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| Welcome |
| Contains all the good, slightly nerd stereotyped interests in the world. Includes D&D, Magic: the gathering, RPGs, Intellectual Discussion, Roleplaying and more. |
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| Rules - Read first |
Chapter - 1 The Basics
The first thing you need to do is create a character using the standard character sheet and post it on the characters of _____ Thread. You must then set your post title to ‘Ready for <Date>, where date is the next Saturday. If you don’t to this then your character will no be paired and you will not get to fight for that week. Please read further and get to understand the rules before PMing the admin or forum mods. Please read at least up to Chapter 5 before participating, you have been warned if I hear question about anything that was specified in the first 5 chapters, then you will be ignored. |
| Rules - Read first |
Chapter - 2 The Boards
Most Important Threads - Read First
There are a number of threads in ___ Coliseum, but the main important ones are the ‘Characters of ___’ thread and the pairing threads where the battles take place. In the Characters of ____ thread the character sheets for each character in the Coliseum is posted and must be regularly updated to show the exact status of your character after each fight, level up and etc. The pairing threads are always titled with the name of the two or sometimes more characters that are fighting and these people are to post in turn detailing what they do for each turn of their battle. Other threads are listed below and a little less important but they all play a part.
Fights Thread
The fights thread gives a listing of all the people who have character who were assigned as ready by the rules detailed above for the characters thread , every character that had their date ready for a pairing are shown here with who is fighting who or what and each has a link to the fight, only the people assigned to the fight or referees (more about them later)\ are allowed to post in these places.
Prison Thread
This is where things get a little more complicated, but if you follow the rules to begin with you won’t have to bother with this thread. Any characters in the Characters thread that are wrong in some way, whether their hp is added up wrong or their ability scored a too high or a variety of others things that will be detailed later will be posted on the first post of this as having a yellow violation. At this point they are still allowed to fight but are advised to fix the problem as soon as possible. If the problem isn’t solved in a week they are moved to a red violation and are pulled out of fights and cannot fight again or participate in ___ coliseum until they fix the problem. It is a referee’s job to find these problems in people’s character sheets and post them in this thread, detailing the problem they must then send a PM to the person responsible and provide a link to that post. People who have violated must post that they have fixed the problem and then they will be taken off the violation roster.
Credit Thread
This thread lists everyones current amount of credits, which is essentially Coliseum Currentcy.
Market Thread
This is where custom made items that people want to see apear. You post here with a proposal of a custom item you would like to see made, for actual use in the Coliseum. If your item is accepted you are charged 1 credit and your post stays in the thread, If you item isn't accepted then your post is deleted. People may shop here for items to use but must pay an additional credit for each purchase.
Tales of ____ Thread
This is where stories relating to a setting that is going to slowly be created on this forums. |
| Rules - Read first |
Chapter 3 - People
There a variety of people with different jobs who are to manage the boards an make sure they run smoothly, even people who are just players should know of these people. If you are one of these people with a certain job in the ___ coliseum you will be given a special tag to put in your sig official stating you as having that job.
GM - this is the overall master of the coliseum and handles a little bit of every job, this is Setzertrancer.
Referee - a referee is someone who helps to run operation in the coliseum and have a variety of jobs, firstly if they see that a mistake has been made in a pairing thread, such as a mistake with 3.5 rules, they have permission to post and ensure that the fight continues fairly, secondly they are required to skim through character sheets and see if they can find any mistakes with addition, class features etc. for which they then follow the rules specified in the Prison thread info above.
That is all for now, but more roles will be required as the forums and _____ Coliseum grows larger. |
| Rules - Read first |
Chapter 4 - Acceptable material
I will allow just about any D&D source to be used in character creation and etc. But just to specify, they must be 3.5, not 3e and definitely not unofficial material. However there are exceptions that will arise as their inappropriateness become evident, this means anything that is too powerful or is just too much of a cheeky cheap shot. I’m am going to trust Core Coliseum’s experience and state some exceptions straight from their rules. Also variant rules can only be used if they just allow more choice, not if they change to way the game works al together. On top of that variant rule from the Unearth Arcana or anywhere else requires credits, so does any material other then, Players Handbook, Dungeon Master’s Guide, Monster Manual, The Four Completes, The Races of books and the Spell Compedium. Credits will be explained later.
