocodiles [CR2] 31: 2 Leopards [CR2] 32: 1 Rhinoceros [CR4] 33: 2 Large Viper snakes [CR2] 34: 1 Tiger [CR4] 35: 2 Wolverines [CR2] 36: 1 Giant Ant Queen & 1 Giant Ant Soldier [CR2] 37: 2 Giant Bombardier Beetles [CR2] 38: 1 Giant Stag Beetle [CR4] 39: 2 Huge Monstrous Centipede [CR2] 40: 2 Large Monstrous Spiders [CR2] 41: 1 very young Black Dragon [CR4] 42: 1 very young Blue Dragon [CR4] 43: 1 very young Green Dragon [CR4] 44: 1 Wyrmling Red Dragon [CR4] 45: 1 Young White Dragon [CR4] 46: 2 Wyrmling White Dragons [CR2] 47: 1 Very Young Brass Dragon [CR4] 48: 1 Wyrmling Silver Dragon [CR4] 49: 1 Chimera Skeleton [CR4] 50: 2 Owlbear Skeletons [CR2] 51: 1 Minotaur Zombie [CR4] 52: 2 Bugbear Zombie [CR2] 53: 1 Wyvern Zombie [CR4] 54: 2 medium animated objects [CR2] 55: 2 lantern Archons [CR2] 56: 2 Azers [CR2] 57: 2 Blink Dogs [CR2] 58: 2 Dretches(Demon) [CR2] 59: 2 Quasit(Demon) [CR2] 60: 2 Choker [CR2] 61: 2 Dire Badgers [CR2] 62: 2 Dire Bats [CR2] 63: 2 Hippogriffs [CR2] 64: 2 Vargouilles [CR2] 65: 2 Worgs [CR2] 66: 2 3rd level Astral Constructs(Psionic) [CR2] 67: 2 Folugub(Psionic) [CR2] 68: 1 Phrenic Shadow(Psionic) [CR4] 69: 1 Phrenic Ankheg(Psionic) [CR4] 70: 2 Flesh Harrower Puppeteers [CR2] 71: 2 Thought Eaters(Psionic) [CR2] 72: 1 Half-Celestial Unicorn [CR4] 73: 1 Half-Fiend Ogre [CR4] 74: 1 Half-Celestial Dryad [CR4] 75: 1 Half-Fiend Hell-Hound [CR4] 76: 1 Halforc Druid 2 (w/ dire rat companion) & 1 Orc Barbarian2 [CR2] 77: 2 Duergar Fighter1 [CR2] 78: 2 Half-giant Psychic Warrior1 [CR2] 79: 4 Lemures (Devil) [CR1] 80: 1 Gnoll Ranger 3 [CR4] 81: 1 Derro Sorcerer 1 [CR4] 82: 1 Formian Warrior & 2 Formian Workers [CR3 & CR1/2] 83: 1 Ghast & 1 Ghoul [CR3+CR1] 84: 4 Grimlocks [CR1] 85: 1 Hobgoblin Fighter 4 [CR4] 86: 1 Kobold Adept 7 [CR4] 87: 1 3rd-level Lizardfolk druid w/ Medium Viper companion [CR4] 88: 1 human Babarian1/afflicted Wereboar [CR4] 89: 1 Wild elf Ranger1 on Pegasus [CR1+CR3] 90: 1 Aasimar Paladin4 [CR4] 91: 2 Sahuagin [CR2] 92: 1 Satyr with pipes [CR4] 93: 2 shocker lizards [CR2] 94: 2 Skum [CR2] 95: 1 Grey Elf Wizard 4 [CR4] 96: 2 Thoqqua [CR2] 97: 1 Troglodyte Cleric 3 [CR4] 98: 2 Halfling rogue 2 [CR2] 99: 1 gnome Illusionist3 & 1 gnome rogue 1 [CR3+CR1] 00: 1 dwarf cleric 2/fighter2 [CR4] 5th-Level Monster Encounters 01: 1 Achaierai [CR5] 02: 1 Air, Earth, Fire, or Water Elemental, Large [CR5] 03: 1 Arrowhawk, Adult [CR5] 04: 1 Barghest, Greater [CR5] 05: 1 Basilisk [CR5] 06: 1 Black or Green Dragon, Young [CR5] 07: 1 Bronze, Copper, Red, or Silver Dragon, Very Young [CR5] 08: 1 Cloaker [CR5] 09: 1 Aasimar Sorcerer 5 [CR5] 10: 1 Devil, Bearded (Barbazu) [CR5] 11: 1 Dire Lion [CR5] 12: 1 Half-Celestial Satyr (with pipes) [CR5] 13: 1 Half-Dragon Ogre [CR5] 14: 1 Genie, Djinni [CR5] 15: 1 Gibbering Mouther [CR5] 16: 1 Gold Dragon, Wyrmling [CR5] 17: 1 Hag, Green [CR5] 18: 1 Hydra, Six-Headed [CR5] 19: 1 Lycanthrope, Werebear [CR5] 20: 1 Celestial Half-Dragon Blink Dog [CR5] 21: 1 Manticore [CR5] 22: 1 Monstrous Spider, Huge [CR5] 23: 1 Mummy [CR5] 24: 1 Nightmare [CR5] 25: 1 Ooze, Ochre Jelly [CR5] 26: 1 Phase Spider [CR5] 27: 1 Pixie (with Irresistable Dance) [CR5] 28: 1 Xeph Soulknife 5 [CR5] 29: 1 Half-Dragon Orc Barbarian 1/Fighter2[CR5] 30: 1 Shadow Mastiff [CR5] 31: 1 Skeleton, Ettin [CR5] 32: 1 Sphinx, Hieracosphinx [CR5] 33: 1 Spider Eater [CR5] 34: 1 Troll [CR5] 35: 1 Phrenic Vampire Spawn [CR5] 36: 1 Winter Wolf [CR5] 37: 1 Half-Giant Monk1/Psychic Warrior 3 [CR5] 38: 1 Unbodied [CR5] 39: 2 Ankheg [CR3] 40: 2 Arrowhawk, Juvenile [CR3] 41: 2 Black, Blue, Brass, Bronze, or Green Dragon, Wyrmling [CR3] 42: 2 Centaur [CR3] 43: 1 Elf Fighter 4 and Heavy Warhorse [CR4 & CR2] 44: 2 Derro [CR3] 45: 2 Dinosaur, Deinonychus [CR3] 46: 3 Phrenic Nixies [CR 2] 47: 2 Dire Wolf [CR3] 48: 2 Eagle, Giant [CR3] 49: 1 Half-Dragon Gelatinous Cube [CR 5] 50: 2 Formian Warrior [CR3] 51: 2 Ghast [CR3] 52: 2 Giant Wasp [CR3] 53: 1 Fiendish Temporal Filcher [CR 5] 54: 2 Howler [CR3] 55: 1 Duergar Monk 4 [CR5] 56: 2 Lycanthrope, Werewolf [CR3] 57: 2 Magmin [CR3] 58: 2 Mephits, Any [CR3] 59: 2 Monstrous Scorpion, Large [CR3] 60: 2 Ogre [CR3] 61: 2 Gnoll Ranger 1 and 2 Hyenas [CR2 and CR1] 62: 2 Pegasus [CR3] 63: 2 Rust Monster [CR3] 64: 2 Celestial Leopards and 2 1st-level Wild Elf Rogues [CR2 and CR1] 65: 2 Shadow [CR3] 66: 2 Skeleton, Troll [CR3] 67: 2 Swarm, Locust [CR3] 68: 2 White Dragon, Very Young [CR3] 69: 2 Wight [CR3] 70: 2 Xorn, Minor [CR3] 71: 2 Yeth Hound [CR3] 72: 2 Zombie, Ogre [CR3] 73: 2 Crysmal [CR3] 74: 2 Temporal Filcher [CR3] 75: 3 Ape [CR2] 76: 1 Minotaur and 2 Orc Fighter 1 [CR4 and CR1] 77: 3 Azer [CR2] 78: 2 Half-Fiend Bugbear [CR3] 79: 1 Aranea Sorceror 1 [CR5] 80: 3 Demon, Dretch [CR2] 81: 3 Dire Badger [CR2] 82: 3 Dire Bat [CR2] 83: 3 Giant Ant, Soldier [CR2] 84: 1 Drow Warrior 2, Drow Wizard 1, and Drow Cleric 1[CR2] 85: 3 Lycanthrope, Wererat [CR2] 86: 2 Worgs and 2 3rd-level Goblin Warriors [CR2 and CR1] 87: 3 Monstrous Spider, Large [CR2] 88: 3 Satyr [CR2] 89: 3 Shocker Lizard [CR2] 90: 3 1st-level Kobold Sorcerors and 1 Ogre [CR1 and CR3] 91: 3 Skum [CR2] 92: 3 Swarm, Bat [CR2] 93: 1 Halfling Druid 5 with Cheetah animal companion [CR5] 94: 3 Vargouille [CR2] 95: 3 White Dragon, Wyrmling [CR2] 96: 2 Fiendish Worg [CR3] 97: 3 Zombie, Bugbear [CR2] 98: 1 Udoroot [CR 5] 99: 1 Dromite Wilder 5 [CR5] 00: 1 Blue Shaper 5 [CR5] 6th-Level Monster Encounters 1 3 Ankhegs [CR 3] 2 1 Annis Hag [CR 6] 3 2 Aranea [CR 4] 4 1 Average Salamander [CR 6] 5 1 Average Xorn [CR 6] 6 1 Babau [CR 6] 7 2 Barghests [CR 4] 8 1 Belker [CR 6] 9 1 Bralani [CR 6] 10 1 Celestial Basilisk [CR 6] 11 1 Celestial Polar Bear [CR 6] 12 2 Centipede Swarms [CR 4] 13 1 Chain Devil [CR 6] 14 3 Deinonychos [CR 3] 15 1 Digester [CR 6] 16 2 Dire Boars [CR 4] 17 1 Dire Lions and 1 Lion [CR 5] [CR 3] 18 3 Dryads [CR 3] 19 3 Ettercaps [CR 6] 20 1 Ettin [CR 6] 21 1 Fiendish Gibbering Mouther [CR 6] 22 1 Fiendish Phrenic Owlbear [CR 6] 23 1 Fiendish Troll [CR 6] 24 3 Formian Warriors [CR 3] 25 1 Gargantuan Monstrous Centipede [CR 6] 26 1 Giant Constrictor Snake and 2 Large Vipers [CR 5] [CR 2] 27 2 Giant Crocodiles [CR 4] 28 2 Giant Stag Beetles [CR 4] 29 3 Giant Wasps [CR 3] 30 1 Girallon [CR 6] 31 2 Gray Oozes [CR 4] 32 1 Gray Render Zombie [CR 6] 33 2 Griffons [CR 4] 34 1 Half-Celestial Griffon [CR 6] 35 1 Half-Fiend Minotaur [CR 6] 36 3 Hell Hounds [CR 3] 37 3 Howlers [CR 3] 38 1 Huge Animated Object and 1 Large Animated Object [CR 5] [CR 3] 39 3 Giant Owls [CR 3] 40 3 Huge Vipers [CR 3] 41 3 Juvenile Arrowhawks [CR 3] 42 1 Lamia [CR 6] 43 3 