Conflict Roleplaying

February 16, 2018 | Author: Alex Brown | Category: Role Playing Games, Gaming, Leisure
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cRoleplaying o n f lRulebook ict Design: Mark M. Scott

Written by: Mark M. Scott, John E. Ling, Jr, Amber Scott, Brendan Davis Editing: Luchina Smith, Ryan Costello Design Contributions: Mike Campell, George Basley, James Conques, Mark Orapello Art Direction: Mark M. Scott, Conflict Games Design Team

Art: Rick L Hunter, Jon Hodgson, Scott Purdy, Andy Hepworth, Mark Hyzer, Brandon Leach, Marcus F. Scott Cover Illustration: Ihar Balaikin Cartography: Michael K. Tumey, Conflict Games Design Team Technical Engineer: Lloyd Warner The Conflict Roleplaying Rulebook introduces players to tactical team-versus-team roleplaying, where players compete against other players in dozens of objective-driven matches. This book is compliant with the Open Game License (OGL) and

See http:// paizo.com/pathfinderRPG/compatibility for more infor-

is suitable for use with the world’s most popular fantasy roleplaying

mation on the compatibility license.

game. The OGL can be found on page 120 of this product.

Designation of Open Game Content: None, Elements that are in the

To learn more about the Open Game License and the d20 System

public domain or have previously been designated as Open Game

License, please visit wizards.com/d20.

Content are not included in this declaration.

Compatibility with the Pathfinder Roleplaying Game requires the

No portion of this work other than the material designated as Open

Pathfinder Roleplaying Game from Paizo Publishing, LLC. See

Game Content may be reproduced in any form without written per-

http://paizo.com/pathfinderRPG for more information on the Path-

mission. Conflict Roleplaying © 2010, Conflict Games LLC All Rights

finder Roleplaying Game. Paizo Publishing, LLC does not guarantee

Reserved. Printed in USA

compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibil-

Conflict Games LLC Area 7515 PO Box 4668-7515 New York, New York 10163-4668 Office: 845-445-1021

LLC, and are used under the Pathfinder

ISBN: 0-9824507-0-2 ISBN-13: 978-0-9824507-0-3

Roleplaying Game Compatibility License.

Second Printing July 2010.

ity Logo are trademarks of Paizo Publishing,

www.ConfictBooks.com

•1•

Dedication

IN LOVING MEMORY OF:

Patricia Priscilla green a.k.a Oreo-Cookie JANUARY 1965 - JUNE 2009

•2•

Chapter 1

Intro...

=taBle oF conteNts

New Concepts ........................................................................6 Glossary ...................................................................................8 Chapter 2

battle Points...

Tallying Battlepoints .............................................................10 Battlepoints Example ...........................................................11 Chapter 3

Map End Configurations......................................................59 Team Initiative........................................................................60 Chapter 8

Passcards...

Introduction To Passcards .................................................61 Abbreviations .........................................................................63 The Role Of Passcards ..........................................................64 Examples Of Passcard® Use..................................................66 Chapter 9

Supplemental Rules...

Team Feats...

Match Types...

Player’s Tips & Tactics ...

Starting A Match ....................................................................14 Supplemental Rules...............................................................15 Chapter 4 Introduction To Match Types .............................................16 Match Type Format...............................................................17 Match Type: Ambush ...........................................................18 Match Type: Kill Of The Hill ..............................................20 Match Type: Bloodspill ........................................................22 Match Type: Snatch And Grab ...........................................24 Match Type: Mcguffin ..........................................................26 Match Type: Hellbreak.........................................................28 Match Type: Regicide...........................................................30 Match Type: Brother’s Keeper ............................................32 Match Type: Monster Mash ................................................34 Match Type: Conquer & Reap ...........................................36 Chapter 5

Introduction To Team Feats ................................................67 Team Feats Listing & Descriptions ...................................68 Chapter 10 Optimizing Your Character .................................................71 Enemy De-Buffing .................................................................72 Healing .....................................................................................73 Battlepoints Optimizing ......................................................74 Introduction............................................................................78 Chapter 11

Game mastering...

Campaigns & Conflict Matches ..........................................80 Hidden Movement ................................................................81 Metagaming ............................................................................82 Planted Items ..........................................................................88 Combat Charts .......................................................................91 Chapter 12

Map Elements ...

Pre-Configs...

Conflict Laws...

Appendix...

Map Elements Introduction ................................................38 Creating Your Own Map Elements ....................................40 How To Ride A Rust Monster 47 Chapter 6 What Are Conflict Laws .......................................................54 Law Descriptions & Summary ...........................................55 Chapter 7

Conflict maps...

Pregenerated Characters ......................................................94 Intro: Conflict Pregens .........................................................94 Stat-Blocks & Battlepoints ...................................................95 Appendix Special Thanks &Acknowledgements ...............................113 Passcards™ ...............................................................................115 Index .........................................................................................118 Game License Version 1.0....................................................120

Conflict Maps .........................................................................58 Introduction To Conflict-Maps ..........................................58

• •33• •

welcome to the conFlict



Respect Thy Opponent

•4•



Opponents are like hot coals­—it’s better to respect them well in advance than to be forced into humility after you are burned. —Bernard the Vile Four-Time Conflict Survivor

iNtroDuction

Chapter 1 What is Conflict Roleplaying?

What is Conflict Roleplaying?

What Do You Need To Play

governed competition. Players versus players gaming is by no means

following items:

Competition. That’s what this book is all about. Raw, unlimited yet a new concept, but we as a tabletop gaming community have yet to embrace the beauty of it. Most of us still play with the idea of being a member of a group of cooperative players, the famous “All for One and One for All” mentality, fine for certain tabletop gamers. For some of us, being cheerfully cooperative just doesn’t cut it. There’s an itch to prove our dominance over the other players. If you have ever had

In addition to this book, to play a Conflict match a player needs the



Pathfinder® Roleplaying Game Core Rulebook™ or Compatible Open Gaming Licensed core rule book;



A completed character sheet under the Battlepoints Cap (see Chapter 2) ;



A set of dice as detailed in the Pathfinder® Roleplaying Game Core Rulebook™;

that itch, then you hold in your hands the right material to scratch it. Conflict Roleplaying rules, matches and maps are designed to pit play-



A Conflict–Map—available at www.ConflictBooks.com

ers against the players on the other side of the table. Through tactics,



Miniatures and counters to represent characters and Map Elements.

strategies, luck and bluffs, you will be in control of your success or failure. Conflict Roleplaying players join up in small teams and face



Passcard (see Chapter 8.)

off. The goals can be as simple as kill the opposing team or as complex



Writing implement (pens or pencils).



A couple of friends.

as an adventure where teams have to race and chop their way to the finish. So start working on your overconfident smirk because by the end of this book you will be ready to show your friends what you are

What Do You Need To Know

A number of new concepts and philosophies combine to form the ba-

truly capable of.

sis of Conflict Roleplaying. These ideas, considered as a whole, unite

Attitude

Conflict Roleplaying starts with a change of attitude. Players that used to fight side by side are now enemies. Therefore, they must be prepared to compete; don’t play nice, play to win. Conflict’s style of gaming is a far cry from the typical dungeon crawl or “save the princess” campaign. Conflict positions players in competitive stances against each other, not the Game Master. This is a key change from traditional campaiging. The players are not arranged to fight against the GM’s settings and creatures. In fact, the GM has a much different

to create the general atmosphere of competition. Players and Game Masters are encouraged to read the below chapters on the following carefully. The concepts defined next should remain as the principal aspects of Conflict Roleplaying. They are as follows:​ •Battlepoints •Laws •Team Feats •Enumerated Maps

•Passcards

•Planted Items

•Match Types •Map Elements

job in Conflict Matches. The GM is responsible for facilitating the competition. In Conflict Roleplaying, GMs do not need to manage detailed stories, subplots or complex non-player characters. Despite this change there’s still a lot of fun for the GM.

A Word on Pronouns In Conflict Roleplaying, we strive to keep our pronouns in order. We believe both in the equality of male and female gamers as well as correct grammar. For ease of reading, the pronoun she in our examples always refers to the GM, while the pronoun he refers to a player.

•5•

New Concepts

New concePts

Battlepoints

original objective. Experienced GMs and players can use these vari-

Conflict Roleplaying use Battlepoints, a rating system to roughly

ants to get more out of each Match Type.

estimate a character’s ability to compete.

Map Elements

A GM can adjudicate the fairness of a

Map Elements are physical elements that

match with this rating system. Charac-

can be purchased and strategically placed

ters with a large disparity in Battlepoints

on the map by players. These elements

should not compete against one another.

include traps, healing statues and even

With this in mind, the GM sets a limit

barriers. Map Elements add to the strat-

on Battlepoints called the Battlepoint

egy and replay value of Conflict Maps

Cap. Players cannot exceed this value

and Match Types.

when constructing characters. Chapter 2

Laws

will explain how to evaluate characters’ Battlepoints and adjust them appropri-

Optional rules that can be applied to

ately.

most Match Types. Laws will limit or

Conflict Map

expand players’ options during matches

designed and play–tested Conflict

Passcards

or character generation.

It all starts here. Our cartographers Maps specifically for Conflict Roleplay-

Passcards help address the issue of

ing. The squares on the map have

metagaming. Metagaming is when play-

coordinates. This allows players to com-

ers use out–of–game information or

municate the locations of hidden traps,

resources to affect in–game decisions.

dangers or other teammates without the

To help combat metagaming, players

other team’s knowledge. Conflict Maps

and GMs use Passcards to communicate

are designed with strategically placed

plans and actions privately.

high ground, low ground, cover and

Team Feats

physical dividers. These designs are at the

Team Feats represent team cohesion and

heart of Conflict Roleplaying strategies.

familiarity. Team Feats grant specific

Players should look for spots which offer

benefits to all team members.

great cover, optimal trap placement and

Planted Items

perfect ambushing points. The team that makes better use of the Conflict Map will

Planted Items are magical items the GM

have the advantage time and time again.

places on the map prior to the start of the

You can find an array of Conflict Maps at

match. All players are aware of the initial

www.Conflictbooks.com.

location and abilities of all Planted Items.

Match Types

Teams can fight over these items.

An objective drives every Conflict Roleplaying game. Match Types details the specific

Lazarus (550 Battlepoints) Bloodspill Survivor

Pregenerated Characters

Chapter 12 is full of Conflict Roleplaying

objective and parameters for the teams playing in the match. Objec-

pregenerated characters. These are great for groups that are pressed for

tives vary from “kill as many as you can” in BloodSpill to “Escort the

time or those who want to dive right into the game. The Battlepoints

King” in a Regicide. In addition, each Match Type has variants to the

are already set and the characters’ Battlepoints range from 85-143.

•6•

New coNcepts The Hard Part

Because Conflict Roleplaying does not limit players’ abilities to create powerful characters with extraordinary gifts, the subject of fairness must be addressed. Fairness and good sportsmanship are vital components to players versus players competition. It is a critical role

Chapter 1 The Hard Part

planning. Just keep in mind, both teams play by the same rules and therefore the opportunity to take advantage of the rules is even on both sides. Even if a team is bested by a clever tactic you can be sure a series of clever counter–tactics will follow.

Golden Rules

of the Game Master to consider fair play before the match begins.

Conflict Roleplaying is a combination of gaming systems with many

When considering fair play, the GM should consider the following

different character builds, magical abilities and rules. There are bound

two items:

to be moments where things are unclear or particular situations lie



The character sheet



The person playing the character

outside of the rules as written. This occurs more often at high level, when feats, spells, and items can be combined to create extremely powerful characters. These instances can lead to arguments, so it is

The GM needs to scrutinize the character sheet for validity, starting

important to keep a few golden rules in mind to create an enjoyable

with Battlepoints calculations. Misuse of Battlepoints gives unfair

gaming experience:

advantages and lead to dispiriting sessions. Certain combination of

1.

The players and GMs should be respectful of each other.

2.

The rules are never more important than the game.

3.

Don’t forget you are there to have fun.

feats, class abilities and spells will also lead to unbalanced advantages. Although Conflict Roleplaying is a great outlet for this type of powergaming, no one wants to face unvanquishable opponents. The GM has the final say. If she feels there is too much exploitation in any one case, she should not be afraid to say no. The GM should also consider the experience level of the player. It is wise to ensure each team has a similar number of veterans, who can assist less–experienced players. Be mindful that certain individuals and teams will be able to plan and execute better than others and solid teamwork should be encouraged. In addition to the pregens in Chapter 12, Conflict Roleplaying groups are encouraged to stockpile approved character sheets for future play,

Resolving Disputes

When a dispute happens, it is up to the GM to resolve it. She has the final word and it should be respected even if someone disagrees. Most players will be okay with GM decisions, but if someone is not, then it should be discussed after the game. In that discussion, try to come to an agreement on how this situation will be handled if it comes up again. Be sure the entire group is aware of the decision before play resumes. Chapter 11 contains an entire section dedicated to this topic.

providing ready–made characters when they’re needed in a hurry. Just because a character died in one Conflict match doesn’t mean their character sheet needs to be ripped up and thrown out.

No Time for Crying

Conflict Roleplaying requires a certain level of maturity. It should

Hat of Disguise

be mentioned that characters in Conflict Roleplaying carry a high

Used to appear as enemy...

mortality rate and players should not become particularly attached

Gold Piece Cost:1800

to them. Unlike typical campaign-styled games, there will be winners

Battlepoint Cost: 18

and losers and you simply can’t win them all (although you can try). Arguments that start with “think about it like this…” and about what is “realistic” do not apply in a game that has to simulate reality and fantasy is the most fun and balanced way possible. Unlike in the Pathfinder® Roleplaying Game™ (or any Open Gaming Licensed system), what the rules say is more important than what the rules imply. Players will exploit imperfect rules. This is unavoidable. In fact, some players will rely solely on their ability to exploit rules instead of cleverness and

•7•

gLossary

Conflict Keywords Words used by Conflict players: Battlepoints (BP):

A rating system to roughly estimate the character’s ability to compete. The higher the score the more the capable the character.

Battlepoint Cap:

Map Points (mp):

A currency used by players to

Match:

purchase Map Elements. When two or more teams compete

Match Length:

against each other. The number of rounds before a match ends or goes into sudden

The maximum Battlepoints a player

death. This is announced by the

can use during character creation or when choosing a Pregen char-

Match Types:

GM prior to the start of the match. The name of the match and it’s

Passcards:

main objective. Sheets of paper that are used to

Casualties:

acter. Players that are killed, defeated or

Character Builds:

disqualified during match play. The composition of a character, in-

privately provide the Game Master

cluding elements such as his class,

what players are planning. Character sheets that are ready to

level, race and Battlepoints and the

or team member with details of Pregen:

optimization of those elements. As

play and include its Battlepoint

there are myriad ways to optimize

score. Typically, Pregen have al-

a character, players often compare, discuss, laud, and criticize builds Conflict Maps:

Planted Items:

during Match play. A large map with a 1-inch grid. Each square on the map is enumer-

GM on the map at the start of a Teams:

Match. A cooperative unit of one or more

Teams Feats:

players. Special feats granted to all mem-

ated. This allows players to communicate the locations of hidden

ready been approved by the GM. Preexisting items placed by the

Faith Points (fp):

traps, dangers or other teammates Rewards given out for Match wins

Hallows:

during tournament play. A platform or marked area on the

Tokens:

A physical representation of the

map that certain Match Types are

Variants:

characters or Map Elements. A different version of the same

based on. Entering or occupying Hallows are part of the victory conLaws:

ditions set by some Match Types. Universal rules applied to everyone in the match and agreed to prior to

Map Arcanum™:

the match. A separate document that holds important terrain–related facts about a map. Helps players make

Map Elements:

decisions on their actions. Magical objects players can purchase and place strategically on the map.

•8•

bers of a team, based on the number of members in a team.

Match Types.

Battlepoints

Chapter 2 Battlepoints Introduction

Battlepoints

The Battlepoints (BP) rating system is used to help level the playing field by roughly estimating a character’s ability to compete in Conflict Matches. Specific sections of a character sheet are given a value and the sum of those sections is considered the character’s total BP.

Battlepoint Cap

The GM assigns a Battlepoint Cap prior to every Conflict match. The Battlepoint Cap is the maximum Battlepoints any character can total prior to the start of the match. This cap applies to pregen characters as well as characters created from scratch. The Battlepoints Cap is based on the average level of the characters in the match. A GM will generally know that her group of players want to play at a certain character level (i.e., 3rd, 10th, 15th, etc). Use Table 2.1 to determine the appropriate Battlepoints Cap. A Level Off: Characters can choose to be up to one level above or below the character level that the Battlepoint Cap was based on. For example: The Battlepoint Cap for 6th level characters is 85. A player could play a 5th level character to have more Battlepoints to spend on equipment. Similarly, he could play a 7th level character and have fewer Battlepoints to spend on equipment. However, anything lower then 5th level or higher than 7th level would not be allowed, even if he managed to keep his Battlepoints below the Battlepoints Cap. Table 2.1 - Battlepoint Cap

Character Levels

Suggested Battlepoints Cap

Character Levels

Suggested Battlepoints Cap

1

24

11

294

2

28

12

375

3

37

13

475

4

50

14

600

5

65

15

754

6

85

16

979

7

114

17

1,218

8

143

18

1,550

9

185

19

1,955

10

233

20

2,480

Higher Levels: The Conflict Roleplaying designers made every effort to preserve fair play and eliminate broken mechanics. However, some GMs find it challenging to adjudicate matches at higher levels of play. Characters above 10th level gain powerful skills and abilities that add layers of complexity to the game. For this reason, we remind GMs that it is acceptable to limit characters to 10th level or lower if they so choose. This does not mean that higher level characters are prohibited, just that GMs should approach such matches with caution.

•9•

BattLepoiNts

Tallying Battlepoints Tallying Battlepoints

Battlepoints reflect a character’s total degree of power, including abilities gained from class, race, and equipment. Battlepoints factor into the abilities and modifiers granted by magic items by considering the cost of the magic items themselves. To calculate a character’s total BP, consider the following: • Ability Scores • Race • Character Levels

Tallying Ability Scores Calculate ability scores using the “purchase method” found in the Pathfinder® Roleplaying Game Core Rulebook™. The purchase system is detailed on pages 15–16 in the Pathfinder® Roleplaying Game Core Rulebook™. The GM assigns

• •

Magical Equipment Non-Magical Equipment

Table 2.2 - Ability Score Points

Campaign Type Battlepoints Low Fantasy 10 Standard Fantasy* 15 High Fantasy Epic Fantasy

20 25

*The default for Conflict Matches

a Campaign Type for each match. The default is Standard Fantasy for pre-made characters and tournaments. If the GM does not specify a

Those races considered the standard races and are listed here: • Dwarf • Halfling • Elf • Half Orc • Gnome • Human • Half Elf Non-Standard Races: Players who wish to use non-standard races must get explicit approval from the GM and may only choose from the following races: • Aasimar • Goblin • Hobgoblin • Kobold

• • • •

Mite Orc Tengu Tiefling

Non-Standard Races Cost: Playing a non-standard race cost 10 battle points. Racial Hit Dice Calculation: Races with racial Hit Dice are better served as monstrous enemies, not teammates. At this time, races with racial Hit Dice are not recommended for Conflict matches. Rules for racial Hit Dice calculations will appear in future supplements.

