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Sticky: Rules of Gladius [3.5E] & Sagaris [4E]
1 year ago  ::  Feb 23, 2009 - 8:00AM #1
TelinArtho
Posts: 6,172
Date Joined: 11/03/04
  • Core Coliseum
  • Heroic Dungeon Master
The Rules of Gladius



Please do not post here!


Welcome traveller! Welcome to the Library of Gladiosian Law. From whereever you came, here, you will find all rules and laws that govern the City of Gladius, and its vincinity. The Library has three major sections (olive, teal, darkorchid), and the books of each section are illuminated in the respective color. You are well advised to read through them all sooner or later, or at least browse through some of the sections with the teal-glowing aura on the books. Ah, I see, you are in a hurry. We also have the Quickstart Guide which very briefly explains everything you need to know to start in this city. If you have still questions afterwards, you can ask any of our regulars over in the Core Coliseum Tavern, or ask our [PM=366091]Grandmaster[/PM] if you have a very special question.

I hope you enjoy your stay!
TH[COLOR=gold]E [COLOR=Orange]WO[COLOR=Orangered]RL[COLOR=darkRed]D OF G[/COLOR]LA[/COLOR]DI[/COLOR]US[/COLOR]


If you would like to view the rules for Sagaris (CoCo 4th Edition), please go here

Important Links Show
The COre COliseum supports both 3rd edition and 4th edition players - why aren't you supporting the Core Coliseum? Join today and be fighting next week! Next pairings are set for 18 March 2010. Activate TODAY!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
XDMC 17: Reveal a Prophecy has just opened for submissions. Get your entry in by 26 March 2010 for consideration.
Hero Artisan Contest 7: Urban is open for submissions. Enter today - before it is too late!
The Open Gate has just begun. Stay tuned to find out what the visions mean.
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1 year ago  ::  Feb 23, 2009 - 8:01AM #2
TelinArtho
Posts: 6,172
Date Joined: 11/03/04
  • Core Coliseum
  • Heroic Dungeon Master
Please do not post here!


If you would like to view the rules for Sagaris (CoCo 4th Edition), please go here

Introduction: The Basics
The Basics - The Core Coliseum
The Basics - Living Gladius
The Basics - Roleplaying vs. Rules
The Basics - Joining the CoCo
The Basics - Quickstart Guide


Introduction: The Board
The Board - The Threads of the CoCo
The Board - Core Coliseum Tavern
The Board - Characters of Gladius
The Board - Battles of Gladius
The Board - Rules of Gladius
The Board - Fights of the Week
The Board - Prison of Gladius
The Board - Council of Gladius
The Board - Quests and Campaigns


Introduction: The People
The People - Game Master
The People - Core Coliseum Elders
The People - Pitlords Board Avatar
The People - Other Board Avatars
The People - Member Pictures


Introduction: The Core Rules
Core Rules - Definition of Core
Core Rules - System Reference Document (SRD)
Core Rules - Psionics Handbook Restrictions
Core Rules - Banned Material
Core Rules - Clarifications
Core Rules - Non-Core Material


Introduction: Starting Out
Starting Out - Test Characters
Starting Out - My First Character
Starting Out - Level and XP
Starting Out - Ability Scores
Starting Out - Hitpoints
Starting Out - Gold
Starting Out - Confirmation
Starting Out - Multiple Characters
Starting Out - Character Actions
Starting Out - Time Progression
Starting Out - Deadlines
Starting Out - Earth Time Zones


The Rules of Gladius: Races and Classes
Race and Class - Available Races
Race and Class - Available Templates
Race and Class - Available Classes
Race and Class - Start XP/GP for all ECLs
Race and Class - House Rules for XP Loss
Race and Class - Character Retirement


The Rules of Gladius: Skills and Feats
Skills and Feats - What are Free Activities?
Skills and Feats - What are Full Activities?
Skills and Feats - Tools and Masterwork Tools
Skills and Feats - Skill Package Activities
Skills and Feats - Single Skill Activities
Skills and Feats - Other Skill Applications


The Rules of Gladius: Battles of Gladius I
Battles of Gladius - Brief Overview
Battles of Gladius - Battlefields
Battles of Gladius - Fight Types
Battles of Gladius - Getting Started and Title Lines
Battles of Gladius - Tactics and Default Tactics
Battles of Gladius - Deadlines and Location
Battles of Gladius - Pitlord Mistakes
Battles of Gladius - The 3-Fight Cycle
Battles of Gladius - Aftermath and Rewards
Battles of Gladius - Late and Missing Fights
Battles of Gladius - Character Parties


The Rules of Gladius: Battles of Gladius II
Battle Rules - The 1/3 Rule: Using Spells, Powers, and Abilities
Battle Rules - The 1/3 Rule: x/d Abilities and Items
Battle Rules - The Cap on Expendables
Battle Rules - Pre-Fight Actions (Pre-Buffs): Preparing for Combat!
Battle Rules - Delay Penalties and Leaving the Map
Battle Rules - House Rules for Ready Actions
Battle Rules - Enviroment and Rules for the various Maps
Battle Rules - Character Death and Destroyed Equipment


The Rules of Gladius: Allies I
Ally Rules - Ally Categories and Acquiring Allies
Ally Rules - Ally Spellcasting and Crafting
Ally Rules - Advancing and Customizing Allies
Ally Rules - The Cap on Allies
Ally Rules - Allies and Fight Rewards
Ally Rules - Death of an Ally


The Rules of Gladius: Allies II
Ally Lists - Gold
Ally Lists - Leadership
Ally Lists - Handle Animal


The Rules of Gladius: Quests
Quests - What are Quests?
Quests - Questgoals
Quests - Standard Quests and Miniquests
Quests - Multiplayer Quests
Quests - Rewards
Quests - Death and Destroyed Equipment
Quests - Aborted and Late Quests
Quests - Getting Started
Quests - Frozen Quests


The Rules of Gladius: Campaigns
Campaign - What are Campaigns?
Campaign - Entry Requirements
Campaign - Time Frame
Campaign - Rewards
Campaign - Allies
Campaign - Death and Destroyed Equipment
Campaign - Abandoning a Campaign
Campaign - Frozen Campaigns


Advanced Rules: The Credit System
Credits - What are credits?
Credits - Ways of earning credits
Credits - Ways of spending credits
Credits - Negative credits


Advanced Rules: NPC Services
Services - Introduction
Services - The Marketplace of Gladius
Services - Restrictions
Services - NPC Services of Gladius
Services - The Blackmarket of Gladius
Services - Custom Items
[COLOR=silver]Services - Custom Spells

Services - All About Traps
[/COLOR]

Advanced Rules: Pitlords
Pitlords - What is a Pitlord?
Pitlords - Getting Started
Pitlords - Running Battles of Gladius
Pitlords - Tactics
Pitlords - Improvisation
Pitlords - Online Roller and Mapmaker
Pitlords - Mistakes
Pitlords - Deadlines
Pitlords - Rewards


Advanced Rules: Questlords
Questlords - What is a Questlord?
Questlords - Getting Started
Questlords - Maps
Questlords - Questlord Tools
Questlords - Encounters
Questlords - Rewards
Questlords - Treasure
Questlords - Confirmation
Questlords - Online Roller
Questlords - Questlord Rewards


Advanced Rules: Campaignlords
Campaignlords - What is a Campaignlord?
Campaignlords - Getting Started
Campaignlords - Running a good Campaign
Campaignlords - Encounters
Campaignlords - Rewards
Campaignlords - Level Up
Campaignlords - Treasure
Campaignlords - Aftermath
Campaignlords - Online Roller
Campaignlords - Campaignlord Rewards


Advanced Rules: Guilds
Guilds - Guilds and Guild Hall
Guilds - Guildmaster and Guildlords
Guilds - Joining a Guild
Guilds - The Basics
Guilds - Operations
Guilds - Guild Wars


Advanced Rules: Reputation
How does the Reputation System work?
How do I get (rid of) Reputation Tags?


Miscellaneous: Meta Rules
Meta Rules - House Rules of the Core Coliseum
Meta Rules - Banned Spells and Effects
Meta Rules - Ghosts and Incorporality
Meta Rules - Frozen Leagues
Meta Rules - Iron Man Tournament
Meta Rules - State of Emergency
Meta Rules - Core Coliseum Elder Domains
Meta Rules - The Power-Rating System
Meta Rules - Pairingsmaker Guide


Miscellaneous: Quick References
Reference - Fight Rewards
Reference - Monster Fights: Level 01-10
Reference - Monster Fights: Level 11-20
Reference - Unearthed Arcana: Variant Races
Reference - Unearthed Arcana: Paragon Classes
Reference - Unearthed Arcana: Variant Classes
Reference - Unearthed Arcana: Variant Features
Reference - Unearthed Arcana: Bloodlines I
Reference - Unearthed Arcana: Bloodlines II


Maps and Lighting of Gladius

Appendix: The CoCo Dice Roller
The COre COliseum supports both 3rd edition and 4th edition players - why aren't you supporting the Core Coliseum? Join today and be fighting next week! Next pairings are set for 18 March 2010. Activate TODAY!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
XDMC 17: Reveal a Prophecy has just opened for submissions. Get your entry in by 26 March 2010 for consideration.
Hero Artisan Contest 7: Urban is open for submissions. Enter today - before it is too late!
The Open Gate has just begun. Stay tuned to find out what the visions mean.
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1 year ago  ::  Feb 23, 2009 - 8:02AM #3
TelinArtho
Posts: 6,172
Date Joined: 11/03/04
  • Core Coliseum
  • Heroic Dungeon Master
The Basics of the Core Coliseum


The Basics - The Core Coliseum [INDENT]You're currently reading the FAQ for the Core Coliseum: Living Gladius.

The Core Coliseum (or just CoCo) is a place where people make Dungeons & Dragons characters, then pit them against each other in combat on one of the various battlefields (like a forest, city, or a dungeon), send them on Quests or full-blown Campaigns, or just roleplay them and help expand the World of Gladius where all characters are part of. You can enter a guild or participate in the storywriting contest or let your character try to win the Iron Man Tournament. All of the action happens on the various Core Coliseum Board threads, and anyone is welcome to join. If you want to know how, just keep reading.
[/INDENT]


The Basics - Living Gladius [INDENT]Living Gladius is the newest incarnation of the Core Coliseum and a synonym for the constant development and expansion of this board.

Originally, the Coliseum was a lonely thread in the Character Optimization board. Moherajikuyx created it after seeing the debacle of more than one non-core arena. This one instead became a board all of itself: seems it was the right way!

In January of 2005, the Coliseum underwent another major change; a host of new options were added. Quests and Campaigns were added, a true XP system and a proper time progression was introduced, spellcasters and manifesters were re-balanced, ... and many more changes were wrought like a whole world had been created. The result of these changes was a world that seemed more "alive", and less like a simple arena for people to fight in. Gladius is the name of the city the Core Coliseum arena is in. Hence the new name: Living Gladius.

The goal is to create an interactive enviroment where you can roleplay your character, be it in combat or in a social setting, where you get the feeling that you're really walking the streets of Gladius. There's still much to be done but as long as we don't stop, only the sky is the limit.
[/INDENT]


The Basics - Roleplaying vs. Rules [INDENT]Is this a role-playing board? Yes and no. While roleplaying has always been a part of the Core Coliseum (and has become even more important with the advent of Living Gladius), the foundation of the Coliseum has been, and always will be, characters fighting each other. There are plenty of people here who are not particularly interested in role-playing, and that is compeltely all right. If you wish to see the Coliseum as a place to simply test character builds, you are certainly welcome to play it that way. If, on the other hand, you enjoy developing your character's personality and having him or her interact with the other denizens of Gladius, you'll find many people who share your enthusiasm. With every character, the World of Gladius grows and as previously mentioned, improving the roleplaying aspect and creating a social setting is one of our main goals.

An important aspect of the Core Coliseum, however, is its rules. While you're encouraged to roleplay your character as you like, rules are never bent or broken for the sake of roleplaying. If you're used to a more "freeform" style of roleplaying, this place will take a little bit of getting used to.
[/INDENT]

The Basics - Joining the CoCo [INDENT]Joining is surprisingly simple. All you need to do is create a character using the Standard Character Sheet, post him or her on the Characters of Gladius thread, set the title to "Ready for ", where is the next Wednesday, and you have officially joined; a [PM=338608]PM to the GM (TelinArtho)[/PM] informs him that you posted a new character. Your character will be fighting in the next set of pairings. Make sure to say hello in the Core Coliseum Tavern. We're all friendly folk, and we'll gladly help you out with any questions you may have.

You don't need anything except a basic understanding of the D&D 3.5 rules. Having the three Core Rulebooks (PHB, DMG, MM) and the Expanded Psionics Handbook (XPSI) certainly helps, but isn't necessary. As long as you have access to the Internet, you can always look things up in the 3.5 System Reference Document.
[/INDENT]


The Basics - Quickstart Guide [INDENT]The Rules of Gladius might seem overwhelming to you. Don't worry! A lot of this FAQ is advanced stuff for the old-timers, rules clarifications, and the special Coliseum-specific rulings. If you've read the FAQ so far, you now know enough to join. Feel free to post a character and/or chat with us in the Tavern, and get back to reading the Rules of Gladius whenever you feel like it. The basics of the Coliseum are really very easy to understand. A really good help in creating a character is the Quickstart Guide.[/INDENT]
The COre COliseum supports both 3rd edition and 4th edition players - why aren't you supporting the Core Coliseum? Join today and be fighting next week! Next pairings are set for 18 March 2010. Activate TODAY!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
XDMC 17: Reveal a Prophecy has just opened for submissions. Get your entry in by 26 March 2010 for consideration.
Hero Artisan Contest 7: Urban is open for submissions. Enter today - before it is too late!
The Open Gate has just begun. Stay tuned to find out what the visions mean.
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1 year ago  ::  Feb 23, 2009 - 8:04AM #4
TelinArtho
Posts: 6,172
Date Joined: 11/03/04
  • Core Coliseum
  • Heroic Dungeon Master
The Core Coliseum Board


The Board - The Threads [INDENT]You should start in the Core Coliseum Tavern. By saying hi.