Banned Features:
Gate spell in all it’s forms |
| Rules - Read first |
Chapter 5 - Getting Started
You must read this before starting your first coliseum fight
Creating a Character
First you must make a copy of this standard character sheet and fill in your details for your character before submitting it to the Characters of ___ Thread.
Level and Exp
All characters start at level 3, however you may also have a level adjustment race of up to two which would effectively make you level 1 as a +2 lvl adjustment race. You may also start as a race with a higher level adjustment then that, but this requires 5 credits per additional lvl adjustment and you still start a level 1. You may also start at any number of level higher then 3 at a cost of 5 credits per additional level.
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.
Hit Points
There is no rolling for hitpoints instead all characters get a slightly above average amount based on the hp amounts per level shown below. Characters get max hp on their first level.
1d4 = 2.5 hps
1d6 = 3.5 hps
1d8 = 4.5 hps
1d10 = 5.5 hps
1d12 = 6.5 hps
Gold
All characters starting at level 3 start with 3000 gp, this can be spend on anything in the books on chapter 4 and it’s cost 1 credit per item purchased from outside of these sources. If you use credits to start at a higher level you also start with more gold. You may also craft your own unique items at a negotiable credit cost.
Confirmation
After you have created your character posted your character on the Characters thread, and set the date in your post title to the next Saturday, send a PM to the GM and you will be added to the roster listing in the Fights thread, there you find out who you will be fighting and on which map (explained later) and so then you or your opponent can start a thread to get your fight underway. Note: make sure to check if your opponent has already made a thread before starting one of your own, another thing that can happen is you can get a monster fight, in which case you fight a random monster controlled by the GM, if this happens the GM will make the thread himself.
Number of Characters
Each person may have any number of characters, however only 3 may be active and participate in fights at a time. Credit points can be spent to have more then 3 active characters as well.
Character Actions
Now it gets a little more complicated, but cool. You may if you choose specify a full or free activity for your character to do. To do so as well as writing the date for the next Saturday you also writing in [these] an activity or use of a skill and how much gp or whatever else it earns you A Full activity means you forgo fighting that week to spend a lot more time either crafting, working a profession or a variety of other things specified later in skills. A free activity doesn’t cost you any time and still allows you to fight for the week, but obviously won’t get you as much money or bonuses from skill activities. So it is best to use a free activity whenever you can anyway. More on what activities actually do later.
Time progression
In ____ time is continually passing so there is obviously a limit for which each week’s fight can go for all fights are posted on Saturday and every one have until Friday night to finish their fights and update their character sheets and remember to write their new fight date and activity in their post title. If anyone hasn’t updated their character sheets by whenever on Saturday the fight pairings are posted by the GM it is too late and you miss fighting that week. So have it done by Friday night +8 GMT. |
| Rules - Read first |
Chapter 6 - Staring reference
This table shows the starting experience points and gold for characters of each level
| Code: | ***** 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 |
If a player character crafts a magic item or buries his familiar, he loses Experience Points. In the ____ Coliseum, I have mostly removed voluntary and involuntary XP losses for simplicities sake. If your character crafts a magic item, pay the price in gold and forget about the XP. If your familiar dies, forget about the XP loss.
There is one exception though: Spells. If a spell has an XP Cost associated with casting it, you have to deduct this amount from your XP aswell as a certain amount of Gold which depends on your ECL and the amount of XP lost which is shown in the following table. For example, if you are ECL 10 and cast a spell with an XP Cost of 100 XP, then you also lose 193 GP in addition (100*1.93).
| Code: | [b][u]
ECL XP : GP [/u][/b]
1 1 : 1.00
2 1 : 1.00
3 1 : 1.00
4 1 : 1.00
5 1 : 1.06
6 1 : 1.11
7 1 : 1.23
8 1 : 1.41
9 1 : 1.66
10 1 : 1.93
11 1 : 2.27
12 1 : 2.72
13 1 : 3.33
14 1 : 4.04
15 1 : 4.88
16 1 : 5.83
17 1 : 7.05
18 1 : 8.70
19 1 :10.70
20 1 :13.33 |
Character Retirement
Feature not yet available |
| Rules - Read first |
Chapter 7 - Skills and Feats
Skills are the part of D&D 3.5 that are changed to most in this ____ coliseum, they are changed to provide additional ways these skills can be useful and battle and many of them also take advantage of the free and full activity system.
Free Activities
The following are some things you can do with different combinations of skills during a free activity.
