The section below contains a list of official rules clarifications and determinations that have been made in the Gladius Arena. Below are clarifications of the Rules As Written. If you see something not on the list that you think should be there, don't hesitate to send a message to Prisonlords to see about getting it added! If there is something here that you feel should be reviewed, ask a question about it in the Core Coliseum Tavern thread, and if deemed necessary, a post will be made there to offer further clarification of the issue. Keep in mind that any rulings listed here are subject to change without notice, however these are the operational rules that should be used until such time as they change here.
Combat Abilities
Q: Can you pull out an item during a grapple? A: No, it is not on the actions available during a grapple list.
Q: How do Armor Spikes work in grapples? A: As per the 3.5 FAQ, you may either inflict normal damage with them (in place of unarmed damage) using a grapple check (the "Damage Your Opponent" grapple option), or by using them as a light weapon and rolling an attack roll with a -4 penalty (the "Attack Your Opponent" grapple option).
Q: Can you score a critical hit on a grapple? A: Yes, on the initial touch attack needed to start a grapple. If it is confirmed as a critical hit, a successful grapple check will deal double damage. This is the only time you may score a critical as a part of a grapple, as grapple checks are not attacks.
Q: Can you use a Power Completion item during a grapple? A: No. Due to transparancy, power completion items are restricted just as spell completion items are.
Q: Are grapple checks attacks? A: As per the 3.5 FAQ, no. The initial melee touch attack to start a grapple is an attack roll, and is modified by anything that can modify an attack roll. A grapple check is an opposed check, not an attack roll.
Q: How long does a pin last? A: A pin lasts one round, but can be maintained each round with a successful grapple check. The person pinned can break the pin by succeeding in a grapple check, an escape artist check, or by the pinner failing their check to maintain the pin. Once the pin is broken, however, both parties are still considered grappling.
Q: Can a Sahaugin use his rake ability in a grapple...out of the water? A: As per the 3.5 FAQ, yes. They can also use their rake ability without being in a grapple IF they are underwater.
Q: How do natural weapons work in a grapple? A: As per the 3.5 FAQ, under normal circumstances, a creature can attack with only one of its natural weapons while grappling (and it takes a –4 penalty on such attacks; PH 156). A creature that chooses to make grapple checks in place of attacks (that is, to damage its opponent, escape from the grapple, move, pin its opponent, or use its opponent’s weapon) is allowed one grapple check for every attack that its base attack bonus would allow (even if it doesn’t normally make multiple attacks in this manner). A creature with BAB +0 to +5 may make one grapple check in place of an attack, BAB +6 to +10 two, BAB +11 to +15 three, and BAB +16 to +20 four.
Q: How does grappling work in combination with a monk's Flurry of Blows? A: As per the 3.5 FAQ, a monk may perform any attack or special attack in a Flurry of Blows as long as a special monk weapon that is normally allowed to be used in a flurry is used. Since unarmed strikes are allowed in a flurry, you can make grapple checks using each attack in the Flurry of Blows attack routine. This is the only exception to the ruling that regulates the amount of grapple checks you can make in a round based upon your base attack bonus.
Q: If you have the Trample feat and are riding a mount other than a horse (and something that doesn't have a listed hoof attack - like a Bison...), can the mount make an attack during the overrun? A: As per the 3.5 FAQ, yes. Essentially, it doesn't have to be a hoof attack, but it does have to be an attack made by the "feet" of the mount. So a claw attack is fine (say if you are mounted on a bear or lion), but a riding dog (who has no "foot" attack, just the bite) would get no free attack.
Q: If an attack on a mount scores a 20 on the attack roll, how is this handled in relation to the Mounted Combat feat? A: A 20 always hits, regardless of any ride check made to negate the hit allowed by Mounted Combat. For the critical confirmation roll, the roll to confirm is done vs the Ride check allowed by Mounted Combat as normal. If the Ride check is higher, there is no critical strike, but the attack still hits. If the confirmation roll is higher, then the hit is a critical strike, and damage is rolled accordingly.
Q: If a mount is restricted to only one action in a round (e.g. in a surprise round or when slowed) and uses that action to move, and the rider takes a standard or full-round action, where are they when that action takes place? A: The action takes place at the mid-point of the mount's move. If the action has penalties associated with performing it while moving (such as requiring a concentration check or imposing an attack penalty), those penalties apply just as if the rider were performing the action during a double-move under normal circumstances.
Q: Does the Combat Expertise>Improved Trip>Knockdown feat chain allow you to perform an attack>trip>attack combo? A: No. As Knockdown provides a free trip after a standard action, you do not have a standard action to give up at that point to perform the trip action required to receive the free attack that Improved Trip provides.
Q: Does a character mounted on a flying creature receive double damage when making a dive attack? A: No. Only the creature itself receives this bonus.