The only really vital threads to playing in the Coliseum are the Characters of Gladius thread, where you'll find all of the player characters in Gladius, and the Battles of Gladius thread, where all of the gladiatoral fights are posted. If you have no interest in quests, roleplaying, or talking to people, you can get by just posting your character to the Characters of Gladius thread, and checking on the Battles of Gladius thread to see how he or she did. You'll be missing out on a lot, of course, but it's doable.

Let's talk about the different threads now, and what they're for.
[/INDENT]


The Board - The Rules of Gladius Thread (Sticky) [INDENT]This thread is where you are now. It includes an FAQ, as well as every rule of the Core Coliseum. Your are well advised to read over it once; at least the olive and teal colored sections. [/INDENT]


The Board - The Core Coliseum Tavern Thread [INDENT]The Tavern is where all the miscellaneous posts go. If it doesn't go anywhere else, it goes in the Tavern. It's the place where you can go to socialize, to ask for assistance, and to talk about things that aren't covered by any of the other threads. You can't really go wrong with posting to the Tavern. Because huge threads slow the board down, we open a new tavern once in a while, and the number behind the name tells us which incarnation it is. A Tavern closes at around 2000-3000 posts.[/INDENT]


The Board - The Characters of Gladius Thread (Sticky) [INDENT]The Characters Thread has two important purposes. First of all, it is where everyone posts their characters, and keeps them updated after their victories and defeats. It is, in a very real way, the "center" of the Core Coliseum, and its most important thread.

[s]Secondly, in the first few posts of the Characters of Gladius thread, you can find the Roster, and the list of pitlords. The Roster is a master list of all of the characters, their win-loss records in the Battles of Gladius, and what they're doing this week. Once you add your character to the thread, the Game Master will add your character to the roster as well. The list of pitlords includes the name, contact information, and number of credits for each pitlord, as well as some extra information.[/s] The introductory posts of the Characters thread (the Roster, Pairings post, Active Pitlords post) are all out of date and maintained in the Fights of the Week threads.
[/INDENT]


The Board - The Battles of Gladius Thread (Sticky) [INDENT]The Core Coliseum is about characters fighting each other, and this is where they do it. Whenever two or more characters fight, the fight is posted by the pitlord (the person running the fight) in this thread. Take a look, it's pretty self-explanatory.[/INDENT]


The Board - The [u]Fights of the Week Thread[/u] [INDENT]This is the place to talk about the things that will happen, or have happened, to your characters this week. A new Comments/Concerns thread is posted every week. People can post here when they've sent tactics for their next fight, and the pitlord posts to acknowledge that he received the tactics, or to warn people that they should re-send. Also, if you feel that the pitlord running your fight or quest did something wrong, this is the place to talk about it.

Additionally, in the first few posts of the Fights of the Week thread, you can find the Roster, the list of pitlords and the current pairings. The Roster is a master list of all of the characters, their win-loss records in the Battles of Gladius, and what they're doing this week. Once you add your character to the Characters thread, the Game Master will add your character to the roster as well. The list of pitlords includes the name, contact information, and number of credits for each pitlord, as well as some extra information.
[/INDENT]


The Board - The Prison of Gladius Thread

[INDENT]If someone finds something wrong with another person's character, this is the place to post about it. The Prisonlords will keep track of this, and once a week will post an update, known as the Roll Call, in the Prison. If the error, known as a Violation, is fixed before this update is issued, the player will see the violation marked with the tag of [color=blue]Innocent. If not, then the violation will be marked with either a Violation, Violation or Violation tag, depending on the age and severity of the violation. As time goes by and the error remains unfixed, Violation tags turn into Violation tags and then Violation tags. Only truly severe errors will immediately be given a Violation tag.

Any character with a Violation tag (and ONLY a Violation tag) will not be paired in the following week's pairings. Violation and/or Violation tags will not prevent the character from being paired. However, depending upon the violation, they may cause feats, items, allies, etc to not be available during your fight. If this proves to be the case, it is up to the pitlord to determine what, if anything, will be allowed to be used as a substitute. The pitlord is not required to allow a substitute, but it is generally considered the right thing to do. It is then the pitlord's responsibility to inform all players so that tactical alterations can be made on all sides.

If you find a [P] attached to one of your characters on the Character Roster, take a look at this thread. You'll find the reason for the violation here.

The Prison is run by a current elder or the Game Master. The current Prisonlord is TelinArtho. His word is law in the Prison, and can only be overruled by the Game Master.[/COLOR][/INDENT]


The Board - The Council of Gladius Thread
[INDENT]This thread is where discussions about board issues and rules and about the future of the Core Coliseum are being held. Everyone can participate, and with everyone we mean you! [/INDENT]


The Board - The Quest and Campaign Threads [INDENT]Every time characters goes on a Quest or a Campaign, a new thread is opened. Everything that happens to the character on the adventure can be found in these threads. Quest and Campaign threads always start with a description of the quest and a copy of the character sheet [color=silver](or all of the character sheets, in the case of a multi-person quest), and always end with a summary of the XP and treasure earned.

Only the Questlord or Campaignlord, and the characters on the Quest/Campaign may post to these thread. Any concerns other players have about the quest should be posted on the Comments and Concerns thread for that week.[/COLOR][/INDENT]
The COre COliseum supports both 3rd edition and 4th edition players - why aren't you supporting the Core Coliseum? Join today and be fighting next week! Next pairings are set for 18 March 2010. Activate TODAY!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
XDMC 17: Reveal a Prophecy has just opened for submissions. Get your entry in by 26 March 2010 for consideration.
Hero Artisan Contest 7: Urban is open for submissions. Enter today - before it is too late!
The Open Gate has just begun. Stay tuned to find out what the visions mean.
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1 year ago  ::  Feb 23, 2009 - 8:05AM #5
TelinArtho
Posts: 6,172
Date Joined: 11/03/04
  • Core Coliseum
  • Heroic Dungeon Master
The People of the Core Coliseum


The People - The Game Master [INDENT]The Game Masters (GM) are the people who run boards like the Core Coliseum. They should not be confused with the WizO's, who are Wizards of the Coast employees making sure that the Code of Conduct is followed. Game Masters have no authority to enforce the Code of Conduct; their job is to create rules concerning the CoCo system, to arbitrate in rules disputes, and to do the many little jobs needed to keep the Coliseum running smoothly. A Game Master's word is law regarding the rules of the Core Coliseum.

The Game Master of the Core Coliseum is [color=navy]TelinArtho
. He's a friendly guy; feel free to send him a PM if you need help with anything.[/COLOR][/INDENT]

The People - The Core Coliseum Elders [INDENT]The Core Coliseum Elders are a number of reliable regulars who are respected in the Core Coliseum, and are both very familiar with the rules and have a lot of experience with the Coliseum's workings. Every Elder has one or more Domains over which they have the authority. An Elder's word about issues related to their domain is law, and can only be overruled by the Game Master. Another purpose of the Elders is to create, review, and change the rules of the Core Coliseum related to the D&D system, which will be done by polls. While the Game Master can overrule a Council decision, he almost never does; the opinion of the Elders is very highly valued indeed. Similarly, the Elders will be consulted when it comes to creating new board rules, or changing existing ones and the Game Master takes the opinion of the Elders seriously.

Elders have important responsibilities, however. They are expected to take an active interest in the everyday goings-on of the Coliseum, and to vote on all issues in a timely manner. An Elder who is not performing his or her duties, or is inactive for a long time, risks being demoted.

Currently, the active Elders and their Domains are Erithmu (Black Market/Training Hall, Community), TelinArtho (Prison, Courtroom, Mercenaries, backup Pitlords)

There are also a number of former Elders who are often marked as "Oldtimers." Members of this group include SauroGrenom, Hirumajoe, CrazyArtificer, MindWandererB, Zevox, Huan,LLMadCow, Tellish of Ket, Pittbull, King Uther, Vathelokai, NiQil. Some of these individuals are still around from time to time.
[/INDENT]

Pitlords Board Avatar (inactive) Show
The People - Pitlords Board Avatar [INDENT][s]Pitlords is not a real person; he's the GM Avatar, used by the Game Master. He has several purposes. The Game Master uses him to make posts (like the Roster, or this FAQ) which are vital to the board so that in case there'll be a new GM in the distant future, nothing needs to be reposted. The GM also uses him to make "official" posts; a post by Pitlords is always an official declaration.

Finally, if you want to change anything about your profile on the list of pitlords, or anything else that requires this account to change, you should [PM=245524]send a PM to Pitlords[/PM].[/s]

The Pitlords board avatar is no longer used. Send any and all PMs mentioned here to the GM (TelinArtho) instead.
[/INDENT]


The People - Member Pictures [INDENT]We are all real people from around the world, and you can see many of us in all our glory here, in the Tales of Gladius thread. If you want your picture up there, just PM it to the elder with the Scribe domain. That's worth 2 credits - a good way to start your career in the CoCo.[/INDENT]

The People - Forum Leads [INDENT]Each forum on Gleemax has one or more Forum Leads. It is the job of these Forum Leads to give feedback to Community Management about what improvements can be made to the system. If you have any requests relating to the forums (e.g. Code of Conduct, technical issues, etc.), post them in the Forum Lead thread or PM them to one of our Forum Leads. The GM is always a Forum Lead; there may be one or more others who are valued members of our community.[/INDENT]
The COre COliseum supports both 3rd edition and 4th edition players - why aren't you supporting the Core Coliseum? Join today and be fighting next week! Next pairings are set for 18 March 2010. Activate TODAY!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
XDMC 17: Reveal a Prophecy has just opened for submissions. Get your entry in by 26 March 2010 for consideration.
Hero Artisan Contest 7: Urban is open for submissions. Enter today - before it is too late!
The Open Gate has just begun. Stay tuned to find out what the visions mean.
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1 year ago  ::  Feb 23, 2009 - 8:06AM #6
TelinArtho
Posts: 6,172
Date Joined: 11/03/04
  • Core Coliseum
  • Heroic Dungeon Master
The Core Rules


Core Rules - Definition of Core [INDENT]Our definition of "Core" means everything that can be found in one of the following four sources (all D&D 3.5 sources): the Player's Handbook (PHB), the Dungeon Master's Guide (DMG), the Monster Manual (MM), and the 3.5 System Reference Document (SRD). Every D&D rule used in the Core Coliseum can be found in one of those four sources. In addition to that, you can pick anything listed in the Unearthed Arcana (see Rules of Gladius: Miscellaneous: Quick References) section by paying credits.[/INDENT]


Core Rules - The System Reference Document [INDENT]If you have the System Reference Document (SRD) only, you're missing out a few things. The Dungeon Master's Guide has one prestige class that's not in the SRD: the Red Wizard (page 193). The Monster Manual has the following races that are not in the SRD: Beholder and Gauth (page 25), Carrion Crawler (page 30), Displacer Beast and Displacer Beast Pack Lord (page 66), Githyanki (page 127), Githzerai (page 129), Kuo-Toa (page 163), Mind Flayer (page 186), the five types of Slaad (page 228), Umber Hulk (page 248), and the three types of Yuan-Ti (page 262). These races and the prestige class are all allowed in the Core Coliseum, even though they're not in the SRD.[/INDENT]


Core Rules - Psionics Handbook Restrictions [INDENT]Not everything in the Expanded Psionics Handbook can be used. The Hidden Talent feat (page 67) isn't in the SRD, and so cannot be taken. Similarly, the psionic Githyanki (page 10), psionic Githzerai (page 11), and Thri-Kreen (page 14) races aren't in the SRD, and thus cannot be used. Note that the non-psionic versions of the Githyanki and the Githzerai are in the Monster Manual, and so can be used; the restriction only applies to the psionic versions listed in the Expanded Psionics Handbook. Also note that besides minor name changes to several of the prestige classes, one prestige class (the Illithid Slayer) has become the Slayer, and now has one less prerequisite, in addition to being a much more flexible class.[/INDENT]


Core Rules - Banned Material [INDENT]There are a few exceptions, like the Gate spell. We have found that spell to be completely abusable and over-the-top, and so--by unanimous Council vote--we have decided to ban the Gate spell in all its forms. There are other house rules and restrictions which can all be found in the Rules of Gladius: Miscellaneous.[/INDENT]


Core Rules - Clarifications [INDENT]Of course, the rules of D&D are not always clear and open to interpretation. These kinds of rules ambiguities are the usual fare in the Ask an Elder thread. If nothing usable emerges after looking through the four Core sources, we look at the 3.5 FAQ documents, and the Rules of the Game articles on the WotC website. If none of those help us reach a conclusion and there is a disagreement on the matter, the usual way we handle it is to have the Game Master or an Elder give a ruling.[/INDENT]


Core Rules - Non-Core Material [INDENT]"I'd really like to play a , but it's not Core. Can't we make an exception?". The answer is almost certainly "sorry, no". There are a number of reasons for this.

First of all, most of the non-Core things people would like to play are in non-Core rulebooks, and are only avaiable to people who own that rulebook. This is a problem partly because then only pitlords who have that rulebook can run your fights, and partly because it would give you an unfair advantage over people who don't have that rulebook and can't play a similar character. We don't want people to be more or less successful in the Coliseum based on what books they have, and we certainly don't want to require any more books from people than the three Core rulebooks.