Rob store
If you have 5 ranks or more in Sleight of Hand and Open lock you can obtain an expendable item for the duration of you next fight up to the value of Sleight of Hand x Open Lock.
Burglary
If you have a open lock skill higher then your opponent’s ECL+5 or his open lock value whichever is higher and Search skill. You can remove an expendable item with a value of Search x ECL Multiplyer (see table below) from their character sheet for the duration of the next fight. You cannot use this item and it is returned to your opponent at the end of the fight.
Guard
This is used to protect against burglary, a character guarding assigns a trap to his or her equipment which goes off unless the burgler is able to succeed on a disable trap check. The burgler will start off with whatever status the trap left them in the next fight if they fail and they won’t steal an item.
Discount
If you have at least 5 ranks in Appraise, Bluff and Sense Motive you can gain a % discount on one purchased item equal to the average of these 3 skills. You cannot use this for raw materials or material components
Sell Items
If you have 5 ranks in Appraise and Gather Information you can sell one item with a % bonus in value equal to the lowest of these two skills
| Code: |
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 |
Passive skill effects
The following effects are automatically in effect if you meet the skill requirements , since these are not put into your post title, make sure you show them clearly on your character sheet.
Hide Resources
If you have 5 ranks in Forgery and Sleight of Hand you may exceed your expendable cap by the sum of both skills in %
Political Career
If you have 5 ranks in both Knowledge (Nobility/Royalty) and Diplomacy you gain a bonus to your experience awards equal to the sum of both skills in %
Court Connections
If you have 5 ranks in both Knowledge (Nobility/Royalty) and you are using a free activity to earn money eg. Crafting, proffession etc. you gain a bonus to the money earned with the free activity in percent equal to you Knowledge (Nobility/Royalty) skill.
Attack and Defend Skill packs
The following abilities may be used just as a battle starts to change starting conditions to your favour. These also involve making a bunch opposed checks against an opponent rather then just having a certain amount of skills. whether a character can use an attack or defend ability depends on whether they are the attacker of defender. Which is decided by the order of the pairing
example: Ren the Rogue (Player 1) vs. Jonus then Wizard (Player 2) in this case Player 1 is the attacker and Player 2 is the defender.
Ambush (Attack)
If you beat an opponent on all of the following opposed checks (Yours/His) Hide/Spot, Move/Listen, Bluff/Sense, Sense/Bluff. You may pick where your opponent starts within the boxes he would have been able to choose and you gain a surprise round.
Assassinate (Attack)
If you beat an opponent on all of the following opposed checks Disguise/Spot, Gather/Gather, Bluff/Sense, Open/vs. ECL+5 or Open. You gain one attack roll against your opponent and then battle starts normally.
Scout (Attack)
If you have at least 5 ranks in Survival or Search, Use rope and Knowledge Geography and if you beat your opponent on all of the following checks Use Rope/Escape Artist and beat a Track DC equal to DC15 indoors and DC10 outdoors you gain a free prebuff round for every 5 points of knowledge Geography you have. Note: without the track feat you cannot beat Track DCs of more then 10
Set Trap (Defence)
If you have a trap you can select in your inventory and beat a search and disable device check equal to the trap DC on a take 10. You may place a hidden trap anywhere on the map, even directly in front of your opponent. Opponent gets all the normal checks and save to avoid the trap if he steps near it, but finding DC20 or higher traps requires trap finding ability. Note: if you do not want your opponent to know you have set a trap, contact a referee and tell them to watch the fight and vouch for you when you use it.
Outmaneuver (Defence)
If you have at least 5 ranks in Balance, Climb, Jump and Swim and the total sum of all these skills beats your opponent’s you may start a number of feet outside your starting box equal to the amount your skills beat your opponent’s by 5, rounded down. Example You have (10+20+15+15=60) ranks in Balance, Climb, Swim and Jump, but your opponent only has (5+10+5+15=25) then you may start 35 feet outside of your starting box.