Tallying Character Levels

Use Table 2.4–Battlepoints Cost by Level to determine the Battlepoint

Campaign Type then the default is used. All attributes start at a base

cost for the character level of your character

of 10. A character can increase his individual score by spending some

Muticlassing: Character levels are always based on the total number

of his points. Likewise, he can gain more points to spend on other

of levels or Hit Dice a character possesses, not just those from a single

scores by decreasing one or more of his ability scores. No score can be

class. For example: A character with 3 levels of the barbarian class and

reduced below 7 or raised above 18. The total number of Battlepoints

2 levels of cleric, would be considered a 5th level character. A 5th level

used on ability scores can not be above the Campaign Type total. The

character would add 10 Battlepoints to his total.

Battlepoint cost for ability scores is the total amount of points used to Table 2.3 - Battlepoints by Ability Score Score Battlepoints Score Battlepoints 7 -4 13 3 8 -2 14 5 9 -1 15 7 10 0 16 10 11 1 17 13 12 2 18 17

Level 1

Table 2.4 - Battlepoints Cost by Level Battlepoints Level Battlepoints 11 105

2

1

12

145

3

3

13

210

4

6

14

295

5

10

15

425

6

15

16

600

prior to any racial or level adjustments.

7

23

17

850

Tallying Race

8

34

18

1,200

9

50

19

1,700

10

71

20

2,400

purchase ability scores. In most cases, this will match the Campaign Type. Remember, in all cases, the Battlepoints calculation is done

Players may choose from any of the 7 races presented in Chapter 2 of the Pathfinder® Roleplaying Game Core Rulebook without Battlepoint cost.

• 10 •

dwaRven riFleman Battlepoint Total: 143

Chapter 2 Battlepoints Example

Magic Equipment +1 Dwarven Powder Musket*: 4750 gp

2,400/100=

+24 BP

*requires GM approval

Character Levels fighter 8th =

+34 BP

Magic Equipment Character Race dwarf =

+2 half–plate: 4,750 gp

4,750 /100=

+48 BP

1,000/100=

+10 BP

+0 BP

Ability Scores Purchase method

Str

13

Dex

17

Con

16

Int

12

Wis

12

Chr

6

Standard Fantasy*

Magic Equipment Cloak of resistance +1

Magic Equipment

+15 BP

Potion of cure light wounds (x3)

50 gp x 5 (single–use item) = 250 gp x3 = 750/100=

+9 BP

Non–magical equipment (All under 100gp) Short Sword 10 gp

0BP

Magic Equipment

Powder horn 15 gp

0BP

heavy shot (x4)1 gp

0BP

Potion of shield of faith +2

50 gp x 5 (single–use item) = 250 gp/100=

+3 BP

+0BP

Table 2.5 - Battlepoints Summary Calculation

Tallying Battlepoints Summary

Ability Scores Race

Matches the “purchase method” of 10, 15, 20 or 25 Points. (15 is the default) No cost for standard races. For non-standard races, multiply total character level by 10

Level Equipment

Use Table 2.4—Battlepoints Cost by Level to determine the Battlepoint cost Price of each equipment item divided by 100(Price /100) • Select items only from the Pathfinder® Roleplaying Game Core Rulebook™ • No single item may be worth more then 50% of a character’s total wealth • Items must be purchased at full price and quality

Magical Equipment

Each magic item’s gp value divided by 100 • Items must be purchased fully charged • Single-use items such as potions and scrolls cost 5 times their normal price • No single item may be worth more than 50% of a character’s wealth • Items must be purchased at full price and quality • Select items only from the Pathfinder® Roleplaying Game Core Rulebook™

• 11 •

Wealth by Level

Battlepoints

Table 2.6 - Character Wealth by Level PC Level Wealth* PC Level Wealth*

Players can, however, plan and coordinate their purchases as long as the GM feels it doesn’t violate the integrity of the match.

1

See Table 2.7

11

82,000 gp

Purchasing Limit: No single item may be worth more than 50% of

2

1,000 gp

12

108,000 gp

the character’s total starting wealth. Only items from the Pathfinder®

3

3,000 gp

13

140,000 gp

Roleplaying Game Core Rulebook™ can be selected, unless approved

4

6,000 gp

14

185,000 gp

by the GM.

5

10,500 gp

15

240,000 gp

Full Price Only: Equipment must be purchased at full price and qual-

6

16,000 gp

16

315,000 gp

ity. Equipment (magical or otherwise) cannot be made or altered by

7

23,500 gp

17

410,000 gp

a character prior to a match. Magical equipment with charges

8

33,000 gp

18

530,000 gp

(or doses ) must be purchased fully charged.

9

46,000 gp

19

685,000 gp

Single-Use Items: Potions, scrolls, and some wondrous items (for

10

62,000 gp

20

880,000 gp

example, a bead of force) cost 5 times their normal price. The GM

*No single item may be worth more than 50% of the total.

Non-Magical Equipment

Non-magical equipment costs 1 Battlepoint for every 100 gp in the item’s cost, rounded up.. Equipment under 100 gp does not cost Battlepoints.

determines what qualifies as a single-use item. No Artifacts: Priceless items or artifacts cannot be owned or used prior to or during the match. No Cohorts: Although players can select the Leadership feat, cohorts or NPCs cannot participate in the match. No Wishes: A wish spell or magic with similar effects cannot be

For example: A masterwork bastard sword costs 335 gold pieces and

owned (or used) during Conflict matches.

adds 4 to the Battlepoint total. 335/100 = 3.35, which rounds up to 4.

Other Sources

Magical Equipment

The amount of game material available for use is huge, with new

Magical equipment cost 1 Battlepoint for every 100 gp in the item’s

material coming out regularly. There’s no denying players love these

cost, rounded up. For example, a player selects a +3 heavy steel shield

new options, whether it be something as simple as a feat or spell, or

and a potion of flying as his magical equipment. The shield costs 9,320

something more complicated like a whole new class. As a general table

gp, so the player divides 9,320 by 100 to calculate the Battlepoint

rule, players need to have any source material used in their character

cost of 93.2 (rounded up to 94). The potion costs 750 gp, but is also

build to be present at the game table. This allows the GM to go right

a single-use item. The player multiplies 750 by 5 and gets 3,750. He

to the source if there’s a disagreement on how to adjudicate a rule. For

then divides 3,750 by 100 to calculate the Battlepoint cost of 37.5

more details, see Chapter 10: Player’s Tips and Tactics.

(rounded up to 38). The total Battlepoint cost for the player’s selections is 94 + 38, or 132.

Table 2.7 - Starting Character Wealth Class Starting Wealth Average Barbarian

3d6 × 10 gp

105 gp

Bard

3d6 × 10 gp

105 gp

Use Table 2.7 - Starting Character Wealth in this chapter to determine

Cleric

4d6 × 10 gp

140 gp

the character’s wealth at 1st level. Use Table 2.6 - Character Wealth by

Druid

2d6 × 10 gp

70 gp

Level to determine wealth above 1st level. Next, consider any Conflict

Fighter

5d6 x 10 gp

175 gp

Laws the GM may have set down, as these Conflict Laws can limit the

Monk

1d6 × 10 gp

35 gp

type of equipment a character can purchase. Any equipment, magical

Paladin

5d6 × 10 gp

175 gp

Ranger

5d6 × 10 gp

175 gp

Rogue

4d6 × 10 gp

140 gp

Sorcerer

2d6 × 10 gp

70 gp

Wizard

2d6 × 10 gp

70 gp

Purchasing Equipment

When purchasing equipment for a character, first assess his wealth.

or otherwise, can be purchased prior to the match as long as the item fits within the selected Conflict Laws and the GM allows the item. No Resource Pooling: Team members cannot pool or share their wealth, nor can items be traded or used to affect price of a purchase.

• 12 •

stArtinG a matcH Presented here are the basic steps to starting a Conflict Match, followed by an expanded explanations and tips.

1. GM and Players

Chapter 3 Starting Steps

9. Passcards

Every player needs a Passcard to privately communicate with the GM. Players should complete certain sections, such as starting items held,

The first obvious step is establishing who is playing and who will be

Map Elements locations, and Match Length, prior to the start of the

the GM. The number of players in a match is critical to the Match

Match. The appendix has Passcard templates you can use as well as

Types that can be played.

photocopy. If there aren’t any copies currently available, you can use a

2. Choose Match Type

blank sheet of paper.

Match Types appears in Chapter 4. If you cannot decide or want to

At the start of a match, each team makes a team initiative check. This

The next step is to agree on which Match Type to play. The list of

Team Initiative

choose the Match Type randomly, use the chart in the appendix. Be

establishes the order each team can act prior to the start of the match.

sure to consider the Match Variants as well.

The slowest teammate (the character with the lowest initiative modi-

3. Choose Teams

fier) represents his team. Each team rolls a d20 and adds the slowest

In many cases, players can select their own teams. The GM may wish to influence team–building for many reasons. A GM can assign players to particular teams or use other methods discussed on the next page. Once teams are selected each team may come up with a team name. There are examples of team names later in this chapter.

4. Set the Battlepoints Cap

teammate’s initiative modifier to the roll. The team with the highest total acts first, the second highest acts next, and so on. If there is a tie, the tied teams should roll again to establish an order. Acting in team initiative order, teams gets the following opportunities: 1. Claim Map End: The acting team reserves their Map End (as described on page 60). Hallows (when applicable) are also assigned at this time.

The GM is responsible for assigning the Battlepoint Cap. However,

2. Place or Pass: The acting team decides if they wish to place their

prior to doing this, the GM should speak with the players to deter-

characters and Map Elements or pass the option to the next team.

mine what level characters they are interested in playing. This will

The slowest team left in the order cannot choose to pass. The options

guide the Battlepoints Cap.

when choosing to place are:

5. Choose Laws

• Place Map Elements: The number of Map Points each team gets

The Laws used establish the guidelines for the Match. Be thoughtful when choosing them. Laws can greatly affect each character’s effectiveness and therefore all players will need to agree to them prior to the match. Laws can be found in Chapter 6

6. Choose a Conflict Map

The GM selects and announces the Conflict Map for the Match. She also determines the Conflict Map’s configuration. For more information about Conflict Map selection, see Chapter 7.

7. Build Characters and Select Team Feats

is reflected in the Match Type description. With these points the team may purchase Map Elements (described in Chapter 5). The GM should approve and record their locations.

• Place Miniatures: Players place their miniatures on their Map End. The GM ensures all teams follow the Starting Conditions described on page 62 prior to moving on.

11. Planted Items

It is the GM’s option to plant magic items on the map. These items could include, for example, a potion of cure critical wounds, a vorpal sword, etc. All players are aware of the planted items at the start of the

Players discuss who will play what, what each character can do and

match. See Chapter 11 for more information.

which Team Feats will help the team’s strategy. Once the team decides

12. Roll Initiative !

on its tactics, players select and adjust their characters to suit. When the characters are ready, each character gets approved by the GM. Team Feats can be selected after the GM approves the team’s charac-

Once the miniatures are ready, each player rolls initiative for their character. Allow the normal combat rules to take over from there.

ters. There are several Pregenerated Characters in Chapter 12.

• 13 •

starting a mAtch

Playing Multiple Characters

Presented here are additional options and tips for starting a Conflict Roleplaying match.

Playing Multiple Characters

Team Names

Teams should have a team name. This adds to the fun of the Match, and also helps the GM address a particular team. Of course, players

At times there may be an odd number of players or too few players to

may use any team name they like as long as it is appropriate for the

make a challenging Conflict Match. When this happens, one solution

table. GMs may wish to come up with a list of team names for players

is to have players control more than one character. As there is not an

to select to help the GM prepare things in advance. If the players have

extended commitment to a character, Conflict Roleplaying is an excel-

trouble coming up with a team name of their own, they can pick from

lent game in which to play multiple characters. Many players enjoy the

or roll on the following chart.

challenge and excitement of playing—and creating—more than one character. By playing multiple characters, a player can fill out his team and make the game more fun for everyone. Here are a few notes on

% 1–2

playing multiple characters:

3–4

• Pregens: To speed up play and setup time, the GM can have each

5–6

Table 3.1 Random Team Names  Team Names %  Team Names Size Matters Crits For Brains 51–52 (Round 1 Actions: Enlarge Potions) Illegal Animal Experiments Blocked Magic 53–54 A team of Druids and Rangers Badgers & Armpit (Round 1 AcHit–M En 55–56 tions: Summon Badgers) Hit And Miss 57–58 The Good, The Bad, And You (A Duo)

player make one character and use one pregenerated, or ask all

7–8

players to use pregenerated characters. Pregenerated Characters

9–10

The Triple Crits

59–60

Eight Bad Knees

11–12

Fireballs

61–62

Team Ibuprofen

space will make it easier for you to customize these pregenerated

13–14

We Couldn’t Carry Less

63–64

E For Idiot

characters as you see fit.

15–16

Major Crits

65–66

Snow Chance

17–18

Flying Without A License

67–68

The Holy Hand Grenades

the player to sit out the rest of the game. Instead he can adopt

19–20

Vertically Challenged (Halfings)

69–70

Organ–Donors

another player’s second character and continue with the game.

21–22

Death By Net

71–72

Fat Kids Are Harder To Kidnap

23–24

Death From Above

73–74

Tears For Beers

player may wish to take on extra characters in order to allow less

25–26

Lost Boys

75–76

Team Yellow Stripe

experienced players to control only one.

27–28

B.O.B. – Best Of Breed

77–78

Team Sneak Attack

29–30

Dirty Half Dozen

79–80

The Dust Bunnies

31–32

Arm & Hammer (A Duo)

81–82

Three Dudes And A Psycho Chick

with practice. The GM should be alert to metagaming and correct

33–34

15–0

83–84

Farfromsober

players when they misuse knowledge. Metagaming is discussed in

35–36

That Hurt?

85–86

Toooo Muuuccccchhhh!

37–38

You Ok?

87–88

Creeping Evil

One of the cool things about Conflict Match play is the effortless abil-

39–40

Dispel Or Bleed

89–90

Should Have Been Clerics

ity to rotate GMs. Since there aren’t any story or plot arches, changing

41–42

Duck Or Bleed

91–92

Pink Potions Masters

are provided in Chapter 12 and on the back page the stat block is reprinted with extra room to allow you to customize. This extra

• Adopt Secondaries: Another benefit to multiple characters is that a player’s character can get eliminated without forcing

Experienced Players: When possible, characters should be divided equally among the players. However, a very experienced

• Metagaming: Players must abide by line of sight rules and ignore knowledge learned by one of their characters when determining the actions of another. This is challenging, but becomes easier

depth in Chapter 11.

Rotating GMs

GM between Conflict Matches is a breeze. Another good reason to

43–44 Whiff, Shank, And Throw, Inc.

93–94

the current campaign’s GM; revenge is sweet, after all. If GM rotation

45–46

95–96

is acceptable, be sure to set expectation of how many Matches each

47–48

person will GM. This will ensure everyone is on the same page.

49–50

rotate GMs is to provide players an opportunity to beat the hell out of

• 14 •

Drunk, Stupid, And Clumsy

We Dig 4–Play (A 3–Woman 97–98 Team With A 4 Person Roster) Lights Out

99–100

Crimson Blades War Hounds Well–Known Magicians Ask–Me–Not

stArtinG a matcH

Chapter 3 Supplemental Rules

Choosing Teams

Spells (supplemental): Certain spells are not designed for tactical

Team Captains: One method of selecting teams is to pick two team

strategy gaming. The GM may restrict any spell based on her experi-

“captains.” Groups can select captains through any number of meth-

ence with Conflict Matches. Infeasible spells include those with very

ods, but selecting the two most experienced players is a smart choice.

long casting times (atonement, divination, ironwood, etc.), those that

Each rolls a d20, with the highest getting to pick first. Captains then

cause the player to leave the map, a disqualifying act (astral projection,

alternately select players from the available pool until all players are

ethereal jaunt, plane shift, etc.), and those relying on the unused align-

selected. This method makes it easy for the GM to split up players,

ment system (align weapon, holy sword, etc.).

particularly if there are several who are strong tactically.

Alignment Based Spells (supplemental): Spells and special abilities

Random Odds & Evens: Another way to choose teams is to have the

that target an alignment (such as smite evil or protection from evil) now

players roll a d6 one at a time. The players that are first to roll even

function against the opposite team, regardless of alignment. For exam-

numbers (2,4,6) are on the same team.

ple, smite evil becomes smite opposition. Conflict matches are tactical

Odd Number of Players: If you have an odd number of players you

strategy games and determining alignment serves little purpose unless

have a few options. Several matches, such as Ambush, play well with

the match takes place within a larger traditional campaign.

an odd number of players. Check the match descriptions for this in-

No Effects Before or Between Matches (supplemental): In all Con-

formation. Another option is for one or more players to play multiple

flict Matches, no magical effects can be active at the start of a Match,

characters. See page 114 for more information on playing multiple

and spells cannot be carried between Matches. Special abilities that

characters

need activation or need to be declared to the GM are not considered

Choosing a Match Type

Once the GM has selected the Match Type, she reads over the rules carefully. Noting the victory conditions, the minimum team members and maximum number of teams, any map point adjustments, the Match Length and Planted Items. She must communicate all this information to the players; reading straight from the book if necessary. Example: Sarah, a GM new to Conflict Roleplaying, decides to roll randomly for her group’s first Conflict Match. She rolls a 5: McGuffin. In her notebook, Sarah writes down, “McGuffin. Must take a loadstone to other team’s Hallow. Can be destroyed. 1 point for getting loadstone to Hallow; most points in 10 rounds wins. Heavy; glows; interferes with extra–dimensional travel.” Sarah tells the players they will be playing the McGuffin Match Type. She tells them the match is 10 rounds long and reads the Objective, Here’s The Twist!, Victory Conditions, and The Great McGuffin sections out loud from the book. After answering any player questions, Sarah moves on to the next step.