Secondly, the more sources we allow, the more complex things become. The pitords here already have a huge workload looking up all the abilities of the various characters, especially high-level ones. Adding new sources makes that job all but impossible.

Thirdly, the more rulebooks we allow, the more "broken" combinations become available. Take a look at the Character Optimization board; the cheesiness of some of the builds there has to be seen to be believed. There have been two Arenas before the Core Coliseum; both of them allowed non-Core sources, and they're both dead now. We don't want to make the same mistake they did.

If you still believe that adding something non-Core to the Coliseum would benefit everyone, then by all means post your suggestion in the Core Coliseum Tavern thread. Just try not to get your hopes up.
[/INDENT]
The COre COliseum supports both 3rd edition and 4th edition players - why aren't you supporting the Core Coliseum? Join today and be fighting next week! Next pairings are set for 18 March 2010. Activate TODAY!
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1 year ago  ::  Feb 23, 2009 - 8:06AM #7
TelinArtho
Posts: 6,172
Date Joined: 11/03/04
  • Core Coliseum
  • Heroic Dungeon Master
The Rules of Gladius:
Starting Out


Starting Out - Test Characters [INDENT]If you just want to have a test fight before making a character, you can play one of the Mercenaries from the Mercenaries Guild if there is one available (ie not hired already). Write a [PM=245524]PM to Pitlords[/PM] that you would like to try out a certain Mercenary. If you get the OK, you can play that Merc for one week (and only one week; it's only a temporary option). [/INDENT]


Starting Out - My First Character [INDENT]All you have to do is fill in this Standard Character Sheet (just remember to delete the [noparse]

Pitlords]tag from the front a wrote:

tag from the front and the

[/noparse] tag from the end). Once it's posted to the Characters of Gladius thread and is to your liking, edit its title line to read "Ready for ", where is a Wednesday, and he will be paired on that Wednesday. Then write a [PM=338608]PM to the GM (TelinArtho)[/PM] and inform him that you posted a new character. Simple, eh? [/INDENT]


Starting Out - Level and XP [INDENT]All starting characters should be ECL 3. That means, for instance, a level 3 Elf, a level 2 Tiefling, or a level 1 Drow.

Your character starts with 3200 XP. You are assumed to have unlimited time for crafting before your character enters Gladius.

It is possible for the more exotic races and/or start higher than ECL 3, but this costs Credits. For information on starting XP for ECLs higher than 3, see FAQ: Races and Classes.
[/INDENT]

Starting Out - Ability Scores [INDENT]Use standard 36-point buy (DMG, page 169). Here are the costs for all ability scores:

An ability score of 8 costs 0 points.
An ability score of 9 costs 1 point.
An ability score of 10 costs 2 points.
An ability score of 11 costs 3 points.
An ability score of 12 costs 4 points.
An ability score of 13 costs 5 points.
An ability score of 14 costs 6 points.
An ability score of 15 costs 8 points.
An ability score of 16 costs 10 points.
An ability score of 17 costs 13 points.
An ability score of 18 costs 16 points.

If your character is of a race with ability score bonuses or penalties, don't forget that you pay the point cost for your ability first, and then apply the bonuses and penalties!
[/INDENT]

Starting Out - Hitpoints [INDENT]Characters get maximum hit points at level 1. Additional Hit Dice will grant hit points as shown below. The total hp's will then be rounded down to the nearest whole number. Example: A level 4 Wizard with a 12 Con would have: 4 + 3 x 2.5 + 4 x 1 = 4 + 7.5 + 4 = 15.5 hps, which rounds down to 15 hps. Allies do not get a maximized first HD. Instead, they gain the hps shown below for each HD (including the first) and then round down to the nearest number. Example: A 5 HD skeleton ally would have: 5 x 6.5 = 32.5 hps, which rounds down to 32 hps.

1d4 = 2.5 hps
1d6 = 3.5 hps
1d8 = 4.5 hps
1d10 = 5.5 hps
1d12 = 6.5 hps
[/INDENT]

Starting Out - Gold [INDENT]You start with 3000 gp at ECL 3. If you start at a higher level, you also start with more gold: see FAQ: Races and Classes for more information. Please note that this option costs Credits.

You may buy or craft whatever equipment you like (magical or mundane) for your character. Custom magic items are not allowed, however; only items that can actually be found in one of the rulebooks. You can buy or craft custom magic items only by spending credits to do so; see Advanced Rules: The Credit System for more information.
[/INDENT]

Starting Out - Confirmation [INDENT]Post your character on the Characters of Gladius thread and send a PM to the GM (TelinArtho) with the link to your character sheet. This will help ensure that your character does not get accidently overlooked and added to the Roster. Next, decide what you want him or her to do. If you want your character to fight in the various Battles of Gladius, edit the title line to read "Ready for ", where is the next Wednesday. If you want him or her to go on a Quest, post the quest request to the Tavern or solicit a questlord via PM. [/INDENT]

Starting Out - Multiple Characters [INDENT]You can have more than one character. In fact, you're encouraged to. You can have as many characters as you wish. However, only two of them can be active (that is, doing something) at any one time without having to pay credits. You may have more than two characters active by paying credits. Every active character above the 2nd one costs 1 credit; see Advanced Rules: The Credit System for more information.

Also, if you are participating in both Gladius (3.5e CoCo) and Sagaris (4e CoCo) - you are allowed two active "units" without paying credits. A unit in 4e is one 2-character team; a unit in 3.5e is one character. Each additional unit costs you 1 credit.
[/INDENT]

Starting Out - Character Actions [INDENT]Characters can take part in Battles of Gladius, Quests, and Campaigns. Or they can stay home for a week or two and do some Crafting. In addition to these events, a character can do one so-called 'Free Activity' a week, like using a skill to earn money, get a discount on an item, teach a trick to an animal, and similar things. See Rules: Skills for details on that.[/INDENT]

Starting Out - Time Progression [INDENT]The city of Gladius has a real time progression... mostly. When a character is in the middle of a fight cycle (see Battles of Gladius -> The 3-Fight Cycle), the amount of time between battles is determined by a time roll (see Battles of Gladius II -> Pre-Fight Actions), but otherwise, time in Gladius moves at the same rate it does on Earth, meaning that one week of real time is one week of Gladius time. This is important for activities such as crafting.

Quests and Campaigns are exceptions, however. Quests always take 3 weeks of real-time, but the entire quest plays out in a single day of Gladius-time. The 20 days remaining should be "padded out" by the questlord to include travel times, resting, and so on. Campaigns have their very own time progression, which tends to be a lot slower than real-time. Again, it is the campaignlord's responsibility to fix the time discrepancy once in a while.
[/INDENT]

Starting Out - Deadlines [INDENT]The most important deadline is on Thursday 2AM GMT (For those in the US - 9pm EST/10pm EDT). At that time, the Game Master rolls the new pairings. If your character is active in any way, you must not edit your character sheet after this deadline, else you will automatically lose the fight. You must send tactics by Saturday 2 AM GMT. Pitlords may begin to run fights without tactics any time after than, so you cannot complain if he did so after the deadline. Pitlords must post fights due Wednesday 2 AM GMT. Failure to do so results in late penalties (basically -2°).

If the Pitlord fails to post the fight before the next pairings begin, he gains a missing penalty (-1°) and unless he has sent a good explanation, he will most likely be put on the Inactive List.
[/INDENT]

Starting Out - Earth Time Zones [INDENT]GMT means Greenwich Mean Time (+0 on the map). The map below is pretty self-explanatory. Just find the place where you live and look for the time difference at the top.

[/INDENT]

The COre COliseum supports both 3rd edition and 4th edition players - why aren't you supporting the Core Coliseum? Join today and be fighting next week! Next pairings are set for 18 March 2010. Activate TODAY!
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Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
XDMC 17: Reveal a Prophecy has just opened for submissions. Get your entry in by 26 March 2010 for consideration.
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1 year ago  ::  Feb 23, 2009 - 8:07AM #8
TelinArtho
Posts: 6,172
Date Joined: 11/03/04
  • Core Coliseum
  • Heroic Dungeon Master
The Rules of Gladius:
Playable Races and Classes


Race and Class - Available Races [INDENT]The following tables include all playable races. The first table lists all races that can be entered at no credit cost. By default, all characters start at ECL 3. You may at a higher league (that is, with an ECL greater than 3) by paying five credits for every extra ECL. For example, if you wish to start at ECL 7, you must pay 20 credits. Note: Some of the level adjustments come from sources other than the Monster Manual; they are legal choices in the CoCo despite this.

[code]
Level Race Class
Race Adj. HD Lvl
Human +0 0 3
Dwarf +0 0 3
Dwarf, Deep +0 0 3
Dwarf, Mountain +0 0 3
Elan +0 0 3
Elf +0 0 3
Elf, Aquatic +0 0 3
Elf, Gray +0 0 3
Elf, Wild +0 0 3
Elf, Wood +0 0 3
Gnome +0 0 3
Gnome, Forest +0 0 3
Goblin +0 0 3
Half-Elf +0 0 3
Half-Orc +0 0 3
Halfling +0 0 3
Halfling, Deep +0 0 3
Halfling, Tallfellow +0 0 3
Kobold +0 0 3
Maenad +0 0 3
Orc +0 0 3
Xeph +0 0 3

Aasimar +1 0 2
Blue +1 0 2
Dromite +1 0 2
Dwarf, Duergar +1 0 2
Dwarf, Duergar (Psi) +1 0 2
Half-Giant +1 0 2
Hobgoblin +1 0 2
Merfolk +1 0 2
Tiefling +1 0 2

Elf, Dark (Drow) +2 0 1
Githyanki (MM, p127) +2 0 1
Githzerai (MM, p129) +2 0 1

Gnoll +1 2 0
Lizardfolk +1 2 0
Locathah +1 2 0[/code]
The following table lists all "Exotic Races”. These races must start at a higher ECL because of their Level Adjustment and/or racial HD. The ECL listed in the table is the minimum ECL that race can have, with the corresponding credit cost. As with the races listed above, you may start at a higher ECL than the minimum by paying additional credits. No matter what race you choose or how advanced the character is, the cost to create a character is 5 credits per ECL over 3.

[code] Lvl Race Class Cred
Race Adj HD Lvl ECL Cost
Gnome, Deep +3 0 1 4 5
Bugbear +1 3 0 4 5
Demon, Dretch +2 2 0 4 5
Grimlock +2 2 0 4 5
Krenshar +2 2 0 4 5
Sahuagin +2 2 0 4 5
Sprite, Grig +3 1 0 4 5
Sprite, Nixie +3 1 0 4 5
Troglodyte +2 2 0 4 5

Ghoul +3 2 0 5 10
Sprite, Pixie +4 0 1 5 10
Derro (Sane) +2 3 0 5 10
Dragon, White (Wyrmling) +2 3 0 5 10
Kuo-Toa (MM, p163) +3 2 0 5 10
Pseudodragon +3 2 0 5 10
Sahuagin (4 arms) +3 2 0 5 10
Skum +3 2 0 5 10
Triton +2 3 0 5 10

Azer +4 2 0 6 15
Centaur +2 4 0 6 15
Dragon, Brass (Wyrmling) +2 4 0 6 15
Ogre +2 4 0 6 15
Shadow +3 3 0 6 15
Yuan-Ti, Pureblood (p263) +2 4 0 6 15

Allip +3 4 0 7 20
Aranea +4 3 0 7 20
Dragon, Black (Wyrmling) +3 4 0 7 20
Dragon, Copper (Wyrmling) +2 5 0 7 20
Satyr +2 5 0 7 20
Sprite, Pixie (with Dance) +6 0 1 7 20

Doppelganger +4 4 0 8 25
Ghast +4 4 0 8 25
Minotaur +2 6 0 8 25
Salamander, Flamebrother +4 4 0 8 25
Unbodied +4 4 0 8 25
Vampire Spawn +4 4 0 8 25
Wight +4 4 0 8 25

Dragon, White (very Young) +3 6 0 9 30
Ettercap +4 5 0 9 30
Gargoyle +5 4 0 9 30
Gargoyle, Kapoacinth +5 4 0 9 30
Xill +4 5 0 9 30

Displacer Beast (MM 66) +4 6 0 10 35
Dragon, Black (Very Young) +3 7 0 10 35
Dragon, Blue (Wyrmling) +4 6 0 10 35
Dragon, Brass (Very Young) +3 7 0 10 35
Dragon, Bronze (wyrmling) +4 6 0 10 35
Dragon, Green (Wyrmling) +5 5 0 10 35
Drider +4 6 0 10 35
Harpy +3 7 0 10 35
Nightmare +4 6 0 10 35

Archon, Hound +5 6 0 11 40
Dragon, Copper (Very Young) +3 8 0 11 40
Dragon, Red (Wyrmling) +4 7 0 11 40
Dragon, Silver (Wyrmling) +4 7 0 11 40
Bralani +5 6 0 11 40
Genie, Janni +5 6 0 11 40
Troll +5 6 0 11 40

Demon, Succubus +6 6 0 12 45
Devil, Bearded (Barbazu) +6 6 0 12 45
Dragon, Gold (Wyrmling) +4 8 0 12 45
Dragon, White (Young) +3 9 0 12 45
Intellect Devourer +6 6 0 12 45
Lammasu +5 7 0 12 45
Ogre Mage +7 5 0 12 45
Treant +5 7 0 12 36
Yuan-Ti, Halfblood (MM 264) +5 7 0 12 45