Q: Can the Deflect Arrows feat be used when holding a two-handed weapon? A: Since it is a free action to remove a hand from a weapon, yes you can, provided that all other condition to use the feat are met (such as being aware of the attack and not flat-footed).
Q: Can the Psionic Weapon feat be used to charge an unarmed strike for unarmed damage? A: Normally no, however monks are an exception to this rule, as their unarmed strikes are counted as manufactured weapons for the purposes of spells and effects.
Q: How does Precise Strike interact with natural weapons? Specifically, is a claw attack considered 'in the other hand'? How about a bite attack? A: As written claws, talons, rakes, slams, hooves are all off hand in this case. A bite or gore would still be allowed.
Q: Can a character make a shield bash attack using the shield as a primary weapon or can it be used only as an offhand weapon? A: As per the 3.5 FAQ, a shield bash attack may be made using the shield as either the primary or secondary weapon, and is treated like any other weapon in this regard.
Q: Can the Deflect Arrows feat be used to deflect a thrown mind blade? A: Assuming all of the normal conditions to use the feat are met, yes. A mind blade does not fall into any of the categories that would be prohibited to be blocked by Deflect Arrows.
Q: Can the Overchannel feat be used on psi-like abilities? A: No.
Q: Are there any limitations on attacking characters who currently have total concealment? A: If you are using an area-effect spell/power or ability, you may aim the spell/power at any point to which you have line of effect. Your chances of choosing the correct square will be determined by how you phrase the tactic and how large your opponent is compared to the area of effect (note that since spells are centered on an intersection, even if you choose to aim at the center, you will have to choose one of the four squares that touches that center). If you are using a weapon or a spell/power that requires an attack roll to hit (such as rays or touch attacks), you can designate a square as being the subject of your attack. You cannot use targeted spells or abilities not requiring an attack roll at all unless you have line of sight.
Q: When a large or larger creature approaches someone with greater than 5ft of reach, does the creature provoke an AoO for leaving a threatened area even if the square is actually never vacated by said creature. A: This is tough to describe, but no. If the creature never actually leaves the square as it approaches the reach-opponent, no AoO is provoked. Example: Player 1 is a medium size opponent with a reach weapon (10ft). Player 2 is a large opponent with only 5ft reach. Player 2 charges at Player 1. However, since Player 2 never actually leaves a threatened square - he does not provoke an AoO.
This would not provoke an AoO from player 1.
This would (because the large creature vacates (15,41))
Equipment
Q: Can you purchase a composite bow tailored to someone with a strength of less than 10? A: No, the default composite bow tailored to strength 10 is the lowest you can go.
Q: When attempting to sunder a ranged-only weapon, such as a bow, crossbow, javelin, etc, what do you use for the opposed attack roll needed for the sunder check? A: For any weapon that falls into the ranged-only category, use the PC's BAB + Dex mod + any bonuses to the attack roll provided by the weapon only. Bonuses from other sources, such as halfling's racial bonus to attack with slings, do not apply.
Q: Can the psionic magic item modifier, Powerstoring, be added to arrows? A: No, nor can it's arcane magic equivalent, Spellstoring.
Q: Can a psionic tattoo be placed on a mount/ally and then activated by someone else later? A: No, you can only activate another's tattoos if they are unconscious.
Q: Can a regular suit of clothing be enchanted like armor with the Craft Magic Arms & Armor feat? A: No.
Q: Can Metamagic Rods or feats be used to modify Psionic powers? And vice versa can Metapsionic stuff affect spells? A: No.
Q: Can Armor Spikes be added onto a suit of armor after it is constructed, or must they be added at the original time of construction? A: You can add them after construction. They can even be made of a different material then the armor.
Q: Does using a magical item, such as a Bag of Tricks, require ranks in any specific skill to operate it? A: Unless SPECIFICALLY mentioned in the description of a magical item, no specific skills are required to be able to use it.
Q: What armors can be made out of dragonhide? A: All armors normally found in the core rules are eligible to be made from dragonhide.
Q: Can metapsionic feats be crafted into psionic items in the way that metamagic feats can be crafted into magic items? A: Yes.
Q: Can a wand be used in the hand holding a shield? A: A wand may be used normally in a hand that is holding either a buckler or light shield. It cannot be used in that hand if you are using a heavy or tower shield, as these items do not leave your hand free for anything other than using the shield.
Q: When adding the Enlarge Power feat to psionic items, does it increase the cost? A: No. The crafting rules do not assign a cost to expending focus when creating a psionic item. Only additional power point expenditure can raise the cost. Therefore, adding the Enlarge Power feat to a psionic item is effectively free.
