
Master of the Pits |

[Please read this, everyone.]
I am all for rolling everything you expect to need and adding anything else at the end. This means that you would indeed roll the attack and the grapple, and simply disregard that roll if it turns out to be unnecessary. This also means that you may not leave that roll out of your post, even if you already previewed and know your attack roll was a 1.
This is the rule for all rolls that you will be instigating (which I'll call active rolls), which helps all possibilities be accounted for as soon as possible. If you attack with 6 claws that each have a grab, go ahead and roll all of those attack rolls and CMB rolls. You also should roll damage in the same post, so that you won't have to bloat threads and may simply give your opponent damage results based on what hits or does not.
Essentially, a pit fighter should always post all potentially necessary active rolls, in the order they may be attempted.
Reactive rolls (those that you must roll in response to something else happening) should be responded to as soon as they are called for, but should not interrupt any previous rolls in the same post. This means that if you threaten a critical, you should post the critical confirmation roll at the very end of your post, after all rolls besides reactive rolls triggered after it (such as another critical threat with a later attack that round).
This means that you may not post a critical confirmation roll higher up in a post than any active roll.
Because of these regulations, reactive rolls should never be assumed. Don't make your snake style Sense Motive roll just because you think you'll provoke an AoO, only roll it when you actually respond to an action. If there is any sort of ongoing effect to which you must react (a will save each round, an attempt to pinpoint an invisible enemy), it should be reacted to before any active rolls are taken (the same as any other reactive roll).
Please let me know if any part of this needs further clearing up.
@darkwolf second question, yes you may 5-ft. step diagonally around an enemy, or even between two of them 5 ft. apart.
EDITS: Choon and I appear to be on the same page for this, I believe it's the best way to go about regulating potential dice-roller abuse.
@Vironus, a 5-ft. step is a non-action, and therefor may be used in conjunction with as many actions as a character is able to perform in that round (provided they use no other method of movement). In a surprise round a character could conceivably take a hand off of their greatsword (free action), cast a standard-action spell (standard action), rage (free action), put their hand back on their sword (free action), use a cavalier's challenge (swift action), and then take a 5-ft. step (non-action).

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I'm of the opinion that you should roll all the dice you know you will need in order. Then roll any dice that emerge from contingencies as needed and add them to the bottom of the post. (Your option 1) All you have to do is label it with [dice=X] and it should be clear enough. It's easier to ignore dice than it is to insert them later.
Edit: ninja'd by the Master.

Vironus Antilles - Gladiator |

Thanks, shame I'm dead already as I have a good idea of what I just failed to save against, considering the DC.
Gotta say, that has to be the lamest way to fight. Fail a save at level 3, fall unconscious and get coup de graced. Why I bother making honourable and fun characters when I come across things like this, I have no idea.
Fight 1 - Elinora. So cheap. ¬_¬

Darkwolf117 |

For what it's worth, I'm in this more for fun than optimization, but I am enjoying it for both aspects.
Also, I know the sting of knockout+coup de grace (though of course there's plenty of other SoD's I'm sure), and while it can feel disheartening, it is still just a single match after all. There will (or should hopefully) be plenty of other opportunities for a battle more your speed (I daresay the larger majority of combatants tend to be upfront on things, though with all the people I haven't seen yet, I'm not entirely positive).

Llaelian |

Bruno is much more up front and not-casty. Promise. :)
Bruno got a tough draw too. He now despises Roc's. :P
You should blame those who insisted to start at 3rd level. This build is almost impossible to make at 2nd. :-P
Besides, you're not dead yet and you still have all your HP. Who knows what can happen? I'm sure you've got a few tricks left...

Elinora |

I just wanna say I didn't participate in the play test fights, but I did look at a few of em. They were only level 2, and I saw some people with 30+ AC, dealing out 60+ dmg, throwing around Color Sprays (and probably other save-or-dies), and some synthesist summoners (nuff said there ;)). Then I read the campaign info and saw this:
It should be clear before you read any further that this is a hardcore sort of 'campaign'. You may have opportunities to role-play, and everyone should have some amount of backstory and flavor for their character, but if you're not also a powerful and versatile one-on-one combatant you may find yourself frustrated. That said, there's nothing to stop you from re-rolling as often as you'd like and jumping back into The Pits with a better build, so go ahead and get creative!
So I wanted to make someone who can hopefully deal with several different types of threats, while not being necessarily the same as everyone else.
I know it sucks, but on my end it was just a 'why not' kind of tactic. A 25-45%-ish depending on my opponents Fort save, chance to take someone out immediately. I'm a drow, of course im gonna use drow poison. It wasn't that high of a Fort DC, and if you had succeeded, you probably would have got in close and ginsued me. ;)

