Welcome to the Green Room, meatbags! Here, you may discuss anything about the GAUNTLET. Ask Questions, Trash Talk the Dungeon Jockey, Get acqainted qith your fellow competators (Though no giving away the secrets), and anything else you can think of.
Rules of The GAUNTLET
You may only have One Character at a time.
If a character dies, or you retire them. you may make a new character from level one. The encounters will change for each new character.
What a Referee says, goes.
Preparing for a Match
Characters start each stage with full health, no temporary health, and no nonlethal damage
Characters start each stage with all non-permanent conditions, both positive and negative, purged from them.
Characters start each stage with all permanent negative conditions purged from them.
Characters start each stage 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. (a martial stance is a temporary effect)
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 GAUNTLET with no fear of getting it stolen or destroyed.
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
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 Stage
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 stage for timekeeping purposes. Initative order never stops. The entire stage is like one long combat.
If a new monster encountered rolls a higher initiative than you, you are flatfooted until your turn. If the monster is lower, he is flatfooted. and you start the next round.
Characters must declare what their gladiator holds in hand at the beginning of a match
Doors are locked until all monsters are dead.
Charcers will then post their actions in turn order until they reach the end of the stage or they die.
Actions should be posted in the following format:
Character Name, Round Number
Roleplaying (if any)
Actions taken visible to everyone in the match.
Visible Ready Action(if any)
Conditions of Ready Action and which action is being readied.
Originally Posted by Ref Question
Referee questions are in quote boxes for ease of view
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.
After a Stage
Your time is recorded for the stage, and added to your total time.
If you win, you go up a level, and lose all equipment. You may purchase new equipment based on the Wealth by level table on page 135 of the 3.5 Dungeon Master's Guide. You may not spend more than half your wealth on a single item.
Once your character is ready, say so here and you start the next stage.
You may change your character's alignment in between stages. 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.
Animal Companions, Familiars, riding animals, and any similar pets may be switched in-between stage. 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]
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.
Character may only own a single riding animal at any time.
You may use your weath to scribe new spells in your spellbook. This wealth must be spent again after each stage if you wish to keep the spell.
Partially charged staffs and wands can be bought, but they must have at least 25 charges.
A Delkyr Half-Blood may purchase Symbionts as described in Magic of Ebberon.
All current character sheets are linked in this thread, and can be checked at any time. 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.
Start in any square in the red dot. You win when you reach the blue dot.
Doors are locked until the encounter in the room is defeated. Either unconcious or dead. They take a move action to open and slide into the wall, unable to be used as cover.
The First room's opponnet has a CR of your level-1, the Second and Third room are of your CR equal to your level. The fourth room's opponnet CR is your Level+1
Again, taken mostly from the Arena Waiting Room Thread, It seemed like a comprehensive set of rules. for something like this
The Rite of Rebirth costs 100 gold peices, please post your character in the recruitment thread before for approval. Also, The Gauntlet is well lit, and there aren't any traps at the first level. It is litterally a straight run.
You can buy it with future wealth, and the 100 would be deducted at each subsequent level (As with spells purchased for a spell-book) Also, this is a run for speed, I don't think thirst will be an issue, and I don't know what the rope and pitons are for, you have the map. The GAUNTLET is well lit, so the sunrods are unnecessary.
You can buy it with future wealth, and the 100 would be deducted at each subsequent level (As with spells purchased for a spell-book) Also, this is a run for speed, I don't think thirst will be an issue, and I don't know what the rope and pitons are for, you have the map. The GAUNTLET is well lit, so the sunrods are unnecessary. I don't even know what the backpack is for
Got used to these things and I assumed that the encounters could include traps... without trapfinding rope and other mundane equipment can be handy...
Anyway, I managed to get enough money for the template...
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
― Steven Brust
“Plan. Yes. Good idea. I should come up with a plan.”
― Steven Brust, Dzur
i'd rather not look at any other players; more fun to keep it to chat :P
and given a cr1 encounter is meant to be taken by a party of four; and is otherwise meant to be equivalent to a 1st level char; i'm guessing we might need to go very high cheese to win these. But i'll wait and see.
Per RAW, a Riding Dog gains the Trip special attack if trained for war. The special purposes section of Handle Animal list a number of training options, but war is not explicitly on the list; fighting is there. Would fighting training satisfy the training requirement, or is war listed elsewhere?
You add Spellcraft to your class skill list, which allows you to attempt to convert an arcane spell into a power you can add to your repertoire. You treat the spell as a discipline power for the basis of learning it, and you must first succeed on a Spellcraft check (DC 15 + the spell's level) and then a Psicraft check as per the normal rules of learning a discipline power (see page 154 of Complete Psionic).
Each spell costs a certain number of power points to manifest. The higher the level of the spell, the more power points it costs. The table below describes each spell's cost.
Given this, can I purchase a Psionic Tattoo of a wizard spell? It's more expensive, but unfortunately personal range spells can't be made into potions and this is a nice workaround.
As of Friday morning I'm short an appendix. Who needs those little bastards anyway.
A psionic tattoo inscribed on a wearer is potentially more mobile than a mundane tattoo. As a standard action, the wearer can will the tattoo to move to a different part of his body or onto the skin of any willing (or unconscious) living creature he touches. If the wearer of a psionic tattoo is rendered unconscious or is slain, another sentient creature can touch the tattoo while willing it to leave the previous wearer and apply itself to the new creature as a standard action. Psionic tattoos cannot overlay one another.
Now, as for the mount moving it back to you, I guess it lacks the necessary understanding for that. But you can just wait for it to sleep(or knock it unconscious if you don't care much about animal rights) and steal it back n
As of Friday morning I'm short an appendix. Who needs those little bastards anyway.