Q: When using a psionic item that requires the expenditure of psionic focus, is this something that must be done by the wielder of the item, or was this done at the time of creation of the item? A: The crafting rules state that all components of an item are built into the item at it's creation. This includes the psionic focus expenditure needed to use the Enlarge Power feat.
Q: With regards to the Efficient Quiver, can smaller items be bundled in the shape of items held in the javelin and bow compartments (such as arrows)? A: No. The compartments will only hold those things which are designated by the item description.
Q: How does the payment for augmentation, increased manifester levels and/or metapsionic feats work when creating psionic dorjes? A: The formula for buying a dorje is 750 gp x level of the power x manifester level. The crafting rules state that for every 2 manifester levels (with a maximum of 5 above the minimum), you increase the power above the minimum needed to manifest the power, you increase the level of the power by one. This power level will be rounded down in the case of an odd number of additional manifester levels. When you are increasing the level of the power in this fashion, you do not increase it until you have reached the minimum manifester level needed to actually augment the power. As an example, an ML 1 Force Screen dorje would cost 750 gp (750 gp x level 1 power x ML 1). An ML 2 Force Screen dorje would cost 1,500 gp (750 gp x level 1 power x ML 2), an ML 3 would cost 2,250 gp (750 x level 1 x ML 3), an ML 4 would cost 3,000 gp (750 x level 1 x ML 4)...but an ML 5 dorje of Force Screen would then cost 11,250 (750 x level 3 x ML 5), as this is the first ML that you would normally be able to augment this power. Applying metapsionic feats at the time of creation operates in a similar fashion. For every 2 power points spent to add a metapsionic feat to the power, the level of the power increases by one. The manifester level will also increase for every power point used to apply a metapsionic feat to a power. As an example, an ML 1 dorje of Force Screen would cost 750 gp (750 gp x level 1 power x ML 1). The same dorje with the metapsionic feat Extend Power applied to it would cost 4,500 gp (750 gp x level 2 power x ML 3), since the power requires 2 power points to use.
Magic & Psionics
Q: Do you get bonus power points from high ability scores more than once if you have multiple psionic classes with different primary ability scores? A: Yes, for classes besides Psionic Fist and Warmind.
Q: Does Protection from work against the spell Hold Person? A: Yes, please refer to this article for more information.
Q: May Bats & Toads (and other animals without a natural attack) make touch attacks as a familiar for the purposes of discharging touch spells? A: Yes.
Q: How do Protection from spells work against targets with Spell Resistance? A: Spell Resistance allows a summoned target a chance to touch a warded opponent. Any summoned creature that has spell resistance gets a single chance to bypass a ward. If unsuccessful, no further attempts may be made.
Q: Can the spell Prestigitation be used in combat to levitate things such as scrolls to free up your hands? A: No.
Q: Can you use Metamorphic Transfer if you Polymorph or change form in some other method that is not the psionic version (Metamorphosis)? A: Yes.
Q: Do you become visible after being under the affects of Invisibility before or after a hostile action that can remove the spell? A: After. If a player readies to attack an opponent who is invisible upon line of sight, the invisible player will get one attack in first.
Q: Can powers with a range of personal be placed in crawling tattoos? A: No. Exceptions to this are listed in the Crawling Tattoo description.
Q: How does an eversmoking bottle work? A: It produces real smoke with its harmful effects.
Q: Does the spell Blacklight grant concealment? A: Yes, it grants total concealment.
Q: Can a gladiator with levels in both a casting and a manifesting class hold the charge for a touch spell and still be free to manifest psionic powers? (or vice versa with a touch psionic power?) A: Any attempt to cast a spell or manifest a power when already holding a charge of either type would cause the initial charge to dissipate.
Q: Can invisible gladiators read scrolls? A: Yes.
Q: Can you share spells/powers with a familiar/animal companion/psicrystal that are cast/manifested from a scroll/powerstone, wand/dorje, staff or psicrown? A: Yes. You and your animal companion/familiar/psicrystal can also share effects from magic items, but only if the effect is a spell/power that you can target on yourself.
Q: Can the psionic power Dissolving Weapon be used in conjunction with a ranged attack from a bow, crossbow or sling? A: No. Unless specifically stated to do so, spells and powers cast on the launcher (bow, crossbow or sling) do not transfer to ammunition.
Q: Does the spell Pass Without Trace make you undetectable by the scent ability? A: No. As stated in the spell, it prevents you from being followed based upon a scent left behind. It does not prevent detection in the area you are currently occupying based upon scent.
Q: How does the spell Entangle interact with flying creatures? A: Entangle is considered to not have any reach, therefore it may only affect those subjects that share it's space. Entangle can therefore affect anything in a 5 ft cube that it has been cast upon. Any flying creature that is hovering above these spaces is going to be affected depending upon their maneuverability rating. Good and Perfect flyers can hover at a height of 5 ft above the ground (or whatever surface the entangle spell has been applied to), and therefore would be outside of the area of affect of the spell (unless they intentionally chose to go closer than 5 ft). Creatures with Average or below maneuverability would be considered to have entered the area of affect if they do not have the ability to hover at 5 ft of height, and therefore would be affected.