Single Skill activities
These can be used as free or full activities to gain simpler benefits as listed below
Craft: Earn Money [Free]
Handle Animal: Train animal, vermin, or magical beast [Free/Full]
Intimidate: Frighten opponent [Free]
Perform: Earn Money [Free]
Profession: Earn Money [Free]
Sleight of hand: Earn Money [Free]
Earning money (Craft, Perform, Profession, Sleight of Hand)
If you have at least 5 ranks in any of these skills you may spend a free activity to gain gold equal to (Take10+Skillmodifier) x ECL. Note: Craft means all craft skills except armorsmithing, weaponsmithing, bowmaking, poisonmaking, and alchemy, because these already have a function. You can only use one skill at a time to gain money
Train Beast (Handle Animal)
If you have a handle animal modifier of at least +10 you can attempt to teach your animal a trick with a DC of 20. If it is a magical beast you need at least a +15 modifier and a DC of 25. You can attempt to teach one trick to your beast af a free activity or 2 tricks as a full activity.
Frighten Opponent (Intimidate)
As a free activity you can attempt to frighten you opponent or thier allies. To do so your intimidate value must at least be equal to opponent's (CR + Wisdom + Resistance to fear), if they are immune to fear they cannot be frightened
The following are the effect of successfully frightening your opponent
Scared: You have passed the level check. Your opponent's ally is Shaken for the entire combat.
Frightened: You have passed the level check by 5 or more. Your opponent's ally is Frightened for the first 4 rounds, then is Shaken for the entire combat.
Panicked: You have passed the level check by 10 or more. This has no additional effect on another player and are still effectively frightened, but if an opponent's ally was targeted with Frighten then they do not turn up to the battle at all.
Other Skill Applications
The following list details other ways each each is useful in ___ Coliseum
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.
Crafting
You may craft items up to 1000 gp Marketprice without having to sit out. However, if you exceed that value, it becomes a Full Activity and you cannot participate in any event for that week. Your character is still considered active and may not do any Free Activities that week. For very expensive items, you might have to sit out even more than a week. If you craft items for more than 7000 gp Marketprice, you have to sit out another week, and another one for every additional 7000 gp. You must link this activity.
Heal (Identifying Health Status)
A character always knows his own health to the hitpoint but guessing the injury level of others is a different matter. That's where the Heal skill comes in.
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. Note that Heal also functions untrained so if a character has a very high wisdom he might be able to tell more.
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 to see 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.
Knowledge
Knowledge skills are used to identify monsters encountered in 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 [Random Monster]. 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 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
Move Silently and Listen:
Move Silently and Listen work similarly to Spot. Specifically: Moving Silently is not an action; a character will automatically try to move silently. Don't forget about the -5 for moving faster than full speed, though, or the -20 for running. Also, an opponent gets one reactive Listen roll every round in the opponent's round. For the distance modifier, use the closest distance the opponent was to the spotter in the round. If th e spotter wants to make a Listen roll during his own action, he'll have to use a move action. Finally, the rules don't specify how precisely someone's position is determined if the Listen roll beats the Move Silently, but by less than 20. We use the following estimate:
If the Listen roll beats the Move Silently by 0-4, randomize within 20'; this is 61 possible positions in 2D, or a lot more in 3D:
| | | |*|*|*| | | |
| |*|*|*|*|*|*|*| |
| |*|*|*|*|*|*|*| |
|*|*|*|*|*|*|*|*|*|
|*|*|*|*|@|*|*|*|*|
|*|*|*|*|*|*|*|*|*|
| |*|*|*|*|*|*|*| |
| |*|*|*|*|*|*|*| |
| | | |*|*|*| | | |
By 5-9: within 15'; randomize between 37 squares in 2d, 179 in 3d.
| | |*|*|*| | |
| |*|*|*|*|*| |
|*|*|*|*|*|*|*|
|*|*|*|@|*|*|*|
|*|*|*|*|*|*|*|
| |*|*|*|*|*| |
| | |*|*|*| | |
By 10-14: within 10'; randomize between 21 squares in 2d, 91 in 3d.
| |*|*|*| |
|*|*|*|*|*|
|*|*|@|*|*|
|*|*|*|*|*|
| |*|*|*| |
By 15-19: within 5'; randomize between 9 squares in 2d, 27 in 3d.
|*|*|*|
|*|@|*|
|*|*|*|
By 20 or more: pinpoint.
Psicraft and SpellcraftYou 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 CombatThe ride skill let's you perform any trick mentioned in the PHB. 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. 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 fullround action (called "push an animal"). For druid's and ranger's giving a command to their companion, these are a free action if it knows the trick, or a move action if it doesn't.
- The Defend trick: Unlike all other tricks, the defend trick does not require an action but is automatically triggered if the master of the animal is being attacked.