Vironus Antilles - Gladiator |

Lol, maybe. I just hate the fact the very first fight killed me in the first round by the cheapest way imaginable, but as I said, the problem is ranged combat. He's been built to be a good up front fighter, so failing first initiative against you and then failing the save is what ended it.
Just one comment on the poison though. Does it last 24 hours, because Jehova/Master of the Pit ruled that anything put on the gear before the fight would have to last 24 hours in order to work, and I know you didn't apply poison to it in the fight, so is poison something that lasts forever on a weapon, or just temporarily? I'll guess permanent, as otherwise you'd have applied it during the fight, because if not, I wouldn't have been poisoned before I could move and knocked unconscious in the surprise round lol.
I know what that said above btw, but I did make this guy before he said that post because I wanted a proper Gladiator feeling game, where everyone is optimised a little, but not overly. Anyway, doesn't matter.
Just so you know though, I didn't play in the practice rounds either. Expressed interest too late, but although it takes the fun away from me, I have a broken character that I could bring in at some point. He just isn't broken at level 3.

Eben TheQuiet |

I can understand your frustration, Vironus, but this arena has always been a power-build-fest... from day 1. Go back and read the original posts from Jehova, he's always encouraged power-building.
From a couple of Crane/Snake monks to a few charge-splat dwarves to a handful of optimized casters... and yes, there have been any number of a variety of summoners (and those dudes are dangerous).

Vironus Antilles - Gladiator |

I know he has. It just wasn't honourable and that's all really. Well, that and I am pretty much the only Gladiator out of everyone in a Gladiatorial arena. Ha!
I'm all for losing, but I personally wouldn't ever make a character that fights like that, because it's an easy win that lacks glory. It's why I make up close fighters over anyone else.
Though I have been tempted to retire Vironus because even if he wins fights, as soon as he comes up against ranged combatants, he'll lose and never ever level up. Total Defense would have helped, but I didn't win initiative and you don't get a full round action.

Lieahsiel |

The only thing I really have a problem with is fliers at this level, its an auto win against most characters. I'd suggest that pits have variable heights determined by a die roll from say 5 to thirty feet. This would give fliers a chance to use their ability the majority of the time, but stop them auto winning against almost any melee character. Say a d6 with 1 being 5ft. and 6 being 30ft?

Elinora |

The only thing I really have a problem with is fliers at this level, its an auto win against most characters. I'd suggest that pits have variable heights determined by a die roll from say 5 to thirty feet. This would give fliers a chance to use their ability the majority of the time, but stop them auto winning against almost any melee character. Say a d6 with 1 being 5ft. and 6 being 30ft?
We have 4500 gp worth of gear, with 225 of it being replenishable. A tanglefoot bag costs 50 gp. It only has 10 ft range, but it is a touch attack. ;)

Lieahsiel |

True, and that would still work fine. But always having the height to fly clear is a huge if and with it being an invisible force ceiling moving it would seem to fit easily enough. Plus in most cases odds would be highly against a tanglefoot bag actually working. I would suggest its similar to denying mounted characters a first round charge and would IMO make things much more interesting.

Eben TheQuiet |

Well, Jehova does say, "this game may not be fore everyone". That's not an attempt to run you off, Vironus. I want everyone who wants in to stick around, but the reality is that honor and dishonor mean absolutely squat to anyone but the person who cares about them... and that's all rp.
Sorry your first fight isn't going well, though. That does stink.

Vironus Antilles - Gladiator |

I'll enjoy it more when I can actually fight something. Tbh, I stayed up until 4-5am for the fight, excited, thinking it would be that, so it just felt like a waste of time to me, which probably put me in a bad mood.
I don't usually care if I lose, but it was just an uncool start to something I thought would be fun. Gotta keep telling myself it's not limited to ground, close quarters combat like proper Gladiatorial battles were. That's why I didn't find it fun, paired with the fact I like everyone to be on equal ground, and fight their hardest to survive.
When you optimise characters, they can range from broken to unworkable in some areas and it's just unfortunate we have archers in an arena.
Fights I want to play more than anything are with Kailin and Bruno.

Trihedron |

Are we entitled to purchase equipment between fights, in case we have leftover cash?