Q: How does the feat Psionic Hole work in relation to psionic items such as dorjes and psicrowns as well as psi-like abilities? A: This feat only has an effect when the underlying psionic effect is specificially said to be manifest using power points. This means that powers manifested by manifesting characters and those manifested by psionic creatures using psi-like abilities and those powers manifested by cognizance crystals, powerstoring items and psicrowns are subject to this feat's effects.
Q: Is a multi-class character who has levels in a class that restricts the type of spells he can cast (such as opposed alignment spells for clerics or druids or restricted spell schools for specialist wizards) still able to cast the restricted spells with other spellcasting classes he may have? A: Yes. The restriction on spell types only applies to the spells that come from the class that carries the restriction.
Q: When a spell or power with the duration of 'Concentration' that conjures something is employed (such as Summon Swarm), can the result of the spell/power move beyond the listed range of the spell once it exists? A: Yes. Once the result of the spell is in place, it may move to anywhere that it is able, as long as the creator still has the appropriate means to maintain the concentration of the spell.
Q: When making a ranged touch attack based on a spell/power used from memory or a scroll, do you provoke attacks of opportunity for the ranged attack itself? A: No. The touch attack is specifically listed as being a part of the casting of the spell or manifesting of the power. So only the act if casting the spell or manifesting the power itself can provoke an attack of opportunity. If the casting of the spell/manifesting of the power is done in a manner that does not provoke (such as by casting/manifest defensively), then you are not also in danger or provoking for the ranged touch attack. Similarly, ranged touch attacks that originate from wands or dorjes do not provoke for the same reason. The use of a wand or dorje never provokes for the use of the item itself, and the touch attack is considered part of the use of the item.
Q: Can the spell Minor Creation be used to create alchemical substances or poisons? A: No. Those items fall beyond the scope of the spell's power.
Q: Can a character with Cerebral Blind be detected by an opponent with Touchsight active? A: No.
Q: With regard to the bag of tricks - what kind of an action is it to order the animal back into the bag? Also - are animals from a bag of tricks hedged out by Protection from Evil? A: A standard action. Animals from the bag of tricks are treated as summoned and therefore are hedged out.
Q: Can a psicrystal be affected by the synesthete power? If yes, how does it affect it? A: No, it cannot because a psicrystal has no "physical sensory organs" with which to sense it.
Q: With regard to the madness domain's madness score - does it only apply positively to "determining bonus spells and DCs" or does it apply more widely to all aspects of spellcasting that is affected by Wis (Spiritual Weapon attack bonus, ability to cast level x spells, etc)? A: It counts on the more wide definition. Essentially, otherwise it would mean that Madness domain clerics would eventually qualify for lower and lower level spells to cast and that spiritual weapons would become less effective as the character increases in level.
Q: Does Anti-life Shell block someone under the influence of Freedom of Movement? A: No. There is a distinction between something that hinders movement (entangle, solid fog, etc) and something that prohibits movement (wall of force, magic circle, anti-life shell). Users of FoM are not hindered but they are still prohibited.
Q: What other effects does Nondetection block? A: Nondetection works against any of the items specifically mentioned in its entry and any divination spell or clarisentience power whose effect allows you to see/sense someone in a way that is above your normal means (see invisibility for instance). Thus nondetection does nothing against true strike, but does prevent someone from benefiting from see invisibility.
Q: Do things that are not explicit about psionics/magic affect the magic/psionics per the psionics-magic transparency rule? A: Psionics and magic are mechanically equivalent except in places where they are explicitly described as different. (Meaning that metapsionics,psicraft,UPD and such are treated as different but most other things are functionally equivalent.)
Q: Can Metamorphic Transfer be used to gain permanent abilities of the creature in question, e.g. Choker's quickness or a Gargoyle's DR? A: No. Metamorphic Transfer can only be used on abilities that are "used" not on abilities that are "continuous." The simple smoke test is to determine whether the ability takes an action to use. If not - it most likely cannot be used by Metamorphic Transfer.
Races & Classes
Q: If a character chose an animal template for lycanthropy that had wings, would the character gain wings (and equivalent flight speed) when in Hybrid form? A: If the base creature has the ability to fly, then yes, the hybrid form can fly. If the base creature cannot fly, then the hybrid cannot fly. Currently, no creature eligible to be a base creature for the lycanthrope template exists with wings in the core rules.
Q: Can monks take the Improved Natural Attack feat and have it apply to their unarmed strike damage? A: As per the 3.5 FAQ, yes.