Supplemental Rules

active at the start of the match. Run (supplemental): During Conflict Matches, the run action is restricted from use. This is due to the constraints of the Conflict Map. This doesn’t affect spells or abilities that increase base speed. Pursuit and Evasion (supplemental): When simply counting off squares, it’s impossible for a slow character to get away from a determined fast character without mitigating circumstances. Likewise, it’s no problem for a fast character to get away from a slower one. When the speeds of the two concerned characters are equal, the GM can choose to use this rule: Both players make opposed Dexterity checks to see who is the faster. If the fleeing character wins, he “escapes” and can reposition himself out of line of sight in the direction he was heading within his movement rate. If the pursuing character wins, he “catches up” and can reposition himself adjacent to the fleeing character. Leaving the Map (supplemental): Players that leave the map involuntarily (i.e., the target of a plane shift spell or Bull Rush) are lost in the ether for 1d3 rounds. Communication to the map is lost during this time, including telepathy, and spells requiring concentra-

The following section contains supplemental and optional

tion are lost. A character cannot voluntarily step off the map

rules to consider when playing a Conflict Match. Supple-

in order to go “around” a wall or other obstacle. Likewise, a

mental rules are considered to be in play unless the GM says

character cannot purposely use magic to exit the map. This

otherwise; optional rules are considered not in play unless

includes flight, which is limited to 60 feet in height. Attempt-

the GM says otherwise. Be sure to keep an eye on the Con-

ing to do so can result in disqualification. See Chapter 11 for

flictRoleplaying.com website for errata and additional rules.

more information on disqualifying acts.

• 15 •

Introduction to Match Types

mAtch tyPEs

This chapter contains ten Match Types for GMs and players to choose from, each with several variations to keep things interesting and new. The variations offer some twist on the objective, which in turn changes the tactics and strategies for each team.

An Introduction to Match Types

Match Types are scenarios of play that pit teams of players against one another. Think of Match Types as different competitive events, or as formulas for competition. Each Match Type has its own objective and victory conditions. At the beginning of each session, the players and GM collectively agree on a Match Type, or the players allow the GM

Random Match Selection GMs and players should discuss which Match Type to play and select one on which everyone agrees. The GM may also choose to roll randomly on the Random Match Types Table located in the appendix of this book. Once the Match Type is selected, be sure to consider the variants of that Match Type as well.

Match Stalemates

Stalemates happen in Conflict Roleplaying. Sometimes neither side can get the edge it needs to win, and that is okay.

to select a Match Type. Once the group selects the Match Type, the

Here are some possible solutions to resolve stalemates:

players or the GM divides the characters into teams. The match begins

• Sudden Death: For Match Types where slaying the opposing

and the first side to achieve the Match Type’s objective wins.

team is the objective, the next team to kill an enemy team mem-

Replaying a Match

ber wins.

Each Match Type can be played again and again with different results. This depends on what strategies players utilize and what character builds they use. A simple change in opening tactics can alter the outcome or feel of a replayed Match Type. There is no carry-over from one match to the next; players cannot keep items or spell effects after a match ends. However, if the players and characters remain the same for a rematch, the GM can rule that some knowledge of the teams carries over between matches. Each team “remembers” the opposing teams’ appearances and combat tactics. With this information a team may plan, adjust, or change their match tactics accordingly.

Total Party Kills

• Extended Match: Play for an additional 5 rounds. Match Events

Match events add a twist to Match Types. Some matches may seem easy to design tactics for, until a Match Events add a layer of complexity that requires a more dynamic strategy. Match events are, in essence, magical effects that are the center of the Match Type. They create new challenges that apply to all teams. Match events can be magical effects that affect certain players or target different players at different times. For example, in Regicide, the king’s crown has properties that affect only the character designated the king. In Kill of the Hill, the faerie fire effect targets the characters in the lead, and ceases when they fall out of the lead or become casualties.

A TPK (total party kill) occurs when all members of a single team

The Hallow: Several matches include a Map Element named The

die. This always results in victory for the other team. Regardless of the

Hallow. Players should familiarize themselves with it description on

objective, if all team members fall prior to the objectives being met,

page 41.

that team loses.

Cannot Be Circumvented: Players must understand that the match

Casualties

events are the purview of the GM. The whole point of the match event

The GM makes the final determination on whether a character is a casualty or not. Players that are temporarily incapacitated but could return to the fight should not be considered casualties until the match ends without the characters having returned. When characters die, players should leave the miniature on the map. Such characters may still be looted, reincarnated etc. For example, Khabar the fighter fails his Fortitude save and falls victim to a flesh to stone spell cast by the opposing team’s wizard. Khabar’s miniature remains on the map and it takes 3 rounds for the wizard on his team to break the spell. During that time, Khabar is not a casualty because his body wasn’t destroyed.

• 16 •

is to add a new dimension to the match; for this reason, most contain a “cannot be circumvented” clause. Magic and tactics, no matter how powerful, cannot overcome the restrictions a match event imposes. An attempt to disable a match event is a challenge to the GM’s authority, and could result in disqualification. Making the match event work for your team, though, is another story. Players are encouraged to think creatively to find ways to turn a seeming disadvantage into an advantage or part of a plan. Accept and work with the match event instead of fighting against it to enrich the experience for all players.

mAtch tyPEs

Chapter 4 Match Type Format

Here is the format for Match type descriptions.

Type, this section places it into concrete terms. The Victory Condi-

Objective

tions state what players must do to win the match.

This is the overall purpose of a Match Type. It gives information on all the key concepts of the match.

Team Name Adjustment

These are the names of the teams involved in the Match Type. In some

Here’s the Twist!

matches this is important because teams might have different objec-

The twist is what makes the match unique This section describes rules

tives. During the match descriptor the text may refer to a team by the

that change the direction or expected outcome of the objective.

team name mentioned here. In matches without special team names,

Handicap Match

This indicates if a Match Type requires an odd number of characters.

Name

The name of the Match Type is displayed at the top of the page. It is how it is referred to in the book and on the Conflict forums.

Victory Conditions

While the Objective section explains the overall goals of a Match

it will say None.

Minimum Team Members

This is the smallest number of characters needed for each team. Teams cannot be composed of fewer characters than this number.

Maximum Number of Teams

This is the recommended maximum number of teams that can participate in the Match Type.

Setup & Rules

The setup explains how to prepare for the Match Type. It covers map

points usage, miniature placement rules, and the other things that set the stage for the competition.

Starting Point Adjustment

There are Match Types which place restrictions on the starting points of the characters. This section discusses any such adjustments.

Map Point Adjustment

Some Match Types adjust or eliminate the amount of Map Points available to the players. This section details the proper Map Point allotment for the match.

Match Length

This provides the potential length for the Match Type in rounds. If more than one length is mentioned, the GM can choose from those listed. If the Match Length is Infinite, or if Infinite is selected, then the Match lasts until the Victory Conditions are met.

Variants

Variants are altered versions of existing Match Types that usually have a different twist, objective or setup. Groups are encouraged to play the standard Match Type before experimenting with variations.

GM Notes

This section is designed for the GM and gives important details, reminders or frequently asked questions for her reference.

• 17 •

Match Type: Ambush

AmBusH

“The pass looked clear at first. Then they descended in a screaming pack without warning, weapons falling on us with murderous precision. Their numbers were few, but their tactics multiplied their power. Our side was surrounded by theirs, and things didn’t look good. We fought free but scattered in the attempt. I knew that if we regrouped in time and seized the higher ground, we might just get out of this alive.” — Bernard, Ambush Survivor Handicap Match Yes

on any square of the map. The Defenders are restricted to the normal placement rules. Match Length Options:15 Rounds, 20 Rounds, Indefinite

Rules • The Ambusher’s receive the standard number of 100 Map Points. • The Defenders must wait two rounds before beginning the match. (i.e The Defenders miniatures will not be placed on the map until the third round.)

• The Ambushers may start the match on any square of the map. • The Defenders are restricted to the normal placement rules. • The Ambushers are aware which Map End the Defenders will start the match. However, they are not aware of which squares.

Objective

In an Ambush match, each team struggles to eliminate the other team

GM Notes

by slaying every enemy characer. One team, the Ambushers, has a

• Both teams need to be assigned a Map End. • If there is a visible spell effect in a square that a defender starts in,

smaller number of players than the other team, the Defenders. The Ambushers gain an initial advantage when they launch a surprise attack on the Defenders to start the match. But can they maintain that advantage when the Defenders counterattack with their superior numbers?

• The two preparatory rounds given to the Ambusher do not count Variants

The Ambushers have fewer numbers than the Defenders, but the Ambushers receive a number of tactical advantages. The Ambushers are the only team with Map Points. The Ambushers receive a number of preparation rounds in which to lay traps and raise defences. When the Ambushers do strike, they do so under the benefits of protective magic and advantageous terrain. However, the Defenders have greater numbers that should withstand the Ambushers’ initial onslaught. Focused tactics by the Defenders could wipe out the Ambushers’ smaller numbers with a little luck and a lot of strategy.

Different Battlepoint Caps: The Defenders receive a smaller Battlepoint cap than the Ambushers. The Defenders adjust their Battlepoint cap to be one level lower than the Ambushers per Table 2.1: Battlepoint Cap by Level. Even Kill Victory Conditions: The Ambushers must kill a number of Defenders equal to the original size of the Ambusher team. For example, a team of 3 Ambushers facing a team of 7 Defenders must kill 3 Defenders to win. The Defenders must kill all of the Ambushers to win. 3. Reduced Preparation: The Ambushers receive only one round in which to prepare their ambush.

Victory Conditions

4. Double-Cross: In this variant, the Ambushers and Defenders

Kill all members of the opposing team to win.

begin the match with an even number of team members. However,

Setup

Ambushers, Defenders

feet (4 squares) of another team member. against the Match Length.

Here’s the Twist!

Team Names Adjustments

then he can choose to start in a different square that is within 20

one member of the Ambushers is actually a spy, placed there by the Minimum Team Members 1 for Ambushers 2 for Defenders

Maximum Teams 2

Defenders. During the ambush, the spy can disrupt the attack, turn on his former teammates, or otherwise assist the Defenders. The spy must reveal his allegiance during the first skirmish and thereafter counts as a Defender. The GM can assign the spy by privately writing

Map Points Adjustments: 100 (Ambushers) , 0 (Defenders)

a “yes” or “no” on the Passcard of each character. The character with

Starting Points Adjustments: The Ambushers may start the match

the “yes” is the spy.

• 18 •

match type illustrated: AmBusH

• 19 •

KiLl oF tHe HilL

Match Type: Kill of the Hill

“They all want the hill. Men have died trying to take it. But the hill is elusive. It does not sit still, it moves about the battle field, like an aimless vagabond. Whoever controls the hill, is master of the land. Today, the hill is mine.” —Ty, Hill Slayer Handicap Match No. Teams are not assigned. Characters play as individuals

Objective

Each character needs to get to the hill and stay on it for the greatest number of rounds to win. Kill of the Hill is a free-for-all format that allows characters to play as individuals and not part of a team. Any number of characters can participate in the Kill of the Hill.

• Teams are not assigned. Characters play as individuals • The GM assigns three potential hill locations and marks the locations on the map.

• The hill is a 10 foot Hallow; the GM decides its initial location. • A pale glow surrounds and outlines the hill at all times. This is the equivalent of a dancing lights spell.

• All characters are aware of the hill’s location during round one. • Players cannot move the location of the hill. • The hill possesses all of the magical effects of a Hallow with the exception of the Announcement effect.

Match Events Kill Of the Hill: A fairy fire and dimensional anchor spells are automat-

Here’s the Twist!

1. A casualties cannot be declared a winner. Therefore, not only are characters trying to occupy the same space they are trying to stay alive. In addition, once a character leads in number of rounds on the hill, a faerie fire effect targets the character and makes him easier to identify and hit. 2. The hill moves every three rounds. There are three locations where the hill can appear. The characters are aware of the three locations, but must determine the hill’s current location on their own. 3. Lastly, the hill does not only sit at ground level. The GM can place the hill on building tops, platforms, and other challenging locations to increase the difficulty of the match.

ically cast on characters that share the lead. The spells are recast each turn (not round). The moment a character is no longer in the lead or is declared a casualty, the spells are removed. For the purposes of the match the effect circumvents all magical and physical resistances. Gia’s Reach: The hill begins at one of the predetermined locations in the first round. At the beginning of the fourth round, and every three rounds after that, the hill shifts to another location. The GM rolls 1d100; each other location has a fifty-fifty chance of becoming the new hill. Once the hill moves, it glows with the effect of a dancing lights spell, as if cast on the summit of the hill. At the beginning of each subsequent round, the dancing lights rise 30 feet into the air. When the hill shifts again in three rounds, the dancing lights disap-

Victory Conditions

pear and reappear at the summit of the new hill.

The player who has held the hill for the greatest number of rounds by the time the match ends wins. A casualty cannot be declared the winner. To score a round, a character must spend an entire round with his feet on the hill. Scoring: In order to score, a character must Activated the Hill as detailed under Hallow’s Activation on page 41.

GM Notes • The Hill must be reachable via mundane means. • More than one person can score and occupy the hill in a round. • Character can score points while burrowing. Variants Single Hill: Gia’s Reach is not active, and the hill remains in one loca-

Setup Team Names Adjustments

Minimum Team Members

Maximum Teams

No Team Assigned

No Team Assigned

No Team Assigned

Map Points Adjustments: Map points are not assigned Starting Points Adjustments: All characters must begin within two squares of the map’s edge. All characters begin on the same side of the map positioned 15 feet from each other. Match Length Options:10 Rounds, 15 Rounds, 20 Rounds

• 20 •

Rules

tion for the entire match. The characters play on two teams, Attackers and Defenders. The Defenders must protect the hill by disrupting any attempts by an Attacker to spend an entire round with his feet on the hill. The Attackers score one point each time one of their members scores a round on the hill. The GM assigns a victory condition from 3 to 5 points. If the Attackers score that many points, they win. If time runs out before the Attackers reach the victory condition, the Defenders win. The Hill under this variant is a 20 feet square.

match type illustrated:

KiLl oF tHe HilL

Ki

l l i ll o f t h e H

• 21 •

BloodsPiLL

Match Type: Bloodspill

“So it has come to this. War. Today we settle old scores and fight to be the ones left standing to claim the spoils. We come here today to spill the blood of our enemies. Our aim is simple: make them bleed. We must combine our magic and our steel to thwart the enemy and reign victorious.“ — Lazarus, Four-time Bloodspill Survivor Handicap Match No

GM Notes •

This is an excellent Match Type in which to test out new character builds. You can change the dynamic of the match by requiring players to create characters before they are randomly assigned into groups. Groups where the players are allowed to collaboratively create their characters will have an easier time and more synergistic tactics, making for a more intense (but possibly shorter) match.

• Groups with four players may prefer to play Brother’s Keeper

Objective

The objective is to slay all other teams on the map. Bloodspill is a simple Match Type that works well for groups that just want to have

instead of Bloodspill as the rule are intended for pairs.

• Expect players to test the limits of what their characters can do. In such a strategic match, players will be eager to build compli-

some quick fun. Players form evenly numbered teams, and clash in a

cated characters with devastating combos. Consult the GM Tips

battle royale. Time is crucial in Bloodspill. The players should agree

chapter on ideas for how to keep the action moving in the face of

on a set match length.

complicated tactics and methods.

Here’s the Twist!

1. As long as your character fits under the Battlepoint cap, there is nothing stopping you from pure combat. Players test their mettle against one another using their perfectly constructed characters. 2. Watch your step. With 200 map points each team will litter the map with map elements. 3. The GM plants an item on the map as described in the Planted



Once a Planted Item is announced and placed on the map, players are not allow to move their miniatures until their initiative turn.

• As this Match Type is excellent for testing new builds, you might consider either raising the Battlepoint Cap or even completely eliminating it, to allow characters to spend all their available gold.

Items section on page 91. The GM announces the existence of the

Variants

items before the start of the match but after the players have placed

For Each His Own: Characters begin on evenly numbered teams

their miniatures on the map.

however, only one person can be declared the winner. Even survivors

Victory Conditions

who are members of the same team must fight one another.

Whichever team has the most survivors at the end of the match, wins.

Iconic Group: This variant is for teams with four members each. One member of each group must be a “warrior” type (barbarian, fighter,

Setup

paladin, monk, or ranger), one must be a “healer” type (cleric, druid,

Team Names Adjustments

Minimum Team Members

Maximum Teams

or paladin), one must be a “crafty” type (bard, ranger, or rogue), and



1

4

characters can be the same class. Thus, if the warrior type is a paladin,

one must be a “spellcaster” type (druid, sorcerer, or wizard). No two

Map Points Adjustments: 200 Map points are assigned to each team.

the healer type cannot also be a paladin.

Starting Points Adjustments: No Adjustment.

Legendary Face Off: A single player from each team gets to play a

Match Length Options: 10 Rounds, 15 Rounds, 20 Rounds

legendary iconic character. The icon can be from any popular literary

Rules

source like Dungeons and Dragons, comic books or legends of history

• When there is a tie in survivors, victory can be decided by moving to Sudden Death: The next team to kill an enemy team member wins. Or extend the Match for an additional 5 rounds.

(e.g. Knights of the Round Table). The legendary icon will still need to meet the Battlepoint cap. Legendary Grudge Match: One player gets to be a Legendary Dungeons and Dragons icon. (eg a dual scimitar welding Drow or maybe an aging wizard who has traveled all the realms but has forgotten it. ) The legendary icon will still need to meet the Battlepoint cap.

• 22 •

match type illustrated: bLooDsPill

• 23 •

sNatch and GraB

Match Type: Snatch And Grab

“This battle isn’t about killing; it’s about getting the other side to talk. Our enemies have vital information and if we take their secrets first, we will have a sizable advantage on the battlefield. So let’s go get one of those bastards!” — Nulcore, Master at Arms Handicap Match No

• If one team grabs an enemy and deliberately brings the imprisoned character adjacent to a teammate (for example, to get through a doorway or down a corridor), the separation rule is suspended until the teammates gain at least five feet of space between them. For example, if the enemy drags an imprisoned character through a doorway and ends their movement adjacent to the imprisoned character’s teammate, the teammate does not have to move away until the enemy drags the imprisoned charac-

Objective

ter at least one square (i.e. 5 feet) away.

Each side tries to grab one member of the opposing team and bring

GM Notes

the prisoner to their Hallow. Any opposing team member will do, but

• The opponent must remain alive for the duration of the round

as each side has the same objective, both teams will be on their guard.

to score. In the Pathfinder® Roleplaying Game Core Rulebook™,

Here’s the Twist!

death is defined as when: “The character’s hit points are reduced

1. Team members cannot huddle together. Each character must stay

to a negative amount equal to his Constitution score, his Consti-

at least one square (i.e. 5 feet) from any other team member. In other

tution drops to 0, or he is killed outright by a spell or effect.”

words, team members cannot occupy adjacent spaces. 2. Disqualification rules regarding slaying your own teammates are conditionally suspended in this Match Type. A mercy kill may occur if the teammate is in the possession of the enemy. Possession is declared by the GM.