Dragon, Black (Young) +3 10 0 13 50
Dragon, Blue (Very Young) +4 9 0 13 50
Dragon, Bronze (Very Young) +4 9 0 13 50
Dragon, Green (Very Young) +5 8 0 13 50
Genie, Djinni +6 7 0 13 50
Lamia +4 9 0 13 50
Lillend +6 7 0 13 50
Mummy +5 8 0 13 50
Nymph +7 6 0 13 50
Slaad, Red (MM, page 228) +6 7 0 13 50

Devil, Chain (Kyton) +6 8 0 14 55
Dragon, Brass (Young) +4 10 0 14 55
Dragon, Silver (Very Young) +4 10 0 14 55
Mercane +7 7 0 14 55
Rakshasa +7 7 0 14 55
Salamander +5 9 0 14 55
Shambling Mound +6 8 0 14 55
Slaad, Blue (MM, page 229) +6 8 0 14 55

Dragon, Copper (Young) +4 11 0 15 60
Dragon, Red (Very Young) +5 10 0 15 60
Ettin +5 10 0 15 60
Inevitable, Zelekhut +7 8 0 15 60
Mind Flayer (MM, page 186) +7 8 0 15 60

Couatl +7 9 0 16 65
Couatl (Psionic) +7 9 0 16 65
Devil, Erinyes +7 9 0 16 65
Dragon, Gold (Very Young) +5 11 0 16 65
Dragon, Green (Young) +5 11 0 16 65
Giant, Hill +4 12 0 16 65
Slaad, Gray (MM 231) +6 10 0 16 65
Slaad, Green (MM 230) +7 9 0 16 65
Yuan-Ti, Abomin. (MM 264) +7 9 0 16 65

Dragon, Black (Juvenile) +4 13 0 17 70
Dragon, Blue (Young) +5 12 0 17 70
Dragon, Brass (Juvenile) +4 13 0 17 70
Dragon, White (Juvenile) +5 12 0 17 70

Cerebrilith +9 9 0 18 75
Demon, Vrock +8 10 0 18 75
Dragon, Bronze (Young) +6 12 0 18 75
Dragon, Copper (Juvenile) +4 14 0 18 75
Dragon, Silver (Young) +5 13 0 18 75
Giant, Frost +4 14 0 18 75
Giant, Stone +4 14 0 18 75

Athach +5 14 0 19 80
Demon, Hezrou +9 10 0 19 80
Dragon, Red (Young) +6 13 0 19 80
Giant, Fire +4 15 0 19 80
Nightmare, Cauchemar +4 15 0 19 80

Angel, Astral Deva +8 12 0 20 85
Archon, Trumpet +8 12 0 20 85
Dragon, Gold (Young) +6 14 0 20 85
Dragon, Green (Juvenile) +6 14 0 20 85
Giant, Stone (Elder) +6 14 0 20 85
Morgh +6 14 0 20 85[/code]
Alignment: For most races, you may choose character’s alignment freely. However, if your race’s listed alignment is “always”, you are that alignment by default. For example, demons are listed as “always chaotic evil”; if you play a demon, your character is chaotic evil. The Monster Manual, however, says that even in this case, exceptions are possible, although they are very rare. In order to reflect this here, you have to pay 5 credits per step the alignment is away from the one listed as 'always'. Thus, a lawful good pixie ("always neutral good") costs 5 credits while a fallen chaotic evil hound archon ("always lawful good") costs 20 credits.
[/INDENT]


Race and Class - Available Templates [INDENT]The following templates can be added to any of the above races. Each has a corresponding level adjustment, which modifies your character’s ECL and credit cost, as normal.

Inherited Tempates (These can only be taken at character creation)

LA Template
+2 Celestial Creature
+2 Fiendish Creature
+2 Phrenic Creature
+3 Half-Dragon
+3 Lycanthrope (natural) (See below)
+4 Half-Celestial
+4 Half-Fiend

Acquired Templates (These can be taken at any point during the character's career)

Acquired Templates - unless taken at character creation - require a roleplaying component to be fulfilled. This is always a Standard 3-week Quest (not a miniquest) of an EL at least equal to the character's ECL, and the template is the Quest Reward. The character must complete the Quest to get the desired template. The player also has to pay the appropriate credit cost for the increased ECL, which is 5° per extra level adjustment gained from the template. We assume that those who can spend 10 or more credits on a template can afford a Quest as well. See it as an additional cost for the template.

After completion, his ECL increases depending on the template. He instantly jumps to the necessary ECL (that is, his old level with which he began the quest plus the template level adjustment). He checks the table 3-2 (PHB p.22) on how many xp his new ECL gets, then adds the xp he gained during his quest. For gold, he adds the difference between his old ECL and the new ECL based on the table 5-1 (DMG p.135, also copied below), and adds that amount to his stash, then adds the gold and items he found in the Quest.

[INDENT]Example: Anna the halfling (ECL 3; 3500 XP, 3700 gp) had lead a happy life until her evil player (let's call him The Jindler :D) wants her to die and rise as a ghost. So Anna embarks on a Quest with the Quest Goal: Ghost Template. She faces three encounters, and although she has to die in the end to become a ghost, she must complete the quest successfully first - i.e. survive all encounters; her transformation into a ghost is a roleplaying component at the end of the Quest. She completes the quest and gains 4000 XP and 4000 gp.

With the new template her ECL rises to 8. According to the table below, an ECL 8 character gets 29,000 XP which is where she instantly jumps to. Then she adds the 4000 XP that she gained by completing her Quest. For her gold, she checks the table 5-1 in the DMG (again, copied below), and calculates the difference between ECL 3 and 8 - which is 24,300 gp. She also gets the 4000 gp from her quest for a total gold reward of 28,300 which is added to her existing wealth (3700, s.a.).

Anna ends up with 33,000 XP and 32,000 gold. She spent 28 credits; 3 for the Quest and 25 for increasing her ECL by 5.[/INDENT]

LA Template
+2 Lycanthrope (afflicted) (See below)
+4 Lich
+5 Ghost
+8 Vampire

Notes: Lycanthrope
“Lycanthrope” is a template that can be added to any humanoid or giant (referred to hereafter as the base creature). The lycanthrope template can be inherited (for natural lycanthropes, LA+3) or acquired (for afflicted lycanthropes, LA+2). Becoming a lycanthrope is very much like multiclassing as an animal and gaining the appropriate Hit Dice.

Lycanthrope Level Adjustment: Same as the base creature (Base Animal) + Base Race (+0 unless a LA race) +2 (afflicted) or +3 (natural); a lycanthrope’s ECL is calculated: Base Animal HD + Lycanthrope (afflicted or natural) + Class Levels. Example: Natural Human Werewolf Fighter 2 = (Human +0) + (Lycanthrope +3 Inherited) + (Wolf +1) (Fighter +2) = ECL 6

Notes: Undead templates
The ghost, vampire, and lich templates, which require the character to die, do not incur a level loss! They are gained as a quest reward at the end of a Quest.
[/INDENT]


Race and Class - Available Classes [INDENT]Playable Base Classes are the following:
Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard;
Psion, Psychic Warrior, Soulknife, Wilder;
Adept, Aristocrat, Commoner, Expert, and Warrior.

The playable Prestige Classes:
Arcane Archer, Arcane Trickster, Archmage, Assassin, Blackguard, Dragon Disciple, Duelist, Dwarven Defender, Eldritch Knight, Hierophant, Horizon Walker, Loremaster, Mystic Theurge, Red Wizard (DMG, page 193), Shadow Dancer, Thaumaturgist;
Cerebremancer, Elocater, Psionic Fist, Slayer, Metamind, Psion Uncarnate, Pyrokineticist, Thrallherd, and War Mind.
[/INDENT]


Race and Class - Start XP/GP for all ECLs [INDENT]Most newly created characters will begin with ECL 3. However, some might want to pay credits to play an exotic race that has to enter at a higher ECL because of its racial HD or its LA. Alternatively, you can pay credits to buy additional class levels for your newly created character. Once the character is up on the roster, you cannot buy additional levels by paying credits but must level normally. The table below shows the starting XP and gold for each ECL. Entering a character at a higher level costs 5 credits per level beyond ECL 3.
[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[/code]
Please notify the Pitlords Board Avatar if you want to enter a creature higher than ECL 3!
[/INDENT]


Race and Class - XP Loss House Rules [INDENT]Under normal D&D rules, if a player character crafts a magic item or buries his familiar, he loses Experience Points. In the Core Coliseum, we have mostly removed voluntary and involuntary XP losses to simplify things. If your character crafts a magic item, you only need to pay the price in gold; forget about the XP cost. Likewise, you lose no XP if your familiar dies.

There is one exception to this rule: spells and powers. If a spell or power has an XP cost associated with casting it, you do pay this XP cost. In addition, you also lose a certain amount of gold, depending on your ECL and how much XP you spent. Find your ECL on the table below and multiply the XP cost by the given ratio; that is how much gold you lose. For example, if you are ECL 10 and cast a spell with an XP Cost of 100 XP, then you also lose 193 GP (100*1.93). This exception includes creating items that use such spells (e.g. a ring of three wishes).
[code]
ECL XP : GP

1 1 : 1.0000
2 1 : 1.0000
3 1 : 1.0000
4 1 : 1.0000
5 1 : 1.0667
6 1 : 1.1111
7 1 : 1.2381
8 1 : 1.4167
9 1 : 1.6667
10 1 : 1.9333
11 1 : 2.2727
12 1 : 2.7222
13 1 : 3.3333
14 1 : 4.0476
15 1 : 4.8888
16 1 : 5.8333
17 1 : 7.0589
18 1 : 8.7037
19 1 :10.7018
20 1 :13.3333[/code]
[/INDENT]


Race and Class - Character Retirement [INDENT]Sometimes, characters won't work as well as you might have initially thought, and it is of course within your rights to retire this character (and build a new one, if desired). Just write a PM to the Pitlords GM Avatar and tell him that you want to retire the character. The only thing we are asking you is that you do not delete the character. Leave him as he is. Although the character might not be on the Roster anymore, we still have backups of all character links, but they only work if there is still a character in there.

If your character was at least in the level 7 League, he has earned a place of honor on the Gladius Graveyard, whih can be found in the Characters thread.
[/INDENT]
The COre COliseum supports both 3rd edition and 4th edition players - why aren't you supporting the Core Coliseum? Join today and be fighting next week! Next pairings are set for 18 March 2010. Activate TODAY!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
XDMC 17: Reveal a Prophecy has just opened for submissions. Get your entry in by 26 March 2010 for consideration.
Hero Artisan Contest 7: Urban is open for submissions. Enter today - before it is too late!
The Open Gate has just begun. Stay tuned to find out what the visions mean.
Quick Reply
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1 year ago  ::  Feb 23, 2009 - 8:08AM #9
TelinArtho
Posts: 6,172
Date Joined: 11/03/04
  • Core Coliseum
  • Heroic Dungeon Master
The Rules of Gladius:
Skills and Feats
[INDENT]While most of the skills work in the Core Coliseum (or don't) just as you'd expect them to, there are a few skills that work slightly differently in Gladius, or have some special issues of note. When using any skill outside of a fight or encounter, you're always assumed to be taking 10 (unless you can't take 10 on the skill in question, like Use Magic Device, or as noted here). However, many skill uses are based on your total skill modifier, rather than the result of a check.[/INDENT]

What are Free Activities? [INDENT]As the name suggests, Free Activities are character actions that do not interfere with arena fights because they do not take up enough time to force a character to sit out. There are, however, some rules for Free Activities that must be obeyed! First of all, Free Activities can only be used in conjunction with the character being active in one of the various Battles of Gladius. Quests/Miniquests, Operations and Campaigns do not grant Free Activities.

You may only use one Free Activity per fight, never more. You must write it into the subject line of your character sheet (Example: Ready for June 3; Free Activity: teach 'seek' to direwolf). If the details of the Free Activity are too much to fit in the title line, you can say something like "Ready for June 3; Free Activity: scribing scrolls (see sheet)."

Linking Activities: Some activities, noted in the skill descriptions below, must also be recorded on your sheet. The Pitlord of your fight will post the Free Activity you mentioned in the headline of your sheet to the Fight Summary. You must link this post to your character sheet on the spot where it belongs to. For example, if you taught the seek trick to your wolf, you would have to link the post to the "Tricks" section of your ally on your sheet, and name the link "seek". Failure to do so means the trick/item/etc is not available.
[/INDENT]

What are Full Activities? [INDENT]Similar to Free Activities, Full Activities are character actions with the difference that they do take up more time thus can only be done if the character is not otherwise occupied (arena, quest, campaign). Your character is considered active (marked [X] on the Roster) and can do nothing but the Full Activity (not even a Free Activity). Example Full Activities are crafting for more than 1000 gold or training two tricks to an animal. Note that full activities are not improved Free Activities.

