Thirty posts a page, fifty pages a waiting room, seventeen past waiting rooms. That makes 25,500 arena tourney related posts! And that's only the waiting room.
Welcome to the Waiting Room, current and future gladiators! Here, you may discuss anything about the Arena Tournament, whether it's just a simple question, a match you just won, or even a new rule you want to propose. If you wish to view any previous matches, no need to ask; simply visit the archives, found here. The guidelines for character creation are not listed in this thread, but are kept in the recruiting thread.
Note that any rules listed in grey italics are only proposals, and are not yet incorporated.
Rules of the Arena
General
You may only have up to four characters at once.
A fifth bonus character is permitted if at least one of your active characters is 3rd level or higher.
What a High Referee says, goes.
Preparing for a Match
Standard Guidelines
Characters and their companions start with full health, no temporary health, and no nonlethal damage. If you died in the previous round, then your character is revived with no penalties.
Characters and their companions start with all non-permanent conditions, both positive and negative, purged from them.
Characters and their companions start with all permanent negative conditions purged from them.
Characters and their companions start with all of their special abilities (such as rage) at max and ready to use.
Mundane preparations are already accomplished. This means that armor is donned properly, any items you may have can be in either hand, rods can be pre-tucked into belts, crossbows and slings are loaded, riding animals can be mounted, etc.
However, a character may not start with any temporary effect, such as a Mage Armor spell or a barbarian's Rage, currently operating i.e. no pre-combat buffing.
Spell-caster Guidelines
Spell-casting characters start with all spell slots recharged and prepared.
A Wizard or similar spellcasters does not have to carry his spellbook with him. It can be left outside the arena with no fear of getting it stolen or destroyed.
Psionic Guidelines
Psionic characters starts with power points at max.
A Psionic character may start with Psionic Focus.
Other Guidelines for Supernatural Abilities
Soulmelds, vestiges, or any similar abilities are properly prepared and ready for use.
During a Match
Standard Guidelines
You may not change your character sheet in any way after the first action your character takes in a match. This remains in effect until the match is officialy called.
Combatants are required to post each action their character takes, so that referees can make sure the combatants don't take more actions than they are allowed.
You may bring your Familiar, Animal Companion, or other companion granted by a class feature into the arena with you.
You may not bring any attack animals, mercenaries, undead, bound outsiders, or other allies with you into the Arena.
You may bring only a single riding animal with you into the arena. Riding animals must be trained either for riding or combat riding, as per the Handle Animal skill discription.
You must post within three days of the creation of a match, or within two days after it becomes your turn in the match. If you do not do so, your character is considered unable to continue and is immediately disqualified from that match. Referees are not required to remind you about your match. It is your responsibility, not the refs, to constantly check the standings and/or subscribe to your match.
Regarding the above rule, you may notify a referee of an upcoming absence, which cannot be for more than one week. During that time, your character(s) will not be disqualified because of your absence. If you abuse this rule, your character(s) will be disqualified from their current rounds.
You may view your opponent's character sheet at any time.
You may use your opponent's items, if you can somehow gain access to them during a match.
Destroying your opponent's gear is legal. Items destroyed during a match are not replaced automaticly, so characters are responsible for replacing their own destroyed gear. Note: riding animals are considered part of your gear.
Gear damaged during a match, but not destroyed, is repaired for free. This does not apply to charges spent from a magic item such as wand or staff.
Any items that a player does not wish to be brought into a match may be left outside the arena with no chance of being lost or stolen. Such items do not count towards a character's encumbrance.
Format of a Match
Characters must declare any purchase made since the match thread was posted, but are under no obligation to notify their opponents of purchases made before that.
Characters roll inititive at the begining of the match to determine turn order.
Characters must declare what their gladiator holds in hand at the beginning of a match (this can be in a spoiler if LoS is blocked at the beginning of a fight)
Combat officially begins for a player once his character takes his first action of the match.
Combatants will then post their actions in turn order until one is considered unable to continue or has surrendered.
Any actions done without LoS are posted in spoilers. Also, if one character is hiding and the other fails his Spot check, the hiding character gets to post in spoiler blocks, but gets to peek in the spotting character's actions as well. This is an honor system, so integrity is very important. Any accusations of cheating will be investigated by the High Referees.
Actions should be posted in the following format:
Spoiler
Character Name, Round Number
Witty Banter (if any)
Actions taken visible to everyone in the match.