Large Monstrous Scorpions [CR 3] 44 3 Magmins [CR 3] 45 1 Manticore and 1 Howler [CR 5] [CR 3] 46 3 Medium Elementals 1d4 for type [CR 3] 47 1 Megaraptor [CR 6] 48 3 Mephits (1d10 for type) [CR 3] 49 2 Minotaur Zombies [CR 4] 50 2 Minotaurs [CR 4] 51 1 Nightmare and 1 Unicorn [CR 5] [CR 3] 52 2 Otyughs [CR 4] 53 2 Owlbears [CR 4] 54 1 Phase Spider and 1 Ethereal Marauder [CR 5] [CR 3] 55 2 Rhinoceri [CR 4] 56 3 Rust Monsters [CR 3] 57 1 Sea Hag Vampire [CR 6] 58 1 Seven-Headed Hydra [CR 6] 59 1 Shambling Mound [CR 6] 60 1 Tendriculous [CR 6] 61 2 Tigers [CR 4] 62 3 Troll Skeletons [CR 3] 63 2 Very Young Dragons (1d4 for Black, Blue, Brass, Green) [CR 4] 64 1 Wyvern [CR 6] 65 1 Xill [CR 6] 66 1 2nd-level Centaur Ranger and 1 Deinonychus Dinosaur [CR 5] [CR 3] 67 1 Wereboar Fighter 1 Dire Boar [CR 4] 68 1 2nd-level Werewolf Fighter and 2 Wolves [CR 5] [CR 1] 69 1 3rd-level Bugbear Rogue and 1 Mephit (1d10 for type) [CR 5] [CR 3] 70 1 2nd-level Ogre Barbarian and 1 Wyrmling Green Dragon [CR 5] [CR 3] 71 1 3rd-level Azer Fighter and 1 Magmin [CR 5] [CR 3] 72 1 Adult Arrowhawk and 1 Cockatrice [CR 5] [CR 3] 73 1 Advanced Megaraptor Skeleton [CR 6] 74 1 Celestial Stag Beetle and 1 Giant Praying Mantis [CR 5] [CR 3] 75 1 Chimera Skeleton and 2 Bugbear Zombies [CR 4] [CR 2] 76 1 Ettin Skeleton and 2 Owlbear Skeletons [CR 5] [CR 2] 77 1 Fiendish Dire Ape and 2 Apes [CR 4] [CR 2] 78 1 Five-Headed Cryohydra [CR 6] 79 1 Harpy and 2 Chokers [CR 4] [CR 2] 80 1 Hound Archon and 1 Griffon [CR 4] 81 1 Huge Monstrous Spider and 1 Ettercap [CR 5] [CR 3] 82 1 Janni and 1 Wyrmling Silver Dragon [CR 4] [CR 4] 83 1 Large Elemental and 2 Small Elementals (1d4 for type) [CR 5] [CR 1] 84 1 Mummy and 2 Ghouls [CR 5] [CR 1] 85 1 Sea Hag and 1 Wyrmling Black Dragon [CR 4] [CR 3] 86 1 Shadow Mastiff and 1 Yeth Hound [CR 5] [CR 3] 87 1 Troll and 1 Ogre [CR 5] [CR 3] 88 1 Vampire Spawn and 1 Wyvern Zombie [CR 4] 89 1 Wraith and 1 Wight [CR 5] [CR 3] 90 Roll on EL 5 table and add Half-Dragon template (1d10 for type) 91 1 Young Dragon (1d2 for Blue, Brass) [CR 6] 92 1 1st-level Fiendish Werewolf Fighter [CR 6] 93 1 1st-level Unbodied Psion [CR 6] 94 1 2nd-level Gargoyle Fighter [CR 6] 95 1 2nd-level Hound Archon Paladin [CR 6] 96 1 2nd-level Minotaur Barbarian [CR 6] 97 1 3rd-level Derro Rogue [CR 6] 98 1 3rd-level Ogre Barbarian [CR 6] 99 3 4th-level Astral Construct [CR 3] 100 3 Phrenic Chokers [CR 3] [B]7th-Level Monster Encounters 01: 1 Animated Object, Gargantuan [CR7] 02: 1 Black Pudding (ooze) [CR7] 03: 1 Bulette [CR7] 04: 1 Chaos beast [CR7] 05: 1 Chimera [CR7] 06: 1 Chuul [CR7] 07: 1 Criosphinx [CR7] 08: 1 Dire Bear [CR7] 09: 1 Dragonne [CR7] 10: 1 Drider [CR7] 11: 1 Elemental, Huge (1d4 for type) [CR7] 12: 1 Elephant [CR7] 13: 1 Ghost, 5th level Human Fighter [CR7] 14: 1 Giant, hill [CR7] 15: 1 Golem, flesh [CR7] 16: 1 Hellcat (devil) [CR7] 17: 1 Hydra, 8-headed [CR7] 18: 1 Hydra, 6-headed cryo- or pyro- [CR7] 19: 3 Githyanki 3rd-level Fighters [CR4 each] 20: 1 Invisible Stalker [CR7] 21: 1 Lillend [CR7] 22: 1 Medusa [CR7] 23: 1 Monstrous Scorpion, Huge [CR7] 24: 1 Naga, water [CR7] 25: 1 Nymph [CR7] 26: 1 Ogre, 4th-level Barbarian [CR7] 27: 1 Phasm [CR7] 28: 1 Remorhaz [CR7] 29: 1 Skeleton, cloud giant [CR7] 30: 1 Slaad, red [CR7] 31: 1 Spectre (demon) [CR7] 32: 1 Succubus [CR7] 33: 1 Umber Hulk [CR7] 34: 1 Vampire, 5th-level human fighter [CR7] 35: 1 Yuan-Ti abomination [CR7] 36: 1 Astral Construct, 6th level (psionic) [CR7] 37: 1 Grey Glutton (psionic) [CR7] 38: 1 Intellect Devourer (psionic) [CR7] 39: 3 Arrowhawk, Adult [CR5 each] 40: 4 Cockatrices [CR3 each] 41: 4 Deinonychuses [CR3 each] 42: 2 Dire Lions [CR5 each] 43: 4 Doppelgangers [CR3 each] 44: 3 Dragons, wyrmling red or silver; very young black, blue, green, or brass; young white (1d7) [CR4 each] 45: 1 Dragon, very young gold; young red, bronze, copper, or silver; juvenile black (1d6) [CR7] 46: 3 violet fungi and 4 shriekers (fungus) [CR3 each+CR1 each] 47: 3 Janni (genie) [CR4 each] 48: 3 Hags, sea [CR4] 49: 2 Werebears [CR5] 50: 3 Wereboars [CR4] 51: 2 Level 2 Halfling Were-Rats and 2 advanced (6-HD) dire rats [CR 4 and CR 2] 52: 2 Weretigers [CR5] 53: 2 Manticores [CR5] 54: 3 Minotaurs [CR4] 55: 4 Ogres [CR3] 56: 3 Otyughs [CR4] 57: 4 Owls, Giant [CR3] 58: 1 Ravid plus 2 Animated Objects, large [CR5 & CR3] 59: 6 Sahuagin [CR2] 60: 4 salamanders, flamebrother [CR3] 61: 1 Satyr with pipes and 3 satyrs without pipes [CR4 & CR2] 62: 2 Shadow Mastiffs [CR5] 63: 2 Ettin skeletons [CR5] 64: 3 Chimera skeletons [CR4] 65: 4 Troll skeletons [CR3] 66: 3 Centipede swarms [CR4] 67: 4 Locust swarms [CR3] 68: 3 Troglodytes monitor werelizards [CR4] 69: 4 Unicorns [CR3] 70: 3 Vampire Spawn [CR4] 71: 4 Wights [CR3] 72: 2 Winter wolves [CR5] 73: 4 Xorn, minor [CR3] 74: 2 Yuan-Ti halfbloods [CR5] 75: 2 Umber Hulk zombies [CR5] 76: 3 Wyvern or Minotaur zombies [CR4] 77: 4 Ogre zombies [CR3] 78: 3 Giant stag beetles (Vermin) [CR4] 79: 3 Pixies [CR4] 80: 4 Phrenic Apes (Psionic, Animal) [CR3] 81: 3 Phrenic Mephits (Psionic; 1d10 to determine type) [CR4] 82: 3 Celestial Centaurs [CR4] 83: 1 Celestial Dire Lion [CR7] 84: 1 Fiendish Phthisic (Psionic) [CR7] 85: 2 Fiendish Ettercaps and 2 Fiendish Monstrous Spiders, Large [CR 4 and CR 2] 86: 4 Half-Celestial Blink Dogs [CR3] 87: 1 Half-Celestial Djinni (genie) [CR7] 88: 1 Half-Fiend Troll [CR7] 89: 4 Half-Fiend Worgs [CR3] 90: 1 Half-Dragon Greater Barghest (1d10 for type) [CR7] 91: 4 Half-Dragon Giant Ants, worker (1d10 for type) [CR3] 92: Roll on EL 5 table and add Half-Dragon template (1d10 for type) 93: 1 Level 6 Gnome Cleric with 1 Level 4 Gnome Illusionist [CR6 & CR4] 94: 1 level 7 Maenad Barbarian [CR7] 95: 3 Level 4 Half-Orc Monks [CR4] 96: 1 Elf Fighter 6/Blackguard 1 [CR7] 97: 1 Level 6 Half-Giant Ranger [CR7] 98: 3 Level 4 Kobold Sorcerers [CR4] 99: 1 Level 7 Blue Psion [CR7] 00: 1 Level 5 Human Bard and 1 Level 5 Halfling Rogue [CR5 & CR5] [B]8th-Level Monster Encounters 01: 1 Arrowhawk, elder [CR 8] 02: 1 Athach [CR 8] 03: 1 Behir [CR 8] 04: 1 Bodak [CR 8] 05: 1 Destrachan [CR 8] 06: 1 Dire Tiger [CR 8] 07: 1 Djinni noble (genie) [CR 8] 08: 1 Efreeti (genie) [CR 8] 09: 1 Erinyes (devil) [CR 8] 10: 1 Giant, stone [CR 8] 11: 1 Gorgon [CR 8] 12: 1 Grey Render [CR 8] 13: 1 Gynosphinx [CR 8] 14: 1 Hellwasp Swarm [CR 8] 15: 1 Hydra, 9-headed [CR 8] 16: 1 Hydra, 7-headed cryo- or pyro- [CR 8] 17: 1 Lammasu [CR 8] 18: 1 Mind Flayer [CR 8] 19: 1 Mohrg [CR 8] 20: 1 Monstrous Spider, Gargantuan [CR 8] 21: 1 Naga, dark [CR 8] 22: 1 Ogre Mage [CR 8] 23: 1 Shield Guardian [CR 8] 24: 1 Skeleton, young adult red dragon [CR 8] 25: 1 Shadow, greater [CR 8] 26: 1 Slaad, blue [CR 8] 27: 1 Treant [CR 8] 28: 1 Tyrannosaurus (dinosaur) [CR 8] 29: 1 Xorn, elder [CR 8] 30: 1 Astral Construct, 7th level (psionic) [CR 8] 31: 3 Udoroots (psionic) [CR 5] 32: 4 Araneas [CR 4] 33: 4 Hound Archons [CR 4] 34: 4 Barghests [CR 4] 35: 2 Gauths [CR 6] 36: 2 Belkers [CR 6] 37: 4 Carrion Crawlers [CR 4] 38: 2 Megaraptors [CR 6] 39: 4 1st-level wood elf dire werebat monks [CR 4] 40: 3 Dragons, wyrmling gold; very young red, bronze, copper, or silver; young black or green (1d7) [CR 5] 41: 1 Dragon, juvenile blue, green, or brass; young adult white (1d4) [CR 8] 42: 5 Dryads [CR 3] 43: 3 5th-level drow warriors [CR 5] 44: 2 Bralanis (eladrin) [CR 6] 45: 1 Ettin and 2 brown bears (animal) [CR 6 and 4] 46: 1 Formian taskmaster and dominated cohort (roll on EL 5 table; reroll if immune to dominate or if more than four creatures) [CR 7 and 5] 47: 4 advanced (8-HD) Ghasts (ghoul) [CR 4] 48: 3 Hags, 1 of each type [CR 4, 5, 6] 49: 2 Lamias [CR 6] 50: 3 Werebears [CR 5] 51: 3 Wereboars and 2 boars [CR 4 and 2] 52: 3 3rd-level wererat rogues [CR 5] 53: 1 6th-level forest gnome werehawk ranger [CR 8] 54: 3 Mummies [CR 5] 55: 2 3rd-level Ogre psychic warriors [CR 6] 56: 3 Phase Spiders [CR 5] 57: 2 Salamanders, average [CR 6] 58: 4 advanced (5-HD) Half-Celestial Shocker Lizards [CR 4] 59: 2 Advanced Megaraptor Skeletons [CR 6] 60: 3 Ettin Skeletons [CR 5] 61: 4 Chimera Skeletons [CR 4] 62: 3 Pixies with Irresistable Dance [CR 5] 63: 5 Crysmals (psionic) [CR 3] 64: 1 Fiendish Intellect Devourer [CR 8] 65: 2 Will-o'-wisps [CR 6] 66: 4 Advanced (9-HD) Flesh Harrower Puppeteers (psionic) [CR 4] 67: 3 Wraiths [CR 5] 68: 2 Wyverns [CR 6] 69: 2 Xorns, average [CR 6] 70: 3 Yuan-Ti, halfblood [CR 5] 71: 2 Grey Render Zombies [CR 6] 72: 3 Umber Hulk Zombies [CR 5] 73: 4 Wyvern or Minotaur Zombies [CR 4] 74: 1 Ghost Will-o'-Wisp [CR 8] 75: 4 Giant Stag Beetles [CR 4] 76: 3 Monstrous Spiders, huge [CR 5] 77: 1 Phrenic Ettin (Psionic) [CR 8] 78: 4 Phrenic Wights (Psionic) [CR 4] 79: 1 Celestial Megaraptor [CR 8] 80: 4 Celestial Giant Owls [CR 4] 81: 1 Fiendish Shambling Mound [CR 8] 82: 3 Fiendish Harpies [CR 5] 83: 1 Half-Celestial Shambling Mound [CR 8] 84: 4 Half-Celestial Unicorns [CR 4] 85: 1 Half-Fiend Lamia [CR 8] 86: 4 Half-Fiend Ogres [CR 4] 87: 1 Half-Dragon Hydra, 5-headed pyro- or cryo- (1d10 to determine type) [CR 8] 88: 3 Half-Dragon Giant Wasps (1d10 to determine type) [CR 5] 89: Roll on EL 6 table and add Half-Dragon template (1d10 to determine type) [varies] 90: 1 Tiefling Rogue 7/Shadowdancer 1 [CR 8] 91: 1 Deep Dwarf Fighter 7/Dwarven Defender 1 [CR 8] 92: 1 7th-Level Gnoll Ranger [CR 8] 93: 1 8th-Level Svirfneblin (gnome) Adept [CR 8] 94: 1 6th-Level Elf Paladin and 1 6th-Level Elf Monk [CR 6 and 6] 95: 4 4th-Level Dromite Wilders [CR 4] 96: 3 5th-Level Xeph Soulknives [CR 5] 97: 1 5th-Level Troglodyte Cleric and 2 3rd-Level Troglodyte Fighters [CR 6 and 4] 98: 3 4th-Level Grimlock Barbarians [CR 5] 99: 3 4th-Level Half-Giant Psychic Warriors [CR 5] 00: 1 Maenad Ranger 5/Pyrokineticist 3 [CR 8] 9th-Level Monster Encounters 01: 1 Androsphinx [CR 9] 02: 1 Avoral Guardinal [CR 9] 03: 1 Bone Devil [CR 9] 04: 1 Delver [CR 9] 05: 1 Elemental, Greater (1d4 for type) [CR 9] 06: 1 Frost Giant [CR 9] 07: 1 Elder Stone Giant [CR 9] 08: 1 Half-fiend, 7th-level human cleric (MM default) [CR 9] 09: 1 Hydra, ten-headed [CR 9] 10: 1 Hydra, eight-headed cryo- or pyro- [CR 9] 11: 1 Colossal Monstrous Centipede [CR 9] 12: 1 Spirit Naga [CR 9] 13: 1 Nessian Warhound (hell hound) [CR 9] 14: 1 Night Hag [CR 9] 15: 1 Roc [CR 9] 16: 1 Green Slaad [CR 9] 17: 1 Triceratops (dinosaur) [CR 9] 18: 1 Vrock (demon) [CR 9] 19: 1 Yrthak [CR 9] 20: 1 Zelekhut (inevitable) [CR 9] 21: 1 Astral Construct, 8th-level (psionic) [CR 9] 22: 1 Caller in Darkness (psionic) [CR 9] 23: 4 Greater Barhgests [CR 5] 24: 4 Basilisks [CR 5] 25: 3 Belkers [CR 6] 26: 2 Bulettes [CR 7] 27: 2 Chuul [CR 7] 28: 4 Cloakers [CR 5] 29: 4 Bearded Devils [CR 5] 30: 3 Chain Devils [CR 6] 31: 2 Hellcats [CR 7] 32: 2 Dire Bears [CR 7] 33: 4 Achaierai [CR 5] 34: 1 Dragon: Young Adult Black; Juvenile Bronze or Copper; Young Gold (1d4) [CR 9] 35: 3 Dragons: Young Blue or Brass; Juvenile White (1d3) [CR 6] 36: 2 Dragonne [CR 7] 37: 2 Driders [CR 7] 38: 3 Ettins [CR 6] 39: 1 Formian Taskmaster and dominated cohort (roll on EL 7 table; reroll if immune to dominate or if more than four creatures) [CR 7] 40: 3 Annis Hags [CR 6] 41: 3 Lamias [CR 6] 42: 4 Manticores [CR 5] 43: 2 Water Nagas [CR 7] 44: 2 Ogres, 4th-level Barbarians [CR 7] 45: 4 Ogre Werebaboons [CR 5] 46: 4 Half-Celestial Owlbears [CR 5] 47: 4 Rasts [CR 5] 48: 2 Cloud Giant Skeletons [CR 7] 49: 3 Advanced Megaraptor Skeletons [CR 6] 50: 4 Ettin Skeletons [CR 5] 51: 2 Red Slaadi [CR 7] 52: 3 Will-o'-Wisps [CR 6] 53: 4 Winter Wolves [CR 5] 54: 3 Xills [CR 6] 55: 3 Average Xorn [CR 6] 56: 2 Yuan-Ti Abominations [CR 7] 57: 3 Gray Render Zombies [CR 6] 58: 4 Umber Hulk Zombies [CR 5] 59: 2 Gray Gluttons (psionic) [CR 7] 60: 3 Phthisics (psionic) [CR 6] 61: 4 Unbodied (psionic) [CR 5] 62: 1 Celestial Bulette [CR 9] 63: 3 Celestial Werebears [CR 6] 64: 1 Celestial Young Silver Dragon [CR 9] 65: 2 Celestial Girallons [CR 7] 66: 1 Fiendish Umber Hulk [CR 9] 67: 4 Fiendish Minotaurs [CR 5] 68: 1 Fiendish Young Red Dragon [CR 9] 69: 3 Fiendish Trolls [CR 6] 70: 3 Fiendish Weretigers [CR 6] 71: 1 Half-Celestial Remorhaz [CR 9] 72: 3 Half-Celestial Otyughs [CR 6] 73: 1 Half-Celestial Dragonne [CR 9] 74: 3 Half-Celestial Gibbering Mouthers [CR 6] 75: 1 Half-Fiend Medusa [CR 9] 76: 3 Half-Fiend Displacer Beasts [CR 6] 77: 1 Half-Fiend Invisible Stalker [CR 9] 78: 1 Half-Fiend Drider [CR 9] 79: 2 Half-Fiend Yuan-Ti Halfbloods [CR 7] 80: 1 Half-Dragon Elasmosaurus (1d10 to determine type) [CR 9] 81: 4 Half-Dragon Ogres (1d10 to determine type) [CR 5] 82: 1 Half-Dragon Black Pudding (1d10 to determine type) [CR 9] 83: 3 Half-Dragon Sea Hags (1d10 to determine type for each) [CR 6] 84: Roll on EL 7 table and add Half-Dragon template (1d10 to determine type) [varies] 85: 1 Phrenic Bulette (psionic) [CR 9] 86: 2 Phrenic Hieracosphinxes (psionic) [CR 7] 87: 4 Phrenic Gargoyles [CR 5] 88: 1 Phrenic Ogre Mage (psionic) [CR 9] 89: 3 Phrenic Dire Boars [CR 6] 90: 1 Level 9 gnome druid with Dire Ape companion [CR 9] 91: 1 Level 9 elan egoist [CR 9] 92: 1 Level 9 maenad bard [CR 9] 93: 1 Level 9 drow adept [CR 9] 94: 3 human ranger 5/horizon walker 1 (choose map's terrain) [CR 