Llaelian |

Lieahsiel wrote:The only thing I really have a problem with is fliers at this level, its an auto win against most characters. I'd suggest that pits have variable heights determined by a die roll from say 5 to thirty feet. This would give fliers a chance to use their ability the majority of the time, but stop them auto winning against almost any melee character. Say a d6 with 1 being 5ft. and 6 being 30ft?We have 4500 gp worth of gear, with 225 of it being replenishable. A tanglefoot bag costs 50 gp. It only has 10 ft range, but it is a touch attack. ;)
For having built a flier, I can just say one thing. There's a lot of vulnerabilities in the build, and tanglefoot is not the only one... It may not be as good versus ranged characters or magic users, for example.
It also mean you need to have a versatile character, with good saves vs mages, good AC and good ranged or/and melee. Plus another set of tactics for when everything goes wrong.

Elinora |

Well, Jehova does say, "this game may not be fore everyone". That's not an attempt to run you off, Vironus. I want everyone who wants in to stick around, but the reality is that honor and dishonor mean absolutely squat to anyone but the person who cares about them... and that's all rp.
Sorry your first fight isn't going well, though. That does stink.
Exactly. I'm RPing my character according to her alignment. She doesn't give a lick for honor. Now, consequently, she may be in trouble if she ran into certain people with certain crazy abilities versus certain alignments..... ;)

Elinora |

Elinora wrote:Lieahsiel wrote:The only thing I really have a problem with is fliers at this level, its an auto win against most characters. I'd suggest that pits have variable heights determined by a die roll from say 5 to thirty feet. This would give fliers a chance to use their ability the majority of the time, but stop them auto winning against almost any melee character. Say a d6 with 1 being 5ft. and 6 being 30ft?We have 4500 gp worth of gear, with 225 of it being replenishable. A tanglefoot bag costs 50 gp. It only has 10 ft range, but it is a touch attack. ;)For having built a flier, I can just say one thing. There's a lot of vulnerabilities in the build, and tanglefoot is not the only one... It may not be as good versus ranged characters or magic users, for example.
It also mean you need to have a versatile character, with good saves vs mages, good AC and good ranged or/and melee. Plus another set of tactics for when everything goes wrong.
Yup. I admit, I was licking my chops when I saw I was paired with a dual wielder, cause it was a great matchup for me. Any of the dwarves, who would likely need a 2+ on their Fort saves vs me, and then would charge me into paste, not so good a matchup. :P

Trihedron |

Vironus, I can understand the issues with archers, or any ranged character for that matter, but the thing is there are multiple other options that can be overpowering depending on what you re matched against - flight is one (at level 3 it is just... bad), I can number several spells that can break the duel FAST: Color spray, invisibility, magic missile, etc.; Digging around, I am sure that we can find many others.
Probably differences get more diluted with one or two more levels?

Vironus Antilles - Gladiator |

I know, and they're the fights I'll lose, but I'm not here to argue, nor do I care to. I've expressed what I wanted to say and there's nothing more I care to talk about on the subject.
I only want to fight melee combatants because that's where the challenge will be, but if I have to face someone who focuses in ranged combat, make my saves and get in close, that's when trouble arises. It's just a shame you can't charge double distance in a surprise round. Against an archer, it was unlikely I'd win initiative anyway. I have +5 when I'm focused on Dex and Str, not just Dex. ;)

Grixus |

Random thought, if you can perform a swift action in the surprise round, why not just get a Quick Runner's Shirt for 1000 gp, use its ability to move as a swift action and attack with a standard action.... That would solve your problems with distance, and if he is a two weapon fighter I assume you are going Dex heavy at least to a small degree so you should have an initiative bonus there. Get reactionary as a trait for another +2 and improved initiative as a +4. Assuming you have a 16 on your Dex you are looking at a +9 to initiative... you would be able to go first and if you move right, you could position yourself so that the opponent can't 5-foot-step away from you (unless they want to back themselves into a corner). So that almost nulls ranged attackers and anyone who can fly will provoke if they try to fly away. It also nulls the charge of a mounted character.

Trihedron |

I actually haven't quite grasped the concept of the surprise round here in the pits yet, seems it would be a little too taxing for those that lose initiative and are immediately caught flat footed, even more taxing for those melee that need to close the distance.
Why exactly are we starting with a surprise round instead of a "normal" round?

Grixus |

I think its so that round 1 a mounted cavalier cant charge you with a lance for double damage or immediately smashing wizards by putting them in melee round 1. Personally I think the surprise round is good in theory, but it kind of nerfs a melee character unless they dip for about 4 lvls into the rogue so they can get a full round in the surprise round. Oh, unless they are a monk with deflect arrow. Gets even funnier with snatch arrow as you could just launch the arrow right back at them.