Visible Ready Action(if any)
Spoiler
Conditions of Ready Action and which action is being readied.
(Tag indicating who can read spoiler. Tag can be dropped for refs only spoilers.)
Spoiler
Actions taken which are not visible to everyone in the match.
Referee questions can be in full view, inside a hidden action spoiler, or inside their own spoiler, as appropriate.
Stats:
Spoiler
Hp: Current Hp/Maximum Hp
AC: Full AC, Flat-Footed AC, Touch AC (Breakdown of AC bonuses)
List of Buffs and other pertinent non static information, such as current spells prepared, soulmelds, vestiges, or manuvers readied.
Declaration if your turn is over or if you need referee assistance before continuing.
Conditions of Loss
Going more than 130 feet above +0 feet in the arena, unless otherwise specified.
Moving or being moved out of the arena bounds by any means. (The parts of the Ethereal Plane and the Plane of Shadow that are coexistant with the arena are included in the arena, so moving to these areas does not disqualify you.)
Being rendered unable to continue fighting, usualy by being killed or rendered unconcious by being reduced to negative hit points. This also can include such conditions as being rendered dominated (but not Charmed), permanently incapable of acting, or other effects.
Surrendering.
Not posting within the given time limits.
After a Match
The victorious character wins XP and GP, as listed in the first post of your match.
Losers do not recieve any sort of GP or XP compensation, so don't base a strategy entirely off of consumable items.
A character cannot level up during a round. Once the current round is over, a character immediately levels up if he has the experience to do so. You may not choose to not level up, even for the purposes of item creation.
For winning first place, and in most matches second place as well, you will get an additional GP prize, and a hand-crafted sigatar-medal. There is currently a backlog of medals while we find a new artist, so the medal may be some time in coming.
Any items that may have been stolen, borrowed, dropped, or thrown (and not destroyed) from/by your character are returned, if possible.
In-Between Matches
You may change your character's alignment in between rounds (but not in between matches). The character's alignment must still be valid for any and all of his classes or the character suffers all penalties from improper alignment. For example, a paladin that changes alignment from lawful good loses all his class abilities.
Characters may be retrained, as by the Player's Handbook II Retraining Rules. This can only be done at level up.
As additional retraining options, Characters may add or remove 1 Flaw (and an appropriate feat), change an existing Flaw for another legal Flaw, add or remove one Trait from their character, or change an existing Trait for another legal Trait as their retraining option for a given level. The normal limit of 2 Flaws and 2 Traits still applies.
Animal Companions, Familiars, riding animals, and any similar pets may be switched in-between matches, with the usual costs and penalties (such as the XP loss from dismissing an existing familiar). Animal Companions and Riding Animals are always fully trained in any tricks the owner wishes, provided he has a Handle Animal modifier at least equal to [the DC required to teach the trick - 20].
You may purchase items from any source in-between matches. Purchases can be changed until you post your first action in your next match; then all transactions are final.
Characters with item creation feats may create magic items as per the feat's individual rules.
Characters with ranks in Craft skills may purchase any item that could be crafted by their particular craft skill at half market price, provided that the DC of the Craft check needed to create the item is no more than 10 + the character's Craft skill modifier.
Players are required to keep a record of all purchases for each of their characters along with a record of all their winnings, either on their character sheets or on some other reasonable alternative.
Character may only own a single riding animal at any time.
Items are sold at half market price, unless otherwise instructed by a ref.
Items may be traded, sold, or purchased from other characters of another player. Transactions must be of equal value in gold piece cost. Value is defined as the normal market price of such an item.
Spellbooks cannot be traded or sold. You may learn spells from another player's character, provided he is willing to allow you to learn the spell, but you must pay all the normal costs for scribing a new spell into your spell book.
You may upgrade magic items with multiple versions, such as some Gloves of Dexterity +2, from a lesser version to a better version. For example, a pair of Gloves of Dexterity +2 may be upgraded to Gloves of Dexterity +4. The only exception to this rule is that you may not upgrade a weapon or armor from normal to masterwork or from masterwork to dwarvencraft.
Partially charged staffs and wands can be bought, but they must have at least 25 charges. You cannot craft a wand or staff with less than maximum charges.
All current character sheets are linked in this thread, and can be checked at any time by our referees. A non-referee may challenge the correctness of any character sheet, but such findings must be authenticated by a referee before those errors are considered official. A character sheet is assumed to be correct until an error is found in it.