6] 95: 3 goblin rogue 5/assassin 1 [CR 6] 96: 4 Level 5 tiefling wizards [CR 5] 97: 4 Level 5 locathah barbarians [CR 5] 98: 2 Level 6 Harpy Bards [CR 7] 99: 1 Level 3 Ettin Psychic Warrior [CR 9] 00: 1 Level 7 Half-Orc cleric and 3 Level 4 Orc Fighters [CR 7 and 4] 10th-Level Monster Encounters 01: 1 Animated Object, Colossal [CR 10] 02: 1 Bebilith (demon) [CR 10] 03: 1 Couatl (1d2: normal or psionic version) [CR 10] 04: 1 Formian Myrmarch [CR 10] 05: 1 Giant, fire [CR 10] 06: 1 Golem, clay [CR 10] 07: 1 Hydra, 11-headed [CR 10] 08: 1 Hydra, 9-headed pyro- or cryo- [CR 10] 09: 1 Monstrous scorpion, Gargantuan [CR 10] 10: 1 Naga, guardian [CR 10] 11: 1 Rakshasa [CR 10] 12: 1 Salamander, noble [CR 10] 13: 1 Slaad, gray [CR 10] 14: 1 Dragon, White adult; Brass young adult; Red or Silver juvenile [CR 10] 15: 3 Dragons, Black juvenile; Copper, Bronze, Red, or Silver young [CR 7] 16: 1 Astral Construct, 9th-level (psionic) [CR 10] 17: 1 Cerebrilith (psionic) [CR 10] 18: 3 Intellect Devourers (psionic) [CR 7] 19: 2 Behirs [CR 8] 20: 4 Gauths [CR 6] 21: 4 Babaus (demon) [CR 6] 22: 4 Digesters [CR 6] 23: 4 Megaraptors (dinosaur) [CR 6] 24: 2 Tyrranosauri (dinosaur) [CR 8] 25: 2 Dire Tigers [CR 8] 26: 4 Bralani Eladrin [CR 6] 27: 3 Ghosts, 5th-level human fighter (MM default) [CR 7] 28: 3 Hill Giants [CR 7] 29: 3 Flesh Golems [CR 7] 30: 2 Gorgons [CR 8] 31: 3 Lillends [CR 7] 32: 2 Half-Giant Dire Weretigers (lycanthrope) plus 1 dire tiger [CR 6 and 8] 33: 3 Medusas [CR 7] 34: 2 Mind Flayers [CR 8] 35: 3 Water Nagas [CR 7] 36: 2 Ogre Mages [CR 8] 37: 1 advanced (7-HD) Ravid plus 3 Huge Animated Objects [CR 8 and CR 5] 38: 4 Salamanders, average [CR 6] 39: 2 Skeletons, Young Adult Red Dragon 40: 3 Skeletons, Cloud Giant 41: 2 Slaadi, blue [CR 8] 42: 3 Spectres [CR 7] 43: 5 Hieracosphinxes [CR 5] 44: 3 Umber Hulks [CR 7] 45: 4 Wyverns [CR 6] 46: 4 Xorn, average [CR 6] 47: 2 Xorn, Elder [CR 8] 48: 3 Yuan-Ti Abominations [CR 7] 49: 4 Zombies, Gray Render [CR 6] 50: 3 Monstrous Scorpions, Huge [CR 7] 51: 1 Celestial Stone Giant [CR 10] 52: 2 Celestial Nymphs [CR 8] 53: 3 Celestial Wyverns [CR 7] 54: 4 Celestial Unbodied (psionic) [CR 6] 55: 1 Fiendish Athach [CR 10] 56: 1 Fiendish Dark Naga [CR 10] 57: 2 Fiendish Water Nagas [CR 8] 58: 3 Fiendish Girallons [CR 7] 59: 4 Fiendish Manticores [CR 6] 60: 1 Half-Celestial Gynosphinx [CR 10] 61: 2 Half-Celestial Shambling Mounds [CR 8] 62: 3 Half-Celestial Cloakers [CR 7] 63: 4 Half Celestial Phase Spiders [CR 6] 64: 1 Half-Fiend Hill Giant [CR 10] 65: 1 Half-Fiend Gorgon [CR 10] 66: 2 Half-Fiend Phthisics (psionic) [CR 8] 67: 3 Half-Fiend Winter Wolves [CR 7] 68: 4 Half-Fiend Minotaurs [CR 6] 69: 1 Half-Dragon Treant (1d10 for type) [CR 10] 70: 1 Half-Dragon Giant Octopus (1d10 for type) [CR 10] 71: 2 Half-Dragon Digesters (1d10 for type) [CR 8] 72: 3 Half-Dragon Giant Constrictor Snakes (1d10 for type) [CR 7] 73: 4 Half-Dragon Hound Archons (1d10 for type) [CR 6] 74: Roll on EL 8 table and add Half-Dragon template (1d10 for type) [varies] 75: 1 Phrenic Elephant (animal) [CR 10] 76: 1 Phrenic Greater Shadow [CR 10] 77: 1 Phrenic Dragon: Juvenile black; young red, bronze, copper, or silver; very young gold (1d6) [CR 10] 78: 2 Phrenic Lamias [CR 8] 79: 3 Phrenic Hieracosphinxes [CR 7] 80: 3 Phrenic Mummies [CR 7] 81: 4 Phrenic Wraiths [CR 6] 82: 1 11th-level Lich Kobold Adept [CR 10] 83: 1 8th-level Maenad Ghost Wilder (psionic) [CR 10] 84: 1 5th-level Half-giant Werebear Paladin [CR 10] 85: 4 4th-level Hobgoblin Werewolf Fighters [CR 6] 86: 1 Troll Weretyrannosaurus [CR 10] 87: 1 7th-level Duergar-Vampire Ranger (psionic) [CR 10] 88: 1 9th-level Drow elf Psion [CR 10] 89: 1 7th-level Centaur Psychic Warrior [CR 10] 90: 2 Githzerai level 6 monk/level 1 Psionic Fist [CR 8] 91: 1 7th-level Svirfnevlin (gnome) Wizard plus 1 Shield Guardian [CR 8] 92: 1 8th-level Githyanki fighter plus 1 Young Red Dragon [CR 9 and 7] 93: 3 7th-level Satyr Bards [CR 7] 94: 2 4th-level Pixie (sprite) Sorcerers [CR 8] 95: 1 5th-level Yuan-Ti Pureblood Soulknife plus 1 2nd-level Yuan-Ti Abomination Cleric [CR 8] 96: 3 7th-level Dromite Psychic Warrions (psionic) [CR 7] 97: 2 7th-level 4-armed Sahuagin Rogues [CR 8] 98: 1 9th-level Troglodyte Cleric [CR 10] 99: 1 10th-level Xeph Druid with Megaraptor animal companion (psionic) [CR 10] 00: 1 8th-level Half-Celestial Wild Elf Sorcerer [CR 10] |
| Pitlords02-13-07, 03:41 PM | Quick Reference: Monster Fights Information on Monster Fights as well as Monsters of Level 1-10 can be found here. 01: Elder Air Elemental [CR 11] 02: Hezrou (Demon) [CR 11] 03: Retriever (Demon) [CR 11] 04: Hamatula (Barbed Devil) [CR 11] 05: Devourer [CR 11] 06: Elder Earth Elemental [CR 11] 07: Elder Fire Elemental [CR 11] 08: Elder Water Elemental [CR 11] 09: Cloud Giant [CR 11] 10: Stone Golem [CR 11] 11: Twelve-Headed Hydra [CR 11] 12: Dread Wraith [CR 11] 13: Phrenic Spirit Naga [CR 11] 14: Half-Dragon Triceratops (Dinosaur; roll 1d10 for type) [CR 11] 15: Advanced (11 HD) Cerebrilith [CR 11] 16: Fiendish Caller in the Darkness [CR 11] 17: Phrenic Efreeti [CR 11] 18: Young Adult Dragon (Blue, Green, or Copper; roll 1d3 for type) [CR 11] 19: Phrenic Young Adult White Dragon [CR 11] 20: Ettin Afflicted Legendary Werebear [CR 11] 21: Ogre Mage Dire Werebat [CR 11] 22: Celestial Half-Dragon Black Pudding (roll 1d10 for type) [CR 11] 23: Half-Dragon Half-Fiend Gray Glutton [CR 11] 24: Vampire Medusa Fighter 2 [CR 11] 25: Vampire Sahuagin Cleric 8 [CR 11] 26: Ghost Sea Hag Wilder 6 [CR 11] 27: 2 Phrenic Succubi (Demons) [CR 9] 28: 2 Night Hags [CR 9] 29: 2 Rocs [CR 9] 30: Ten-Headed Pyro or Cryo Hydra (roll 1d2 for type) [CR 11] 31: 2 Androsphinxes [CR 9] 32: 3 Erinyes (Devils) [CR 8] 33: 2 Zelekhuts (Inevitables) [CR 9] 34: 1 Greater Fire Elemental and 1 Greater Air Elemental [CR 9] 35: 2 Yrthaks [CR 9] 36: 2 Spirit Nagas [CR 9] 37: 2 Vrocks (Demons) [CR 9] 38: 1 Rakshasa and 1 Efreeti [CR 10 and CR 8] 39: 1 Coautl (Psionic) and 1 Elder Arrowhark [CR 10 and CR 8] 40: 3 Morghs [CR 8] 41: 3 Efreeti [CR 8] 42: 1 Half-Celestial Human Paladin 9 [CR 11] 43: 1 Troll Hunter [CR 11] 44: 1 Half-Celestial Phrenic Nymph [CR 11] 45: 1 Half-Fiend Human Ranger 6/Blackguard 3 [CR 11] 46: 1 Wood Elf Druid 9 w/ dire wolverine companion and 2 Dire Bears [CR 9 and 7] 47: 1 Gnome Abjurer 8 and 2 Shield Guardians [CR 8] 48: 1 Half-Fiend Chimera and 2 Half-Fiend Manticores [CR 9 and 7] 49: 1 Tiefling Necromancer 10 and 1 Flesh Golem [CR 10 and CR 7] 50: 2 Half-Dragon Remorhazes [CR 9] 51: 1 Kobold Sorcerer 7 and 1 Half-Dragon Gorgon (roll 1d10 for type) [CR 10 and CR 7] 52: Advanced (11 HD) Cerebrelith [CR 11] 53: 2 Avoral Guardianals [CR 9] 54: 1 Ten-Headed Hydra (Pyro or Cryo) [CR 11; roll 1d2 type] 55: Hill Giant Ranger 1/Horizon Walker 4 [CR 11] 56: Elite Advanced (12 HD) Inevitable Zelekhut [CR 11] 57: Elite Advanced (12 HD) Vrock (Demon) [CR 11] 58: Advanced (12 HD) Night Hag [CR 11] 59: Elite Coautl (Psionic) [CR 11] 60: Elite Bebilith (Demon) [CR 11] 61: Elite Rakshasa [CR 11] 62: 1 Rakshasa with Elder Arrowhawk mount [CR 10 & 8] 63: 3 Ogre Mages [CR 8] 64: 3 Hellwasp Swarms [CR 8] 65: 1 Ogre Mage and 2 Shield Guardians [CR 8] 66: 2 Half-Dragon Chimaeras [CR 9; roll 1d10 type] 67: 1 Drow Cleric 8 and 2 Driders [CR 9 and 7] 68: 4 Invisible Stalkers [CR 7] 69: 2 Lillenids and 2 Nymphs [CR 7] 70: 1 Androsphinx and 1 Elite Gynosphinx [CR 9] 71: 4 Spectres [CR 7] 72: 4 Huge Elementals (1 of each type) [CR 7] 73: 2 Half-Celestial Dragonnes [CR 9] 74: 3 Dark Nagas [CR 8] 75: 1 Half-Celestial Human Paladin 9 [CR 11] 76: 1 Half-Fiend Wood Elf Cleric 9 [CR 11] 77: 1 Elite Phrenic Lammasu [CR 11] 78: 1 Elite Erinyes devil and 1 Advanced (10 HD) Succubus Demon [CR 9] 79: 1 Treant and 2 Half-Celestial Tendriculos [CR 8] 80: 2 Sahuagin 7th-level Rangers [CR 9] 81: 2 Nessian Warhounds [CR 9] 82: 3 Titan Skeletons [CR 8] 83: 1 Duergar Fighter 7/Dwarven Defender 3 [CR 11] 84: 1 Kobold Bard 5/Dragon Disciple 6 [CR 11] 85: 2 Advanced (12 HD) Bralani Eladrins [CR 9] 86: 1 Ice Mephit Wilder 9 [CR 11] 87: 1 Werewolf Human Druid 9 w/ dire wolf companion [CR 11] 88: 1 Unbodied Psion 6 [CR 11] 89: 1 Ghost Young Gold Dragon [CR 11] 90: 1 Elite Fire Giant [CR 11] 91: 1 Tiefling Wizard 11 92: 1 Ghost Pixie Rogue 5 [CR 11] 93: 1 Elite Gray Slaad 94: 1 Gray Slaad and 1 Blue Slaad [CR 10 and CR 8] 95: 4 Green Slaadi [CR 7] 96: 3 Truly Horrid Umber Hulk Skeletons [CR 8] 97: 3 Elder Xorns [CR 8] 98: 2 Advanced (12 HD) Half-Fiend Displacer Beasts [CR 9] 99: 1 Advanced (12 HD) Elite Half-Fiend Winter Wolf [CR 11] 100: 1 Half-Dragon Half-Giant Cleric 8 [CR 11] 01: 1 Frost Worm [CR 12] 02: 1 Kolyarut Inevitable [CR 12] 03: 1 Leonal Guardinal [CR 12] 04: 1 Purple Worm [CR 12] 05: 1 Roper [CR 12] 06: 1 Psion-Killer (psionic) [CR 12] 07: 1 Dragon: Mature Adult White; Adult Brass; Young Adult Bronze (1d3) [CR 12] 08: 3 Dragons: Young Adult Black; Juvenile Copper or Bronze; Young Gold (1d4) [CR 9] 09: 2 Couatl (1d2: normal or psionic version) [CR 10] 10: 2 Noble Salamanders [CR 10] 11: 3 Vrock Demons [CR 9] 12: 3 Bone Devils [CR 9] 13: 3 Frost Giants [CR 9] 14: 3 Spirit Nagas [CR 9] 15: 3 Night Hags [CR 9] 16: 3 Yrthaks [CR 9] 17: 2 Legendary Tigers [CR 10] 18: 1 Fire Giant and 1 Juvenile Red Dragon [CR 10] 19: 1 Elite Elder Elemental (1d4 for type) [CR 12] 20: 1 Hezrou Demon and 2 Succubus Demons [CR 11 and 7] 21: 1 Barbed Devil and 2 Hellcats [CR 11 and 7] 22: 1 Cloud Giant and 1 Advanced (21 HD) Griffon [CR 11 and 9] 23: 1 Stone Golem and 1 Delver [CR 11 and 9] 24: 1 Dread Wraith and 2 Invisible Stalkers [CR 11 and 7] 25: 3 Elite Elder Arrowhawks [CR 9] 26: 3 Elite Athaches [CR 9] 27: 3 Elite Bodaks [CR 9] 28: 4 Destrachans [CR 8] 29: 3 Elite Erinyes [CR 9] 30: 3 Elite Efreet [CR 9] 31: 4 Stone Giants [CR 8] 32: 4 Gorgons [CR 8] 33: 3 Mohrgs and 3 Gray Render Zombies [CR 8 and 6] 34: 3 Elite Dark Nagas [CR 9] 35: 2 Ogre Mages and 3 4th-level Ogre Barbarians (MM default) [CR 8 and 7] 36: 3 Elite Gynosphinxes [CR 9] 37: 4 Hellwasp Swarms [CR 8] 38: 4 Treants [CR 8] 39: 1 Basilisk, Abyssal Greater [CR 12] 40: 1 Black Pudding, Elder [CR 12] 41: 1 Displacer Beast Pack Lord [CR 12] 42: 1 Hydra, 11-headed pyro- or cryo- [CR 12] 43: 1 Monstrous Scorpion, Colossal [CR 12] 44: 1 Celestial Guardian Naga [CR 12] 45: 5 Celestial Wyverns [CR 7] 46: 4 Celestial Digesters [CR 8] 47: 4 Fiendish Megaraptors [CR 8] 48: 5 Fiendish Gauths [CR 7] 49: 1 Fiendish Fire Giant [CR 12] 50: 2 Gray Slaadi [CR 10] 51: 3 Green Slaadi [CR 9] 52: 4 Blue Slaadi [CR 8] 53: 1 Phrenic Roc [CR 12] 54: 1 Phrenic Rakshasa [CR 12] 55: 2 Phrenic Chuul [CR 10] 56: 4 Phrenic Ettins [CR 8] 57: 1 Half-Celestial Delver [CR 12] 58: 1 Half-Celestial Dragon Turtle [CR 12] 59: 2 Half-Celestial Behir [CR 10] 60: 3 Half-Celestial Dragonnes [CR 9] 61: 1 Half-Fiend Gynosphinx and 1 Half-Celestial Gynosphinx [CR 10] 62: 1 Half-Fiend Frost Giant [CR 12] 63: 3 Half-Fiend Umber Hulks [CR 9] 64: 4 Half-Fiend Lamias [CR 8] 65: 1 Half-Dragon Gargantuan Monstrous Scorpion (1d10 for type) [CR 12] 66: 2 Half-Dragon Giant Octopi (1d10 for type) [CR 10] 67: 3 Half-Dragon Driders (1d10 for type) [CR 9] 68: 4 Half-Dragon Girallons (1d10 for type) [CR 8] 69: Roll on EL 10 table and add Half-Dragon template (1d10 for type) [varies] 70: 3 Vampire Fiendish Green or Annis Hags (1d2) [CR 9] 71: 1 Hill Giant Giant Weresquid [CR 12] 72: 2 7th-level Ettercap Barbarians [CR 10] 73: 1 10th-level Dryad Bard and 1 9th-level Human Bard [CR 11 and 9] 74: 1 11th-level Minotaur Cleric [CR 12] 75: 1 12th-level Lizardfolk Druid w/ giant constrictor companion [CR 12] 76: 4 2nd-level Xill Fighters [CR 8] 77: 2 8th-level Wererat Monks [CR 10] 78: 1 12th-level Dromite Paladin [CR 12] 79: 2 8th-level Satyr Rangers [CR 10] (w/o pipes) 80: 3 6th-level Bralani Eladrin Rogues [CR 9] 81: 2 9th-level Harpy Sorcerers [CR 10] 82: 1 10th-level Vampire Spawn Wizards [CR 10] 83: 4 6th-level Cloaker Psions [CR 8] 84: 1 8th-level Hound Archon Psychic Warrior [CR 12] 85: 3 8th-level Mummy Soulknives [CR 9] 86: 1 11th-level Greater Barghest Wilder [CR 12] 87: 3 Medusa Ghosts [CR 9] 88: 1 11th-level Half-Orc Lich Adept [CR 12] 89: 1 11th-level Human Vampire Aristocrat [CR 12] 90: 1 15th-level Kobold Adept [CR 12] 91: 1 12th-level Blue Fighter [CR 12] 92: 1 10th-level Goblin Psychic Warrior and 1 8th-level Worg Psychic Warrior [CR 10] 93: 1 8th-level Troll Ranger and 1 Triceratops [CR 11 and 9] 94: 1 12th-level Xeph Psion [CR 12] 95: 1 Wild Elf Battle Sorcerer 8/Arcane Archer 4 [CR 12] 96: 1 Aasimar Paladin 2/Sorcerer 6/Eldritch Knight 4 [CR 12] 97: 1 Duergar Ranger 4/Slayer 7 [CR 12] 98: 1 Advanced (19 HD) Dragonnes [CR 12] 99: 2 Advanced (18 HD) Bulettes [CR 10] 100:2 Advanced (18 HD) Intellect Devourers [CR 10] 01: 1 Beholder [CR 13] 02: 1 Celestial Charger (unicorn) [CR 13] 03: 1 Ghaele Eladrin [CR 13] 04: 1 Glabrezu demon [CR 13] 05: 1 Storm Giant [CR 13] 06: 1 Iron Golem [CR 13] 07: 1 Hydra, 12-headed cryo- or pyro- (1d2) [CR 13] 08: 1 Ice Devil [CR 13] 09: 1 Lich, 11th-level human wizard (MM default) [CR 13] 10: 1 Death Slaad [CR 13] 11: 1 Thought Slayer (psionic) [CR 13] 12: 3 Cerebreliths (psionic) [CR 