Q: Do medium races with the Powerful Build ability, such as the half-giant, receive wings when adding the half-dragon template? A: No. The Powerful Build ability does not increase a creatures size, so the base race must already be large to receive the wings.
Q: Do medium races with the Powerful Build ability, such as the half-giant, do damage with their unarmed strikes as a large creature? A: No. The Powerful Build ability does not increase a creatures size, so the base race must already be large to do large damage with unarmed strikes.
Q: Can a barbarian rage as a part of a ready action or an attack of opportunity? A: No. A ready action specifically states that it occurs during your opponent's action, while the rage ability specifically states that it cannot be performed in response to an opponent's action, which is what triggers a ready action. An attack of opportunity also falls into this category, as it occurs during an opponent's action.
Q: How does elven sleep immunity work? A: Magic, psionics and things that function like magic or psionics DO NOT work against elves. Poisons and alchemically based effects will cause elves to sleep.
Q: How does the soulknife ability Bladewind compare to the feats Whirlwind Attack and Greater Manyshot? A: All three function in a very similar fashion. Each of the abilites allows you to make attacks against multiple opponents with a single action, rather than using the full attack action to use secondary and tertiary attacks. All three abilities resolve themselves in the same way. You use your highest base attack bonus, and roll an attack vs each target within your attack area (depending on the feat/ability). All attacks made in this fashion operate as seperate attacks. Any enchantments or enhancements that do not go away after a successful attack will continue to function for each attack roll you are making. Any single-attack enchantments or enhancements will only apply to the first attack in the sequence, as per the FAQ ruling regarding soulknives, Psychic Strike and Bladewind.
Q: When advancing class allies, such as the druid or ranger animal companions, do they receive the ability bonus at 4 HD like PC's? A: Any creature that has it's own hit dice receives this bonus at the appropriate HD increment. Familiars and other things who do not advance using their own hit dice, do not receive this bonus.
Q: Do natural attacks of some type count the same as the feat Improved Unarmed Strike as far as meeting prereq's for other feats? A: No. A couple of monsters in the Monster Manual seem to show this, however this has proven to be an error with those individual monsters.
Q: When advancing a character with Spell Resistance but without an entry for "X as Characters", does Spell Resistance go up with level? A: Not unless specified in the entry.
Q: Is the Crocodile choice for animal companion available at level 1 or not until level 4 (for a druid)? A: A "stealth-errata" change happened to remove the crocodile from the level 1 list (even for aquatic campaigns. We have decided to adopt this errata despite it not being listed in the official errata.
Skills
Q: Do you have to roll Move Silently while flying under a Fly spell? A: Yes
Q: Can you use the concealment granted by the Blur spell to Hide? A: No because there isn't anything being placed in between yourself and anyone that you would be hiding from.
Q: Can a trained skill be used if you only have 1/2 of a rank in it? A: No, at least 1 full Rank is required to use a trained skill.
Q: What mount animals require the Combat Riding trick package so that they are not easily scared in combat? A: Any animal ridden as a mount must have the Combat Riding package in order to not be easily scared in combat.
Q: If a character is in a situation that would require balance when moving (in the canopy, on a roof or in the area of a grease spell for example), is the character considered "balancing" even when not making a move action? A: Yes. Until the character moves out of the area that requires balancing, he is considered balancing for the purposes of losing his dex to AC. Note that an individual with 5 ranks in balance would not lose his dex bonus in this circumstance.
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The section below contains a list of official rules clarifications and determinations that have been made in the Gladius Arena. Below are clarifications of the Core Coliseum Houserules. If you see something not on the list that you think should be there, don't hesitate to send a message to Prisonlords to see about getting it added! If there is something here that you feel should be reviewed, ask a question about it in the Core Coliseum Tavern thread, and if deemed necessary, a post will be made there to offer further clarification of the issue. Keep in mind that any rulings listed here are subject to change without notice, however these are the operational rules that should be used until such time as they change here.
Combat Abilities
Q: Can you ready a move action to avoid a spell being cast at you? A: No.
Q: Can a tower shield be readied to be used for total cover against incoming attacks? A: No. Readying an action to take total cover against incoming attacks violates the CoCo houserule that does not allow one to ready an action to dodge incoming attacks.
Q: How does grappling a mounted opponent work? A: If you grapple someone who is mounted, you join him on the mount. If the mount cannot carry both of you, you are then considered to be grappling your opponoment adjacent to the mount, with the mount having the opportunity to take 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 the attacker is moved along with the rider as the mount moves.
Q: If your character can fly, can it start it's fight in the air? A: Creatures with flight that have good or perfect maneuverability are allowed to start at a maximum height of 5 ft off the ground. Creatures with maneuverability below this start at 0 ft.