Terminology
Tournament - used in general to refer to the Arena Tournament as a whole or to refer to a type of tournament in general. Example: tag team tournament, free for all tournament, The Tournament. Exceptions to this definition abound, which is the main source of confusion.
Round - used to refer to a particular tournament. Example: round 1, round 8, etc.
Match - a single combat in a tournament. Example: the first match between Jekran and Marge.
Mavianesque - descriptive word indicating that an action or statement is an example of remarkably correct rules lawyering.
Revamped by Bitzeralisis
Current Arenas:
Spoiler
1. The Temple
Spoiler
The Arena walls for this map are 30 ft high, with a Climb DC of 30. The pillars are 10 feet tall with a Climb DC of 20. Mirror
2. Lava Arena
Spoiler
The Arena walls for this map are 30 ft high, with a Climb DC of 30. The pillars are 15 feet tall with a Climb DC of 15. Mirror
3. River Arena
Spoiler
The Arena walls for this map are 30 ft high, with a Climb DC of 30. Mirror
4. Sambusei
Spoiler
The Arena walls for this map are 40 ft high, with a Climb DC of 30. Miror
Extra notes: Houses are on average 20 feet high (just use that average figure all over the house), hay piles are up to 10 feet high against the walls. And, I don't care whether you're immune to sanctuary effects, you are not immune to the arena's sanctuary effect. Creatures summoned during the 1st round are also affected by the sanctuary effect. Mirror
Maps must be balanced. The easiest way to qualify a map this way is to have it be symetrical, but carefuly planned asymetrical maps will also be considered.
Maps must be no larger than 26 x 26, height-and-width-wise. We have enough trouble with people finding each other on our current maps, let alone a larger one.
Maps should have a key, detailing special map features, lighting conditions, wall heights (including the outer wall heights), and weather conditions.
Maps may cater to one style of combat more than another, but should not invalidate any other style of combat.
Maps should have few moving parts, if any. Any moving parts should be fairly simple, such as a door (which can only be opened or closed). Complex moving parts are still possible, but they tend to cause problems, such as the plank bridge in Sambusei, because players tend to attempt using them in unusual ways.
New maps should have some means to reduce or prevent the chance of a first turn KO. Blocking LoS between the two is the easiest way to do this, but other methods could work equally well.
LoS on a given map should not be difficult to determine.
Map Rules and Ruling Precedents
Spoiler
Generic Rules / Precedents
Spoiler
Stances do NOT count as permanent effects and therefore must be activated in match.
The act of readying is a visible action. Having a readied action, however, is not a visible condition.
Creatures may stand on top of small trees and pillars. Standing and acting on such requires a DC 15 balance check.
Climbing out of water requires a DC 10 climb check. (Does not apply for gradual slopes).
A falling character does not do falling object damage.
Summoned swarms may attack the caster if the caster is the closest detected target.
Creatures may use their mouth to hold a single object that could be held in one hand. Doing so requires the same effort as transferring from hand to hand, and prevents speech.
Moving exactly Full speed shares the -5 hide / move silently penalty.
Verbal spell components have a DC 0 listen to hear.
A creature moving with no attempt at silence is assumed to be 'Taking 5' on move silently checks.
A listen success by less than 10 is a simple success that tells the listen basic noise type (speech, movement, etc) and generic direction (North, South, East, West, Up, Down)
An improved success is 10 or more but less than 20. Speech is understood if the language is known, spellcraft checks may be used to identify spells with verbal components, and more precise locations of sound are given as well as basic movement path (approaching from N-NE, receding to South, Moves from your SW to your SE, etc)
Succeeding on a listen check by 20+ gives a pinpoint per RAW.
Refs are not obligated to do listen checks if LoS was established or if a simple success is the best the listener can hope for, unless the players specifically ask.
Anyone speaking in a strong voice (ie: not whispering) is automatically heard by those in LoS. *
LoE alone, like on Clouds, isn't enough to be heard automatically. *
Noise, even a loud shout isn't automatically heard if you don't have LoS to the source, making listen checks required. The base DC is set by the local LoS ref, but is usually between -5 and -10 for shouting depending on the ref and how pointedly loud the shouter implied themself to be. *
Smokesticks do not dissipate.