Use Magic/Psionic Device
Use Magic Device and Use Psionic Device are two seperate skills that apply only to either magic (UMD) or psionic (UPD) items, respectively. Never to both. This has nothing to do with the magic-psionic transperancy.
You can use Use Magic Device to decipher magic scrolls with a Dc25 check on which you can take 20, and you can address psionic powerstones with a Dc25 Use Psionic Device check, on which you can also take 20.[/b] |
| Rules - Read first |
Chapter 8 - Battles
This is an important chapter you need to read before you start fighting anyone. After you have created a character you then need to waiting until you are paired. After being paired you may open a thread to begin your fight against your opponent. The way you layout of own thread to depict the battle is up to you, just make sure make it clear and easy to understand for both players and keep updates of hp and other status on your posts.
Starting Positions
Each character can choose a starting position within the starting blocks shown on the map, two players cannot start in the same starting block except with a few exceptions such as guild fights and team fights. Here are some rules for starting block conditions.
1. The starting block does not provide any cover or concealment and is only a line drawn on the ground.
2. Characters who can fly may start the fight doing so, but must still start at 0 altitude.
3. Characters may start on their mount and have an item in each hand.
4. Allies must start in the same starting block as their owners
Fight Types
Normal Duel
The most common type of fight is a normal one on one fight between 2 paired characters, a pairing looks like this on the fights thread.
Abunus the Quick [ECL3] (Player 1) vs. Fred the Big [ECL3] (Player 2) [Arena]
The [Arena] is where the battle is taking place, on what map, this is randomly determined by the GM. and [ECL3] shows the challenge rating of the character, all normal duels will have the same ECL between the two characters. The Brackets () contain the forum name of the the character's owner
Inter-League Fight
Uncommon fight which means the fight will involve mixed CRs and have a variety posible amount of characters against another, so it can be similar to a team fight but can sometimes be 3 weaker characters against 1 strong one etc. The reward obtained from the larger number beating the lower number is divided.
Abunus the Quick [ECL3] (Player 1) and Fred the Big [ECL3] (Player 2) vs. Tauran the Strong [ECL5] (Player 3) [City]
Team Fight
A team fight involves two sets of characters that have been divided into teams to fight each other as a group, this can be a minimum of 4 people and a maximum of 8. Guild fights are essentially a team fight.
All on All Fight
an all on all fight is a 4 character free for all all fight. The overall winner gets the biggest prize and the 2nd placer get a bit less and so on, determined by the following list.
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.
Hunter Fight
A hunter fight is any fight with 3 players and has special rules compared to an all on all fight. Each of the 3 characters in a hunter fight is assigned with someone the need to kill which is determined by the order they are shown
Abunus the Quick [ECL3] (Player 1) -> Fred the Big [ECL3] (Player 2) -> Tauran the Strong [ECL3] (Player 3) -> [City]
So in this example Abunus the Quick needs to kill Fred, Fred needs to kill Tauran and Tauran needs to kill Abunus. If any of the 3 kill thier target first they instantly win and battle is over awarding a winner award to the winner and a loser award to both other characters. If the Winner also kills the wrong target he gets an extra loser award.
Mercenary Fight
In the Mercenary thread there are a list of NPC character created by the GM. sometimes instead of being paired with another player you can be pair with one of these NPCs which will apear like this
Abunus the Quick [ECL3] (Player 1) vs. Biggord the Bandit [ECL3] (Mercenary) [Arena]
If this occurs you can look up the character in the in the Mercenary thread and then start a thread when you are ready for the fight and the GM will join as the Mercenary. Also you may use 1 credit to fight a mercenary of your choice (same ECL only) therefore being able to set up a fight yourself against someone you are strong against and getting an easy win.
Challenge Fight
you may request to fight another character, first PM the player of that character and see if they agree, if they do you then PM the GM about and you also need to specify you are in a challenge fight as an additional reminder to the GM. Then when pairings are done it will be paired the way you wanted it for you. You may also force someone to fight you for 5 credits.
Monster Fight
You may sometimes not get paired and end up fighting a random monster controlled by the GM. If this happend you pairing will look like this
Abunus the Quick [ECL3] (Player 1) vs Random Monster [Arena]
You will not know what the random monster until the fight begins unless you have knowledge skills, in that case look up Chapter 7: Skills and Feats under Knowledge to see what you need to do.