10] 13: 3 Couatl (psionic) [CR 10] 14: 2 Barbed Devils [CR 11] 15: 1 Dragon, Adult Green; Young Adult Red or Silver (1d3) [CR 13] 16: 2 Dragons, Adult Black [CR 11] 17: 3 Dragons, Young Adult Brass; Juvenile Red or Silver (1d3) [CR 10] 18: 4 Greater Elementals, one of each type [CR 9] 19: 3 Formian Myrmarchs [CR 10] 20: 3 Fire Giants [CR 10] 21: 3 Clay Golems [CR 10] 22: 4 Avoral Guardinals [CR 9] 23: 2 Hill Giant Dire Wereboars [CR 11] 24: 3 Guardian Nagas [CR 10] 25: 4 Green Slaadi [CR 9] 26: 3 Celestial Elder Arrowhawks [CR 10] 27: 3 Fiendish Athaches [CR 10] 28: 3 Phrenic Bodaks [CR 10] 29: 4 Half-Fiend Chimeras [CR 9] 30: 4 Half-Dragon Chuul (1d10 for type) [CR 9] 31: 1 Phrenic Bebilith demon [CR 13] 32: 4 Elite Destrachans [CR 9] 33: 3 Elite Bone Devils [CR 10] 34: 2 Half-Dragon Triceratops [CR 11] 35: 2 Phrenic Tyrannosauri [CR 11] 36: 1 Adult Black Dragon and 4 Half-Fiend Young Black Dragons [CR 11 and 7] 37: 1 Celestial Cloud Giant [CR 13] 38: 3 Fiendish Gorgons [CR 10] 39: 4 Elite Mind Flayers [CR 9] 40: 3 Half-Fiend Dark Nagas [CR 10] 41: 1 Half-Celestial Gynosphinx, 1 Half-Fiend Gynosphinx, and 1 Phrenic Gynosphinx [CR 10] 42: 1 Fiendish Troll Hunter [CR 13] 43: 1 Phrenic Legendary Tiger [CR 13] 44: Roll on EL 11 table and add Half-Dragon template (1d10 for type) [Varies] 45: 3 Aboleth Ghosts [CR 9] and 3 5th-level Skum Barbarians [CR 7] 46: 3 Ghost Hellwasp Swarms [CR 10] 47: 3 Ettin Giant Wereoctopi [CR 10] 48: 1 Elite Kolyarut Inevitable [CR 13] 49: 1 Elite Leonal Guardinal [CR 13] 50: 2 Elite Half-Celestial Behir [CR 11] 51: 1 Elite Phrenic Stone Giant Elder [CR 13] 52: 1 Celestial Phrenic Gray Render [CR 13] 53: 1 Half-Celestial Phrenic Phasm [CR 13] 54: 3 Half-Fiend Phrenic Lamias [CR 10] 55: 1 4th-level Night Hag Druid w/ dire bat companion and 1 Cauchemar Nightmare [CR 11] 56: 1 3rd-level Rakshasa Sorcerer [CR 13] 57: 1 11th-level Dryad Wilder and 1 Phrenic Treant [CR 12 and 10] 58: 1 Unbodied 4th-level Sorcerer/6th-level Cerebremancer [CR 13] 59: 1 7th-level Babau demon Soulknife [CR 13] 60: 1 12th-level Pseudodragon Psychic Warrior [CR 13] 61: 4 6th-level Giant Owl Fighters [CR 9] 62: 1 9th-level Werebear Paladin [CR 13] 63: 1 10th-level Grig Ranger and 1 10th-level Nixie Bard [CR 11] 64: 3 3rd-level Lillend Dragon Disciples [CR 10] 65: 1 Githyanki 7th-level Fighter/5th-level Blackguard [CR 13] 66: 1 9th-level Janni Duelist [CR 13] 67: 1 6th-level Intellect Devourer Pyrokineticist [CR 13] 68: 1 6th-level Invisible Stalker Rogue [CR 13] 69: 3 9th-level Azer Monks [CR 10] 70: 1 Vampire Harpy Archer [CR 13] 71: 3 9th-level Blue Vampire Adepts [CR 10] 72: 1 11th-level Forest Gnome Lich Cleric [CR 13] 73: 1 13th-level Forest Gnome Barbarian [CR 13] 74: 4 7th-level Wererat Bards [CR 9] 75: 1 13th-level Hobgoblin Cleric [CR 13] 76: 1 13th-level Aasimar Druid w/ dire bear companion [CR 13] 77: 2 10th-level Lizardfolk Fighters [CR 11] 78: 2 11th-level Tiefling Monks [CR 11] 79: 2 11th-level Deep Halfling Paladins [CR 11] 80: 1 12th-level Half-Giant Ranger [CR 13] 81: 2 11th-level Dromite Rogues [CR 11] 82: 3 9th-level Green Hag Sorcerers [CR 10] 83: 1 13th-level Goblin Wizard [CR 13] 84: 2 11th-level Xeph Psions [CR 11] 85: 1 5th-level Mohrg Psychic Warrior [CR 13] 86: 2 8th-level Shadow Mastiff Wilders [CR 11] 87: 1 13th-level Elan Soulknife [CR 13] 88: 1 7th-level Shambling Mound Ghost Fighter [CR 13] 89: 1 Wyrmling Force Dragon (epic) [CR 13] 90: 2 Advanced (21 HD) Elder Xorn [CR 11] 91: 1 Advanced (18 HD) Vrock demon [CR 13] 92: 1 Advanced (24 HD) Androsphinx [CR 13] 93: 1 Advanced (27 HD) Caller in Darkness (psionic) [CR 13] 94: 2 Advanced (16 HD) Hellcat devils [CR 11] 95: 4 Advanced (13 HD) Wyverns [CR 9] 96: 4 Advanced (12 HD) Bralani Eladrin [CR 9] 97: 1 Advanced (18 HD) Formian Myrmarch [CR 13] 98: 1 Advanced (22 HD) Stone Golem [CR 13] 99: 1 Elite Advanced (19 HD) Lammasu [CR 13] 100:2 Elite Advanced (18 HD) Dire Bear [CR 13] 01: 1 Trumpet Archon (CR14) 02: 1 Astral Deva (Angel) (CR14) 03: 1 Nalfeshnee (Demon) (CR14) 04: 1 Nightwing (nightshade) (CR 14) 05: 1 Truly Horrid Umber Hulk (CR14) 06: 1 Werewolf Lord (Lycanthrope) (CR14) 07: 1 Dragon: Young Adult Gold Dragon; Adult Blue or Copper; Mature Adult Black (CR 14) 08: 2 Abyssal Greater Basilisks (CR 12) 09: 2 Elder Black Pudding (CR 12) 10: 2 Displacer Beast Pack Lords (CR 12) 11: 2 Dragons: Young Adult Bronze Dragon; Adult Brass Dragon; Mature Adult White Dragon (CR 12) 12: 2 Frost Worms (CR 12) 13: 2 11-Headed Pyro/Cryo Hydra (CR 12) 14: 2 Kolyarut (Inevitable) (CR 12) 15: 2 Leonel (Guardinal) (CR 12) 16: 2 Collosal Monstrous Scorpion (CR 12) 17: 2 Purple Worms (CR 12) 18: 2 Psion Killers (CR 12) 19: 2 Roper (CR 12) 20: 3 Barbed Devils (CR 11) 21: 3 Cauchemar (Nightmare) (CR 11) 22: 3 Devourer (CR 11) 23: 3 Dragons: Juvenile Gold Dragon; Young Adult Green, Blue or Copper Dragon; Adult Black Dragon (CR 11) 24: 3 Elder Elemental (1d4 for type) (CR 11) 25: 3 Cloud Giants (CR 11) 26: 3 Stone Golem (CR 11) 27: 3 Half-celestial 9th level Human Paladins (CR 11) 28: 3 Golden Protector (Celestial Half-Dragon Lammasu) (CR 11) 29: 3 Harpy Archer (CR 11) 30: 3 Hill Giant Dire Wereboar (Lycanthrope) (CR 11) 31: 3 Hezrou (Demon) (CR 11) 32: 1 14th level Maenad Wilder (CR 14) 33: 3 11th level Xeph Soulknife (CR 11) 34: 3 Collosal Monstrous Spider (CR 11) 35: 3 Retriever (Demon) (CR 11) 36: 3 Troll Hunter (CR 11) 37: 1 Wyrmling Force Dragon (epic) (CR 14) 38: 4 Bebilith (Demon) (CR 10) 39: 4 Couatl (CR 10) 40: 4 Formian, Myrmach (CR 10) 41: 4 Fire Giant (CR 10) 42: 4 Clay Golem (CR 10) 43: 2 Advanced (11HD) Phrenic Wyverns (CR 12) 44: 4 Advanced (15HD) Yrthak (CR 10) 45: 4 Gargantuan Monstrous Scorpion (CR 10) 46: 4 Guardian Nage (CR 10) 47: 4 Rakshasa (CR 10) 48: 4 Noble Salamander (CR 10) 49: 4 Gray Slaad (CR 10) 50: 3 Half-Dragon Frost Giants (1d10 for type) (CR 11) 51: 1 Half-Dragon Leonal (Guardian) (1d10 for type) (CR 14) 52: 1 Half-Dragon Displacer Beast Pack Lord (1d10 for type) (CR 14) 53: 1 Half-Fiend Cloud Giant (CR 14) 54: 1 Half-Fiend Harpy Archer (CR 14) 55: 1 Phrenic Cauchemar (Nightmare) (CR 14) 56: 1 Half-Fiend Troll Hunter (CR 14) 57: 1 Phrenic Barbed Devil (Devil) (CR 14) 58: 1 Phrenic Devourer (CR 14) 59: 1 7th-level Chimera Barbarian (CR 14) 60: 2 4th-level Stone Giants Fighter (CR 12) 61: 2 8th-level Ogre Mage Sorcerer (CR 14) 62: 1 12th-level Half-Dragon Dwarf Cleric (CR 14) 63: 2 6th-level Ettin Rangers (CR 12) 64: 3 8th-level Yuan-ti Pureblood Rangers (CR 11) 65: 1 Elven Vampire 10th-level cleric + 1 Elven Vampire 10th-level Psychic Warrior (CR 