| Scipion del Ferro RPG Superstar 2011 Top 4 |
SdF's Colossuem
Version 1: Rules
Character Rules
-Level 10
-20pt buy
-Core races (Bestiary with consideration)
-Core, APG classes and archtypes!
-two traits (no heirloom weapon, or rich parents)
-No Leadership feat, though animal companions and mounts are fine
-Max HP at first level, average HP rounded up
-Backstories are not needed, but feel free to write one
-A description and personality will be needed
-A description of combat tactics, maneuvers, spell and item use will be needed.
-A more thorough description will provide a more accurately run character
-Please post the alias for the character in this thread for now
-For your alias, please have no more than 3 spoiler tags so it's easy to read through
Item Rules
-Standard Wealth-by-Level (62,000g)
-Item Creation feats let you get 2 items of that type at half cost.
-No customer magic items, core book only
-Spending money on material components is fine
-This is a fight between two Player Characters, no purchasing hirelings, minions, undead servants or planar bindings (unless these actions are done in the arena somehow ie. summoning)
-Animal Companions and mounts are an exception to the previous rule as these are class features
Spell Rules
-No pre-cast spells with a duration under 8 hours
Arena Rules
-Taking place in a 90ft wide metal walled, dirt floor arena
-Each fight will occur in one of the following random arenas
~~empty, with four 5ft wide 20ft tall pillars (2 stone, 2 wooden), well lit
~~forest, like conditions with randomly placed trees, dim lighting
~~full, dark city conditions with 5 small buildings (each with one door)
~~a, 50ft deep lake in the center surrounded by a flat shore surrounded by difficult rocky terrain
-Combatants will enter the arena at the same time
-Initiative will be rolled and actions will be taken in that order. Initiatives may need to be re-rolled depending on conditions.
I created a thread on the PBP boards for the Colosseum. Each fight will be made of separate posts for each round by myself describing character actions very similar to how I run my PBP games. All rolls will be made in the post and a map for the round will be provided.
Once again this is not a PBP where you fight another character, but rather where you submit a character to be auto-piloted to the best of my ability following your stats and guidelines.
I don't know how many matches I'll be able to do. The contestants will consist of whoever posts legal entries. Please submit characters to enter the arena! There's no reason for this other than fun, to display awesome/wackey character builds, see me post lots of fight scenes, and whatever else may come.
| Scipion del Ferro RPG Superstar 2011 Top 4 |
Two things, did you mean to buy only 1 of each potion? They'd only be good for one fight, not refreshed.
Also how are you dealing 2d8+9 damage with a -3 strength mod and small size? Is there something I missed?
A small 15th level monk with 5 Str should only do 1d10-3 damage. Weapon Finesse only adds to the attack roll.
| Varos |
Ah, correct! damn I am getting dumb. Just looking at something else / thinking really weirdly now. Need to calculate everything from the beginning
EDIT: Now changed everything and should be properly adjusted to be a monk... ahah, at least now he is having damage. And about the 1d10, it is actually 2d6 since he is using Robe, Monk´s-> treat him 5 lvl higher, so he get´s the unarmed dmg, AC bonus but I am not sure about FoB, so I left that as lvl 10
This simple brown robe, when worn, confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-Level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus.
| Scipion del Ferro RPG Superstar 2011 Top 4 |
Ah, correct! damn I am getting dumb. Just looking at something else / thinking really weirdly now. Need to calculate everything from the beginning
EDIT: Now changed everything and should be properly adjusted to be a monk... ahah, at least now he is having damage. And about the 1d10, it is actually 2d6 since he is using Robe, Monk´s-> treat him 5 lvl higher, so he get´s the unarmed dmg, AC bonus but I am not sure about FoB, so I left that as lvl 10
** spoiler omitted **
Not if he's small. Remember size changes your unarmed damage type. A medium 15th lvl monk does 2d6. Small does 1d10.
| markofbane |
Eben TheQuiet wrote:I'm gonna guess our first untouchable 'mage just arrived; and that he means ridiculously unstoppable. :)I'm not sure you're druid will have too much trouble with him. The fightery types might be in a bind though.
That's why I have him starting with Obscuring Mist before casting anything else. I'm hoping it might buy him some time before an opponent realizes the rest of his tactics.
| LoreKeeper |
I just read the first fight. I'm not sure how the dire-tiger-druid could do so much damage after pinning the barbarian. To my knowledge the action to maintain the grapple is a standard action (or move action with greater grapple); and automatically inflicts damage if successful (or allows shifting positions a bit, or pinning). Rake, naturally, adds additional damage. But additional attacks for bite and claw? I don't see where these come from.
| Eben TheQuiet |
The instructions above about gear says Core book only. So I'd say no Companion/Adventure Path stuff. I do knwo that (as far as character choices) he's allowing stuff from the APG - as long as he okays it.
As for the grappling Dire Tiger.. here's how it breaks down.
He gets two grapple actions per round (one standard and one move) from Greater Grapple feat. He used his standard action to maintain the grapple (which was basicaly a guaranteed success barring a roll of 1), which - because of his Grab ability - automatically dealt damage as well as allowed a Pin attempt. Then he used the Move action to automatically deal damage equal to another claw attack. Then he used his Rake ability (which grants two claw attacks if the conditions are met - the conditions in this case being that he successfully begin the round by maintaining the grapple) - so he got two follow up claw attacks.
So… Standard action (maintain grapple - with +5 bonus - which allows him to pin as well as deal automatic claw damage), then move action (deal automatic claw damage), then rake - making two claw attacks.
He never made a bite attack.
| Scipion del Ferro RPG Superstar 2011 Top 4 |
He did indeed. This is after the pin was already established. Here's a thorough examination of attacks.
Grapple check (to maintian); Grapple continues!
1. Grab damage (claw); (Lethe HP 98)
2. Grapple damage (bite); (Lethe HP 79)
3. Grapple check (to harm); Succes, extra damage
3. Grapple damage (bite); (Lethe HP 61)
4. Rake (claw); Hit!
Damage; (Lethe HP 44)
4. Rake (claw); Hit!
Damage; (Lethe HP 25)
1. Is the free damage given by the Grab ability for maintaining a hold. This damage is dealt specifically with the attack that started the grapple. (claw)
If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold.
2. Is the standard damage allowed to you by maintaining a hold. This attack is made with your choice of attack. (bite)
Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions.
-Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.
3. This is the second set of actions allowed by Greater Grapple.
This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
4. The Rake ability allows a creature to make two attacks against the grappled foe in addition to normal damage.
In addition to the options available to all grapplers, a monster with the rake ability gains two additional claw attacks that it can use only against a grappled foe.
| Varos |
Just a side note, Varos's monk's robe does not increase the effective level for things like Wholeness of Body; it only increases effective level for unarmed damage and bonus monk AC. The "necklace of ki serenity" in APG allows Wholeness of Body to be considered at 5 levels higher.
Mhm, was unsure about that but thats why I kept them in different brackets from others, as not to give any "official" stats there. Otherwise, everything else is okey but thinking just still the build
| markofbane |
SdF, rules question for you. When a character increases intelligence by leveling up, do they get retroactive skill points? So a non-human fighter with a 14 Intelligence would get 4 skill points a level. If he raised intelligence at 4th level and 8th level, would he get those 7 skill points? I seem to recall something about this to make it more balanced between a character that starts with that level of attribute and one that gets that attribute over time, but I can't find anything to support that.
| Jaycen Keenword |
All bonuses are retroactive when increasing an ability score permanently. Just look here.