Title Lines Very Important
This is the most important rule of all, you must always update your character sheet's subject title to say that you are ready for the next battle at the designated date as shown in the example below. the Month and day is always to be the next saturday, on which pairings will be assigned. Fight # is also important to include and is explained under the next heading.
Ready For (Month\Day) [Fight #] (free activity)
If you do not update your subject title you miss out on fighting at all for that week and don't even get to do a full activity, so be careful.
3 Fight Cycle
Also important to know is that fights happen in cycles of 3. Which means after you have your first fight, you will not regain your HP, nor any of your spells or class abilities. The only thing you can do within a 3 fight cycle is update your inventory and what you start with in your hand. Using a healing spell before your next fight is counted as your one prebuff spell per fight, this is explained under the next heading. Only after you have been through 3 fights no matter how long it took do you get to rest for however long it takes to be fully recovered.
Prebuffs
Before a battle begins you may cast one of any spell you want with any casting time to start the battle with. Drinking a potion counts a a prebuff as well. Only one prebuff is allowed before each fight.
Aftermath
After a fight is finished there are a number of things you need to do before the next pairing or else you miss out on fighting the next week.
1. Deduct Expendibles: If you used any expendible items such as potions or wand you have to go to you character sheet and move them from your inventory to your past expenditures.
2. Mark off used abilities or spells: If you used up any spells, spell slots or abilities during the fight you need to go to your character sheet and mark them in RED. If it is an ability with a limited of uses per day such as Rage 3/day instead of marking it red instead put a red set of brackets and the number of uses you've used inside it, example, Rage 3/day (1). If you've used all three mark it red like this Rage 3/day.
3. Check Buffs: If you finished your battle with the effects of buffs still active then they carry on in the next battle, but with +4 rounds added to their used duration, put this in you character sheet, so others know that you'll be starting with these effects.
4. Add Rewards: Update your amount of gold and and Experience earned from the fight. Remember however that you may only purchase or sell any new items at the end of your 3 fight cycle. So only when your next fight would be fight 1 in this cycle.
5. Level Up: If you gained enough experience to level up then do so. However keep in mind that all lost HP and used abilities and spells stay used up, You will gain your extra hit die and con modifier and you will only gain abilities that you got with the level up so if you had 3 uses of rage but used them all up and then gained another use of rage in your level, then you get to use that one extra rage only, not the 3 you already used. If your spellcaster prepares spells then they do not obtain their new spells from the level until the end of the 3 fight cycle. If you are lucky enough to level up at the end of your 3 fight cycle then you get to rest and gain all your used features.
7. Buy new Equipment: Only availible if this is the end of your 3 fight cycle. You may buy and sell items and update your inventory.
Rewards
Experience Point Rewards
If you win the fight, you get an XP reward based on your own and your oppnent's [glossary=Effective Character Level]ECL[/glossary], according to the following table (see DMG, page 3 .
If you lose the fight, you get only 1/3 of the XP you would have gotten if you had won it. Also, you can never get more XP than 100 * (your current ECL) by losing a fight. For example, if you are ECL 12 and you lose against an ECL 15 gladiator, you should gain (10,800/3) = 3,600 XP. However, the rule limiting XP in case of a loss cuts that down to 1,200 XP gained.
| Code: |
[b]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 2.27 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.
| Code: | ECL
/CR XP : GP | WinXP WinGP | LossXP LossGP[/u][/b]
1 1 : 1.00 | 300 300 | 100 100
2 1 : 1.00 | 600 600 | 200 200
3 1 : 1.00 | 900 900 | 300 300
4 1 : 1.00 | 1,200 1,200 | 400 400
5 1 : 1.06 | 1,500 1,600 | 500 533
6 1 : 1.11 | 1,800 2,000 | 600 666
7 1 : 1.23 | 2,100 2,600 | 700 866
8 1 : 1.41 | 2,400 3,400 | 800 1133
9 1 : 1.66 | 2,700 4,500 | 900 1500
10 1 : 1.93 | 3,000 5,800 | 1000 1933
11 1 : 2.27 | 3,300 7,500 | 1100 2500
12 1 : 2.72 | 3,600 9,800 | 1200 3266
13 1 : 3.33 | 3,900 13,000 | 1300 4333
14 1 : 4.04 | 4,200 17,000 | 1400 5666
15 1 : 4.88 | 4,500 22,000 | 1500 7333
16 1 : 5.83 | 4,800 28,000 | 1600 9333
17 1 : 7.05 | 5,100 36,000 | 1700 12000
18 1 : 8.70 | 5,400 47,000 | 1800 15666
19 1 :10.70 | 5,700 61,000 | 1900 20333
20 1 :13.33 | 6,000 80,000 | 2000 26666
|
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| Rules - Read first |
Chapter 9 - Battles, Advanced
Delay Penalties and Leaving the Map
There is a limit on how long you are allowed to do something that causes you you leave the map or be in any way completely unreachable by the other player, This includes flying over 400ft up, melding into stone and any other similar effects. You may only do anything like this for a maximum of 10 rounds before you must engage your opponent for the rest of the battle.