Q: Can psionic energy powers (such as Energy Missile, Energy Ball, etc) be used to sunder attended objects/equipment on a character? A: No, it can only target unattended objects such as a dropped sword or a chair.
Q: What is "trained for war?" With regard to animal's that have this wording within their stats. A: Trained for war is synonymous with the Combat Riding package.
Equipment
Q: How much does the Skate power cost when purchased as a Psionic Tattoo? A: Since there is no weight limit to the power when used on yourself, it costs double normal price like other personal tattoos.
Q: When using a Pearl of Power, can you use the spell reclaimed by this item to cast a spell other than the one that was reclaimed? A: No. When using a Pearl of Power, you do not reclaim the spell level, but rather the spell itself. This allows you to cast the spell that was reclaimed even if you have already used all allowable spells available in a match under the 1/3 rule. As an example, after casting magic missile and then recalling it with a pearl of power, the spell level used to cast the spell the first time is not reclaimed. However, you are now able to cast magic missile again, even if you have used all of the spell levels available to you in your match.
Q: Can a Figurine of Wondrous Creatures be activated prior to entering the arena? A: No.
Q: Do lich characters have to pay for their phylactery? A: No. The CL 11 requirement must still be met, however.
Q: How does the crafting of magical/psionic items work in CoCo? A: In the item description, just before the feat necessary to craft the item, there is a CL listing. This CL listing is ignored, as per the 3.5 FAQ (this portion is subject to change at a later date, if necessary). Anything listed after the feat needed to make the item is required. You must be able to cast any necessary spells yourself (i.e. you cannot use items or NPC services to do so), and any other requirements (such as creater must be x-level or creater must be x-alignment, etc) must be met.
Q: If I hit my enemy with a weapon with the dislocator or greater dislocator weapon enchantments, will he lose the match because of the 10 round rule? A: If you hit an enemy with a dislocator weapon and they fail their save, if they do not find a way to return to the arena within 10 rounds, they will lose.
Q: How many spells/powers may I have on a single scroll/powerstone? A: Though the RAW does not state a specific amount in the description of scrolls or powerstones, the random generation table for both scrolls and powerstones specifies 6 as the maximum number. Therefore, this number is used.
Q: Are pixie characters able to acquire pixie special arrows? A: No, these items have been banned.
Q: Crystal Masks specifically state that they fit medium/small humanoids. Would a version that fits non-humanoids cost credits? A: Yes. It would be similiar to buying an Amulet of Protection (modeled after a Ring of Protection) for your wizard's snake familiar.
Q: Are there limits on what expendable items can be purchased? A: Yes. You may only own an amount of expendables (which are defined as oils/potions, tattoos, scrolls and powerstones) up to your ECL 2 x 50 gp. All single use expendable items, including (but not limited to) scrolls, potions, powerstones, tattoos and wondrous items, are limited to a caster/power level equal to your ECL. Scrolls and powerstones are further limited to your CL/ML + 2. Charged items, including (but not limited to) wands, dorjes, staffs, psicrowns and wondrous items are also limited to being purchased up to your ECL in caster/power level. Items with both charges or limited uses as well as a function that is continuous or does not elapse after a certain number of uses may still be purchased at any ECL (an example of this would be a Gem of Brightness, which has both effects that are charge-dependant, and effects that are not).
Q: When crafting a custom item, is it allowed to make an item alignment-dependent in order to reduce the overall cost? A: No. The RAW does allow for this possibility, however in this forum this option is not available due to potential balance issues.
Q: Does the free and weightless outfit that all gladiators receive count against your mount's encumbrance when mounted? A: By the RAW, there is no such thing as a weightless outfit. Since all gladiators are provided with one, this clothing is weightless for all purposes, which include encumbrance as it relates to mounts.
Magic & Psionics
Q: How does the spell Gate work in CoCo? A: This spell is banned in all its forms.
Q: How does the power Psychic Reformation work in Gladius? A: This power has been banned to prevent abuse.
Q: How does the spell Reincarnate work in the arena? A: This spell has been banned to prevent abuse.
Q: What type of damage does the power Matter Agitation deal? A: As listed, the damage is untyped. It is presumed that this is an error, so we have ruled that the power deals fire damage, and carries the [Fire] descriptor for all purposes in this forum.
Q: How is Dispel Psionics's Augmentation used in the CoCo? A: The elders of the CoCo have determined through popular vote that the augmentation line of Dispel Psionics is either a) misleading or b) incorrect. As such, we have house-ruled the following line as the new augmentation line: "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)."
Q: How are shared spells handled with regard to spells like Vigor/Protection from Energy and spell like Invisibility/True Strike? A: The correct interpretation is the one where a shared spell is simultaneously considered one spell for the purpose of effects that end it, and two spells for the purpose of using up points or protections provided by it.