Jump checks to reduce falling damage cannot be taken when you don't move of your own volition. *
If a mount is killed or goes unconscious the rider gets dismounted into the same square. *
Alchemist's Fire, Acid, etc. are weapons and can thus be drawn as part of a move action if the character has 1 BAB. Accordingly, Deflect Arrows and Snatch Arrows work against them.
Tanglefoot Bags are not weapons and thus exempt from this. *
Shields (but not bucklers), spiked or not, can threaten if you either choose to give up the AC bonus of one or have the Improved Shield Bash feat. *
Regular Gauntlets make your punches, but not kicks or headbutts, do lethal damage. You still do not count as armed for the purposes of attacking or threatening squares. *
Spiked Guantlets do allow you to count as armed for attacking and threatening squares, so long as you have at least one hand free to attack with them. *
AoOs may be taken with any weapon or attack the foe is currently in range of, even if it was not the one that threatened them at the time. *
Armor spikes upgrade your grapple damage to 1d6 lethal piercing damage. *
Free actions can be taken in the middle of other actions. *
Threedimensional diagonals(i.e. ones that go up/down in addition to north/south and east/west) are counted the following way: first one 5 feet, second to fourth 10 feet each, then start anew(5-10-10-10-5-10-10-10...) *
Empty consumables are assumed to be dropped after use unless stated otherwise.
All Map Rules
Spoiler
All arenas, unless otherwise stated, are walled in, with doors for gladiators that start closed. The walls are 30' high with a climb DC of 30.
Even though there is no ceiling on many maps, you cannot shoot arrows over walls without a special ability to do so. It may be parabolic motion in your physics class, but in the arena, all ranged effects are straight lines that extend to their maximum range and then abruptly stop.
Unless an Arena specifies that a spell doesn't work it works as normal. E.g. Entangle
If no Climb DC is listed for a wall, it is considered to be perfectly smooth and vertical, i.e. unclimbable.
Temple Arena
Spoiler
Pillars do not provide cover. Instead they provide a circumstantial AC and Reflex Bonus when a character occupies the same square as it.
Lava Arena
Spoiler
Slopes cause no hindrance in movement whatsoever.
F13 and U13 have LoS all the way to the other side.
Slope at G13 and T13 is only 3' high. No climb check required.
Partially lava-covered squares are passable without a check *
Trees do not provide cover. Instead they provide a circumstantial AC and Reflex Bonus when a character occupies the same square as it.
Sambusei
Spoiler
Stairs each rise 5'.
Cliff squares slope directly from the highest elevation they are adjacent to down to +0ft.
Must succeed on a climb check DC 15 to move on a cliff square.
If planks are scattered while a character occupies them, that character must make a DC 15 balance check to remain standing, or fall into the quicksand. The scattering also provokes a concentration check for vigorous motion if a spell is being cast. Planks remain stationary if scattered.
Glass Arena
Spoiler
Pillars are 10' tall and are not scalable without sufficient magic or tools.
Walls are 10' tall.
There is no ceiling
Barn Yard
Spoiler
Trees do not provide cover. Instead they provide a circumstantial AC and Reflex Bonus when a character occupies the same square as it.
Hay is scattered as a standard action in 5'X5' squares
Hay is magical, non-flammable, non-dispellable
Roof is made of stone, like the walls
Doors can be opened or closed as a standard action
Candles
Spoiler
Unattended lightsources are extinguished at the end of each players turn. Spells count as attended if they have Duration: Concentration or target you/carried equipment.
All you have to do to join the reffing staff is ask. Unless we have some good reason to not allow you in, you'll be hired on the spot. Promotion is done by recognizable merit. If a Master Ref thinks you're doing a good job and you want the promotion, you can be promoted at any time.
Referee Information
Spoiler
Referee Code of Conduct Referees of any rank are responsible for the following:
Interpreting rules correctly and consistently.
Interpreting rules without favoritism or bias.
Sticking as closely to the RAW as is intelligently possible.
Note: Referees may not ref any game in which they are participating.
Referee Ranks and Privileges
Spoiler
Basic Referee Privileges
Can officially check character sheets.
Can resolve LoS and readied actions.
Answering questions.
Can halt a match for review by a higher ranking referee, if necessary.
Can overrule a referee of lower rank, if necessary.
Initiate Referees
Basic Referee privileges
Cannot invent new rules, but can propose new rules to higher referees.
Can not overrule a player's interpretation of the rules, unless the player is clearly going against a stated rule.