Linking Activities: Like Free Activities, Full Activities must be linked to the character sheet but since you do not fight, there is no fight or quest a Pitlord/Questlord can write it into. Instead, you have to link the correct weekly character actions on the Battles of Gladius thread (not the ones in the Characters of Gladius thread, since that one changes weekly). Your activity is recorded in this post, which you have to link as described above. Failure to do so means the trick/item/etc is not available.
[/INDENT]

Tools and Masterwork Tools [INDENT]Some skills require mundane tools to operate effectively, else the character suffers a -2 circumstance penalty for using improvised tools. These skills are Mundane Tools Show
  • Craft skills (artisan's tool: 5 gp)
  • Diplomacy vs courtiers/nobles (Courtier's outfit+jewelry: 80 gp; Noble's outfit+jewelry+signet ring: 180 gp)
  • Disable device (thieves tools: 30 gp)
  • Open lock (thieves tools: 30 gp)
  • Perform skills that require an instrument (common musical instrument: 5 gp)
  • Ride (riding saddle: price varies)
You can buy a set of masterwork tools for certain skills which give you a +2 circumstance bonus for the skills. These masterwork tools are only available for Masterwork Tools Show

  • Appraise by weight (merchant's scale: 2 gp) [non-magic value only]
  • Appraise by detail (magnifying glass: 100 gp) [non-magic value only]
  • Climb (climber's kit: 80 gp)
  • Craft Alchemy/Poisonmaking (alchemy lab: 500 gp)
  • Craft skills, all others (artisan's tool: 55 gp)
  • Disable device (masterwork thieves tools: 100 gp)
  • Disguise (disguise kit: 50 gp/10charges)
  • Handle Animal (whistle: 50 gp)
  • Heal (healer's kit: 50 gp/10charges)
  • Open lock (masterwork thieves tools: 100 gp)
  • Perform skills (masterwork musical instrument: 100 gp)
  • Professions (various tools: 50 gp)
  • Ride to stay in the saddle (military saddle: price varies).
Note that you need a different tool for each skill; for example, you need to buy seperate tools for Craft Weaponsmithing and Craft Armorsmithing! Exceptions to this rule are the thieves tools (apply to Disable device and Open lock) and the alchemist's lab (alchemy and poisonmaking). You can buy magic items that grant a higher bonus and/or a bonus to skills not listed here (eg. listen, spot, etc) by paying credits (and the price, of course) in the Blackmarket.[/INDENT]

Skill Package Activities[INDENT]
Skill Packages are a combination of two or more skills or abilities that can be used in conjunction with a Free Activity to perform certain activities, many of them affecting your fight in a beneficial way. Other require no Free Activity and automatically come into effect. In order to use them, you must fulfill the skill requirements and pass the "Task" (mentioned in the entry) to benefit from the "Effect". As with all Free Activities, this must go into the title line of your sheet along with your ready status. Automatic Packages obviously don't require that. The following Skill Package Activities are available.
Free Activity Skill Packages Show
Rob Store

Sleight of Hand
Open Locks
.
Task: You must have at least 5 ranks in both skills.
.
Effect: You gain one item for your fight up to the product of your Sleight x Open skill modifiers. The item is lost after the fight.

Special: 20 units of ammunition counts as one item for the purpose of this ability. All 20 must be identical.
Burglary

Open Lock (vs ECL+5) or (vs Open Lock), whichever is higher
Search
.
Task: You have to have an Open Lock skill modifier higher than your opponent's ECL+5 or his own Open Lock skill modifier (whichever is higher).
.
Effect: You may remove expendables (potion/oil, scroll, tattoo, power stones) from your opponent's sheet for the fight up to a marketprice value of Search x "ECL Multiplier" (see table below). The item is returned to the opponent after the fight. You may not use this item.
.
Special: Free Activity 'Guard' increases the DC by 5 (so, the burglar has to beat the opponent's ECL+10 or Open Lock+5). A character can assign a trap to his equipment (must be mentioned on his sheet) which goes off unless the burglar disables it with a take 10.
.
Note: The burglar writes a PM to both the Pitlord and the affected Player which items he wants to steal. If he hasn't sent this PM (to both) until Friday 2AM GMT (24 hours after pairings) his Burglary attempt fails.
Discount

Appraise
Bluff
Sense Motive
.
Task: You need at least 5 ranks in all three skills.
.
Effect: Gain a discount for one bought item in percent equal to the average of the three skills. It may not be raw materials or material components.
Sell Items

Appraise
Gather Information
.
Task: You need at least 5 ranks in both skills.
.
Effect: Normally, an item is sold at 50% its marketprice. This skill use allows you to increase that percentage by an amount equal to the lower of the two skills, for a single item.

ECL Multiplier Show
[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[/code]
Since the following activities work without adding them to the title line, make sure you have the listed on your sheet in a clear manner and include a link to this section of the rules (Rules: Skills & Feats) which a pitlord can quickly check. Failure to link it means the Skill Packages does not function. Automatic Skill Packages Show
Hide Ressources

Forgery
Sleight of Hand
.
Task: You need at least 5 ranks in both skills
.
Effect: You may exceed your expendable cap by a percentage equal to the sum of both skill modifiers.
Political Career

Knowledge (Nobility/Royality)
Diplomacy
.
Task: You need at least 5 ranks in both skills
.
Effect: You gain a bonus to your XP Rewards by a percentage equal to the sum of both skill modifiers. Calculate gold rewards from that new XP value.
Court Connections

Knowledge (Nobility/Royality)
Any Free Activity used to earn money (Profession, Craft, Sleight of Hand)
.
Task: You need at least 5 ranks in both skills. You must earn money with a Free Activity.
.
Effect: The money earned with the Free Activity increases by a percentage equal to your Knowledge (Nobility and Royalty) value.
[/INDENT]

Attack/Defend Skill Packages[INDENT]As described above, Skill Packages are combinations of skills which create certain effects if used jointly. Attack/Defend Skill Packages are just that but they require no Free Activity to activate. Instead, they are automatically activated anytime you fight. There are, however, some restrictions: You need at least 5 ranks in each skill mentioned, and you can only use it in a 1 vs 1 Battle of Gladius (ie no Multiplayer fights, quests, etc). If that's the case, then just check the 'Task' required. If all task requirements are fulfilled, the activity is executed.

Attackers & Defenders: The following skill packages are divided into Attack Packages and Defend Packages. That means you can only use an Attack Package if you're the Attacker, and Defend Packages are only for the Defender. To determine who's considered to be the Attacker or Defender, just check the order in which the characters are aligned in the Pairings Post: the left character is the Attacker; the right one is the Defender. Example:

  • Gork the Orc (Player1) vs. Schecko (Player2) : Pitlord [sup][Map][/sup]
In this case, Gork would be the Attacker and Schecko the Defender.

Note: Since we want to make it as easy as possible for pitlords add any Package you can do to the title line, and make sure you have them listed on your sheet in a clear manner and include a link to this section of the rules (Rules: Skills & Feats) which a pitlord can quickly check. Failure to link it means the Skill Packages does not function. The following skill packages are available:
Attack/Defend Skill Packages Show

Ambush (Attack)

Hide (vs Spot)
Move Silently (vs Listen)
Bluff (vs Sense Motive)
Sense Motive (vs Bluff)
.
Task: All four skills must be higher than the respective opposed skills of your opponent. You need at least 5 ranks in each skill.
.
Effect: You may pick your and your opponent's starting boxes, and you gain a surprise round. The boxes still can't be the same.
Assassinate (Attack)

Disguise (vs Spot)
Gather Information (vs Gather Information)
Bluff (vs Sense Motive)
Open Lock (vs ECL+5) or (vs Open Lock), whichever is higher
.
Task: All four skills must be higher than the respective opposed skills of your opponent. You need at least 5 ranks in each skill.
.
Effect: You gain one standard action against an opponent's ally. You may apply any prebuffed effect to the attack. This attack takes place before initiative is rolled, which in most cases means that the ally is flat-footed against the attack. If either character gets any prebuff or surprise rounds, they take place immediately following this attack.
.
Note: The action must affect the ally in a harmful way. You cannot use this action to buff yourself.
Scout (Attack)

Survival or Search (vs Track DC)
Use Rope (vs Escape Artist)
Knowledge (Geography)
.
Task: You have to pass the Track DC (Indoor: Dc15; Outdoor: Dc10; plus modifiers on PHB p101 or here). Your Use Rope value must be higher than your opponent's Escape Artist. You need at least 5 ranks in each skill.
.
Effect: You gain one free prebuff round just before the fight for every 5 points of your Knowledge (Geography) skill modifier.
.
Note: Without the track feat, you can only find tracks up to DC 10.

Set Trap (Defense)

Search (vs Trap DC)
Disable Device (vs Trap DC)
.
Task: You must own a trap, and pass the DCs with a Take 10. You need at least 5 ranks in each skill.
.
Effect: Your opponent faces this trap just before combat begins. Traps count as allies in all respects (determining how many allies you can bring to a fight, XP penalties, etc.)
.
Note: An opponent can avoid the trap if he passes the trap DC in both Search and Disable Device with a Take 10.
A character who has found the trap (Search) can also avoid the trap if the total of his Balance, Climb, Jump, and Swim skill modifiers exceed the Disable Device DC of the trap by 10 or more. In this situation, the trap is not set off at all and can be re-used.
To find a trap with a DC of 20 or more, you need the trapfinding ability.
See NPC Services for more rules on traps.
Outmaneuver (Defense)

Balance (vs Balance)
Climb (vs Climb)
Jump (vs Jump)
Swim (vs Swim)
.
Task: All four skill modifiers must be higher than the respective opposed skill modifiers of your opponent. You need at least 5 ranks in each skill.
.
Effect: You (and your allies) may start outside your starting box by a number of squares equal to the difference between the sum of your skill modifiers and the sum of your opponent's skill modifiers.
.
Example: If your Balance+Climb+Jump+Swim is 80, and your opponent's is 60, then you may start 20 squares (100 ft) outside your start box.

[/INDENT]


Single Skill Activities[INDENT]
Unlike Skill Packages, Single Skill Activities can be used as a Free- or Full Activity (as mentioned in its description) but involve mostly only one skill, with a second skill sometimes granting additional benefits. The following list shows all Single Skill Activities available as [sup][Free][/sup]- or [sup][Full][/sup] Activities; for a detailed description, see the individual description in the skill entry below.

  • Craft: Earn Money [sup][Free][/sup]
  • Gather Info: Shop in Blackmarket without credits [sup][Free/Full][/sup]
  • Handle Animal: Train animal, vermin, or magical beast [sup][Free/Full][/sup]
  • Intimidate: Frighten opponent allies [sup][Free][/sup]
  • Perform: Earn Money [sup][Free][/sup]
  • Profession: Earn Money [sup][Free][/sup]
  • Sleight of hand: Earn Money [sup][Free][/sup]
Not dependent on a Skill are the following No Skill Free Activities:

  • Guard Home: You gain a +5 bonus to opposed checks against Burglary
  • Hide Trail: The difficulty to track you increases by 5
  • Move Cautious: You can take20 to search a trap instead of take10.
Single Skill Activities Show

Earn Money (Profession/Crafts/Perform/Sleight)[INDENT]Not everyone was born as a gladiator. Many characters had to get their daily bread in another way, by using their talents and skills, and many continue to do so now. Once a week, as a Free Activity, you can use certain skills to earn extra money if you have at least 5 ranks in that skill. These skills are Sleight of Hand, all Perform skills, all Profession skills, and some Craft skills[sup]x[/sup]. You may only use one skill at a time to earn money! You earn (Take10+skill modifier)*ECL gold pieces in a week. The Pitlord mentions this extra income at the bottom of the fight along with the fight rewards, and adds them together. There is no need to link it seperately because you will already link it along with the fight.
[sup]x[/sup]: all Craft skills except Craft armorsmithing, weaponsmithing, bowmaking, poisonmaking, and alchemy. These skills already have a function in the CoCo (see 'Other Skill Applications' below). [/INDENT]


Use Blackmarket Connection (Gather Information) [INDENT]Normally, a character can use his secret contacts, outstanding favors, or bribes, to buy custom items from the Blackmarket which is expressed in a credit cost. Characters with at least 5 ranks in the Gather Information skill can circumvent that credit cost by paying the Blackmarket with their knowledge of Gladius' underworld: Once a week, as a Free Activity, you can buy one item that would normally cost credits, up to the allowed gold piece value. Alternatively, you can gain two such items as a Full Activity. The maximum value of one item depends on your ECL and your Gather Information modifier: Look for your ECL in the table below, then multiply your gather information skill modifier with the multiplier. Note that you still need to pay the gold cost! You must link this activity. You can buy a more expensive item by using this Free Activity multiple times witin the same fight cycle. Examples: if you are ECL 3 and have a Gather Information modifier of +10, then you can buy one item worth 170 gp as a free activity, two items worth 170 gp as a full activity, or one item worth 510 gp by using this free activity during all three fights of a cycle. ECL Multiplier Show
[code] Multi
ECL plyer
-----------
3 x17
4 x20
5 x22
6 x24
7 x26
8 x28
9 x30
10 x32
11 x33
12 x35
13 x36
14 x37
15 x39
16 x40
17 x41
18 x42
19 x44
20 x45[/code]
[/INDENT]

Train Beast (Handle Animal) [INDENT]You may teach a trick to an animal, train an animal, or teach or train a magical beast. The DC to do so is as listed in the PHB and here. Note that you always take 10 on such checks, so you need a skill modifier of +5 or +10 (+5 for creatures other than animals) to use this action. You can buy a masterwork tool (50 gp) which grants you a +2 circumstance bonus to your Handle Animal skill.
[INDENT]Training and Time: According to the rules, you need to spend only 3 hours a day training with your companion which doesn't interfere with your arena fight. Once a week, as a Free Activity, you may teach one trick to your animal, or you may teach two tricks as a Full Activity provided you have a high enough Handle Animal value. You have to link this activity.