• The GM should familiarize herself with the grapple rules prior to the match. The GM might also wish to go over the grapple rules with the players before play begins. A summary appears here:

ѳѳGrapple actions are based on Combat Maneuver Bonus (Base attack bonus + Strength modifier + Special Size Modifier) and Combat Maneuver Defense Bonus (10+ BAB + Strength

Victory Conditions

To win, a team must return to their Hallow with an opponent and keep him prisoner for three rounds. The opponent must remain alive for the duration of the round to score. Each opponent’s time in the Hallow is counted separately and the rounds don’t need to be con-

Modifier + Dexterity Modifier + Special Size Modifier).

ѳѳGrappling is a standard action that provokes an attack of opportunity.

ѳѳIf the target doesn’t break the grapple, the grappler gains a +5 on grapple checks made against the target in later rounds.

secutive.

ѳѳOnce the characters are grappling, the grappler can make a

Setup

check to maintain the grapple and do one of the following:

Team Names Adjustments

Minimum Team Members

Maximum Teams



2

4

Map Points Adjustments: Map points are not assigned. Starting Points Adjustments: No Adjustments. Match Length Options: 15 Rounds, 20 Rounds, 25 Rounds

Rules • The GM places one Hallow on each side of the map and assigns one team to each Hallow.

• Team members must stand at least one square (i.e. 5 feet) apart.

move half speed, damage, pin, or tie up (if pinned).

ѳѳA character can take any action that requires only one hand to perform, such as cast a spell or make an attack with a light or one-handed weapon against any creature within reach.

Variants

Tight Lipped: Captured opponents must be held in the Hallow for 5 rounds instead of 3. Dead Men Tell Tales: Captured opponents do not have to be kept alive. Once taken to the Hallow, a speak with dead spell allows for interrogation. Casualties’ miniatures are left on the battle map to indicate where the bodies lie. Characters should calculate their weight,

In other words, team members cannot occupy adjacent spaces,

including the weight of equipment, in case the numbers become

even if grappled. If team members are forced into adjacent spaces,

relevant.

they must take the first available legal move to separate.

No Mercy Kills: Disqualification rules are in full effect.

• 24 •

match type illustrated: sNatch

and GraB

• 25 •

m GufFiN c

Match Type: McGuffin

“The villages have sent their strongest competitors to reap glory and honor. Today we meet on the field, spill our blood and trample our adversaries; that we might seize the McGuffin and take it into our enemies Hallow.“ —Haevic, the Heavy-Handed Handicap Match No

pitch black in color and smoothly polished. The McGuffin is about the size of a large grapefruit and weighs 51 pounds. A handle fused to the top of the McGuffin allows smaller hands to carry the item. The oddest thing about the McGuffin is the illusory mouth that appears whenever it is moved. When jostled or carried, the McGuffin complains endlessly and creates an effect to slow movement. The DC to hear the McGuffin’s squawking is 10 plus 1 for every ten feet between the character and the McGuffin.

Objective

While the McGuffin is being carried (or moved without being carried,

McGuffin simulates a violent sporting event, not unlike the medi-

such as in a cart) it creates an effect that reduces movement of the

eval sport Mob Ball. Players form into two teams, and Hallows are

character carrying or moving the McGuffin by one-half. If multiple

assigned on either side of the map. A loadstone, called the McGuffin,

characters cooperate to move the McGuffin, all participating char-

is put into play and each team must fight to bring it to the opposing

acters have their movement reduced. The effect is in addition to any

team’s Hallow to score points. The loadstone reappears instantly in its

other effect that impact movement(e.g. Slow spell, difficult terrain).

original location after a point is scored.

The effect ends when the character drops or discards the McGuffin. Anyone carrying or otherwise moving the McGuffin glows with an

Here’s the Twist!

1. The McGuffin is fragile. It can be destroyed. If it is destroyed it returns to its original location. 2. The McGuffin is dimensionally anchored so it is unaffected by spells that take it outside the Material Plane.

emerald radiance, with intensity equal to that of a torch. The light creates an effect equal to that of the dimensional anchor spell. In addition, the light prevents concealment benefits from darkness, blur, or similar spells and effects. The McGuffin cannot leave its plane of existence, which means characters cannot place the McGuffin in a

Victory Conditions

bag of holding or similar item. The light is too dim to have any special

The team that scores the most points by the end of the match wins.

effect on undead or dark-dwelling creatures vulnerable to light. When

Teams score points by bringing the McGuffin to their opponents’ Hal-

thrown the loadstone will drop in the adjacent square, no more that 5

low and holding it there for one round.

feet away. The McGuffin has hardness 10 and hit points 10.

Team Names Adjustments

Minimum Team Members

Maximum Teams



2

4

Setup Map Points Adjustments: Map points are not assigned Starting Points Adjustments: No Adjustments Match Length Options: 15 Rounds, 20 Rounds, 25 Rounds

Rules • The GM chooses a square near the center of the map and places a token representing the McGuffin on that square.

• The GM places a Hallow on each side of the map and assigns a team to each Hallow.

GM Notes • The McGuffin begins in the center of any Conflict Map. Variants Exploding McGuffin: The McGuffin in this variant is unstable and explodes frequently. Every round there is a 10% chance of this occurring. When the McGuffin explodes, it inflicts 1d6/level of the match to everything within a 10 foot radius (Reflex save for half). For example, a level 6 match (114 battlepoint cap) would deal 6d6 damage. Single Hallow: There is only one Hallow. The teams are divided into Defenders and Attackers. Defenders protect the Hallow and prevent the other team from scoring. The GM assigns anywhere from 1 to 5 points. If the Attackers score more then what was assigned, they win.

Match Events

Team Mcguffin: Each team starts with a McGuffin. A single Hallow

The Great McGuffin: The McGuffin is a magically sentient loadstone

to the Hallow the most number of times wins. After each score the

that doesn’t like to be moved. It appears as a perfectly circular orb,

• 26 •

is placed in the center of the map. The team to bring their McGuffin McGuffin returns to a GM designated point in the map.

match type illustrated:

m cGufFiN c

• 27 •

HellBreak

Match Type: HellBreak

“One of our comrades lies locked away in the enemy’s hellish prison. We owe it to our bond of comradeship to enter the enemy’s territory and free our friend from their grasp.” —Sir Midguard, Friend Handicap Match

determined randomly.

Match Events

The Standing Hallow: A oval shaped Hallow imprisons one character with the follow effects: Hallow Activation: The Hallow is activated by placing a palm on the

Yes

Hallow’s surface and concentrating; this is a move action.

Objective

The enemy Hallow cannot be activated by the prisoner, and thus he cannot escape by activating the Hallow himself. Only his teammates

Each team has a different objective. Defending Teams: The Defenders’ goal is to maintain control of their captured prisoner. If the prisoner is freed, the Defenders must slay him before the match expires. Rescuing Teams: The Rescuers’ goal is to free the captured character and protect him until the match expires.

can activate the Hallow and release him. The enemy team cannot remove the prisoner from their own Hallow, nor can they harm the prisoner while he is in his prison. Inside the Standing Hallow: The Hallow prevents the prisoner’s spells and abilities from functioning. However, the imprisoned character may shout, bang on the Hallow walls, and listen for sounds

Here’s the Twist!

outside the Hallow. A successful Perception check with a +5 modifier

The match is handicapped at the start. One player on the Rescuers

to the DC allows the prisoner to hear noises outside the Hallow. Like-

team begins play imprisoned in the Defenders’ Hallow. The Defend-

wise other characters can hear the prisoner with a successful Percep-

ers are aware the Rescuers are on their way. The Defenders also know

tion check (+5 modifier to the DC ).

that the Rescuers must activate the Hallow by touch to release their imprisoned comrade.

• A player can play multiple characters (both the prisoner and a

Victory Conditions

Defending Teams: The Defenders win if, at the end of the match, the prisoner is either still in the Defenders’ Hallow or he is dead. The match ends immediately (with a victory for the Defenders) if the prisoner dies. Rescuing Teams: The Rescuers win if, at the end of the match, the prisoner is either in the Rescuers’ Hallow or he is out of the Defenders’ Hallow and still alive. The match ends immediately (with a victory for the Rescuers) if the prisoner reaches his home Hallow.

Rescuer) to curtail boredom.

• The GM can also play the prisoner until he is freed, at which point the freeing player takes over the prisoner’s sheet as well.

• The Hallow has all the abilities of a normal Hallow. • The Defenders cannot kill the prisoner before his release and the Hallow protects the prisoner from all physical and magical harm.

• The prisoner should have a place in the initiative order. Variants Cunning Tactics: In this variant, the GM awards two prep rounds

Setup Team Names Adjustments

Minimum Team Members

Maximum Teams

“Defenders” & “Rescuers”

2

4

Map Points Adjustments: Map points are not assigned. Starting Points Adjustments: No Adjustments Match Length Options:15 Rounds , 20 Rounds

Rules • The GM places the Hallows on the map. • The Defenders’ Hallow is oval-shaped. The GM places the mini representing the prisoner in the Defenders’ Hallow

• The GM selects which character is the prisoner; this can also be

• 28 •

GM Notes

to one team. Either the Defenders have planned the capture well and get two rounds to prepare for the Rescuers’ arrival, or the Rescuers have a plan of action ready for this contingency, and get two rounds to prepare their assault. Neither team can effect or enter the opposing team’s Map End. Prisoner Exchange: Each team has a member trapped in the other team’s Hallow. Each team now has the same victory condition: to free their captured teammate and protect their own prisoner. When the match expires, the team in control of both prisoners wins (if both teams have control of their own prisoner, the one with their prisoner first to or closest to their Hallow wins). Killing the enemy prisoner scores a victory for the slaying team.

match type illustrated:

HeLLbrEaK

• 29 •

Regicide

Match Type: Regicide

“Perhaps it is a grab for power, or perhaps the peasants are in revolt and wish to place their own on the throne. Maybe the kingdom is in the throes of civil war. Whatever the circumstances, one thing is clear: the king is in danger. He is under attack and must be protected at all costs.” —Jasper, Sovereignty Protector Handicap Match No

• Opposing teams are not aware who the actual king is and must rely on the appearance of the King Crown.

Match Events The King’s Crown: The king’s crown is essentially a permanent illusion with several special properties. First, the illusory crown is visible even by creatures using darkvision, sonic location, or another special sense that acts like vision (but not scent or tremorsense). Second, the king’s crown, though a magical effect, cannot be dispelled by any means including a wish spell. Third, the light emanating from

Objective

the king’s crown can pierce concealment effects such as darkness or

The team that kills an opposing team’s king first, wins. Players will

obscuring mist for 10 feet. Creatures 10 feet or closer to the king still

need to use every resource at their disposal to defend their liege

suffer normal concealment penalties for the area, but they can clearly

against vile assassins, while at the same time trying to kill the king on

locate and target the king.

their enemies’ team. The word Regicide means to kill a monarch. It

Crowned: The character that is selected as their team’s king is imme-

comes from the Latin roots Rex (King) and -Cidium (to Kill).

diately crowned. The oversized crown hovers a few inches above the

Here’s the Twist!

kings’ head and shimmers with a gentle golden light. The light is too

1. The king of each team wears a crown. This magical crown makes it difficult to hide or disguise the king in any way, granting an advantage to his would-be assassins.

dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. For the purposes of the match the crown cannot be removed, covered or hidden from view.

2. Each team possesses limited resources. The king will find it neces-

GM Notes

sary to accompany his teammates’ assault, putting himself in harm’s

• If necessary, be sure the Hallows are accessible by mundane

way but increasing the team’s chances of survival.

means.

Variants

Victory Conditions

The first team to bring an opposing king to negative hit points, wins.

Enemies’ Selection: The only difference in this variant is the king is

Setup

selected by the opposing team prior to the match.

Team Names Adjustments

Minimum Team Members

Maximum Teams



2

4

Map Points Adjustments: 100 (All Teams) Starting Points Adjustments: No Adjustments Match Length Options:15-Rounds or 20-Rounds

Rules • Each player rolls 1d6. The highest roller on each team becomes the king of his team. Reroll to break ties.

• Each team begins on their Map End with their own king to protect.

• The crowns’ effects begin at the start of the match. • Each team knows how many other teams there are, but not where they are.

• 30 •

One-Sided Regicide: Only one team has a king, and the other team is a group of assassins. To win, the assassins must simply kill the king. The team with a king can achieve victory by bringing him safety through the opposing team’s side of the map and into the opposing team’s Hallow. Safe Points: In this variant, there are two Hallows designated on the map by the GM. These Hallows are considered safe points for the king. The opposing teams agree not to harm any king for one full round after the king enters the Hallow. The king also agrees not to be the source of any harm to the opposing characters during that time. One round of safety begins at the end of the turn in which the king enters the Hallow and lasts until the end of the king’s next turn. During that round, the king may perform actions that do not violate the terms of the match at the GM’s discretion.

match type illustrated:

REGicide

• 31 •

Brother’s Keeper

Match Type: Brother’s Keeper

“I am my brother’s keeper. Brothers need to watch out for each other, for if one of them should fall, vengeance is the only restitution.”—Kavakava, Little Brother Handicap Match No

in the same square in which he died. If the square is occupied or an opponent threatens the square, the character appears in the closest unobstructed, unthreatened square in the direction of his partner. Any ongoing or permanent effects that targeted the character before his death (for example, a bull’s strength or blindness spell) are removed when the character returns to life.

Objective

The three round countdown in which the fallen character’s partner

The objective is to slay all opposing characters. Brother’s Keeper is

can avenge him begins the turn that the character drops below zero hit

intended for 2-4 teams of two.

points and ends at the end of his turn four rounds later. Brother’s Keeper Rings: Modeled after the friend shield rings, these

Here’s the Twist!

1. Each team of two shares a pair of rings that allows them to share damage and communicate telepathically.

lesser powered rings are designed to protect partners in this match of war. These rings always come in pairs. A brother’s keeper ring without its mate is useless. On their turn, either wearer of one of a pair of rings

2. A character can return from the dead if his brother avenges his

can, as an immediate action, command his ring to cast shield other

death.

and/or message, Treat these spells as if cast by a 4th level caster, with

Victory Conditions

the caster’s partner the only valid target/recipient. This effect has no

The team that survives the match, wins.

range limitation, but both partners must be on the same plane. Both

Setup

spell effects last 1d4 rounds and only one ring can be in effect at a

Team Names Adjustments

Minimum Team Members

Maximum Teams



2

4

Match Rules

time.

GM Notes • Many of the variants for Bloodspill work well with the Brothers’ Keeper Match Type and can be used without alteration.

Map Points Adjustments: 100 (All Teams) Starting Points Adjustments: No Adjustments Match Length Options:15 Rounds, 20 Rounds

Match Rules •All brothers begin the match wearing one ring from the Brother’s Keeper Ring Set. It is the only ring that can be worn on that hand •All brothers begin the match with the ability to perform the Restitution Match Event once per match.

Match Events Restitution: If a character falls below zero hit points, he can return to life if his partner fells an opponent within 3 rounds. When a character returns to life, he regains 50% of his original hit points. (i.e. half of his hit points prior to any spells or effects) The characters returns on his next turn after the opponent is killed. For example, Corbus (initiative 12) and Vincent (initiative 7) are partners. Their enemy, Cat (initiative 13) kills Vincent. One round later, Corbus kills Cat on initiative 12. On initiative 7, later in the round, Vincent returns to life at half hit points. A fallen character returned to life appears, standing,

• 32 •

• When revenged, a character should keep the same initiative score.

• Familiars, animal companion and the like do not return to life with the Restitution Match Event.

• Magically–made duplicates, clones, illusions and the like do not return to life with the Restitution Match Event.

• Brother’s Keeper Rings can be removed. • Brother’s Keeper Rings can not be destroyed. • Brother’s Keeper Rings do not emanate a magical aura. Variants Vorpal Blades - Single: One member of each team begins the match with a vorpal sword, and his partner receives a masterwork longsword. The players choose which partner starts with the vorpal sword. The vorpal sword is visually identical to the masterwork longsword. The vorpal sword is limited in use and its decapitation effect can only be used once at the player’s discretion. Otherwise the sword is treated as a masterwork longsword. Vorpal Blades – Double: Every character in the match begins play with a vorpal sword.

match type illustrated:

Brother’s Keer

Keeper

B ro t h r

’s

e

• 33 •

moNster mAsh

Match Type: Monster Mash

“Someone let the monsters loose! The beasts killed their keepers and are rampaging. The king has offered riches and titles to the team that can kill the most of these creatures. If you are brave, come and claim your glory.” —Franis, the Royal Event Announcer Handicap Match

• Monsters CR should be roughly 1⁄3 of the average character level. Match Events Monster Team Markings: Each monster that enters the match displays prominent colored strips in its skin, feathers, scales, etc. If the monster wears armor, the colored strips appear on its armor. Each team knows what color monster they must kill to score points. In a

No

match with two teams, the default colors are blue and red. For three

Objective

appear. In a standard match, the colored strips are visible on the mon-

teams, yellow monsters appear, and for four teams, white monsters

The objective of this Match Type is for either team to kill as many of the monsters assigned to their team as possible.

sters’ chests and backs. All characters, unless impaired by darkness or similar effects, can easily tell one monster group from another.

Here’s the Twist!

Monster Spawning: At the beginning of every second round after

No barrier or restriction keeps characters from crossing to the other

the first(3rd, 5th,7th,etc) and prior to any other actions (or at the rate

side of the map. Therefore, characters are free to attack opposing team

chosen by the GM), a new monster for each team appears at one of

members, protect the opposing team’s monsters, or even heal the op-

the Hallows. The GM determines the monsters’ positions randomly.

posing team’s monsters.

The monsters are placed in initiative order prior to any other actions. Monsters are active and aware at the beginning of the round. Monster

Victory Conditions

At the end of the match, the dead monsters will be counted and sorted based on the team to which they belonged. The team with the most dead monsters wins. The team must have a least one surviving member to be declared the winner. Slaying your opponents’ monster will

Spawning does not trigger an attack of opportunity. The act of spawning generates no sound or visual cues.