12) (CR 12) 66: 1 6th-level Dark Naga Sorcerer (CR 14) 67: 1 10th-level Mind Flayer Psion (CR 14) 68: 1 4th-level Celestial Lammasu Paladin (CR 14) 69: Roll on EL 12 table and add Half-Dragon template (varies) 70: 2 8th-level Areana Sorcerer (CR 12) 71: 2 11th-level Githyanki Wilder (CR 12) 72: 1 14th-level Gnome Bard (CR 14) 73: 1 14th-level Dwarf Fighter (CR 14) 74: 1 14th-level Elf Wizard (CR 14) 75: 1 14th-level Half-orc Barbarian (CR 14) 76: 1 14th-level Halfling Rogue (CR 14) 77: 1 13th-level Drow Cleric (CR 14) 78: 1 13th level Half-Giant Psychic Warrior (CR 14) 79: 1 12th-level Human Lich Wizard (CR 14) 80: 1 Ice Devil (Gelugon) + 2 Bone Devil (Osyluth) (CR 13) (CR 9) 81: 1 Storm Giant + 2 Rocs (CR 13) (CR 9) 82: 1 Glabrezu (Demon) +2 Vrocks (Demon) (CR 13) (CR 9) 83: 1 8th-level Celestial Charger (Unicorn) Cleric (CR 14) 84: 1 Advanced (22HD) Iron Golem (CR 14) 85: 1 Advanced (14HD) Ghaele (Eladrin) (CR 14) 86: 1 5th-level Avoral (Guardian) Paladin (CR 14) 87: 2 5th-level Dragonne Paladin (CR 12) 88: 4 6th-level Janni (Genie) Ranger (CR 10) 89: 2 6th-level Xill Rogue (CR 12) 90: 1 9th-level Unbodied Psion (CR 14) 91: 3 7th-level Gargoyle Fighter (CR 11) 92: 1 9th-level Weretiger (Lycanthrope) Ranger (CR 14) 93: 1 12th-level Human Ghost (CR 14) 94: 3 Advanced (22HD) Triceratops (CR 11) 95: 1 13th-level Elf Wizard + 1 Advanced (27 HD) Shield Guardian (CR 13 and 11) 96: 4 Advanced (22HD) Dire Tiger (CR 10) 97: 3 Advanced (16HD) Destrachan (CR 12) 98: 1 6th-level Athach Barbarian (CR 14) 99: 3 Fiendish Yrthak (CR 11) 100: 2 Fiendish Fire Giants (CR 12)01: 1 Marut Inevitable (CR 15) 02: 1 Vampire, half-elf monk9/Shadowdancer4 (MM default) (CR 15) 03: 1 Mummy Lord (CR 15) 04: 1 Neothelid (Psionic) (CR 15) 05: 1 Elite Trumpet Archon (CR 15) 06: 1 Elite Astral Deva (angel) (CR 15) 07: 1 Elite Nalfeshnee (demon) (CR 15) 08: 1 Elite Nightwing (nightshade) (CR 15) 09: 2 Beholders (CR 13) 10: Demon troupe: 1 Glabrezu, 1 Succubus, and 3 Vrocks (CR 13, 7, and 9) 11: 4 Barbed Devils (CR 11) 12: 1 Dragon: Old White; Mature Adult Brass; Adult Bronze, Red, or Silver (1d5) (CR 15) 13: 2 Dragons: Adult Green (CR 13) 14: 3 Dragons: Young Adult Bronze (CR 12) 15: Dragon Family: 1 Mature Adult and 3 Young Adult Black, or 1 Adult and 3 Juvenile Copper (CR 14 and 9) 16: 2 Ghaele Eladrin (CR 13) 17: 4 Elder Elementals, 1 of each type (CR 11) 18: 1 Celestial Charger (unicorn) and 1 Golden Protector (lammasu) (CR 13) 19: 1 Werewolf Lord and 1 Displacer Beast Pack Lord (CR 14 and 12) 20: 3 Night Hags and 3 Cauchemar Nightmares (CR 9 and 11) 21: 2 Death Slaadi (CR 13) 22: 3 Celestial Guardian Nagas (CR 12) 23: 1 Celestial Cloud Giant and 1 Fiendish Cloud Giant (CR 13) 24: 2 Fiendish Harpy Archers 25: 4 Half-Celestial Treants (CR 11) 26: 3 Half-Fiend Frost Giants (CR 12) 27: 1 Half-Dragon Celestial Charger (unicorn) (CR 15) 28: 3 Half-Dragon Fire Giants (CR 12) 29: Roll on EL 13 table and add Half-Dragon template (1d10 for type) 30: 1 Phrenic 11-headed pyro- or cryohydra (CR 15) 31: 4 Phrenic Avorals (guardinal) (CR 11) 32: 1 Phrenic Rakshasa and 1 Phrenic Cauchemar Nightmare (CR 12 and 14) 33: 4 Phrenic Hellwasp Swarms (CR 11) 34: 1 Ghost Storm Giant (CR 15) 35: 4 Ghost Dire Sharks (CR 11) 36: 1 11th-level Forest Gnome Lich Bard and 1 Iron Golem (CR 13) 37: 3 Hill Giant Were-Dire Bears (CR 12) 38: 1 13th-level Halfling Were-Hawk Psychic Warrior (CR 15) 38: 2 9th-level Minotaur Vampire Fighters (CR 13) 40: 1 Celestial Phrenic Androsphinx and 1 Half-Celestial Phrenic Gynosphinx (CR 14 and 12) 41: 1 Half-Celestial Phrenic Delver (CR 15) 42: 1 Half-Fiend Phrenic Dragon Turtle (CR 15) 43: 2 Half-Dragon Celestial Rocs (CR 13) 44: 3 Half-Fiend Half-Dragon Dark Nagas (CR 12) 45: 1 11th-level Derro Savant and 2 9th-level Derro Savants (CR 13 and 11) 46: 2 12th-level Hound Archon Monks (CR 13) 47: 1 7th-level Erinyes (devil) Paladin of Tyrrany (CR 15) 48: 1 6th-level Drider Cleric and 1 6th-level Drider Wizard (CR 13) 49: 2 12th-level Ettin Rogues (CR 12) 50: 1 14th-level Janni Druid w/ rhinoceros companion (CR 15) 51: 1 6th-level Elder Stone Giant Sorcerer and 2 4th-level Stone Giant Barbarians (CR 12) 52: 1 12th-level Githyanki Fighter and 1 Young Adult Red Dragon (CR 13) 53: Githzerai Rrakkma: 1 11th-level Githzerai Sorcerer and 5 8th-level Githzerai Monks (CR 12 and 9) 54: 1 14th-level Harpy Wilder (CR 15) 55: 1 12th-level Invisible Stalker Psion (shaper) (CR 15) 56: 1 9th-level Lamia Psychic Warrior (CR 15) 57: 4 8th-level Magmin Barbarians (CR 11) 58: 3 8th-level Mind Flayer Rogues (CR 12) 59: 1 12th-level Nixie Bard and 2 12th-level Human Warriors (CR 13 and 11) 60: 1 9th-level Half-Celestial Centaur Ranger (CR 15) 61: 1 10th-level Half-Fiend Choker Soulknife (CR 15) 62: 5 7th-level Ghost Dryad Wilders (CR 10) 63: 3 3rd-level Fiendish Medusa Psychic Warriors (CR 12) 64: 1 14th-level Lizardfolk Barbarian (CR 15) 65: 4 11th-level Dromite Bards (CR 11) 66: 1 12th-level Kuo-Toa Cleric and 1 12th-level Kuo-Toa Monk (CR 13) 67: 2 12th-level Drow Druids w/ dire lion companions (CR 13) 68: 1 15th-level Xeph Fighter (CR 15) 69: 1 15th-level Wild Elf Monk (CR 15) 70: 2 12th-level Half-Giant Paladins (CR 13) 71: 3 11th-level Half-orc Rangers (CR 12) 72: 1 15th-level Tallfellow Halfling Wizard (CR 15) 73: 3 12th-level Gnoll Soulknives (CR 12) 74: 2 15th-level Goblin Adepts (CR 13) 75: 3 14th-level Kobold Experts (CR 12) 76: 1 Troglodtye 5th-level Fighter/9th-level Blackguard (CR 15) 77: 1 Blue 14th-level Enchanter/1st-level Archmage 78: 1 Half-Elf 14th-level Cleric/1st-level Hierophant 79: 1 Elan 5th-level Psion (seer)/10th-level Metamind (CR 15) 80: 1 Pixie (sprite) 5th-level Psion (egoist)/6th-level Psion Uncarnate (CR 15) 81: 2 Maenad 5th-level Bard/8th-level War Minds (CR 13) 82: 1 Human 5th-level Psychic Warrior/8th-level Elocator and 1 Human 5th-level Rogue/8th-level Assassin (CR 13) 83: 1 Elite Half-Dragon Elder Black Pudding (CR 15) 84: 1 Elite Fiendish Purple Worm (CR 15) 85: 1 Elite Celestial Frost Worm (CR 15) 86: 2 Elite Half-Dragon Legendary Tigers (CR 13) 87: 2 Thought Slayers (psionic) (CR 13) 88: 3 Psion-Killers (CR 12) 89: 2 Advanced (27 HD) Bulette (CR 13) 90: 1 Advanced (26 HD) Retriever (demon) (CR 15) 91: 3 Advanced (25 HD) Bodaks (CR 12) 92: 1 Advanced (25 HD) Kolyarut (inevitable) (CR 15) 93: 2 Advanced (24 HD) Behir (CR 13) 94: 1 Advanced (24 HD) Chaos Beast (CR 15) 95: 3 Advanced (23 HD) Elder Arrowhawks (CR 12) 96: 3 Advanced (21 HD) Yrthak (CR 12) 97: 2 Advanced (21 HD) Noble Salamanders (CR 13) 98: 1 Advanced (19 HD) Cerebrelith (psionic) (CR 