Trained for War: If you want to equip your ally with barding, it needs to be trained for war or suffer penalties for not being proficient with armor. This requires the 'Combat Riding Package' which consists of the six tricks Attack, Come, Defend, Down, Guard, and Heel. Alternatively, you can customize your ally by exchanging its feats with armor proficiencies (see Rules: Allies I for more information about that).[/INDENT]
You can also train your animal tricks not listed in the PHB as long as they are reasonable and within the animals capabilities. We suggest you ask the GM or an Elder first. Here are some ideas for tricks (taken from the WotC homepage 'Wildlife'):
Optional Animal Tricks Show

  • Ambush (DC 15): The animal hides using the Hide skill to the best of its ability. It then stays in one place and attacks the first creature to come near it, unless it has been previously trained to recognize the creature as a friend.
  • Bull Rush (DC 15): The animal attempts to bull rush a designated creature.
  • Flush Out (DC 20): The animal moves into an area and, if it encounters any creatures, it makes noise and feints attacks toward the creature in an attempt to drive it to you. If the animal makes the creature move, there is a 50% chance that the quarry moves directly toward you. Otherwise, the quarry veers to your left or right (equal chance for each).
  • Overrun (DC 15): The animal attempts to overrun a designated creature. If the animal has the trample special ability, it uses that ability against the creature if the creature is small enough to be affected.
  • Pin (DC 15): The animal attempts to grapple and pin a designated creature.
  • Stalk (DC 20): The animal follows a designated creature using the Hide and Move Silently skills to the best of its ability. It stays with the target until you call it off (normally accomplished with a whistle). If attacked by the designated creature, the animal attacks. If attacked by a different creature or severely wounded, the animal attempts to return to you.
[/INDENT]


Frighten Allies (Intimidate) [INDENT]As a Free Activity, you can use your Intimidate skill to scare one or more allies of your opponent that have an intelligence of 3 or more. Your Intimidate value must be at least as high as (Ally CR + Ally Wisdom modifier + any bonuses to saving throws vs. fear) to affect him or her (called Courage Value). There are three different effects depending on your Intimidate value relative to the Courage Value:

  • Scared: Your intimidate skill is at least equal to the ally's Courage Value. Your opponent's ally is Shaken for the entire combat.
  • Frightened: Your intimidate value is higher than the Courage Value by 5 or more. Your opponent's ally is Frightened for the first 4 rounds, then is Shaken for the rest of the fight.
  • Panicked: Your intimidate value is higher than the Courage Value by 10 or more. Your opponent's ally is Panicked and does not appear to the fight.
Multiple Allies: If the opponent has more than one ally, you can decide which ally you want to intimidate. After having intimidated the first ally, deduct the the Courage Value from your Intimidate Value. If you have points left, you can intimidate another ally (and so on) but your Intimidate value is decreased after each intimidation.

Handle Animal: If you also have a Handle Animal skill modifier equal to the CR of an opponent's ally, you may also intimidate animals. If you have a Handle Animal value of the ally's CR+5, you can intimidate magical beasts and vermin.

Class Allies: Most class allies do not have a CR. In this case (including when a class ally is a modified version of a creature with a CR, such as an animal companion), the CR is treated as equal to the character's class level (in the class that provides the ally) -2. When multiple classes contribute to the abilities of the ally (such as a multiclass sorcerer/wizard's familiar), those class levels also stack for this purpose.

Note: If the ally is immune to fear, he is also not subject to Intimidate. If the master has the Aura of Courage (Paladin 3), the ally gains an additional +4 bonus to resist the level check. [/INDENT]


[/INDENT]


Other Skill Applications [INDENT]Aside from the activities mentioned above, skills can also have passive or automatic effects which need no Free or Full Activity. Other skills need to be clarified on how they interact with the Core Coliseum and its enviroment. The following section addresses all that.
Other Skill Applications Show

Concentration [INDENT]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.[/INDENT]

The Craft Skills [INDENT]Weaponsmithing, Armorsmithing, Bowmaking: You may craft any non-magical item with a listed price that is related to the respective craft skill. The cost of raw materials is 1/2 (not 1/3), but the speed of crafting is much faster than that given in the skill description: you can craft 1000 gp's worth of market price in one day. For example, an adamantine greatsword costing 3050 gp would take 4 days to craft, and cost you 1525 gp. You are assumed to be taking 10 on all crafting rolls. For example, the above adamantine greatsword would have a craft DC of 20, meaning that your character would need a Craft (weaponsmithing) skill bonus of at least +10. You can buy a masterwork tool (55 gp) for the respective craft skill which gives you a +2 circumstance bonus. Note: arrows and bolts are created with craft bowmaking (DC 12).

Poisonmaking and Alchemy: With Craft poisonmaking, you can craft any non-magical poison listed in the DMG, p297 or here. The cost of raw materials is 1/2 of the base price. There is no chance for failure and you complete it much faster. To create a poison, you need to have a Craft Poisonmaking skill modifier of at least as high as the respective poison's DC. For example, if you want to craft carrion crawler brain juice poison (Dc13), you would have to have a Craft poisonmaking modifier of +13 or more. You can buy an alchemist's lab (500 gp) which gives you a +2 circumstance bonus on craft poisonmaking.

With Craft alchemy, you can craft any alchemical item listed in the Equipment section of the PHB, or on p71 (Craft skill). Your Craft alchemy modifier needs to be +5 for acid flasks, +10 for alchemist's fire, smokesticks, and tindertwigs, and +15 for antitoxins, sunrods, tanglefoot bags, and thunderstones. You also need to have at least one caster level in any spellcasting class, or one manifester level in any psionic class. You can buy an alchemist's lab (500 gp) which gives you a +2 circumstance bonus on craft alchemy.

Craft Firearms & Knowledge Engineering: If you have at least 5 ranks in each and pass DC 20 with a take 10, you can craft Renaissance Weapons (DMG,p145) at half the mentioned price (such weapons cannot be bought). Note that some require you to take Exotic Weapon Proficiency and to craft special ammunition. The Rapid Reload feat can be used for firearms (a reload time of 1 standard action is reduced to 1 swift action), and magical enchantments work like for any ranged weapon.

[INDENT]Crafting and Time: You may craft items worth up to 1000 gp (Marketprice) as a Free Activity. As a Full Activity, you can craft items worth up to 7000 gp per week; you can continue to work as many weeks as you like to create an item (or a group of items) worth any amount, adding up to 7000 gp to the value for every week worked. You can even mix magic item creation with items created using Craft skills in a single activity. You must link this activity.[/INDENT]
[/INDENT]


The Craft Feats [INDENT]This section includes all craft feats for spellcasters (scrolls, potions, arms & armor, rods, staffs, wands, rings, wondrous items, and constructs) as well as those equivalents for psionic manifesters (tattoos, powerstones, dorjes, cognizance crystals, psicrowns, universal items, and psionic constructs). In order to craft a magic or psionic item, you must have the appropriate feat and any spell or power mentioned as necessary in the items entry. However, you do not have to have the caster level mentioned in the item's entry (unless a caster level is specifically mentioned as a requirement). Crafting follows the core rules as described in the DMG/XPH in the respective feat description. You have to pay 1/2 of the market price in raw materials; you never lose XP when crafting.
[INDENT]Crafting and Time: See the rules under "Craft Skills," above.[/INDENT]
[/INDENT]


Handle Animal [INDENT]One possible source of allies is the Handle Animal skill, which you can use to tame wild beasts. You will generally have to go on a Quest to find a particular beast. Once you have found it and overcome the Quest obstacle, it is yours. Finally, you must take the time to teach it tricks or train it for a purpose (see skill description for details). See Rules: Allies I for more information on which races you can obtain and train with Handle animal. To teach a trick to an animal, see Single Skill Activities above. [/INDENT]


Heal (Identifying Health Status) [INDENT]A character always knows his own health exactly, but guessing the injury level of others is a different matter. That's where the Heal skill comes in. Note that Heal also functions untrained so if a character has a very high Wisdom, he may be able to determine more than the default.

Default: By default, a character without the appropriate value in the Heal skill can only determine other's health status as "Unconscious/Dead, Disabled, Injured, Uninjured" and automatically succeeds.

Medicus: The study of medicine helps in assessing wounds. If a character has a Heal value as high as the target creature's HD+5, he can determine the injury level of that creature as "Dead, Unconscious, Disabled, Quarter Health, Half Health, Three-quarter Health, Uninjured". Additionally, a character recognizes the symptoms of poisons and diseases and can tell if someone is affected by that.

Anatomist: Specialized in the field of anatomy, those characters can immideately see the exact health status of a creature (in hitpoints). To use this, a character must have a Heal value as high as the target creature's HD+5 and have the appropriate Knowledge value for that type of creature at HD+5. For example, to determine the exact health status of a 7-headed Hydra [7 HD] a character needs Heal+12 and Knowledge Arcana+12. Bardic knowledge and Lore always count as the necessary knowledge skill. [/INDENT]


Hide and Spot [INDENT]These skills are often used incorrectly. Please read the Spot skill description carefully. A quick clarification on how Hide/Spot works: First of all, if a character has no cover or concealment at the end of his turn, he cannot hide. If he has no cover or concealment at the beginning of his turn, but manages to move to cover or concealment by the end of the turn, he can hide, but his opponent will know exactly where he last lost sight of the guy hiding (although see the Bluff skill). Note that hiding is not an action; if a character has cover, he will automatically try to hide. Don't forget about the -5 for moving faster than half speed, or the -20 for running or attacking. Secondly, an character gets one reactive Spot roll every round in their opponent's round, if line of sight is not completely blocked. For the distance modifier, use the closest distance the opponent was to the spotter in the round. If the spotter wants to make a Spot roll during his own action, he can use a move action to do so.[/INDENT]


Knowledge [INDENT]Knowledge skills are used to identify monsters encountered on quests, campaigns, or monster fights. It can also be used in conjunction with Heal to know the exact hitpoint status of others (see 'Heal' above).

Monster Fights: Monsters rolled in the pairings are not identified automatically. A character must have the requisite knowledge about a monster to gain information about it. This is done by using the various knowledge skills. When the pairings are rolled, the Game Master lists a monster fight by default as "Unknown Monster." The assigned Pitlord then rolls that monster with an online roller (same ID as for the fight, making the result private until after the fight) and gives the player more information on the monster. The amount of information depends on the knowledge skill value. The knowledge skill modifier must be as at least as high as the following:

  • No Ranks: Size and rough description (like 'huge monster')
  • 1+ Ranks: Size, Type, Description (huge magical beast with many heads)
  • CR: Race (7-headed hydra)
  • CR+5: Race, Subtypes, Class levels (7 headed Cryo-Hydra, no classes)
  • CR+10: Race, Subtypes, Class levels, Equipment, Feats
  • CR+15: Race, Subtypes, Class levels, Equipment, Feats, and tactics


You have to have the right knowledge skill to gain information. For example, you would only gain the information above about a hydra if you have Knowledge (Arcana). Any other knowledge skill is useless against that monster. Bardic knowledge and Lore always count as the necessary knowledge skill. The following list shows the requisite knowledge skills:

  • Arcana: Constructs, Dragons, Magical Beasts
  • Dungeon: Aberrations, Oozes
  • Local: Humanoids
  • Nature: Animals, Fey, Giants, Monstrous humanoids, Plants, Vermin
  • Religion: Undead
  • Planes: Elementals, Outsiders
  • Psioncs: Psionic creatures


Quests and Campaigns: If the character meets a monster on a quest, the questlord should make the appropriate Knowledge roll in secret. If the character fails his roll, he should only get a rough description of what he has encountered (an ogre might be a "large, giantish brute clothed in rags", for example). The questlord should feel free to lie to the player about what he has encountered, especially if the roll fails by 5 or more. For example, he could say that the Wyvern the character encountered is actually a Black Dragon, or a Troll is actually an Ogre. If a character goes hunting a specific creature, that creature should, of course, be identified correctly without making any rolls.

Knowledge and Templates: If a creature has a template that changes its type, multiple knowledge skills may apply (one to the base creature, and one to the post-template one). In this situation, each knowledge skill is considered independently. For instance, if the character encounters a fiendish dire rat, he or she would be able to identify the fiendish template with Knowledge (arcana), and to identify the dire rat with Knowledge (nature). Similarly, a skeletal troll would require both Knowledge (nature) and Knowledge (religion) to identify completely, but a character with only Knowledge (religion) would still know that it is a Large, bipedal skeleton (which is probably enough).
[/INDENT]


Move Silently and Listen [INDENT]Move Silently and Listen work similarly to Spot. Specifically: Moving Silently is not an action; a character will automatically try to move silently. Don't forget about the -5 for moving faster than half speed, though, or the -20 for running; as house rules, a character who attacks with a manufactured or natural weapon (including an unarmed strike) makes a Move Silently check with a -20 penalty, and a character who casts a spell with a verbal component or uses a command word can be heard with a DC 0 Listen check. A character gets one reactive Listen roll every round in their opponent's round. For the distance modifier, use the closest distance the opponent was to the listener in the round (or, if the opponent did something particularly noisy, use the distance they were at when they performed that action). If the spotter wants to make a Listen roll during his own action, he can use a move action to do so. Finally, the rules don't specify how precisely someone's position is determined if the Listen roll beats the Move Silently, but by less than 20. We use the following estimate:

Pinpoint Patterns Show
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.
[/INDENT]

Psicraft and Spellcraft [INDENT]You cannot use Spellcraft to identify psionic-related things, and vice versa, you cannot use Psicraft for magic-related things. This has nothing to do with the magic-psionic transparency.