Referee Rank 1.
High Referees
All above, and:
Access to ArenaManager. Misuse of this will result in immediate firing.
Allowed to set up new matches and rounds, as well as update posts by ArenaManager.
Allowed to call finished rounds, either because of victory or disqualification.
Can overrule players.
Can set new rules.
Can "revamp" or otherwise positively modify ArenaManager posts.
Can post new posts as ArenaManager.
Can accept new initiate referees.
Referee Rank 3.
Master Referees
All above.
Modification of any rulings made by self or a High Referee.
Banning of players, with a reason.
Can promote initiate referees to High Referees.
Can demote High Referees.
Modification of any ArenaManager posts, whether for better or for worse.
Other privileges as necessary.
Referee Rank 4.
Referee Titles and Procedures
Spoiler
Titles
Spoiler
Titled Duties for High Referees. Anyone can request to be assigned to a particular Title & Duty. Misuse of any title will result in immediate demotion/firing. A referee is considered to be 1 rank higher when dealing with any issue concerning his duties.
Archivist
In charge of maintaining the Arena Archives, ensuring that they are up to date.
Artist
In charge of artwork design for the Arena Tournament, including designs for medals.
Cartographer
In charge of maintaining Arena maps. The person with this title has the authority to change any map in any way, unless overruled by a higher ranking referee.
Examiner
Responsible for examining new/freshly-leveled entries to the Arena for character sheet errors.
Recruiter
In charge of moving new entries from the recruiting thread to the character listings and occasionally bumping the recruiting thread.
Round Coordinator
In charge of ensuring (by himself or by other refs) LoS checks, proper enforcement of round posting limits, the updating of round listings, and the creation of new match threads.
Procedures
Spoiler
Setting Up A New Match
Determine which Round and which players the Match will be between.
Copy the default Match OP format from another existing match.
Add the Round specific details, such as the map they will be using and links to the gladiator's sheets.
Add a link to the new Match to the Waiting Room thread.
Add a link to the new Match to Archives.
Checking Character Sheets
Check the sheet for errors.
If errors exist, note the corrections that need to be made in red italics.
If you do not have the proper sources to check the sheet, note which sources are required in red italics (if you can identify them).
If there are no errors, list "Checks Out" after the sheet's link.
If you have time, add any level 1 characters that check out to the Gladiator Listings in both the Player Name and Character Name listings. Make sure to note this with a "& Recorded" after the "Checks Out" in the construction post.
Settting Up A New Round
Make sure that all characters for the round have been checked and that there are enough characters for a full round.
Make sure a player does not have more than one character in the round.
If the Arena for the round has not previously been determined, determine the Arena randomly.
Set up the standings in the appropriate Round Listings post (usualy done by copying a previous Rounds standings and replacing the names).
Set up the matches (See above instructions).
Before deleting the links to the gladiators character sheets from the Under Construction section, make sure that each level 1 character sheet is linked in the Gladiator Listings section properly.
Declare the new Round set up in the Waiting Room thread.
1st Place Champion Prize: 1200 GP
2nd Place Champion Prize: 600 GP
Each 1st Place: 1200 XP, 1100 GP
Each 2nd Place: 400 XP, 500 GP
Each 3rd Place: 200 XP, 200 GP
HCL - Murry-V2 - Misc mod to melee attack rolls should be -2 - next 1v1 HCL - Bandit Keith Brolaf - Worship of Elder Evils for the purpose of obtaining free feats is banned. ACP not applied. You get one more 1st level spell in your prayerbook - next FFA A_S - Marvin - Damage Reduction should be 4/adamantine, -5 armor check penalty not applied. Slam attack should deal 1d4+2 damage. Misc mod to jump should be an extra -6 on top of ACP. - alpha theterran - Kyle - List Languages. - Caution: No Holy Symbol. - alpha
Eric Scott - Sven - no purchase log, attack stats not listed, D&D wiki is not a valid source(powerful build feat), powerful build does not stack with monkey grip next 1v1 Jvluso - cultist 3 - not checked Psionic Dog - Tiefling - uses 30 point buy, languages not listed, no purchase log Reb46 - Zookmaos - Expanded soulmeld capacity and Incarnum-fortified body are not incarnum feats; they do not grant essentia or count for hitpoints next alpha Gotham - Regnillus Skullspeaker - [i]not checked SwordChucks - Gulmdak Stonechipper - not checked next alpha
Remember that if you are re-submitting an old character, you must post them on the Recruitment Thread again, with the round you want to enter. New characters also need to list their round preference in the Recruitment Thread.