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 Referee has the final say in it.
Map Environments
Some maps in our selection are adaptive to the characters fighting on them. The environmental specifics of these maps can change to fit the gladiators fighting in it; it always does its best to be as beneficial to both gladiators 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. The maps that have these features are specified in the Map Thread.
Character Death and Destroyed Equipment
Because ___ is an enchanted city any character that dies within it's walls are instantly resurrected, of cause if they die in battle then they lose the fight. Same applies to equipment, if any equipment is destroyed it is repaired within seconds. Of cause it remains unusable for the remainer of the battle. |
| Rules - Read first |
Chapter 10 - Credits
Credits are special point that are awarded to people and they enable extra features and Privileges that can be purchased just like it is money. Credit are earned for several reasons. Firstly for being helpful in making the Coliseum run smoothly, by helping people with thier characters, supervising fights and spotting and fixing mistakes within the Coliseum forum. All showing yourself to be a dedicated member and participating in the game a lot. Consider this currency for performing help jobs in this forum.
Here is a list of all the ways you can earn credits.
1. Being a referee = 1 credit a week
2. Supervising a fight as a referee = 1 credit per fight
3. Write a story about ___ to help create a detailed history, 2 credits for a short story, if it's good. I suppose I'll award 20 credits if anyone wants to write a novel.
4. You report on mistakes on other peoples character sheets and report on them to the prison thread and send the offender a PM. = 0.1 credits per mistake.
6. You post a map on the map thread, reward depends on quality and usefulness.
7. You get 2 credits on your birthday, make sure you PM Setzertrancer to recieve them.
8. Being an active player, you earn 1 credit for each fight you participate in
9. Being a GM earns you 2 credits a week.
10. If you notice anything like a spelling mistake or inconsitancy in the Rules Thread or other important thread made by Setzertrancer, you get 0.5 of a credit per mistake pointed out.
To get the credits you need to PM Setzertrancer or other GMs and show a link or any other kind of evidence to where your deed lies and it will be added to the credit thread as soon as posible.
Here is a list of ways you can spend credits.
Active Characters
You may have more then 3 characters active to participate in fights this week, 1 credit per additional character
Challenge
You can fight a specific Character this week, they have to agree with your challenge and you need to pay 1 credit.
Forced Fight
You can force a specific Character to fight you this week and they cannot refuse. This costs 5 credits.
Mercenary Fight
You can fight a chosen Mercenary, of same ECL as you. 1 credit.
Change Alignment
You can change your alignment, each step away from your current alignment that you want to take costs 2 credits.
Create Item
You may design your own item to add to the Market Thread, if the GM agrees with your item and you pay 1 credit. If you want to pay the item you still have to pay gold and another credit.
Custom Item
You may buy a custom made item in the market thread for 1 credit and it's gold cost.
Higher Entry
You may start a new character at a higher level then 3, each level above 3 costs 5 credits.
Exotic Races
You may start as an exotic race, meaning +3 Level adjustment or higher, because this effectively starts you at a higher level. 5 credits for each Lvl Adj over 2.
Start a Guild
You may start a Guild for 10 credits. Guilds are detailed in the next chapter.
Exotic sources
You may use a D&D source other then the ones listed in the rules, under appropriate material. Not everything is availible however, anything that gives you a definate unfair advantage is not allowed, such as Gesthalt characters. 1 credit per source. You also need to PM me the Source name
and page number and wait for me to reply before you can use it.
To use these credits you need to PM a GM and tell them that you are using the credits for the desired effect and they will be deducted from your total in the Credit Thread. If you are using credits to fight a particular opponent make sure you say so in your subject title. |
| Rules - Read first |
Chapter 11 - Guilds
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