To decipher a scroll or address a powerstone, the item needs to be identified first. This can be done with a Spellcraft (scrolls) or Psicraft (powerstones) check. You are assumed to take 20 on the check, and you must pass the Dc of the item (Scrolls: Dc20+spell level; Powerstones: Dc15+power level). If you have access to the read magic spell, you do not need to make any spellcraft checks.
[/INDENT]


Ride and Mounted Combat [INDENT]The ride skill lets you perform any trick mentioned in the Ride skill entry. Although ride functions normally in the Core Coliseum, a clarification of the complicated rules on mounted combat is necessary to prevent confusion.
  • Cover from Mount: If you use your mount for cover (Ride check Dc15), you cannot make any attacks at the exact time of doing this but you are not prevented from casting spells or attacking later in the same round. This has been clarified by Skip Williams in the Rules of the Game: All about Mounts section of the WotC homepage. You have to be aware of the attack and not flatfooted.
  • Mounted Combat: If you have the Mounted Combat feat, and want to use your ride skill to negate a hit, you must be aware of the attack and not flatfooted.
  • Mounted Movement: If your mount moves, you move aswell. It does not take up your move-equivalent and standard actions, though. If you want to do an action while riding, you must complete the action before your mount has moved half its total distance during that round.
  • Commanding a mount: The mount can perform any action that is within the limits of its physical abilities and intelligence. The mount must be able to see or hear the rider. If the commanded action is a trick the mount knows, giving the command is a move action and requires a DC 10 Handle Animal check. If the mount does not know the trick, the rider must make a DC 25 handle animal check as a full-round action (called "push an animal"). For druid's and ranger's giving a command to their companion, these are a free action if it knows the trick, or a move action if it doesn't.
  • The Defend trick: Unlike all other tricks, the defend trick does not require an action but is automatically triggered if the master of the animal is being attacked.
[/INDENT]


Use Magic/Psionic Device [INDENT]Use Magic Device and Use Psionic Device are two separate skills that apply only to either magic (UMD) or psionic (UPD) items, respectively. Magic-psionic transparency does not apply to these skills.

You can use Use Magic Device to decipher magic scrolls by succeeding on a DC 25 check with a take 20, and you can address psionic powerstones the same way using Use Psionic Device.

[/INDENT][/INDENT]
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1 year ago  ::  Feb 23, 2009 - 8:08AM #10
TelinArtho
Posts: 6,172
Date Joined: 11/03/04
  • Core Coliseum
  • Heroic Dungeon Master
The Rules of Gladius:
Battles of Gladius I


The Battles of Gladius - Brief Overview [INDENT]This paragraph serves as a short introduction and overview. Everything will be explained in detail below.

After you have posted a character in the Characters of Gladius thread and set him ready, he will be paired against another character on one of the many maps on wednesday. You send your tactic to your fight moderator (pitlord) who runs the fight at home and posts it in the Battles of Gladius thread till tuesday at the latest. You win gold and experience points depending on the outcome of the fight which you may add to your sheet after the fight is up.

Your Character has to fight three times in a row before you are allowed to buy new things or level your character. There are important procedures to that so make sure you read the appropriate paragraph below.
[/INDENT]


The Battles of Gladius - Battlefields [INDENT]The Battles of Gladius will take place on one of the seven maps of Gladius. You will find the Maps in the Characters thread.
  • Important: There is a 10 round limit to any effects which allow a character to leave the map (such as rope trick, etherealness, meld into stone, etc.)  Go beyond the 10 rounds and you will lose the fight automatically. This is a cumulative 10 rounds; it does not reset when the gladiator re-enters the arena. If you just avoid combat by fleeing or hiding, there's also a 10-round limit but you don't lose if you violate it but your method of avoiding is taken away (Pitlord's decision).
  • Comments on starting positions:[LIST=1]
  • Characters begin play within one of the starting boxes which are marked on each map. This is randomly rolled by the Pitlord. The characters, however, can start at any space within their starting box, which must be mentioned in the tactics. If this information is missing in the tactic, the gladiator starts by default at the center of his starting box.
  • A starting box does neither block LOS nor LOE; it is just a line drawn on the ground.
  • Characters with the ability to hover (though the feat or through perfect/good manueverability) may begin flying at this location, though their altitude is still limited to 0 feet.
  • Characters may start sitting or prone, if desired.
  • Characters may begin mounted on their mounts, and holding one item in each hand.
  • All of a character's possessions must start off held or worn by the character or their ally.  You may not choose to have any objects start off on the ground.
  • Allies must be placed within the same starting box as the Character, and follow the same restrictions for starting positions as Characters do. In rare cases (when the Core rules allow) allies may share the space with the Character at the start (such as in the case of Familiars). This requires the ally to be 2 sizes smaller than the Character, or vice versa.
[/INDENT]


The Battles of Gladius - Lighting Conditions [INDENT]The Battles of Gladius each take place under one of several different lighting conditions.  The lighting condition is rolled randomly each week and applies to all fights that take place that week.  Descriptions of the various lighting conditions are found below the maps in the Characters thread.  The lighting condition of the week is found in the pairings post.

Lighting conditions apply only to ECLs 5 and up.  ECLs 3 and 4 always have "Normal Light."

Fights that are held over use the lighting conditions that applied the week they were originally assigned.
[/INDENT]


The Battles of Gladius - Fight Types [INDENT]There are indeed different kinds of battles which will be described below.

  • The Standard Fight: Most fights will fall into this category. You are paired against another gladiator from your level and you will fight on a random map (see above for details on different map) and you are assigned a Pitlord (a fight moderator). Study your opponent's character, devise a tactic against him, and send it to your Pitlord. Then wait until the fight is up on the stickied Battles of Gladius thread. Do not edit your sheet before your fight is up or you lose automatically. Power-Rating Calculation: Base PR of Loser/Winner*100


  • Separate Thread Fight: After you are paired against an opponent, your Pitlord opens a new thread, posts your character sheet and that of your opponent into it along with a short introduction and the map where the fight takes place on. You then take turns running the fight: you post your actions for the round, then the other player, and the Pitlord resolves the round and posts what happens. This type of fight is up for the Pitlord and the Players to decide and may be combined with any of the other types below. Once the fight is complete, sheets and results must be posted in the Battles of Gladius thread by the pitlord; players have to link this post; not the seperate thread. Power-Rating Calculation: Base PR of Loser/Winner*100


  • Team Fights: These work similar to the Standard Fight but include more than 2 Characters up to a maximum of 8 Characters. This kind of fight is randomly decided by the GM who rolls the pairings. All Characters must come from the same league but other than that, there is no guarantee that you won't end up in a team fight. Pitlords roll starting boxes for each team, with allied PCs starting in the same box. Power-Rating Calculation: Base PR of (Loser+Loser)/(Winner+Winner)*100


  • Inter-League Fight: This kind of fight works similarly to Standard or Team Fights (and otherwise uses the same rules as them), with a single character from one league being paired against one or more characters from a lower league. The most common combination of Inter-League fights is that two characters team together against one character of two levels higher than those characters of the team (e.g. ECL 5 & ECL 5 vs. ECL 7).  When there is only one active character in a league, they may be paired against a character of a league higher or lower than their own (e.g. ECL 11 vs. ECL 12); in this case, the lower-ECL character gains a surprise round at the beginning of combat.  Other possible, though rarer, combinations are three characters of one league vs. one character of a league three higher than them (e.g. ECL 6 & ECL 6 & ECL 6 vs. ECL 9), or one character vs. a character of one league lower than them and a character of a league three lower than them (e.g. ECL 9 & ECL 11 vs. ECL 12).  Even stranger combinations can happen due to special events, such as guild activities.
    Power-Rating Calculation: Absolute PR of Loser(s)/Winner(s)*100



  • All vs All Fights: Also called FFA fights, this kind of fight has no specific targets but everyone can attack everyone. Such fights involve either 3 or 4 PCs of equal level. All Characters must come from the same league but other than that, there is no guarantee that you won't end up in a FFA fight. Pitlords roll starting boxes for each PC individually, and no PC may end up in the same box as another PC. Rewards are based on the time of defeat: [INDENT]1st gets Winner Rewards, plus 1 loser reward for every opponent
    2nd gains Loser Rewards, plus 1 loser reward for every opponent -1.
    3rd gains Loser Rewards, plus 1 loser reward for every opponent -2.
    4th gains Loser Rewards only. (If only 3 persons involved, delete the '3rd' line.)[/INDENT] Power-Rating Calculation: For Losers: Base PR of Loser/Winner*100 (each individually); For the winner: Base PR of Losers average/Winner



  • Hunter Fights: These work similar to All vs All Fights with the difference that every character has a target assigned. The number of gladiators is either 3 or 4. Rules: In a Hunter Fight, everyone has a target which is determined by the order characters are listed in the Pairings Post: A -> B -> C -> D -> A. You may attack any Character but you will only get rewards for defeated targets. Once you have defeated your target, you will immedeately and automatically get your target's target. Rewards are based on Last Man Standing and the number of defeated targets:[INDENT]Last Man Standing gains Winner rewards, plus 1 loser rewards for every target defeated.
    All others gain Loser rewards, plus 1 loser rewards for every target defeated.[/INDENT] Power-Rating Calculation: Base PR of Defeated Target/Character*100 (each individually) minus (if killed) Character/Hunter*100. 
      Note: Hunter fights are removed from the list of possible fight types until further notice.



  • Challenge Fights: If you want to challenge a specific gladiator, or have a special request (like a team battle), you can request it. You have to discuss this with the character you'd like to challenge in advance. If he agrees, send a PM to the [PM=338608]GM (TelinArtho)[/PM] and also put it into your title line. This special request cost 1 credit for each gladiator involved because they know in advance whom they are fighting. By default, the challenger takes over the credit cost for the other player(s) but it may be shared too. A side-effect is that you will be paired for sure with this gladiator. If all parties agree, the challenge fight can have special house rules but they must be in line with the Core Coliseum and D&D rules.


  • Monster Fights: This fight works similar to the Standard Fight but you will fight a monster from the Monster Manual (or Psionic SRD). You may not request a Monster Fight but it will always be picked by the GM. Instead of assigning a monster right away, the GM writes [Unknown monster] behind your pairing which leaves the choice to the assigned Pitlord (roll d% on DMG p79-81 in the appropriate level: Character's ECL = league of the monster). Note that you may only give the player as much information as his knowledge skills provide! Pitlords assign treasure according to p127 DMG table 4-23 where the CR of the monster is the "NPC level" (or open the Block below). Rewards according to CR (click <here> for rewards). Power-Rating Calculation: like regular fights. Monsters always have a Base PR of 1000. For Monsters of higher/lower leagues, use absolute PR. More information on Monster Fights (incl. encounter tables) can be found in the Rules: Monster Fights. Monster Equipment Show
    [code]CR       Wealth  | CR       Wealth
    1          900  | 11        21000
    2         2000  | 12        27000
    3         2500  | 13        35000
    4         3300  | 14        45000
    5         4300  | 15        59000
    6         5600  | 16        77000
    7         7200  | 17       100000
    8         9400  | 18       130000
    9        12000  | 19       170000
    10        16000  | 20       220000[/code]

Defeat: For all battle types, a character is considered defeated when it reaches a state in which the character can in no possible way harm its opponent, that neither the character, nor allies, nor the passage of time, nor the cessation of concentration of the opponent, is capable of reversing. When defeated, any surviving allies of the defeated character are instantly removed from the battle.

Draws:  It is rare but possible for a fight to end in a draw.  This may occur when two characters die at the exact same time, or if two of the players agree to a draw to conserve resources.  In a standard fight, both characters gain rewards as if they lost, and their powerratings are unchanged.  In a fight involving more than two characters, similar calculations apply: both characters are treated as if they lost at the same time.  For instance, if two characters have a draw for first place in a four-way Free-For-All, they are both rewarded as if they placed second, and their powerratings go up by 2/3 the average of what they would get for beating the 3rd and 4th-place characters.
[/INDENT]


The Battles of Gladius - Getting Started and Title Lines [INDENT]It's very simple. All you have to do is post your character on the Characters of Gladius thread and set his or her title line to "Ready for ", where the date is the next Wednesday. Pairings are on Thursday, 2AM GMT, which is also the deadline for editing. Please do not edit your character after the deadline, because he won't be paired, or if he's already been paired, he will automatically be given a loss.

The Game Master does pairings. The decision of who fights whom is made randomly by a pairingsmaker program, though care is taken to make sure that as many Characters as possible get opponents equal or close to their own level and no rematches occur but if that happens, you have to accept it.

The Title Line: As said, your character is only set ready when you have written "Ready for " into the title line. Since the Game Master has to check dozens of title lines quickly, please write only important things in it, and also use the following forms:

  • Ready for (Fight ) : Your character is set ready for the next pairings if the date is the coming wednesday. If you have entered a wrong or no date, your character will not be paired. You also have to write the fight you're in into the headline (1, 2, or 3).
  • Free Activity : Your character does a Free Activity along with his arena match. Please keep the value short and clear, like Free Activity Forgery. Your character must be set ready for this. Alternatively, you can send the Free Activity along with your tactics.
  • FULL Activity : Your character sits out and does a Full Activity. Please keep the value short and clear. If the Full Activity is long, just write 'See Sheet' as value and write the specifics at the very top of your sheet. Your character must be set ready for this.
  • Sitting Out : If you do not want your character do anything this week, leave the title line blank! Please refrain from writing things like Inactive (can be confused with Active) or nonsense phrases (can be confused with Free Activities).
  • (Mini-)Quest [EL?] QL? : Your character goes on a Quest or Miniquest. You should have already sent the information about your quest to Pitlords (Questlord, EL, Questgoal, Date). Miniquests need not be sent to Pitlords beforehand! Still, this information must also go into the title line like this: Ready for ; Quest [EL5] QL Caterane. Your character must be set ready for this. As with arena battles, you have to add the fight you're in (1, 2, or 3).
  • Campaign : Your character goes on a campaign. You just have to set him ready and write the name of the campaign into the title line. Your character must be set ready for this.
  • Operation "Name" [info] : Your character executes an operation for his guild. The type of operation must be specified (Assault, Covert, Intrigue, Peaceful) and the value must describe the sub-type of operation (eg Arson). Give the operation and individual name. Finally, you have to specify the involved guilds and the target (eg EHTC->CEF Temple). Please keep it short and clear. Your character must be set ready for this.
  • Mission "Name" [info] : Your character goes on a mission. The value shows the goal (eg Explore Ruins) and the info is the guilds who participate in this, eg [TLT]. Please keep it short and clear. Your character must be set ready for this.
    • In addition, if your character has increased in level since their previous activity, it is helpful if you include the character's new ECL in the title line.  Pitlords will usually notice level-ups and advance your character accordingly, but mentioning it in the title line helps make sure it gets done.