Ref Reminder: When creating a new round please double check that all gladiators included are listed on the Gladiators by Player Name roster.
Level 1 Matches:
Round Alpha XXVIAlways Classic 1v1 Next @: Trenches
- candycorn - Bald Bull
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The following are:
• L1 Gladiators that have sat uncorrected for at least past 25 waiting room pages or so.
• L1 Gladiators bench sitting for the past 2 waiting rooms (since end of XV)
• L2 gladiators bench sitting for the past 3 waiting rooms (since end of XIV)
Truant status is dependent on gladiator, not player, activity and is used to prevent gladiators unlikely to enter a round from creating false round creation hope. Please do not *jail break* a truant gladiator unless it is finally receiving correction or is being entered into a round.
nolispe - Lambda - Shouldn't Specialist Wizards have 4 L0 spells? (3 + specialist) Intelligence bonus languages not selected. Caution: Sanctum Spell, while legal, will probably not benefit you in The Arena. Lord Loss - Sardine - rapier damage should be 1d4+2, doesn't qualify for combat expertise, appears to have ACP applied to some skills, but lacks any, weight of armour not listed - non-1v1 Stabber - Elkir - appears to be using 44pt buy, weapon attack bonuses not listed, item weights not listed, feats not listed, speed not listed, skills not listed, bonus languages not listed monkman - Robert Blockiron - shield specialization must specify a type of shield, racial traits not listed Frodiddly - Tondorek - item weights not listed Cadian 9th - Green - Should not have +2 save vs illusions (that was replaced by +2 save vs spells). Other racial features such as dark-vision and spell like abilities omitted. - Classic 1v1 Cute and Evil - Damage Tank - racial traits not listed, should not have active effects or exhibition purchases listed on sheet Zencudis - Enrase - first set of clothes has no weight, intimidate and jump wrongly markes cross-class(with that corrected skill point total is right) - Alpha monkeysammich - Tuck - appears to be using 36pt buy, nonweapon/armour possessions not listed in inventory, should only know 5 languages, ACP not applied, bonus spells should be listed separately in the appropriate column, weight/age not listed - any monkeysammich - Duisternis - weight/age not listed, damage bonus should be +1 (shadow blade is not a permanent effect, and also adds to the str bonus rather than replacing it), exotic weapon proficiency requires BAB 1 - any TIPOT - Mr. Blue (Sky) - Class Features (essence, illiteracy, etc) not listed. - FFA TIPOT - Mr. Red - Should only have three feats. - 1v1 Sherriff Bart - Dubbs - familiar cost not paid, first set of clothes has no weight - 1v1 classy one - Bob Kelso - weight not listed, excoriate is a roleplaying flaw only and cannot be used in the Arena, hidden power is not a feat (if hidden talent was meant, bonus pp are missing), no languages listed, item weights not listed, class abilities not listed Capt Spanner - Jimmy Pocketwise - Wrong ability score modifiers listed (should be +2 dex -2 str), ACP not applied, base saves incorrect, size bonus to hide not listed - 1v1 Rumel - Rumel The Sorcer - Character is Middle age, Ability scores not adjusted appropriately, needs to list Longsword as chosen weapon proficency, needs to mark class skills, should note Animal Companion variant was taken somewhere. - Next Any NineThePuma - Blaze the Firefly - BAB should be 0, flaw penalties should be listed under misc - Beta Jamini - Raedoc - doesn't qualify for EWP Beta jinx1016 - syphex -First set of clothing has no weight - next L1 NineThePuma - Triptastical Trippy -tower shield ACP not applied, if not wielding list in inventory and remove from shield section so it dosn't affect current AC, should only have -1 misc fort modifier, need purchase log Jarian - Silver - speed should be 30ft, misc mod to move silently should be +4, misc mods to spot/listen should be +2, misc mod to jump should be -6 - next any BillyBobJoe - Giem Starasta - common and dwarven are not whisper gnome bonus languages (only terran) NineThePuma - Puny One the Magical - weight not listed, appears to be using 34pt buy, should have 20 skill points - non-endurance Eurus- Dormin Falath - favored mystery doesn't give a bonus use unless the mystery is already cast as a supernatural ability Marthinwurer - Grant - ACP not applied, should have 28 skill points - Beta Marthinwurer - Grant - ACP not applied, should have 28 skill points - Beta Drahcir - Endon Virzil - please clarify height and weight, charisma should be 6, traveler's outfit missing from purchase log, greatsword should weigh 8lb, chainmail should weigh 40lb, sling damage should be 1d4+4 and type bludgeoning, does not qualify for Extra Spell, does not qualify for 5 ranks in Concentration - Beta Nick274 - Horak "Mood-Swing" Branzt - cannot manifest powers with cha 10, not proficient in medium armour, strength bonus to damage not listed, no languages listed, needs a purchase log, base saves not listed, age too low - Alpha
I've got an idea for a new match format: rotating maps. first rounds are on one map, second rounds a different one, third rounds another, and so on. What do people think?