Q: Can you find invisible creatures by merely entering their squares? A: No. You can not find invisible creatures merely by moving through thier square- they can merely opt to let you pass by. The only exception is if you end movement in the same square as an invisible creature- you will then effectively know an invisible creature was there because you will be "moved" to the last legal square you occupied.
Q: Can the psionic power Control Light reduce [Light] descriptor spells that are higher level than it? A: No. Control Light behaves as if it has the [Darkness] descriptor when reducing light. It can affect higher light descriptor spells only be increasing the light it gives.
Q: What is the scope of Offensive Prescience's bonus to damage? Does it work with non-hp damage attacks? Does it work with attacks that have no attack roll (ie Magic Missile, Energy Missile)? A: Prescience, Offensive works with anything that requires an attack roll and does hp damage.
Races & Classes
Q: Can the bardic song ability Fascinate be used in the arena? A: No. However, it can be used in MiniQuests, Quests and Campaigns, with combat being defined as "When initiative has been rolled."
Q: How are psicrystals handled in CoCo? A: Psicrystals are treated as the psionic equivalent to familiars. In any circumstance where the psicrystal rules are ambiguous or can be interpreted in more than one way, the corresponding rules for familiars are then used for clarification.
Q: How do you deal with leveling up a PC monster that gains a level adjustment as it increases in HD? A: When you spend the credits to increase your Level Adjustment, you gain xp/gp as though you had also increased your level as well. It operates the same way that the acquisition of a template to an active character does.
Q: Does a Hide in Plain sight (ie - Shadowdancer, high level ranger or assassin) require concealment or cover to use? A: No. HiPS does not require concealment or cover to use- it merely requires a shadow nearby that is not their own. This shadow does not have to be visible to the observer or even grant any sort of concealment itself.
Skills
Q: Can an animal be trained to use grapple attacks? A: Yes, it is considered a custom trick that is not listed within the Handle Animal skill description.
Q: Can animals be taught new tricks that are not included on the Handle Animal list? A: Yes, but they require an Elder's or the Pitlords account's approval.
Q: How does the Listen skill work with the various walls and obstacles in the CoCo? A: Because none of the walls in the CoCo arena enclose any areas that players can enter none of the modifiers for Listening through walls apply.
Q: Is there any way for animals to be proficient with armor besides taking the armor usage Feats? A: If an animal has the Combat Riding trick package they are considered proficient with all armor . Q: How does hiding work in the arena? A: You are autospotted if you leave cover/concealment and your opponent has line of sight to you. This includes moving from cover/concealment to cover/concealment. The exception to this condition is that if you are moving from cover/concealment to cover/concealment and are within 1 ft/rank of cover/concealment at all times, you are still considered hidden and an opposed check would be required for anyone with line of sight to see you.
Q: How is the distance measured when determining the number of feet away from cover or concealment you are when attempting to hide, since you can hide up to 1 ft/Hide rank away from cover or concealment? A: The ACTUAL distance is what matters. This would be the distance 'as the crow flies', rather than the distance you would have to actually move to reach cover or concealment.
Forum Rules
Q: Do penalties for multiclassing apply? A: Yes. They apply to both XP and GP in order to prevent abuse.
Q: Do you have to list customized feats & skills for purchased animals on the Blackmarket thread? A: No, these do not cost credits and thus do not have to be listed.
Q: How does a pitlord calculate the XP and gp rewards that gladiators receive from defeating multiple monsters in an arena fight? A: You calculate the rewards for each monster individually.
Q: What are the rules for stealing and using your opponents expendables? A: Items of yours that are used by your opponent are restored to you after your fight in the same state they were in when they were taken from you.
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Flight consists of two types. There is natural flight and supernatural flight. Natural flight is that associated with the Half-Dragon template and large size. Supernatural flight is that awarded by Fly spells or Winged Boots. The distinction is important for anti-magic effects, tripping, entanglement, trampling, etc. If you are awarded flight by a supernatural effect then it is negated by an anti-magic field or possibly a dispel magic effect. Entanglement, tripping or trampling have no effect on the ability of someone with supernatural flight to stay in the air. If, however, your flight is natural, then it is negated by entanglement, tripping or trampling and you will fall.
Direction you face is of major importance with flight. The pitlord must keep track of the direction each flying character faces during his movement and at the end of his turn. Most flying characters can only move forward, and changing the direction they face is of importance for the direction of movement.
As a movement type, flight has an associated speed and maneuverability class. The speed of flight carries the same meaning as any other movement speed. The maneuverability class will place further limits on how a character can move. I'll describe those limits on each maneuverability class from Perfect to Average (the most common ones).