15) 99: 1 Advanced (18 HD) Ice Devil (CR 15) 100:1 Advanced (18 HD) Leonal (guardinal) (CR 15) 01: 1 Hound Archon Hero (CR 16) 02: 1 Horned Devil (CR 16) 03: 1 Greater Stone Golem (CR 16) 04: 1 Nightwalker (nightshade) (CR 16) 05: 1 Planetar (angel) (CR 16) 06: 3 Thought Slayers (psionic) (CR 13) 07: 2 Astral Devas (angel) (CR 14) 08: 2 Trumpet Archons (CR 14) 09: 4 Abyssal Greater Basilisks (CR 12) 10: 3 Beholders (CR 13) 11: Demon troupe: 1 Nalfeshnee, 1 Hezrou, and 3 Vrocks (CR 14, 11, 9) 12: 3 Ice Devils (CR 13) 13: 1 Dragon: Old Black; Mature Adult Green, Blue, or Copper; Adult Gold (1d5) (CR 16) 14: 2 Dragons: Mature Adult Black; Adult Blue or Copper (1d3) (CR 14) 15: Dragon family: 1 Mature Adult and 3 Young Adult Brass, or 1 Adult and 3 Juvenile Red or Silver (CR 15 and 10) 16: 3 Ghaele Eladrin (CR 13) 17: 3 Storm Giants (CR 13) 18: 3 Iron Golems (CR 13) 19: 4 Leonal Guardinals 20: 2 Werewolf Lords (CR 14) 21: 2 Nightwings (nightshade) 22: 4 Ropers (CR 12) 23: 4 Psion-Killers (psionic) (CR 12) 24: 3 Thought Slayers (psionic) (CR 13) 25: 1 Elite Marut (inevitable) (CR 16) 26: 3 Wyrmling Force Dragons (epic) (CR 13) 27: 2 Celestial Frost Worms (CR 14) 28: 4 Celestial Guardian Nagas (CR 12) 29: 1 Fiendish Truly Horrid Umber Hulk (CR 16) 30: 2 Fiendish Displacer Beast Pack Lords (CR 14) 31: 3 Fiendish Harpy Archers (CR 13) 32: 4 Fiendish Fire Giants (CR 12) 33: 1 Half-Celestial Storm Giant (CR 16) 34: 2 Half-Celestial Hill Giant Dire Wereboars (CR 13) 35: 4 Half-Celestial Yrthak (CR 12) 36: 3 Half-Celestial or Half-Fiend Dragons: Adult White; Young Adult Brass; Juvenile Red or Silver (1d4) (CR 13) 37: 1 Half-Fiend 12-Headed Pyro- or Cryohydra (CR 16) 38: 2 Half-Fiend Troll Hunters (CR 14) 39: 2 Half Dragon Purple Worms (1d10 for type) (CR 14) 40: 4 Half-Dragon Noble Salamanders (1d10 for type) (CR 12) 41: 5 Half-Dragon Triceratops (1d10 for type) (CR 11) 42: Roll on EL 14 table and add Half-Dragon template (1d10 for type) 43: 1 Phrenic Dragon: Adult Green; Young Adult Red or Silver (1d3) (CR 16) 44: 2 Phrenic Dread Wraiths (CR 14) 45: 3 Phrenic Formian Myrmarchs (CR 13) 46: 4 Phrenic Gray Slaadi (CR 12) 47: 3 Ghost Dragons: Adult Black; Young Adult Green, Blue, or Copper; Juvenile Gold (1d5) (CR 13) 48: 4 9th-level Githzerai Ghost Monks (CR 12) 49: 1 14th-level Kobold Ghost Sorcerer (CR 16) 50: 1 14th-level Svirfneblin (gnome) Lich Adept (CR 16) 51: 1 12th-level Aquatic Elf Lich Cleric and 3 7th-level Malenti (sahuagin) Vampire Rangers (CR 14 and 11) 52: 1 10th-level Gargoyle Vampire Fighter (CR 16) 53: 1 Cloud Giant Were-Roc (CR 16) 54: 3 Frost Giant Were-Polar Bears (CR 13) 55: 2 10th-level Half-Giant Were-Dire Ape Psychic Warriors (CR 14) 56: 1 12th-level Aranea Sorcerer (CR 16) 57: 4 11th-level Greater Barghest Monks (CR 12) 58: 1 10th-level Babau Rogue (CR 16) 59: 1 12th-level Succubus Paladin of Slaughter (CR 16) 60: 2 9th-level Bearded Devil Fighters (CR 14) 61: 1 14th-level Stone Giant Elder Druid w/ elephant companion (CR 16) 62: 1 8th-level Lammasu Cleric (CR 16) 63: 3 9th-level Medusa Wilders (CR 13) 64: 4 10th-level Mephit Soulknives (mixed types, 1d10 for each) (CR 12) 65: 2 8th-level Mind Flayer Psions and 2 11th-level Grimlock Barbarians (CR 12) 66: 1 Nymph 6th-level Wizard/6th-level Mystic Theurge (CR 16) 67: 3 12th-level Grig (sprite) Bards (CR 13) 68: 1 10th-level Xill Ranger (CR 16) 69: 1 11th-level Yuan-Ti Abomination Cleric and 1 Yuan-Ti Halfblood 9th-level Psychic Warrior (CR 14) 70: 1 11th-level Unbodied Psion Telepath (psionic) (CR 16) 71: 1 16th-level Locathah Barbarian (CR 16) 72: 1 14th-level Gnome Bard and 1 15th-level Dwarf Aristocrat (CR 14) 73: 4 12th-level Aasimar Clerics (CR 12) 74: 2 14th-level Xeph Druids w/ eagle companions (CR 14) 75: 4 12th-level Hobgoblin Fighters (CR 12) 76: 1 16th-level Half-Orc Monk (CR 16) 77: 2 14th-level Maenad Paladins (CR 14) 78: 3 13th-level Halfling Rangers (CR 13) 79: 3 13th-level Orc Rogues (CR 13) 80: 3 13th-level Elan Sorcerers (CR 13) 81: 1 16th-level Tiefling Wizard (CR 16) 82: 3 13th-level Grey Elf Psions (CR 13) 83: 1 16th-level Wild Elf Psychic Warrior (CR 16) 84: 1 16th-level Dromite Wilder (CR 16) 85: 1 15th-level Troglodyte Soulknife (CR 16) 86: 1 16th-level Duergar (psionic) Expert (CR 16) 87: 1 Phrenic Fiendish Colossal Monstrous Spider (CR 16) 88: 2 Half-Fiend Phrenic Dire Tigers (CR 14) 89: 1 Celestial Half-Dragon Elder Black Pudding (CR 16) 90: 1 Half-Celestial Half-Dragon 12-headed Hydra (CR 16) 91: 3 Ghost Fiendish Spirit Nagas (CR 13) 92: 3 Ghost Celestial Dire Sharks (CR 13) 93: 2 Phrenic Elder Elementals (1d4 each for type) (CR 14) 94: 4 Phrenic Half-Dragon Destrachans (CR 12) 95: 1 Ghost Fiendish Kraken (CR 16) 96: 2 Half-Fiend Wereviper (huge) Ogre Magi (CR 14) 97: 2 Glabrezu (demon) and 2 Retrievers (demon) (CR 13 and 11) 98: 2 Death Slaadi and 2 Cauchemar Nightmares (CR 13 and 11) 99: 1 Mummy Lord and 2 Devourers (CR 15 and 11) 100:1 Advanced Couatl (21 HD) (CR 16) 17th-Level Monster Encounters d% Encounter 01-10 Roll on 16th-level table 11-20 1 aboleth mage 21-30 1d4+2 beholders 31-43 1 marilith (demon) 44-45 1 very old white dragon 46-47 1 old brass dragon 48-49 1 mature adult bronze dragon 50-62 1 frost giant jarl 63-73 9th-level mind flayer sorcerer 74-82 15th-level human paladin NPC and 15th-level human monk NPC 83-90 1d3 15th-level hobgoblin fighter NPCs 91-100 Roll on 18th-level table 18th-Level Monster Encounters d% Encounter 01-10 Roll on 17th-level table 11-25 1d4+2 astral devas (angel) 26-35 1d3 planetars (angel) 36-38 1 very old black dragon 39-41 1 old dragon (blue or green) 42-44 1 mature adult dragon (red or silver) 45-47 1 ancient white dragon 48-62 1 nightcrawler (nightshade) 63-72 1d3 15th-level half-orc barbarian NPCs and 15th-level human bard NPC 73-90 15th-level kobold sorcerer NPC and 1 werewolf lord (lycanthrope) 91-100 Roll on 19th-level table 19th-Level Monster Encounters d% Encounter 01-10 Roll on 18th-level table 11-21 2d4+5 abyssal greater basilisks 22-36 1d3 mariliths (demon) 37-49 1d3+1 horned devils 50-52 1 ancient black dragon 53-55 1 very old dragon (blue, green, or brass) 56-58 1 wyrm white dragon 59-61 1 old dragon (bronze or copper) 62-64 1 mature adult gold dragon 65-79 1d3+1 greater stone golems 80-90 1d3+1 15th-level gnoll ranger NPCs 91-100 Roll on 20th-level table 20th-Level Monster Encounters d% Encounter 01-10 Roll on 19th-level table 11-45 1 balor (demon) 46-80 1 pit fiend (devil) 81-85 1 wyrm black dragon 86-90 1 old dragon (red or silver) 91-95 1 ancient brass dragon 96-100 1 very old copper dragon |