GM Notes • The GM needs to keep a running tally of each team’s dead monsters and announce the counts loudly at the start of each round.

give your team a negative point for each monster slain. Team Names Adjustments

Minimum Team Members

Maximum Teams



2

4

• A monster will tend to attack the team that they are assigned to. • Classes with special abilities or bonus versus specific monsters, like a ranger’s favored enemy, must announce which monsters his abilities apply to prior to the match.

Setup

Variants

Map Points Adjustments: 100 (All Teams)

Zombie Night: In this Match Type, zombies are the target of all the

Starting Points Adjustments: Characters must be placed prior to

fun. Zombies are easy to kill, but teams can use negative energy to

any monster placement.

repair their opponent’s marked zombies. This can make it difficult for

Match Length Options:15 Rounds, 20 Rounds

one team to gain the advantage.

Rules

The Intelligent Gang: Each team must hunt down a small yet tacti-

• The GM decides what monsters are used during the match. • The players must place their characters on the map prior to the

as dark elves or hobgoblins. The monsters are aware of the teams’ pres-

monsters’ initial placement.

• The GM decides on an even number of monsters and chooses the monsters’ initial starting locations.

• The GM controls the monsters. • A Hallow is placed in the center of the map and each team receives a Hallow. The GM chooses the Hallows’ locations and

places them on the map.

• 34 •

cally intelligent group of humanoids or monstrous humanoids, such ence and prepared for their situation. Here They May be Giants: Instead of groups of monsters, each team is assigned one very difficult monster. The first team to kill their monster wins. If none of the monsters are dead by the time the match ends, the team whose monster has the fewest hit points left wins. Cherry Picking: In this variant, teams can score points by landing the killing blow on any teams’ monsters.

sh

Ma

ns

te

r

moNstER mAsH

Mo

match type illustrated:

• 35 •

conquer & ReAp

Match Type: Conquer & Reap

“Seizing ground while protecting ground is difficult. It requires a delicate balance that only master planners possess. Today, the enemies’ Hallow stands in the way of victory, yet our defenses can not be neglected. Their goal matches ours so we must remain balanced. Our plan must be executed swiftly and to perfection. Otherwise, those of us who return will only find our enemies laying in our beds...” —Koncaive, The Conqueror Handicap Match No

Objective

Enter and hold the other teams’ Hallow. Conquer and Reap is modeled after classic style competition, with each side trying to take control of the other’s home base.

Rules

• Place a Hallow for each team on opposing ends of the map. • Assign Hallows to their respective teams. The GM chooses the exact location and ownership.

• Each team places a token on the map to represent their Hallow. • All characters begin the match aware of all Hallows’ locations. GM Notes • The Hallows should be placed in locations that are equally accessible and visible for all teams.

• Remember that rounds do not need to be consecutive. • The GM should review the Hallow rules on page 39 before the match begins.

• A character can activate the enemy Hallow only once per round. If an ability, spell, or magic item allows a character to act twice in a round, he can use only one of those actions to activate the

Here’s the Twist!

enemy hallow and count for a round of occupation.

Conquer and Reap requires a balance of aggressive offense and sensible defense. An extremely bold team might leave their base unde-

• If a Hallows shifts, as per page 39 all characters are aware of the new location.

fended in hopes of pushing to the enemy base before their opponents

Variants

can muster an attack. A cautious and thoughtful team might mount

Single Hallow: There is only one Hallow. The players are divided into

an extensive defense while sending out one stealthy party member to infiltrate the enemy Hallow.

Defenders and Attackers. The Defenders must protect the Hallow and prevent the other team from scoring. Holding the Hallow for one

Victory Conditions

round awards one point. The GM can assign a victory condition any-

A team that occupies both their own Hallow and an enemy Hallow for

where from 1 to 10 points. If the Attackers meet or exceed the target

three rounds wins. These rounds need not be consecutive. “Occupa-

victory condition before the match expires, they win.

tion” is defined as a full round in which any number of players spends

Dig In: The GM increases the difficulty of the victory conditions.

a move action to activate the Hallow and begin and end their turn in

A team which controls their own Hallow and an enemy Hallow five

the Hallow. Each member of a team counts separately (i.e. two team-

rounds wins.

mates who begin and end their turns in the same Hallow, each count

Scramble: In this variant, each team is free to abandon their own

towards the three rounds they need to win).

Hallow in order to secure a victory. Each team must hold only an enemy Hallow for three rounds to win (but will soon realize they need

Setup

defenders at their initial Hallow to forestall an enemy victory).

Team Names Adjustments

Minimum Team Members

Maximum Teams

Aggressive Expansion: For diabolical GMs who want to present an



2

4

tions. To win, a team must occupy their own Hallow and every other

Map Points Adjustments: 100 (All Teams) Starting Points Adjustments: none Match Length Options:15 Rounds, 20 Rounds, Infinite

• 36 •

extremely difficult scenario, this variant changes the victory conditeam’s Hallow for one round.

conquer & ReAp

Re

ap

match type illustrated:

&

co n q ue r

• 37 •

map Elements

Map Elements Introduction Map Elements

Map Elements are items that players or teams purchase and place

Map Element Placement

Each team must carefully consider Map Element selection and place-

on the map prior to the start of the match. Map Elements include

ment. A Map Element’s location is usually fixed once placed and

obstacles such as traps or barriers, but also consist of creatures. These

teams may quickly regret careless placements. When discussing place-

creatures instinctively help the purchasing team to the limits of their

ment, keep these points in mind.

intelligence and abilities. The GM controls these creatures as non–

• GM Restrictions: The GM announces at the start of the game

player characters. When used tactically, Map Elements can greatly increase your chance of success.

Map Points (mp)

whether she has placed any restrictions on available Map Elements, and whether she is using any optional Map Element rules. Take the GM’s restrictions into account when making decisions.

Map Points (mp) are used to purchase Map Elements. In most Match

• Trigger Type: Ensure every player on the team understands who

Types, each team has 100 mp to spend. In general, a team should try

can trigger the Map Element. Nothing’s worse than disabling

to spend all their Map Points. Unspent points are wasted. There are

yourself in your own trap.

some Match Types that assign a different number of mp. Consult the

• Bottlenecks: When placing Map Elements, examine the map

Match Type description to verify the amount of mp. The description

carefully. Look for narrow areas where enemies are likely to pro-

section of each Map Element lists mp costs. Some Map Elements

ceed. These are great places for Map Elements to catch multiple

cost more than the standard 100 mp allotment. These high cost Map

opponents or stall movement. Conversely, make sure you don’t

Elements are reserved for tournament play, but an experienced GM

box in your team with your own Map Elements..

can adjust Map Points to make them affordable. Map Points cannot be traded in or swapped between teams.

Map Elements Ground Rules

There are a few rules that govern the use of Map Elements:

• No Layering: Map Elements cannot be layered on top of one

• Protected Areas: For a Map Element that benefits a team, such as a Statue of Life, consider an area with one defensible entrance. This allows the placing team to control access to the Map Element, and prevent the other team from gaining any benefit.

• Element Effects: Read the description of each Map Element closely. Each member of the team should understand what the

another. For example, placing a Statue of Life in the center of a

Map Element does to avoid confusion later. The GM will ap-

Launch Trap is prohibited.

preciate a team that doesn’t bog the game down with arguing and

• Restricted Area: Teams may only place Map Elements on their side of the map—called the Map End— this is described in more detail in Chapter 7. Simply stated, Map Elements are not allowed on an opposing team’s portion of the map.

• No Bridging: Map Elements cannot cover or bridge openings, such as a river or the space between buildings.

• No Blockading: A Map Element that cannot be moved through

requests for clarification in the middle of an action.

Map Element Awareness

Spending Map Points wisely is a key to victory in Conflict Matches, so teams should discuss their overall strategy prior to purchasing Map Elements. Teammates are free to discuss the placement of the Map Element prior to the match. This information transfers to the characters when the match begins. However, unless the Map Element explicitly

by non-magical means, may not be placed to prevent passage

states otherwise, characters can still trigger their own Map Elements

through a door or opening (ex: Slip Plates may be placed in front

and suffer from its effects. In the heat of battle, these errors are com-

of a door however, a Statues of Life may not).

mon and results should be kept. For their mistake, characters should

• Magic Aura: Map Elements do not emit magical auras. Therefore, detect spells and other forms of magical divination treat them as non-magical. Players may still use non-magical skills and abilities to find and disable Map Elements.

• Entirety: No portion of the Map Element can extend past the boundaries of the map.

• 38 •

suffer the effects of the Map Element.

Additional Build Options

Each Map Element has additional options that teams may purchase. The costs for each option are listed under the respective Map Element descriptions. The GM can adjust Map Points to allow for Map Elements to scale in power with the match.

map Elements

Chapter 5 The Hallow

The Hallow

magic is cast at the beginning of the round prior to any character’s

The Hallow is a sentient embodiment of magic that represents a team’s

action. With the exception of the Expansion magical ability, a Hallow

sacred space in a match. Hallows are visible to all, appearing as lu-

may only use its magic once per round. The GM determines the Hal-

minous runes of light that flow intricately along the surface area of a

low’s actions.

teams’ sacred borders. Victory conditions are often based on defend-

• Expansion: The Hallow begins a match as a 10 ft by 10 ft Map

ing or occupying Hallows. Therefore, Hallows serve an important role

Element. However, when a creature enters a Hallow with a size

in most Match Types.

category above Medium, the Hallow increases in size to ac-

Location

commodate it. This Expansion occurs on the same turn as it is

different map is used, Hallows can be placed on any ground that the

low expands its width, until it is 5 feet larger than the creature

All official Conflict Maps have Hallows clearly marked. However, if a GM deems suitable. When placing the Hallow, it’s very important to consider the Match Type. The Match Type dictates the number of Hallows needed and provides guidelines to their placement. The one governing rule when placing a Hallow is a Hallow must be accessible

triggered. As shown in Table 5.1- Hallow Expansion, the Halentering its space. The size of the Hallow is not reduced unless a Hallow shift occurs. Only actual match participants can trigger the Expansion. Illusions, summoned creatures, familiars, etc. cannot trigger the Expansion. As long as the Hallow stays within

by mundane means. (i.e. walking, ladder, etc...).

the confines of the map, walls and other physical barriers do not

Ownership

possibly occupy two rooms separated by a wall . The Hallow will

Hollow ownership should also be clearly marked on the map, and teams should know which Hallows are theirs. If an official Conflict map is not used, the GM should place tokens on the map to represent the Hallows’ ownership.

Hallow’s Activation

Activating a Hallow requires two feet to be firmly planted on its surface. Burrowing under or floating over a Hallow will not trigger its activation. Insubstantial characters (i.e. gaseous form, illusions, etc.) cannot use the Hallow. Someone under the influence of mind–affecting magic can be forced to activate the Hallow. Unless stated otherwise, activating (or reactivating) a Hallow is a move action.

Hallow Scoring

In Match Types where a character must remain in the Hallow for a round to score points, a character must remain in the Hallow from the end of his current turn until the beginning of his next turn. The character may perform any actions he desires while scoring time in the Hallow as long as a foot remain in contact with the Hallow. (i.e. A character may kneel during the Hallow’s use however he cannot lay prone.)

hinder the Expansion. Therefore, after Expansion a Hallow could not expand vertically unless the terrain does as well. For example, a Hallow on the side of a hill will expand vertically because it will remain on the surface of the hill. During the Expansion, the hallow can disable or destroy any other map element as needed. Table 5.1- Hallow Expansion Medium

Large

Huge

Gargantuan

Colossal

10 x 10

15x15

20x20

25x25

35x35

• Magical Barriers: At the beginning of every round, and prior to all other actions, Hallows can cast a targeted dispel magic (as per the dispel magic spell cast by a 20th level spellcaster) on any magical barrier within a 20’ radius that prevents access to it. Barriers hindering but do not preventing access are acceptable.

• Announcement: When a character activates the Hallow, its borders erupt in a vibrant blast of light and distinct sounds. The effect is the equivalent of casting ghost sound and dancing lights. The ghost sound spell is the same volume as eight humans running and shouting. The effects end after the turn that triggered the Announcement. Illusions, summoned creatures, familiars, etc. cannot trigger the Announcement.

• Hallow Shift: A Hallow Shift occurs when the Hallow becomes

The Hallow’s Magic

unreachable by non-magical means (i.e. walking, swimming, etc.)

Each Hallow is sentient. Hallows are aware of the match objectives,

for two consecutive rounds or at the GM’s discretion. When a

the teams, the rules and the victory conditions. All Hallow remains

Hallow shifts, it will move to the next nearest space that is acces-

neutral and will use the abilities listed below in an effort to keep the

sible by all and can properly fit the Hallow. The Hallow returns to

match fair and competitive. Unless stated otherwise, the Hallow’s

its normal size (10 x 10) after a shift.

• 39 •

map Elements

Creating Your Own Map Elements

Creating Your Own Map Elements

by only one team, but which inflict no penalties on other teams, are

Map Elements add a level of depth and dynamism to Conflict

more expensive. Map Elements usable by only one team, and which

matches. While there is an ample supply of Map Elements provided

inflict a penalty on other teams, are the most expensive.

in this book for both Conflict® matches and tournaments, some GMs

Example: Sarah decides the Distance Viewer is usable by only one side. The

and players may get the urge to create their own Map Elements.

team that places the Map Element can use it to view an enemy team’s Hal-

Creating your own Map Elements is a fun way to customize the game to your own preferences. Some ideas will require several tries to implement properly; others will come to you perfectly all at once. This

low. If another team tries to activate the Distance Viewer nothing happens happens.

Map Elements: Activation

section contains suggestions and ideas to guide you in creating your

The next step is to determine activation requirements for the Map

own Map Elements.

Element. Some activation methods include standing on a particular

Map Elements: Purpose The first step is to consider the

purpose of the new Map Element. Try to outline the concept of the

square, saying a catch phrase in a specific location, concen concentrating in an area or on an object, or manipulating an object in some way. With some exceptions, Map Elements should not be portable. Monsters, of course, can roam, but most Map

Map Element in one or two sen-

Elements are immovable squares

tences. Consider the effect it will have on each

stator very heavy objects, such as stat

of the teams. The purpose of a Map Element

ues. This makes the placement of

can be found below. Of course more ideas of

Map Elements more important

Map Element purposes will spring to mind as

and adds to the tactical nature

you develop new Map Elements.

of the game.

• Benefactor: Granting advantageous efef You must also decide how

fects to those who use it

• Hinderer: Inflicting detrimental efef

much time it takes to activate inthe Map Element. Many activate in

fects on those who use it

• Revealer: Disclosing new informa-

stantly when a character interacts with them; for example, guillotine plates

tion about the match

• Teleporter: Moving creatures from

work whenever stood upon. If your Map Element seems like it should

one area to another

• Monster: Providing a new op-

take more time to activate, con consider the time needed to activate a

ponent to challenge. Example: Sarah the GM gets an idea for a new Map Element. By using the

similar effect and use that as your guide.

Map Element, a character can view another area of the map remotely. She

Example: Sarah imagines a stone pedestal, shaped like a lectern. She

jots down the concept along with the name, “Distance Viewer.”

decides that to activate the Distance Viewer, a character must stand behind

Map Element: Allegiance

the lectern and grasp the edges while concentrating. Casting a clairvoyance

The next step is to decide who can activate the Map Element. Can any team benefit from its placement, or can only one team make use of it? If only one team can use the Map Element, do other teams suffer a penalty if they try, or does it simply not work? Any of these options are valid and affect the cost of the Map Element. As a general rule, Map Elements usable by anyone are cheapest. Map Elements usable

• 40 •

spell is a standard action, so Sarah decides that activating the Distance Viewer is a standard action.

Share with the Conflct™ Community You’ll find more ideas for new Map Elements on our forums and blogs located on the web at: www.ConflictRoleplaying.com

mAp ELemeNts Effects

In this stage, you detail the effect of the Map Element. If it duplicates

Chapter 5 Creating Your Own Map Elements material out of which the Map Element is built, and look for similar Map Elements to determine hardness and hit points.

a spell effect, make sure you reread the spell and ensure it works how you think it works. If it requires a saving throw, determine what the

Example: Sarah thinks that it might be fun to have a Distance Viewer

save DC should be. You can use the spell effect the Map Element

whose sensor is placed when the Map Element is placed, and does not nec-

mimics—or a similar spell—to create a save DC of 10 + spell level +

essarily have to be next to the enemy’s Hallow. One idea that immediately

minimum ability score bonus to cast. For example, a fireball–detonat-

comes to mind is a Distance Viewer tailored for the McGuffin Match Type,

ing Map Element would have a save DC of 14 (casting a 3 –level spell

where the sensor always shows the McGuffin, and the Distance Viewer can

like fireball requires a minimum ability score of 13, which grants a +1

be used by either side. She jots these ideas down for future matches.

bonus. 10 + 3 + 1 = 14).

Since the Distance Viewer is a relatively low powered Map Element, Sarah

rd

lists its dispel magic DC as 21. She decides its stone lectern appearance Example: Sarah decides that clairvoyance is the perfect spell to use for

grants it a hardness of 8 and 50 hp; because it is made of stone, she further

the Distance Viewer. She defines the Distance Viewer’s effect as, “Creates

gives it fire, cold, and electricity resistance 10.

a magic sensor 10 feet from the enemy team’s Hallow. Anyone from your team who stands in the Distance Viewer and concentrates can see as if standing next to the sensor. The activator can rotate the sensor in all directions, but cannot move it. You cannot see through magical darkness. If the area around the Hallow is naturally dark, you can see in a 10 foot radius

Table 5.2 – Map Elements Summary d10

Map Element

Summary

1

catch plates

Magical traps that snare airborne characters that are foolish enough to fly over them.

2

guillotine plates

around the sensor.

Cost

The easiest way to determine a cost for a new Map Element is to look at existing Map Elements and choose one of a similar power level.

A trap which covers a space with slippery sub3

slip plates

Use its cost to determine a cost for your new Map Element. It is not launch plates

5

pods

An exploding vessel, shaped like a jellyfish. These living traps burst with caustic fluids when they detect movement near them.

6

rusty

Rust monsters that can be placed onto the board as distractions, Warrior banes or even mounts.

7

shatter plates

These traps impede movement and can possibility entangle your enemies.

8

shield plates

Protects a character standing on the plate with a dancing tower shield.

9

the statue of life

it is usable by only one side, for a total of 50 mp.

Options

The final step is to think of any optional rules you might want to attach to your new Map Element. These might include different forms of activation, the option to have a particular allegiance or none at all, the option to move the Map Element midway through a match, or countless others. Look at existing Map Elements for ideas. This is also the point at which you want to brainstorm any potential attacks the Map Element might suffer, and what the effects will be. In general, a dispel magic spell suspends the effects of a Map Element

Magical traps that hurl characters into the sky, exposing them to their enemies.