Perfect
This maneuverability class allows movement in 3D with no special limitations. All the typical rules for 2D movement still apply in the 3rd dimension, but no additional limitations are in place. Characters with this type of flight can climb vertically at full speed and can move down at double speed. Movement in the downward direction is doubled the only movement that can be doubled. If a character drops 20 ft in altitude and moves forward 20 ft, then he spends 20 ft of movement for the forward motion and only 10 ft for the downward motion, for a total of 30 ft of movement.
Good
This maneuverability class allows all possible movements, but large changes in direction and moving in the upward direction have increased movement cost. Below is how some of the common flight actions are affected by good maneuverability.
Hover: This action allows you character to stop forward movement and stay in place at no penalty.
Move Backward: The action allows you move backward without turning around (changing the direction you face), and with Good maneuverability it costs 5 ft of movement to begin to move backward, but further movements backward do not cost extra movement speed.
Turn: Each square of forward movement allows a character to turn some amount for free. With Good Maneuverability you can turn the direction you face by 90 degrees with 5 ft of movement.
Turn in Place: With Good maneuverability you can spend additional movement to turn in a particular square. For example, you can hover in place and turn 180 degrees by using 10 ft of movement. Or you can move forward 5 ft and get 90 degrees of movement for free and spend an additional 5 ft of movement to turn an additional 90 degrees in that square. So by moving 5 ft forward and spending 10 ft of movement you can turn around 180 degrees and face the opposite direction.
Average
This and all lower maneuverability classes place limits on how much you can change direction in a single square. Also, no character with this or any lower maneuverability class has the ability to hover naturally. Below is how some of the common flight actions are affected by average maneuverability.
Minimum Forward Speed: This is the minimum distance that must be moved forward to stay in the air if you’re using natural flight. This distance is critical if a character's movement is impeded in any way. This can also be particularly difficult for some characters that have very high movement speeds and are required to move great distances to stay in the air. This distance is calculated as the distance a character has actually moved.
Turn: With Average maneuverability, all forward movement allows a free 45 degrees of turning.
Turn in Place: You can also use an additional 5 ft of movement speed to turn more rapidly in any square. Average maneuverability awards 45 degrees for 5 ft of movement. The movement spent to turn more rapidly does not count as forward movement for the minimum forward speed.
Maximum Turn: With Average maneuverability, you can turn a maximum of 90 degrees in any particular square of movement.
Up Angle: This sets the maximum upward angle you can use to gain altitude. For Average maneuverability, this is 60 degrees, which corresponds to roughly 10 ft upward for every 5 ft horizontal (in other words, 25 ft of movement to gain 10 ft in altitude and 5 ft of horizontal movement). This counts as 15 ft of forward movement for the purpose of the minimum forward speed.
Between Down and Up: This statistic is most likely to be checked during the use of the feat Fly-by Attack. A character can swoop down, but must maintain horizontal movement for at least 5 ft before he can gain altitude again.
Below is some other miscellaneous flight information that you should be aware of.
Altitude
In CoCo we calculate altitude as the height of the bottom of your square. So a large character with an altitude of 35 ft occupies a volume that stretches up to 45 ft high.
Downward Spiral
Characters with the Average maneuverability class (most flying mounts have this) can use a "downward spiral" to change direction very rapidly. By using only 5 ft of movement, a character can drop 10 ft in altitude. Those 10 ft of actual movement will allow an Average maneuverability class to change direction by 90 degrees. This character can also spend an additional 5 ft of movement in each downward square of movement to turn an additional 45 degrees each time. This allows a total of 180 degrees of direction change with a 10 ft drop in altitude at the cost of 15 ft of movement. This movement will also count as 10 ft of movement for the minimum forward movement.
Dive Attack
If a flyer makes a diving charge of at least 30 feet (6 squares) and also loses 10 feet of altitude or more, it can attack only with a claw or with a piercing or slashing weapon. These attacks, however, deal double damage.
Flying Charge
Characters with a fly speed can charge while flying. This is executed in the same way as a typical charge attack. Only characters with perfect maneuverability are able to charge along a line that involves upward movement.
Hover
The Hover feat can be taken by any creature with a fly speed. The benefits granted by this feat are similar to, but different from, those granted by the Good maneuverability class. For example, to begin Hovering with this feat, you must spend a move action, while with Good maneuverability it is not necessary to use a move action. Also, the Hover feat grants large or larger creatures the ability to create drafts while hovering within 20 ft of a ground covered in dust or loose debris. The drafts can produce a cloud granting concealment. Hovering due to having Good maneuverability does not produce this effect.
Threatening an Area
While flying, you threaten an area that is typical in the horizontal direction, but increased in the vertical direction. For example, if you are medium sized, you threaten squares 5 ft below and 10 ft above your current altitude. If you are medium and riding a large mount, you will threaten squares 5 ft below and 15 ft above your current altitude. If you are large in size you threaten an area 10 ft below your altitude and 20 ft above it.
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!