Here are some templates that can be directly copied into your title line:
[/INDENT]

ECL ?: Ready for (Month) (Day) [Fight (?)] - (Free Activity) or
ECL ?: Ready for (Month) (Day) [Fight (?)] - Miniquest: EL ?, QL (Questlord) or
ECL ?: Ready for (Month) (Day) - (Full Activity) or
ECL ?: Ready for (Month) (Day) - Quest: EL ?, QL (Questlord) or
ECL ?: Ready for (Month) (Day) - Campaign: (Campaign Name) or
ECL ?: Ready for (Month) (Day) - (Type) Operation - (Subtype) - (Goal or Target)


The Battles of Gladius - Tactics and Default Tactics [INDENT]Tactics are due by Saturday, 2AM GMT, and they should be sent to your pitlord. You can find your pitlord's contact address in the first post of each Fights of the Week thread. Some pitlords want to receive tactics by email, while others prefer PMs; these preferences will be written next to their names.

Once you have sent tactics, it's safest to make a post on the "Fights of the Week - Comments and Concerns" thread, noting that you've sent your tactics. If everything goes well, your pitlord will then confirm that he received them.

Note that pitlords are not obligated to accept late tactics. If you're lucky, your pitlord is nice enough to accept tactics sent later, but you cannot count on it. So send those tactics on time! If he doesn't get the tactics, he will either run the fight with default tactics, or let's you auto-surrender if none are given.

Default Tactics: You can write default tactics for your character which will be written on your character sheet. If for some reason you couldn't send tactics, your pitlord will use your default tactics. Thus, it's a sort of safety net. If no default tactics are given, you auto-lose the fight.
[/INDENT]


The Battles of Gladius - Deadlines and Location [INDENT]The most important deadline for a player is 2 AM GMT on Thursday because this is the deadline for editing your sheet. If you edit your sheet after this time, you auto-lose your assigned fight.

Battles of Gladius are due on Wednesdays, 2AM GMT. You'll find your fight posted on the "Battles of Gladius" thread (a sticky), and the pitlord will usually make a note on the "Fights of the Week - Comments and Concerns" thread that your fight is up.

Occasionally, fights are late; in extreme cases, the fight can carry over to next week. Naturally, this is discouraged, and carries heavy penalties for the pitlord concerned.
[/INDENT]


The Battles of Gladius - Pitlord Mistakes [INDENT]We're all only human and it might of course happen that a pitlord makes a mistake in your fight that led to a loss for you. You can argue your point of view on the Fights of the Week - Comments and Concerns thread. Please remain calm and polite; we've all had characters lose because of pitlord error, we know it's disappointing, but you're far more likely to get what you want (a good explanation or a rerun) if you stay polite.

After a complaint, there is generally some brief discussion on the subject. If no agreement can be reached, a Game Master will generally step in and make a judgment. If there was an error, the pitlord responsible is encouraged to correct it, rerunning the fight if necessary. However, he is not obligated to do so, and if he does, he is doing you a favor.

If the pitlord doesn't want to rerun, another pitlord may decide to step in and fix the fight. Again, though, no one is obligated to do this.

At any rate, the matter should be resolved by Tuesday night (GMT) at the latest, so the players can get on with updating their characters for the next pairings.
[/INDENT]


The Battles of Gladius - The 3-Fight Cycle [INDENT]Since there is a difference between warrior types and spellcasters in the number of fights they shine at, the game designers suggest that a party has 3 encounters a day. This is simulated by the 3-Fight Cycle.

Basically, it means that your character cannot rest before he has fought three times. When you fight for the first time and set your character ready for next Wednesday, also write (Fight 1) into the title line. After the fight is done, you have to mark off ([s]strikethrough[/s]) any spell or ability used during that fight and these will not be available during your next two fights. You also have to deduct used items but you are not allowed to buy new ones. You can add the Gold to your sheet but it may not be used to buy anything.

You can add the XP gained and level up normally. If you gain a level during your 3-Fight Cycle you have to fight the remaining fights in a higher league. Although you haven't rested yet, you can make use of new abilities that depend on rest to work (spells, x/d abilities, etc). Just fill the newly gained spell slots with spells and mark new x/d abilities as unused. This only applies to abilities and spells that you gained with the new level.

Your hit points will always be restored to full health at no cost. Negative effects on your character (blindness, ability damage, etc) will also be removed for free.

Note that you do not have to fight three real-life weeks in a row. You could for example start on May 1 with the first fight of the 3-Fight-Cycle, then sit out for two weeks and continue on May 22 with the second fight of the 3-Fight Cycle. The number of fights is what counts, not the actual weeks.

If you are unsure about something here please ask because if you violate this rule you auto-lose your next fight.
[/INDENT]


The Battles of Gladius - Aftermath and Rewards [INDENT]Once the fight is done, the pitlord posts any important information about the fight in the Fight Summary. You have to do some bookkeeping after the fight but don't worry, it's easy and quickly done. Here are the basic steps on how to update your character sheet.[list=1]

  • Link the Fight: At the bottom of your character sheet is a section called "Previous Fights" or something similar to which you have to link your fight. If the fight took several posts you have to link all of them. You also have list the name of your opponent(s) and their player(s), the level you fought at, the pitlord, and the rewards. As long as these information are included, the layout is basically up to you although you're encouraged to use the streamlined version of the standard character sheet. Please do not place (sblock)(/sblock) around the fight history because the pairingsmaker has to quickly check your sheet to prevent rematches.


  • Deduct Expendables: If you have used any expendable items, like scrolls or potions or even a charge from a wand, the pitlord lists this in the Fight Summary. You have to move all used up items on your sheet to the "Past Expenditures" section at the bottom of your sheet. Leave the price and caster level and everything else behind the expendable; just cut/paste it to the section with the used up items.


  • Mark off used abilities: The pitlord also lists all spells or abilities that have been used in the fight. This is important due to the rules for the 3-Fight Cycle because anything used up is not available in your next fight. Please be very careful here because if you make a mistake and your next opponent points it out you auto-lose the fight! If you have completed your 3-Fight cycle, you can ignore this point.


  • Update your prebuffs: If you have used spells or abilities before or during your last fight that still have a remaining duration of at least one hour, the pitlord mentions those in the fight. You can write them into your "Prebuffs" section on your character sheet. If the next Time Roll is lower than the remaining duration of your prebuffs, then they are still running at the beginning of your next match. If you do not list them under prebuffs, they are considered to be dismissed by you.


  • Add your Rewards: Once the fight is done, you get your fight rewards (XP and GP), naturally! The Pitlord posts these rewards in a summary at the end of the fight which serves as a quick reference for our auditors who check your sheet. Rewards are modified if you or your opponent brought in allies (see Rules: Allies I), or if you used a Free Activity (see Rules: Skills) to earn extra money. Add XP to your experience total, and gold rewards to your stash.


  • Level Up: If you have earned enough XP to level up, do that now. Level your character normally. If you haven't completed your 3-Fight Cycle, you have to be careful: you can use all abilities and spell slots you gained with the new level. Fill the newly gained spell slots with spells normally just as if they hadn't been used yet. All spells and abilities used up in previous fights stay used up! If you didn't gain a level, skip this point.


  • Buy new Equipment: If your last fight was the third one of your 3-Fight Cycle (and only then!), you can use your accumulated gold to buy new equipment and refill your expendables. You can also craft a week or three, start a quest, or just prepare for the next 3-Fight Cycle by updating your - hopefully streamlined - title line.

    Experience Point Rewards

    If you win the fight, you get an XP reward based on your own and your opponent's ECL, according to the following table (see DMG, page 38, or here).

    If you lose the fight, you get only 1/3 of the XP you would have gotten if you had won it. Also, you can never get more XP than 100 * (your current ECL) by losing a fight (before ally and skill package modifiers). [INDENT]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.[/INDENT]
    [code]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[/code]
    [INDENT]* 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.[/INDENT]

    Gold Piece Rewards

    You also gain gold if you win the fight. The amount of gold you get is directly dependent on the amount of XP you gained. The following list shows the XP/GP Ratio. For example, at ECL 11, you gain 2.2727 GP for every XP you gain. Let's say you gained 1000 XP in your last fight, then you also earn 2272 Gold (Ratio is 1 : 2.2727). WinXP & WinGP and LossXP & Loss GP is a quick reference in case two characters of the same ECL fight each other.  The ratio method should only be used if the character earns a different amount of XP than they would earn for facing an opponent of their ECL--don't use it if you don't have to (to avoid rounding error).

    [code]ECL
    /CR  XP : GP     |  WinXP    WinGP |  LossXP   LossGP

    1     1 : 1.0000 |    300      300 |    100      100
    2     1 : 1.0000 |    600      600 |    200      200
    3     1 : 1.0000 |    900      900 |    300      300
    4     1 : 1.0000 |  1,200    1,200 |    400      400
    5     1 : 1.0667 |  1,500    1,600 |    500      533
    6     1 : 1.1111 |  1,800    2,000 |    600      666
    7     1 : 1.2381 |  2,100    2,600 |    700      866
    8     1 : 1.4167 |  2,400    3,400 |    800     1133
    9     1 : 1.6667 |  2,700    4,500 |    900     1500
    10    1 : 1.9333 |  3,000    5,800 |   1000     1933
    11    1 : 2.2727 |  3,300    7,500 |   1100     2500
    12    1 : 2.7222 |  3,600    9,800 |   1200     3266
    13    1 : 3.3333 |  3,900   13,000 |   1300     4333
    14    1 : 4.0476 |  4,200   17,000 |   1400     5666
    15    1 : 4.8888 |  4,500   22,000 |   1500     7333
    16    1 : 5.8333 |  4,800   28,000 |   1600     9333
    17    1 : 7.0589 |  5,100   36,000 |   1700    12000
    18    1 : 8.7037 |  5,400   47,000 |   1800    15666
    19    1 :10.7018 |  5,700   61,000 |   1900    20333
    20    1 :13.3333 |  6,000   80,000 |   2000    26666[/code]
    [/INDENT]


    The Battles of Gladius - Late and Missing Fights [INDENT]It sometimes happens that real-life issues prevent a Pitlord from running a fight on time and no other Pitlord stepped up so that the fight is not up before the next pairings. Don't edit your sheet. Your fight will go into week 2 and marked with an [E] (Extended Fight). To compensate you for the lost week, we allow such characters to do one Full Activity during the extended week. Send a PM to Pitlords who will add this activity to the Pairings Post on the Battles thread.  Exception: If your character was involved in a monster fight, and the identity of the monster was never posted, Pitlords may opt to throw the entire fight out and re-pair your character, rather than holding the fight over.  You will still be compensated a full activity.
    [/INDENT]


    Character Parties [INDENT]It is possible for two or more characters (max four) to form a party, much like an adventuring group. These characters always fight as one team; they are even listed under the party name on the roster. Parties follow all rules for Inter-League fights, and are listed and fight in a higher league equal to their number of membership (so a party with three characters fights three leagues higher than each individual character has ECL).
    [indent]
    Requirements: Anyone can team up; there are only two requirement: all characters must have the same amount of XP and no player may have more than one character in a party. If these requirements are met, write a PM to Pitlords and inform him of this new formation. Don't forget to include the name of your party (like the "Band of the Red Hand") and include links to all characters.

    Matching XP: Unless you start with fresh characters it is unlikely that two characters have the same amount of XP. There are two ways to match your XP so that you can team up.

    • All characters lose an amount of XP until they have as many as the character in the to-be party with the lowest XP count. They lose Gold equal to the lost XP multiplied with the Gold Multiplier (see Rewards). Example: A ECL 8 character who loses 100 XP also loses 141 GP (multiplier is 1.41).
    • All lower ECL characters fight on until they reach the amount of XP the character with the highest XP count has. Any excess XP they would earn in their fight is forfit (inform your Pitlord about that).
    If the characters have different powerratings, the average will be taken for the team. Win/Loss records stay with the character and the party will begin with 0 wins and 0 losses. [/indent]
    Character Party Rules
    Here are the rules and some clarifications on how parties are handled.

    • Characters can always lend items to their team mates. These must be listed in a special section on the sheet and the item still belongs to its owner.
    • Although each character retains his own gold pool, it is possible to craft items for your teammates. The crafter uses up the Free or Full Activity to craft the item, but the gold is deducted from the character that receives the item. If the party is announced at the same time the characters are initially posted, they can have items crafted for each other before the game begins (as normal for a solo character).
    • Allies are handled individually. You may lend your ally to a team mate (like riding a horse). Ally caps are applied to the individual character; ie each character still has his own maxCA. Ally penalties to rewards, however, are deducted from the party as a whole.
    • All members in a party must be set to ready for the party to be put into the pairings for the week.
    • It is allowed to cast prebuffs on your team mates.
    • Every character in a party counts as one activation.
    • The party earns experience as if they were a randomly assigned team, except that any bonuses or penalties to XP are averaged across the members.
    • XP and GP rewards are based on the ECL of each character, not the EL of the team.


    Splitting Up: If you have enough of your party, you can leave.  Every character who leaves has to pay a credit costs of 10° and request it in the Character Changes thread. If there are only two members left, both have to pay the credit cost to split up. It requires some work for the Game Master and auditors if a party is split up so it should be avoided if possible. Lent items are returned to their owner and items you got crafted are sold at half market price (unless the character pays the full price).
    [/INDENT]
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