4

Example: Sarah decides that the Distance Viewer is not an unusually powerful Map Element. She assigns it a cost of 25 mp, plus 25 mp because

stances. Any creature in the area must make a successful Reflex save or fall prone.

recommended to create Map Elements with a cost lower than 25, and all costs should be divisible by 25 .

Grants improved critical to those standing on the plate.

A beautiful sculpture capable of healing wounded characters.

for 1d4 rounds. The dispel magic’s DC is 11 + 10 for low–-powered Map Elements (25 mp), 15 for medium-–powered Map Elements (50 mp), or 20 for high-–powered Map Elements (75+ mp). Consider the

10

teleportation plates

The magical plates which transport characters from one corner of the map to another.

• 41 •

map Elements

catch plates –A disembodied hand appears from below, wraps its powerful fingers around you and with great strength it pulls you to the earth. catch plates: lesser

catch plates: greater

MP Cost:

50

MP Cost:

75

Triggered By:

All Teams

Triggered By:

Non-Purchasing Teams

Size:

10 x 10

Size:

20 x 20

Trigger:

Proximity

Trigger:

Proximity

Reset:

Auto

Reset:

Auto

Perception DC:

20

Perception DC:

30

Disable:

DC 20

Disable:

DC 30

Saving Throw DC: Reflex DC 20

Saving Throw DC: Reflex DC 30

Effect: A catch plate is triggered when it detects a flying creature above

Effect: Greater catch plates can “catch” up to four characters per round.

it and will attempt to snag the creature out of the air. If caught, the

The effects are the same as the Lesser version with the following ad-

creature is immediately pulled to the ground, suffering no damage

ditional effect occurring first.

from the fall and is considered pinned for 2 rounds. A successful

Suppress Airborne Magic:

Reflex save avoids this effect. Lesser catch plates can “catch” one char-

Area: Target

acter per round.

Duration: Instantaneous

The following effects occur without a saving throw:

Saving Throw: None

• Alarm Effect:

Spell Resistance: No

A Ghost Sound spell is triggered simulating an alarm of 4

Description: The catch plates suppress any spell or magical effect

normal humans screaming obscenities to at the creature that trig-

that grants the ability to be airborne. The magic is suppressed

gered the plates.

for 1d6 rounds. Only the ability to be airborne is suppressed,

• Slowed Flight:

all other powers of

All spaces directly above the catch plates count as 2 squares of

the item or spell

movement for creatures in the air.

remain unaffected, unless the power has

Tactical Notes: • catch plates are useful for snaring flying opponents attempting to get from one point to another on the map.

• After the catch plates grab an opponent, follow-up with area of effect spells, such as Cloud Kill, Wall of Fire, Acid Fog, etc.

• The Alarm Effect of catch plates is great for catching unseen or

a dependency on being airborne. In which case, it may be deemed ineffective by the GM. Natural flight is unaffected.

hidden opponents.

• Because catch plates pin opponents, they make it easier to defeat elusive opponents.

• Pinned characters have lower armor class and are subject to a rogue’s sneak attack.

• In matches that involve magic users, catch plates are a good idea due to their common flying tactics.

Additional build options Teams may purchase the following improvements at the mp cost indicated. Effect Base Size Increase (lesser only)

mp Cost

Increase base size to 20x20

10

Disable DC by 5. Can Improved Craftsmanship Increases be purchased up to twice.

• Greater catch plates suppress fly magic with no saving throw! Improved Camouflage

Improved Pinning

• 42 •

Description

5

Increase Perception DC by 5. Can be purchased up to twice.

10

Increase saving throw DC by 5. Can be purchased up to twice.

10

map ELemEnts

Chapter 5

Using the surfaces on which guillotines once stood, these plates provide all who stand upon them a deadly accuracy. –

guillotine plates: lesser

MP Cost:

25

Triggered By:

All Teams

Size:

10 x 10

Trigger:

Touch

Reset:

N/A

Perception DC:

20

Disable:

15

guillotine plates

guillotine plates: greater

MP Cost:

50

Triggered By:

All Teams

Size:

5x5

Trigger:

Touch

Reset:

N/A

Perception DC:

20

Disable:

20

Saving Throw DC: N/A

Saving Throw DC: N/A Effect: While standing on these plates, characters or creatures gain the Improved Critical feat for the first weapon type they use. This weapon selection cannot change. Characters do not need to meet the prerequisites for this feat to gain its benefit from the plate, but if the

Effect: While standing on these plates, characters or creatures gain the effects of the lesser version, as well as the Stability effect.

• Stability: The character or creature gains a +5 bonus to his CMD to avoid being tripped or bull rushed.

character already has the feat, then the plates have no effect. This effect

Tactical Notes:

can apply to range weapons.

• Movement should be coordinated, to block opponent’s access to the guillotine plates.

• Choose the right team member to fight from the plate, preferably a character with a high Base Attack Bonus.

• Stability : Guess what? They’re not moving you off this plate! • Place the guillotine plates behind walls next to entrances and

guillotine plates benefactor

exits to ensure you cannot be spotted until its too late.

• A 5x5 plate allows your team much better control of the plates. • Before the match begins, your character should be equipped with a weapon that already has a high critical threat range, such as a falchion, scimitar or rapier.

• Weapons with low critical threat ranges, but high critical multipliers, such as axes or pole arms, are also good options.

• For maximum effect, combine the Guillotine plates with the Power Attack feat.

Additional build options Teams may purchase the following improvements at the mp cost indicated. Effect

Description

Disable DC by 5. Can Improved Craftsmanship Increases be purchased up to twice. Improved Camouflage

Increase Perception DC by 5. Can be purchased up to twice.

mp Cost 5

10

• 43 •

launch plate

map Elements

– A glitter of light engulfs him, and he is hurled into the sky.

launch plates: lesser

launch plates: greater

MP Cost:

50

MP Cost:

75

Triggered By:

All Teams

Triggered By:

Non-Purchasing Teams

Size:

10 x 10

Size:

20 x 20

Trigger:

Proximity

Trigger:

Proximity

Reset:

Auto

Reset:

N/A

Perception DC:

20

Perception DC:

30

Disable:

DC 20

Disable:

DC 30

Saving Throw DC: Reflex DC 20

Saving Throw DC: Reflex DC 30

Effect: When a launch plate is triggered, the following two modified

Effect: Same as the lesser version with the following additional effects

spell effects instantly occur as if cast by a 20th level wizard,however

occurring first:

the effects only last for 1d4 rounds.

dispel magic School transmutation; Level druid 8, sorcerer/wizard 7 Casting Time 1 standard action Components V, S, M/DF (lodestone and iron filings) Range medium (100 ft. + 10 ft./level) Area up to one 10-ft. cube/level (S) Duration 1 round/level (D) Saving Throw none; see text; Spell Resistance no Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell’s caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

reverse gravity School transmutation; Level druid 8, sorcerer/wizard 7 Casting Time 1 standard action Components V, S, M/DF (lodestone and iron filings) Range medium (100 ft. + 10 ft./level) Area up to one 10-ft. cube/level (S) Duration last for 1d4 rounds (D) Saving Throw none; see text; Spell Resistance no This spell reverses gravity in an area, causing unattached objects and creatures in the area to fall upward and reach the top of the area in 1 round (maximum of 60ft.) If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward. Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling. faerie fire School evocation [light]; Level druid 1 Casting Time 1 standard action Components V, S, DF Range long (400 ft. + 40 ft./level) Area creatures and objects within a 5-ft.-radius burst Duration last for 1d4 rounds (D) Saving Throw none; Spell Resistance yes A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

• 44 •

Tactical Notes: • launch plates hold opponents in place, so your team can control the map. The Reverse Gravity effect of the launch plates pins opponents to the ceiling and lowers their

AC,

allowing members of your team to make their attack, or move safely along the map.

• launch plates reveal invisible creatures because their Faire Fire effect. Additional build options Teams may purchase the following improvements at the mp cost indicated. Effect

Description Increase Perception DC by Improved Camouflage +5. Can be purchased up to twice. Increases Disable DC by +5. Can Improved Craftsmanship be purchased up to twice. Stronger Magic

Increased saving throw DC by +5

mp Cost 10 5 10

map ELemEnts

Chapter 5

It looks like a stalking jelly fish floating in the air. Filled with a lethal substance the pod has no sting, but explodes in a deadly burst. – pod: lesser

pods

pod: greater

MP Cost:

25

MP Cost:

50

Triggered By:

All Teams

Triggered By:

All Teams

Size:

10 x 10

Size:

10 x 10

Trigger:

Proximity

Trigger:

Proximity

Reset:

No Reset

Reset:

No Reset

Perception DC:

N/A

Perception DC:

N/A

Disable:

N/A

Disable:

N/A

Saving Throw DC: Never Miss

Saving Throw DC: Never Miss

Effect: At the GM’s discretion, pods can be pre–filled with any non–

Effect: In addition to the lesser pods’ functions, the greater pods are

magical liquid or powder. This occurs prior to the start of the match.

naturally invisible until they are triggered.

A pod can hold the equivalent of one dose or flask of substance. When

Pod Statistics:

triggered, pods are naturally assigned to spew out their contents in

• A pod greater weighs 10 pounds plus the weight of the

every direction. The square the pod occupies is considered the center of the effect and all others in a 5 foot radius are considered splash squares. A pod automatically triggers once it is damaged beyond its hit points. No other spell effects can be added to lesser pods. lesser pods levitate a few feet off the ground in plain sight. The expense of the

contents.

• A greater pod’s AC is 11 (+2 size, –5 Dex, +4 natural). • A Greater Pod has 5 hp. A Greater Pod with the Fog Down law in effect

substance placed in the pod must be added to a character’s Battlepoints on the purchasing team. pod Statistics:

• A lesser pod weighs 6 pounds plus the weight of the contents. • A lesser pod’s AC is 11 ( –4 Dex, +5 natural). • A lesser pod has 1 hp. Tactical Notes: • Fill lesser pods with contact poison to paralyze opponents. • Pods can be used as a visual deterrent for your opponents. • Anticipate your opponents moving around the pods to predictable paths into a larger trap or ambush.

• Alternatively you can fill a pod with a powder or sawdust to help discover hidden foes. Additional build options Teams may purchase the following improvements at the mp cost indicated. Effect

Description

mp Cost

Toughness

Increase Hit Points by 5.

10

Thick Hide

Increase AC by 5. Can be purchased up to twice.

10

Pods will not be triggered by the purchasing team

10

Loyalty Double Dose

Can hold the equivalent of 2 dose or flask of substance.

25

• 45 •

map Elements

Rust Monster – A dull-colored creature prowls for food, and strikes with limbs of chitin. It’s touch reduces metal weapons to brittle rust. Rusty: Lesser

Rusty: Greater

MP Cost:

50

MP Cost:

75

Triggered By:

N/A

Triggered By:

N/A

Size:

N/A

Size:

N/A

Trigger:

N/A

Trigger:

N/A

Reset:

N/A

Reset:

N/A

Perception DC:

N/A

Perception DC:

N/A

Disable:

N/A

Disable:

N/A

Saving Throw DC: N/A

Saving Throw DC: N/A

Effect: A rust monster can be added to the map and placed on any un-

Effect: Greater rust monster is equipped with a riding saddle. Rusty

occupied square on the purchasing team’s side of the map. The Lesser

will not attack the possessions of the purchasing team and has the

Rusty cannot be added with any predefined spells or equipment. The

following statistics:

GM controls Rusty while the creature is in play. The Lesser Rusty has

Rusty: Greater

the following statistics:

XP N/A

Rusty: Lesser

N Large aberration

XP N/A

Init +5; Senses darkvision 60 ft., scent metals 90 ft.; Perception +14

N Medium aberration

Defense

Init +3; Senses darkvision 60 ft., scent metals 90 ft.; Perception +12

AC 20, touch 13, flat-footed 15 (+3 Dex, +7 natural)

Defense

hp 55 (11d8+11)

AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)

Fort +4, Ref +7, Will +6

hp 27 (5d8+5)

Offense

Fort +2, Ref +4, Will +5

Speed 40 ft., climb 10 ft.

Offense

Melee bite +9 (1d4+1), antennae +1 touch (rust)

Speed 40 ft., climb 10 ft.

Statistics

Melee bite +6 (1d3), antennae +1 touch (rust)

Str 13, Dex 17, Con 13, Int 3, Wis 13, Cha 8

Statistics

Base Atk +6; CMB +6; CMD 20 (24 vs. trip)

Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8

Feats Ability Focus (rust), Skill Focus (Perception), Weapon Fi-

Base Atk +3; CMB +3; CMD 16 (20 vs. trip)

nesse, Combat Reflexes

Feats Ability Focus (rust), Skill Focus (Perception), Weapon

Skills Climb +10, Perception +14

Finesse

Rust (Su) As lesser Rusty. Scent Metals (Ex) As lesser Rusty.

Skills Climb +8, Perception +12 Rust (Su) A rust monster’s antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition—a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. Against creatures made of metal, a rust monster’s antennae deal 3d6+5 points of damage. An attended object, any magic object, or a metal creature can attempt a DC 15 Reflex save to negate this effect. The save DC is Constitution-based. Scent Metals (Ex) This ability functions much the same as the scent ability, except that the range is 90 feet and the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal objects). The lesser Rusty is 5 feet long and weights 227 pounds.

• 46 •

Tactical Notes: • Remember, Rusty can trigger your Map Elements, so its initial placement is key. Additional build options Teams may purchase the following improvements at the mp cost indicated. Effect

Description

mp Cost

Toughness

Increase Hit Points by 5.

10

Thick Hide

Increase AC by 5. Can be purchased up to twice.

10

Loyalty

Rusty will not attack the purchasing team

10

mAp ELemeNts

Chapter 5

How to Ride a Rust Monster

How To Ride a Rust Monster

If the rider wears or carries any metal objects, the rust monster runs the

Riding a rust monster might seem like the easiest thing in the world. They

risk of becoming confused. Every round the rider must make a DC 10 Ride

aren’t too tall and they’ve got nice broad backs and built-in reins. Riding

check to keep the rust monster focused (this is a free action). On a failure,

a rust monster isn’t the simple bit of fun experienced “rust-riders” make it

the rust monster becomes disoriented (Roll 1d6: on a 1 the rust monster

seem.

moves straight ahead to the extent of its movement; on a 2-5 the rust mon-

Greenhorns soon learn that rust-riding is more fun than regular old

ster stands still for one round; on a 6, the rust monster tries to attack its

horseback riding, but it’s also a lot more dangerous. Getting astride a rust

rider with its antennae.) The rider need not make this check every round if

monster is the first hurdle, literally. While most folks think of rust monsters

he discards all metal possessions while riding the rust monster.

as about the size of a large dog, they can grow much bigger than that –

A rider who chooses to wear metal armor or carry metal items suffers an

many are the size of a pony.

additional -2 penalty to all Ride checks (including the Ride check to control

Most experienced riders can mount a rust monster without issue, but

his rust monster every round), as the rust monster is stubborn and doesn’t

untrained riders might slip and fall (DC 5 Ride check to mount/dismount

like obeying such a tasty-smelling master.

a rust monster). Getting astride quickly is even more difficult (DC 25 Ride

Riding a rust monster can offer you a serious advantage, if you’re an

check to mount/dismount as a free action).

experienced rider. Inexperienced riders might want to stay away from rust

Once aboard, you can do just about anything on a rust monster you could

monsters altogether. But when your team is on the ropes and rust-riding

do on a regular horse. It’s just a little more difficult (any Ride task can be

might get you the win, take a chance! Fortune favors the bold, after all. The

performed on a rust monster at a +5 to the DC). There are a few special

worst that can happen is you wind up flat on your butt on the ground while

actions rust monsters can perform you’ll never see a horse do.

Rusty wanders off, munching on your breastplate.

Using their innate attacks is the most common action a rust monster might

Table 5.3 – Rust Monster Riding DCs

Regular

Rusty

Ride DC

Ride DC

Mount/Dismount



5

Move

Guide with knees

5

10

None

Stay in saddle

5

10

None

The rust monster will enter the dark area and find the straightest path to

Invisible

10

15

Free

the nearest exit, regardless which exit the rider wanted. Their sense of smell is so strong, they can find metal even on an invisible enemy. With a DC 20

Fight with a combattrained mount



10

None

Ride check, a rider can urge the rust monster to sniff out the nearest source

Focus mount



15

Standard

Cover

15

20

Immediate /Move

Soft fall

15

20

None

Leap

15

20

Spur mount

15

20

Move

Find nearest source of metal



20

Standard

Control mount in battle

20

25

Move

Fast mount or dismount

20

25

Free

take. A rust monster can make a bite or antennae attack at the same time its rider attacks, if the rider knows what he’s doing (as a free action, a rider can make a regular attack while the rust monster makes a bite or antennae attack. This is a free action requiring a DC 15 Ride check). Rust monsters can also lead their rider through a dark area, since rust monsters can see in the dark. As a standard action, a rider can urge the rust monster to proceed through a dark area. This requires a DC 15 Ride check.

of metal, which may be an invisible opponent. (This is also a standard action). Riding a rust monster poses some unique challenges as well. First of all, rust-riders require special equipment. The rust monster’s bridle and reins must be made without any metal parts, otherwise they’ll dissolve at the first careless well, al-

antennae swipe. Saddles

should be metal-free as

just in case.

Of course the rider can ways use the rust monster’s antennae as natural reins, but this robs the rust monster of

Task

Type of Action

Part of Movement

its ability to use its rust attack.

• 47 •

map Elements

shatter plates – A daunting gauntlet of reaping steel that impedes every step and intimidates foes. shatter plates: lesser

MP Cost:

25

Triggered By:

All Teams

Size:

10 x 10

Trigger:

N/A

Reset:

N/A

Perception DC:

N/A

Disable:

N/A

statue of life: Greater

Saving Throw DC: Never Miss Effect: The squares the shatter plates occupy are considered difficult terrain. Lesser shatter plates are not concealed and lay in plain sight.

Tactical Notes: • Set them in high traffic areas of the map to force opposing teams to take longer, more predictable routes.

• Play a character that is unhindered by difficult terrain and take advantage of your opponents limited movability. shatter plates: greater

MP Cost:

50

Triggered By:

Non-Purchasing Teams

Size:

10 x 10

Trigger:

Touch

Reset:

none

Perception DC:

20

Disable:

DC 20

Saving Throw DC: Reflex DC 20 Effect: Greater Shatter Plates are concealed and require a search check to be discovered. Any characters within the Shatter Plates are considered entangled with a failed Reflex save. Once triggered the shatter plates remain difficult terrain and affects all characters.