I've got an idea for a new match format: rotating maps. first rounds are on one map, second rounds a different one, third rounds another, and so on. What do people think?
I've got an idea for a new match format: rotating maps. first rounds are on one map, second rounds a different one, third rounds another, and so on. What do people think?
Seems good. Why not do an exhibition to try it out?
jvluso - Gronk Strongarmshould know 3 languages other than draconic and orc, 10 misc jump from wings not listed
ybot - Brumphbase fort should be 2, doesn't qualify for pathetic flaw, -6 misc jump from speed missing
err, don't have all sources for the other two at hand right now. Maybe tomorrow
Scorer - Aguacatl - sling weight should be 24,75, Spell Focus needs to specify the school, +4 misc jump from speed missing
Candycorn - Anisimovna - crossbow attack should be 7, concentration marked crossclass, 1 skill point too many, spell component pouch weight is 2, ACF use only listed in other notes(should be in feats section as well), don't use 'scribe' for 'copied into spellbook', kinda confusing
__________________
Quote:
Originally Posted by Jeff the Green
I've never teared up on behalf of a character of mine before. Congratulations, TFO.
Last edited by TheFallenOne : 07-17-2011 at 06:56 AM.
Rotating maps sounds... pretty interesting. Still, that's 6 maps needed for classic 1v1. Would we have to preroll all six in advance, or just list the opening/final map with the stuff in between randomly selected?
Candycorn - Anisimovna - crossbow attack should be 7, concentration marked crossclass, 1 skill point too many, spell component pouch weight is 2, ACF use only listed in other notes(should be in feats section as well), don't use 'scribe' for 'copied into spellbook', kinda confusing
Crossbow - Fixed.
Concentration marked as a class skill.
Fixing concentration fixes Skill point usage (20 points spent, which is what a level 2 wizard with a 15 intelligence should have)
Component pouch weight fixed.
ACF ability listed in Feats and Special Abilities section.
Scribed - translates as "written". I've expanded it to "transcribed into spellbook", which should clarify the confusion. I personally prefer 'transcribe' to 'copy' for a medieval setting, and both are synonyms. Since it is listed as an ability unique to wizards, it should qualify as a class feature, which allows alterations to names of abilities, per PHB, p.110, under the Skills and Feats section of "Customizing your character". If it's not an ability, then the meaning should be clear enough to handle any confusion.
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Fixing concentration fixes Skill point usage (20 points spent, which is what a level 2 wizard with a 15 intelligence should have)
It's still one too many. The displayed total at the bottom is 20, but actually there are 21. mythweavers can't handle partial skill points, the 2.5 in Hide is read as 2
rechecks of corrected sheets sometime later
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Quote:
Originally Posted by Jeff the Green
I've never teared up on behalf of a character of mine before. Congratulations, TFO.
It's still one too many. The displayed total at the bottom is 20, but actually there are 21. mythweavers can't handle partial skill points, the 2.5 in Hide is read as 2
rechecks of corrected sheets sometime later
Ah, will correct in a sec.
That said, I'm not sure about an exhibition for Kyeudo's idea. The only way to implement it is to do a whole exhibition ROUND. After all, the only difference is changing maps between rounds. Otherwise, it's a series of standard matches.
If we're gonna set up an entire round of play, it makes sense to at least make it an official round, so that the people that spend the months this will take get XP for it. If it doesn't catch on, we can always retire the match type afterwards, but exhibitions seem more suited to testing a map, or a new match type... Not a new round type.
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and all of this will happen again.