Tactical Notes: • Greater Shatter Plates entanglement effect can only be triggered by the other team, which makes them ideal for defending Hallows.

• An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity.

• Use them to set up ambushes. Your ranged attacks can cut down anyone who gets entangled.

• After the Greater Shatter Plates entanglement effects grabs an opponent, follow-up with area of effect spells, such as Cloud Kill, Wall of Fire, Acid Fog, etc.

• 48 •

Additional build options Teams may purchase the following improvements at the mp cost indicated. Effect

Description

mp Cost

Base Size Increase

Increase base size to 20x20

25

Improved Camouflage

Increase the Perception DC by 5. Can be purchased up to twice.

10

Increase the Disable DC by 5. Can be purchased up to twice.

5

Increase Reflex DC by 5. Can be purchased up to twice.

10

Improved Craftsmanship

Improved Snaring

map ELemEnts

While the greasy flooring strips your enemies of their pride, the diabolically-designed caltrops achieve true harm.

Chapter 5

Slip Plates: Lesser

Slip Plates: Greater

MP Cost:

25

MP Cost:

50

Triggered By:

All Teams

Triggered By:

Non-Purchasing Teams

Size:

10 x 10

Size:

10 x 10

Trigger:

Touch

Trigger:

Touch

Reset:

N/A

Reset:

Auto Reset

Perception DC:

N/A

Perception DC:

20

Disable:

DC 20

Disable:

DC 20

Slip Plates

Saving Throw DC: Reflex DC 20

Saving Throw DC: Reflex DC 20

Effect: When the trap is sprung, the Slip Plates are suddenly covered

Effect: In addition to the Lesser effects, the Greater Slip Plates pro-

in a layer of slippery substance. Any creature in the area must make

duce enough caltrops to cover the Plates’ surface.

a successful Reflex save or fall prone. A creature can walk within or

Caltrops: A caltrop is a four-pronged metal spike crafted so that one

through the area of grease at half normal speed with a DC 10 Acrobat-

prong faces up no matter how the caltrop comes to rest. You scat-

ics check. Failure means the creature can’t move that round (and must

ter caltrops on the ground in the hope that your enemies step on

then make a Reflex save or fall), while failure by 5 or more means the

them or are at least forced to slow down to avoid them. Each time a

creature falls. Creatures that do not move on their turn do not need to

creature moves into an area covered by caltrops (or spends a round

make this check and are not considered flat-footed.

fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0)

Additional build options Teams may purchase the following improvements at the mp cost indicated. Effect

Description

mp Cost

Improved Camouflage

Increase the Perception DC by 5. Can be purchased up to twice.

10

Improved Craftsmanship Improved Grease

Increase the Disable DC by 5. Can be purchased up to twice. Increase Acrobatics DC for grease by 5. Can be purchased up to twice.

5 10

• Set them in high traffic areas of the map to force opposing teams to take longer, more predicable routes.

• Remember a creature making an Acrobatics check in this way loses its Dexterity modifier to AC, making it susceptible to a rogue’s sneak attacks.

stay on their feet.

the creature has stepped on a caltrop. The caltrop deals 1 point of damage, and the creature’s speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must it steps on a caltrop. Any creature mov-

Slip plates: lesser

ing at half speed or slower can pick its way through a bed trouble. Caltrops

opponents who

cannot manage to

other footwear, it gets a +2 armor bonus to AC. If the attack succeeds,

of caltrops with no

• Be sure to taunt

heroic history,

deflection bonuses do not count. If the creature is wearing shoes or

immediately stop if

Tactical Notes:

despite their

against the creature. For this attack, the creature’s shield, armor, and

may not work against shatter plates: lesser

unusual opponents.

TacticalNotes: • Set in places where a charge is likely. The caltrop effect makes Greater Slip Plates perfect for stopping an opponent’s charge.

• 49 •

map Elements

Teleportation Plates –A ring of glowing script envelops all who enters and transports them out of harm’s way. Teleportation Plates: Lesser

Teleportation Plates: Greater

MP Cost:

50

MP Cost:

75

Triggered By:

All Teams

Triggered By:

Purchasing Team Only

Size:

10 x 10

Size:

10 x 10

Trigger:

N/A

Trigger:

Touch

Reset:

N/A

Reset:

Auto Reset

Perception DC:

DC 20

Perception DC:

25

Disable:

DC 20

Disable:

DC 30

Saving Throw DC: Never Miss

Saving Throw DC: Never Miss

Effect: The purchasing team may place 2 Teleportation Plates in any

Effect: The purchasing team may place Teleportation Plates in each of

of the 4 corners of the map. The plates are undetectable by other

the 4 corners of the map. While standing on a plate, the character may

teams without a search check or by magical means. While standing

use a move action to arrive at another plate location chosen by the

on a plate, the character may use

character. All objects or creatures us-

a move action to activate it and

ing the greater Teleportation Plates

immediately arrive at the other

arrive at the user’s chosen location.

plate’s location. The character can

Upon arrival the Teleportation plate

bring along objects as long as their

makes the character invisible for one

weight doesn’t exceed the charac-

round. If the effects already exist

ter’s maximum load. The character

prior to the use of the plates, no ad-

cannot bring other living persons

ditional effects occur. Invisibility as

or unwilling creatures of Medium

spell effect. Cast as a 20th level caster

or larger size with them. A single

GM Note: If more than one team

willing creature of small or less can

purchases the greater teleportation

accompany the character. To be

plates only one set of plates appear

transported, a creature must be in

on the corners of the map. However,

contact with the character. If the ar-

the plates can be used by each of the

riving plate is already occupied by

purchasing teams.

a solid body, each traveling creature takes 1d6 points of damage and is shunted back to the original plate. GM Note: If more than one team purchases the lesser teleportation plates, the additional plates fill the remaining corners of the map. If

Tactical Notes: • Take advantage of the ability to move instantly to any of the four corners of the map.

• One round of invisibility makes it tougher to get ambushed while the map corners are occupied, the GM places the plates in between utilizing. Additional build options the map corners at her discretion. • Use the plates to gain edge by When addition lesser teleportation Teams may purchase the following improvements at the mp cost indicated. Effect Description mp Cost entering an enemy Map End before plates are on the map, they can be the party is prepared. An additional nonfunctional chosen as a destination point by any teleportation plate is added. The lo• Lure opponents into ambushes False Plate cation of the plate is selected by the 10 team. (lesser version only) far away from their companions. team. If the plate is used the action Tactical Notes:

• Opponents can use lesser plates

Improved Camouflage

Increase the Perception DC by 5. Can be purchased up to twice.

10

Improved Craftsmanship

Increase the Disable DC by 5. Can be purchased up to twice.

5

as well, avoid using them in capture and hold scenarios.

• 50 •



fails and the time is wasted.

Position your character on

plates to do damage to arriving opponents.

map ELemEnts

Chapter 5 Shield Plates

With a single focused thought, magically infused steel springs forth and defends your blind side.

Shield Plates: Lesser

Shield Plates: Greater

MP Cost:

50

MP Cost:

75

Triggered By:

All Teams

Triggered By:

Purchasing Team Only

Size:

5x5

Size:

5x5

Trigger:

N/A

Trigger:

N/A

Reset:

N/A

Reset:

N/A

Perception DC:

10

Perception DC:

15

Disable:

20

Disable:

25

Saving Throw DC: Never Miss

Saving Throw DC: Never Miss

Effect: As an immediate action, the user of the shield plate may sum-

Effect: In addition to the Lesser effects, the Greater Shield Plates

mon an animated steel tower shield. The details of the tower shield is

grant resistance to ranged weapons. The subject gains damage reduc-

as follows:

tion 10/magic against ranged weapons. (The Plates do not grant you



The user does not need to have Tower Shield Proficiency to use

the ability to damage creatures with similar damage reduction.) This

it.

effect can outlast the summoned tower shield. However, once the

The user does not take the standard -2 penalty to attack rolls.

Shield Plates have prevented a total of 20 points of damage or the

The user does receive a 40% arcane spell failure chance.

user of the shield fails to have at least two feet on the square the shield

The user does not receive an armor check penalty.

plates occupy, this effect is discharged.

The user does not gain the maximum Dex bonus penalty.

Other limitations include:

• • • • •

The user may choose to use the shield to grant cover or a +4 shield bonus. (The shield bonus does not stack.)

• The shield does not add to the user’s encumbrance. • The shield will remain in effect for 1d4 rounds or until the user leaves the square that the shield plates occupy.

• The user of the shield must have at least two feet on the square that the shield plates occupy. If the user moves off of the shield plates or is knocked prone, the effects immediately end.

• During a match, the same shield plates may only be used once per character.

• Only Medium–sized creatures may use the lesser shield plates. Tactical Notes:

• During a match, the shield plates may

only be

used once per character.

• Only Medium–sized creatures may use the greater shield plates.

Tactical Notes: • Damage reduction against range effects makes it ideal for characters holding ground or defending a Hallow.

• Shield plates work well with a number of characters. Use them to make low AC warriors, like Barbarians and Monks harder to hit.

• Great for characters fighting from long range. • Turns characters with high ACs into virtual tanks, enabling them to enter combat and deflect some standard attacks.

• Give a spellcaster some added protection with shield plates • Use the Shield Plates to protect the operators of large equipment,

Additional build options Teams may purchase the following improvements at the mp cost indicated. Effect

Description

mp Cost

Improved Camouflage

Increase the Perception DC by 5. Can be purchased up to twice.

10

such as catapults and ballistae.

• Bullrush opponents off lesser shield plates and steal their map

Improved Craftsmanship

element. Improved Shield Size

Increase the Disable DC by 5. Can be purchased up to twice. One Large-sized creatures can be protected by the shield plate

5 25

• 51 •

the statue of life

map Elements

- A representation of the god of life, carved from the purest ivory and after a brief prayer, wounds are lifted.

the statue of life: lesser

Effect: The statue has the ability to heal wounds as its lesser version. However, the healing ability of this statue is 2d8+10 points of damage.

MP Cost:

25

Triggered By:

All Teams unless Divine Right is purchased.

Size:

10 x 10

Trigger:

N/A

MP Cost:

75

Reset:

N/A

Triggered By:

All Teams unless Divine Right is purchased.

Perception DC:

N/A

Size:

10 x 10

Disable:

DC 20

Trigger:

N/A

Saving Throw DC: Never Miss

Reset:

N/A

Effect: The statue has the ability to heal wounds. The Statue of Life:

Perception DC:

N/A

Lesser heals 1d8+5 points of damage. To activate this Map Element,

Disable:

DC 25

a character must touch the statue and verbally request its healing.

Saving Throw DC: Never Miss

This requires a move action but does not require a Use Magic Device

Effect: The statue has the ability to heal wounds as its lesser version.

skill check. This action can trigger attacks of opportunity. A character

However, the healing ability of this statue is 3d8+15 points of damage.

must wait 3 rounds to use the statue again. The statue can heal mul-

Tactical Notes

tiple characters in the same round. There are 3 versions of this Map Element and each version is indistin-

the statue of life: greater

• One of the key tactical advantages to the Statue of Life is Divine Right. There is no way for the opponents to know if the statue

guishable from the other. Each statute is 8 ft 1 in (97’’) and weights

will work for them are not. Therefore, opponents may desperately

727 pounds.

spend time reaching the statue only to be disappointed.

the statue of life: normal

• Clearly placing a Status of Life near anything you need to defend is advantageous.

MP Cost:

50

Triggered By:

All Teams unless Divine Right is purchased.

Size:

10 x 10

Trigger:

N/A

Reset:

N/A

Perception DC:

DC 20

Disable:

DC 20

• Do not share with your enemies your additional purchases of Divine Retribution or Divine Right.

• Allow your enemies to waste precious rounds trying to use the statues’ healing powers.



Illusions of Statues of Life can work well to fool your opponents.

Saving Throw DC: Never Miss Additional build options Teams may purchase the following improvements at the mp cost indicated. Effect

Description

mp Cost

When Divine Retribution is added to the Map Element, the purchasing team receives healing as normal from the statue. Divine Retribution

Opposing teams, however, take damage equal to one–half the amount normally healed. This damage cannot be avoided or

50

mitigated in any way. Divine Retribution is not detectable by opposing teams.

Divine Right

Improved Craftsmanship

• 52 •

When Divine Right is added to the Map Element, only the purchasing team can benefit from the statue. Divine Right is not detectable by the opposing teams and only after the statue is used are the results known.

Increase the Disable DC by 5. Can be purchased up to twice.

25

5

map ELemEnts

Chapter 5 Fog Plates

Concealed by fog rising from magical floor plates, a thief waits for his chance to kill. fog plates: lesser

fog plates: greater

MP Cost:

50

MP Cost:

100

Triggered By:

N/A

Triggered By:

N/A

Size:

5x5

Size:

10 x 10

Trigger:

N/A

Trigger:

N/A

Reset:

N/A

Reset:

N/A

Perception DC:

N/A

Perception DC:

N/A

Disable:

20

Disable:

25

Saving Throw DC: Never Miss

Saving Throw DC: Never Miss

Effect: A gush of Fog billows upwards from the ground. The fog ob-

Effect: Greater Fog Plates function as their lesser versions, in addi-

scures all sight, including darkvision, beyond 5 feet. A creature within

tion to obscuring sight, the fog is so thick that it impedes movement,

5 feet has concealment (attacks have a 20% miss chance). Creatures

as the solid fog spell. Creatures moving through a solid fog move at half

farther away have total concealment (50% miss chance, and the

Thick layers of mist creates the greater fog plates’

their normal speed and take a -2 penalty on all melee attack and

attacker can’t use sight to locate

melee damage rolls. The vapors

the target). The effects of Lesser

prevent effective ranged weapon

Fog Plates begin at the start of the

attacks (except for magic rays

match.

and the like). A creature or object

• Vertical Concealment: In

that falls into solid fog is slowed

addition to the effects above,

so that each 10 feet of vapor that

the fog is magically con-

it passes through reduces the

tained within a 5 foot square

falling damage by 1d6. A creature

yet it extends upwards for

cannot take a 5-foot-step while

60 feet. This gives the fog an

in solid fog. Solid fog, and effects

impressive towering effect of

that work like solid fog, do not

magical mist while providing

stack with each other in terms

60 feet of vertical concealment.

• Wind: A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 2 rounds. A strong wind (21+ mph)

of slowed movement and attack penalties. The effects of greater fog plates begin at the start of the match.

• Vertical Hindrance: The above effects extend upwards for 60

disperses the fog in 1 round. The fog will remain dispersed for 2

feet. This gives the fog an impressive tower of solid clouds while

rounds before returning to full effect.

providing a 60 foot hindrance.

Tactical Notes: • Use the fog to hide your spellcasters and healers from opponents. • Use the fog’s height to hide flying characters or creatures. • Fog plates are perfect for skirmishing characters.

• Wind: Unlike lesser fog, only a severe wind (31+ mph) disperses these vapors and it does so in 1 round. The fog will remain dispersed for 2 rounds before returning to full effect. Additional build options Teams may purchase the following improvements at the mp cost indicated. Effect

Description

mp Cost

Improved Camouflage

Increase the Perception DC by 5. Can be purchased up to twice.

10

Increase the Disable DC by 5. Can be purchased up to twice.

5

Improved Craftsmanship

• 53 •

What are Laws

laws

What are Laws?

all characters, teams approach familiar Match Types in new ways. For

Laws are optional rules that the GM can apply to change the dynamic

example, Shadow-Bound requires players to create stealthy characters.

of Conflict Matches. Laws universally apply to all characters regardless

Players used to kick-down-a-door tactics now must rely on conceal-

of class, race, or team affiliation. Think of laws as boundaries present

ment.

in the world that characters cannot circumvent by any means. Laws

Player Laws

are optional, but their application changes the experience of Conflict Roleplaying by limiting or expanding players’ options. The GM and the players should agree on which laws apply before a match, if any. There is no limit on the number of laws that a group can use in a match, although some combinations do not integrate well. There are three types of Laws:

• Action Laws • Character Generation Laws • Player Laws Action Laws

Action Laws directly affect the characters participating in the Conflict Match. For example, Radiance basks all corners of the battlefield in bright light. The stealth skill becomes useless and characters must rely on spells like invisibility and obscuring mist for covert actions.

Character Generation Laws

Character Generation laws govern how the players create their

characters. By eliminating specific options or abilities from

• 54 •

Player laws affect the players sitting around the table. These laws are usually light-hearted and are designed to add to the fun at the gaming table. For example, Panic lets a team enforce a 60 second time limit on a player’s turn.

Creating Laws

While the laws described in this chapter add different dimensions and are a source of new fun during Conflict Matches, Conflict Roleplaying players are encouraged to come up with their own ideas for laws. Just as most groups develop house rules to customize their game play, a group can develop custom laws that work better for their group. When creating laws, remember a few key guidelines.

• Laws should be applicable to most matches. • Laws affect all characters on all teams uniformly. • Laws change the potential strategies and tactics of a match. Finally, remember when creating laws that all players must agree to put a law into effect. Therefore, laws need to be fair to everyone.

lAws

Chapter 6 Law Descriptions & Summary

Law Descriptions

This chapter lists Conflict Roleplaying’s current official Laws and explains their effects. You’ll find new Laws in future Conflict Roleplay-

BLADE BOUND

Character Generation

ing releases and on our forums and blogs located on the web at:

Effect: Blade Bound restricts all players to classes that rely on mun-

www.ConflictRoleplaying.com

dane weapons and skills. Players may only select classes without any

Law Name

spellcasting ability. Examples of acceptable classes are: • Barbarian

Each Law is given a name for reference.

Type

Is it a Character Generation, Action, or Player Law?

The Spirit of the Law: Blade Bound is intended to make the match

Effects

Details of the law, including what it does and how it works.

The Spirit of the Law

central idea the Law was designed around is the “Spirit of the Law. If arguments arise because of the rules of a law, the GM is encouraged to judge the Law’s purpose based on The Spirit of the Law.

GM Notes

Advice for the GM on topics that could come up during game play Table 6.1 Laws Summary 1 Blade Bound 2 Deadlands 3 Face Off 4 No Sidekicks 5 Fog of War

Summary

Restricts characters to warrior classes. The match is set in deadlands where magic fails to work. Characters begin the match only 10 feet apart from one another. Prohibits use of bonded animals and summoned creatures. A misty vapor covers the field of battle, providing concealment and limiting sight.

6 Panic

Force players to act quickly or suffer penalties.

7 Radiance

The map is illuminated completely.

8 Shadow Bound

Restricts characters to stealthy classes.

9

Simple Movement

as fireball, this law encourages heavy ground tactics for a good ol’

GM Notes:

• For multiclassed characters, all classes chosen must meet Blade Bound’s restrictions.

• Races with spell-like abilities are allowed. • Rogues may not take the minor magic or major magic rogue talents

• GMs may wish to allow paladins and rangers but disallow spell-

and variants of the law she could use.

Law

low-magic and bloody. By removing area damage through spells such fashioned hack-and-slash.

Each Law has a specific purpose – an effect it wishes to create. This

d12

• Fighter • Monks • Rogue

Characters can only move by mundane means.

10 Spell Bound

Restricts character to caster classes.

11 Steal the Roll

Teams can choose alternate players to make important rolls.

12 GM’s Choice

The GM selects what she feel will work best.

completion magic items (such as wands and scrolls).

DEAD LANDS

Action

Effect: The match occurs on magic-dead ground. No magic of any kind functions within the match including spells, magic items, spelllike abilities and supernatural abilities. The Spirit of the Law: Without magic, the characters must engage in a gritty match that grinds down to physical toughness, strategy and luck. The match becomes simpler to adjudicate without magic effects. GM Notes:

• Racial abilities that modify saving throws and skills are not affected by this law.

• Extraordinary abilities (Ex) function normally. • Racial abilities that confer a magical bonus or effect, such as a gnome’s ability to speak with animals, are lost.

• The GM should check for spell-like abilities and supernatural abilities prior to the match and make sure the player realizes how this Law affects his character.

• 55 •

Law: No SideKicks

laws

FACE OFF

• FOG OF WAR

Effect: Characters begin the match within 10 feet of an opposing

Effect: A misty vapor endlessly rises from the battlefield. The vapor

character. The GM places the characters in a straight line without any

obscures all sight, including darkvision, beyond 15 feet. A creature 20

physical dividers (walls, rivers, etc.) between them.

feet away has concealment (attacks have a 20% miss chance). Crea-

Action

The Spirit of the Law: Face Off starts the match fast and minimizes

Action

tures farther than 20 feet away have total concealment (attacks have a 50% miss chance and the attacker cannot use sight to locate the tar-

preparatory rounds. By providing immediate line of sight, characters

get). A moderate wind (11+ mph), such as from a gust of wind spell,

face enemy attacks in the very first round.

disperses the vapor in the area where the wind blows for 2 rounds. A

GM Notes:

• This law is not intended for more than 2 teams or handicap matches.

• Because warriors can close the distance in one round, spell-casters will be at a disadvantage.

• Spacing between teams can be adjusted based on the map. The key is to ensure line of sight and minimum distance between the two teams.

NO SIDEKICKS

Character Generation

Effect: Characters cannot make use of bonded animals or summonded creatures. During the match, character may not have bonded animals (such as from a druid’s nature bond, a paladin’s divine bond,

strong wind (21+ mph) disperses the vapor instantly in the area where the wind blows. Area-based fire spells have no effect on the vapor. The Spirit of the Law: Fog of War creates a match of subterfuge and promotes creative ways to locate and battle opponents. GM Notes:

• Despite the Fog of War, characters are familiar with the map’s layout. They also know the locations of Hallows on the map.

• Once the match begins, characters are not aware of any changes to the map unless they directly perceive them or are made aware.

• If a character has concealment or total concealment, his miss chance applies to gaze attacks as well.

PANIC

Player

a ranger’s hunter’s bond, or a wizard’s arcane bond) and may not sum-

Effect: Panic allows teams to force their opponents to make a quick

mon creatures.

decision. All teams can invoke Panic twice per match by announcing it

The Spirit of the Law: Removing animals simplifies the match for the

to the GM. Once a team declares Panic, the current player has 60 sec-

GM by giving her fewer creatures to keep track of and speeds up the

onds to declare his character’s actions for the round. If the player fails

match.

to do so, his character may only make one move action for the round.

GM Notes:

• No sidekicks does not make classes with bond class features weaker. Druids can choose to gain two cleric domains rather than an animal companion, paladins can enhance their weapons with a celestial spirit rather than gain a mount, etc.

• Conjuration (summoning) spells that do not summon creatures, such as summon instrument, are still valid.

• Characters are allowed to change shape into animals, for instance through the polymorph spell.

• Illusions can be used. However, opponents are aware the law is in place and will gain a +4 bonus to their saving throws as a result.

• 56 •

The Spirit of the Law: This law allows teams to apply additional pressure to their opponents in critical situations. GM Notes:

• Once a team declares Panic, the GM must tell the active player, “Panic has been declared on you! You have 60 seconds to declare your actions.”

• The target of Panic needs to declare their action in 60 seconds, they may use as much time as needed to implement the actions.

• Alternatively, Panic can be an Action law, forcing all players to declare their action in 60 seconds every turn.

lAws

RADIANCE

Chapter 6 Law: Steal the Roll

• Disallowed magic items include boots of speed and boots of striding and springing.

Action

• Bonded animals and summoned creatures that can fly are okay.

Effect: Bright light illuminates every square on the map. All characters

SPELL BOUND

can see clearly at all times. A character or creature cannot hide in an area of bright light unless invisible or line of site is physically blocked. The Spirit of the Law: This is the opposite of Fog of War. The intention is to minimize hidden movement. GM Notes:

• The source of light can be sunlight if the map is outside, or a permanent enchantment that cannot be dispelled for indoor maps.

• It is important to state the light sources to all the players prior to the match.

• SHADOW BOUND  

• Spells like deeper darkness create areas of dim light and darkness.

Character Generation

Effect: Players are restricted to classes with stealth as a class skill.

Character Generation

Effect: Players may only select classes with 6 or more levels of spellcasting. Examples of acceptable classes are: • Bard • Cleric • Sorcerer • Wizard

• Druid

The Spirit of the Law: Spellbound makes for a magic-driven match. This law is for those who enjoy throwing spells in a wizard’s duel. GM Notes:

• For multiclasses characters, all classes chosen must meet Spell Bound’s restrictions

• STEAL THE ROLL

• The GM can restrict the classes to just wizard and sorcerer

The Spirit of the Law: When this law is in play, the match should have reduced magical effects and possess an emphasis on stealth. GM Notes:

Player

• Hidden movement is prevalent in these matches. • PassCards will be a vital tool for communicating movement.

Effect: Twice per match, each team can “steal the roll” of an oppos-

• SIMPLE MOVEMENT Action

ing team. When a team steals an opponent’s roll, they get to choose a player to rolls in place of the person about to make the roll. The only thing this law changes is whose hand throws the die. The dice must be of the proper value for the roll in question. For example,

Effect Characters are restricted to mundane movement without magi-

Team A might “steal” Team B’s roll by rolling their “cursed blue d20”

cal assistance. Mundane movement consists of a character’s natural

instead of Team B’s “lucky green d20.” Both dice are 20-sided. No

speeds (walk, climb, swim, etc.) including running and charging.

other changes occur. A team must announce to the GM they wish to

Spells, spell-like abilities, supernatural abilities and magic items that

“steal the roll” prior to the roll of the dice.

normally affect movement have no effect. Extraordinary abilities and feats that affect a character’s speed (such as a barbarian’s fast movement class feature or the fleet feat) function normally. The Spirit of the Law: Movement should be kept to basic ground

The Spirit of the Law: This law is really about player superstitions. Most players believe a person or a set of dice are lucky or unlucky. This law is an easy way to have a little fun with those superstitions.

tactics. Characters cannot fly or dramatically increase their speed. This

GM Notes:

simplifies the match and requires more thoughtful tactics.

• The player “stealing the roll” is hoping he will roll in his own favor however, there is an equal change he doesn’t and instead helps his

GM Notes:

• Disallowed spells include expeditious retreat, fly, and similar spells.

opponent. This is expected and all results should be kept.



Be sure that the dice is rolled in the sight of all players.

• 57 •

conFlict mAPs

Introduction to Conflict-Maps

Conflict Maps are a bit difference from standard roleplaying and

miniatures gaming maps. Designed specifically for Conflict Roleplay-

Center Lines

The center lines separate Conflict Maps in halves both vertically

ing, Conflict Maps have several features that ease play. The concepts

and horizontally. The center lines serves as the starting point when

presented in this Chapter will help you prepare your own maps for

establishing the Restricted Area (described later in this Chapter). On

Conflict matches.

official Conflict Maps these lines are clearly marked. However, when

Introduction to Conflict-Maps

preparing other maps for Conflict Matches, the center lines can be any

The maps created by Conflict Games are specifically designed for

line that separates the map evenly.

Conflict Matches. A variety of features and a symmetrical design

Restricted Area

have been rigorously tested to ensure each map can be equitable to all teams. These features include:

• Grid Coordinates • Map Ends

• Restricted Area • Lines

Grid Coordinates

At the start of most Conflict Matches, teams may not place their characters or Map Elements within 4 squares (typically 20 feet) of the Center Line(s) in play. This is considered the restricted area.

Map End Configurations

The’re are four potential Map End configurations. They are deter-

All Conflict Maps are printed with a series of numbers and letters on

mined by the number of teams playing in the match:

the map’s borders. Letters are displayed on the top and bottom of the

• Two Teams: A match with two teams has one Center Line in

map , with double letters repeating after Z when necessary. Numbers are displayed sequentially on the left and right sides. The vertical and horizontal lines form 1 inch squares called grid squares. The location of each square within the grid is the grid coordinate as shown in figure 5.1. A grid coordinate is expressed as the corresponding letter followed by the corresponding number. The letters are always read first, for example, C-21 as shown in figure 5.1. Figure 5.1

play, either vertically as shown in figure 5.2 or horizontally as shown in figure 5.3.

• Three Teams: A match with three teams has both Center Lines in play as shown in figure 5.4. One section of the map is vacant at the start of the match.

• Four Teams: A match with four teams has both the vertical and horizontal Center Line in play as shown in figure 5.5.

Using Your Own Maps

Nothing prevents creating group-specific maps, but groups new to Conflict Roleplaying should use the Conflict Maps to start. As a group gains experience, ideas for new maps will naturally occur. Discuss your map ideas and hear what others have to say by joining the discussion on the Conflict forums at forums.conflictroleplaying.com. Also, keep an eye out for future supplements from Conflict Games LLC featuring the map–making process and ensuring Conflict–Compatibility.

Map Ends

In miniatures games, the locations on the map where characters begin are usually confined to a few squares and typically are inflexible. To avoid that inflexibility, Conflict Maps offer large starting areas called Map Ends. The team that wins Team Initiative (described later in this Chapter) has the opportunity to reserve a Map End. Teams place their characters and Map Elements within the boarders of their Map End (although there are a few exceptions, see Chapter 9 Team Feats).

• 58 •

coNFLict mAps Two Teams: Vertical Center Line

Three Teams: Dual Center Lines

Figure 5.2

Figure 5.4

Chapter 7

Map End Configurations

Figure 5.3 Two Teams: Horizontal Center Line

Four Teams: Dual Center Lines

Figure 5.5

• 59 •

Team Initiative Team Initiative

CconFlict maPs

Team Initiative Checks*: At the start of a match, each team makes a

Leaving the Map

Characters that leave the map involuntarily (i.e., target of a plane shift

Team Initiative check. This establishes the order in which teams setup

spell or bull rushed) are lost in the ether for 1d3 rounds. Communica-

prior to the start of match. The slowest teammate (the character with

tion to the map is lost during this time, including telepathy, and spells

the lowest initiative modifier) must represent his team. Each team

requiring concentration are lost.

rolls a d20 and adds their slowest teammate’s initiative modifier to the roll. Teams setup in order of highest Team Initiative roll to lowest. If

Map Arcanum™

there is a tie, the higher initiative modifier goes first. If there is still a tie, the tied teams roll again to establish an order. Teams do the following in Team Initiative order:

• Claim Map End: The acting team may reserve their Map End (as described on page 58). If Hallows are important to the Match Type being played, the GM now makes the teams aware of the location of their Hallow.

• Place or Pass: Teams decide if they wish to place their characters and Map Elements on the map or pass the option to the next team in the Team Initiative order. The slowest team left in the order can not choose to pass. *Team Initiative does not replace initiative in combat. Initiative is still rolled to establish an acting order during rounds. Initiative is rolled after all Map Elements, characters and large equipment(i.e. siege weapons)are placed on the map.

Starting Conditions:

All players must adhere to the following prior to a Conflict Match. Some Laws and Team Feats supersede the below rules.

• Miniatures must begin the first round physically on the map, even if the characters can not be seen by other teams.

• Animal companions, familiars, mounts and large equipment

When players are facing off, it is important for the map to be consistent. Each player should be able to make decisions based on facts and less on GM resolutions. With this in mind, Conflict Maps are accompanied by the Map Arcanum. The Map Arcanum provides an expanded list of tactical information that describes object and terrain properties. PCs can benefit greatly from a Map Arcanum. When deciding on team tactics, it is extremely useful to know details such as how deep water hazards are, how solid walls are, what doors are made of and if they are locked, how high the ceiling is, and other such details. The GM benefits as well, not having to hurriedly look up skill check DCs or mull over object hardness and hit points. All the map

must begin the match adjacent to their owner. A character cannot

information exists on the Map Arcanum. This also helps ensure con-

start the match riding a mount or with a familiar in his pocket.

sistent rulings throughout the match, as all players and the GM can

• All of a character’s equipment must be able to fit in a square adjacent to his character.

• Characters can begin the match with up to one item in each hand or one two-handed item. These items should be noted on their Passcards.

• Equipment, magic, class or racial abilities cannot be used prior to the start of the match.

• Characters cannot begin the match in difficult terrain. • Characters must begin the match with their feet on the ground. This includes characters that have the ability fly, swim, burrow, etc.

• 60 •

see the DCs of various skill checks listed on the Map Arcanum. Prior to the start of a Conflict Match, the GM should announce anything she wishes to changes to the Map Arcanum.

Map Arcanum™ Online Each map produced by Conflict Games L.L.C. has an dedicated subforum. This sub-forum will reflect additional object definitions or terrain details, as well as map strategies and notes from the Conflict Community. Map Arcanums can be downloaded on the Conflict web store: www.ConflictBooks.com or in the download section of the Conflict Forums: http://Forums.ConflictBooks.com.

PasscarD PassCard Introduction

Chapter 8 Introduction To Passcards Details, Details

Filling in a Passcard at the start of the match is generally a quick task. After the initial transfer of information from the character sheet, the GM should take the information she needs and record it for her own use. Remember that it is always the responsibility of the player to inform the GM whenever data about their character changes. Below is a brief explanation of each section of the Passcard. While some fields are obvious, such as name, they all have descriptions here for completeness.

Header Section

Passcards® present the key to communication between individual players and the GM in a Conflict® game. Prior to the start of a match, Passcards gives you the space you need to provide your GM basic facts about your character, such as your saves, armor class, and more. This information help your GM when she needs to make decisions about certain actions, such as if one of your enemies attempts to cast

• Player’s Name: The player records his name in this field. • Character’s Name: The player records his character’s name in this field.

• Starting Items Held: Conflict Roleplaying® character begin play

dominate person on you without your knowledge.

with up to two items or one two handed item in hand. The player

Additionally, the header section (described later in this chapter)

records what his character is holding and in which hand in this

tracks information about the match itself: the Battlepoints cap, Match

field. If a player intends to begin play with a two–handed weapon,

Type, match length, and Laws in use. There is also pertinent informa-

such as a greatsword, he notes that item in the entry for main

tion a player and the GM needs to keep track of without the other

hand and enters a ditto in the field for off–hand.

team’s knowledge, such as the coordinates of Map Elements, the

• Team’s Name: Before play begins, each team should devise a

character’s perception modifier, and the team’s Team Feats. This infor-

name for their group. The player records his team’s name in this

mation is important to the player and the GM, so it holds a prominent

field. Although it isn’t required, it helps the GM address the

location on the Passcard for easy reference.

teams and keep track of the characters. Coming up with a name

As Conflict Matches progress, the focus of Passcards switch to the

together can also be a fun team-building activity. Team names

round–by–round table. Players communicate with the GM through

potentially factor into the roleplaying that takes place at the table.

this table, detailing movement, actions, and any notes the GM needs

For example, taunts against the opposing team during play are

to run the Conflict Match. There is also space for the GM to commu-

common, and team names certainly factor in. “The Mage–Killers

nicate back, should she have the need.

are coming for you! There’s no place to hide!”

After the match, players can note on the bottom whether they were

A list of team names can be found on page 14.

victorious or not. Along with recording the in–combat details, Passcards also let players recollect their win-loss record. Whether to hang

• Date of Play: The player records the day’s date in this field • Match Type: Before a Conflict Match can begin, the group

on to it for bragging rights or to keep score, having a record of exactly

needs to select a scenario to play. The player records the Match

what happened in the match makes the Passcard valuable and fun

Type in this field. Match Types are covered in full detail in Chap-

memorabilia.

ter 3.

• 61 •

Scratch Pad Header (continued)

PasscArDs

• Match Length: Different Match Types last different numbers

• AC Buffs: Record your full, touch, and flat–footed ACs in the appropriate squares. In the open area list any modifiers you wish to

of round, generally 10, 15, 20, or until the victory conditions

note, such as the Mobility feat or a dwarf ’s dodge bonus against

are met. The player records the match length in this field. As the

giants. Your GM may also use this location to inform you of any

match progresses, knowing how much time is left becomes more

penalties you receive to your armor class as the match progresses

important so having it readily available is a handy tool for players.

• Line of Sight: Sometimes the GM needs to know how well a character can see. The player records any special vision types he has, such as darkvision or low–light vision, in the “Vision/ Distance” field. The player records his perception modifier in the

• # Hit Points The player records his maximum and current hit point totals in this field. Characters begin Conflict Matches with maximum hit points.

Round by Round

“Perception” field, so if the GM needs to make a check for the player, she has the information and doesn’t need to ask for it. It is the responsibility of the player to keep his Passcard updated. Match Laws: Check off any match Laws in play. Be sure you’re familiar with the affects of these laws on the game. Laws are discussed in full detail in Chapter 6.

• Map Element Locations: If a team has placed any Map Elements on the battlefield, the player records the coordinates here. This helps the GM and the player recall the locations of Map Elements during play. Map Elements are covered in full detail in Chapter 5.

• Saving Throws: The player records his saving throw modifiers in this field. Much like perception skill modifiers discussed earlier, these numbers are important if the GM needs to make a check for a player. It is the responsibility of the player to update these

With the header details filled out, the player can give his Passcard to

numbers if they change during the game so the GM always has

the GM, who records the details on her sheet and then returns it. At

access to the current total.

this point, the Passcard is ready to communicate with the GM during

Scratch Pad

the actual match.

• Battlepoints: The player records his char-

• Movement: The player writes down the map coordinates of

acter’s Battlepoints cost in this field to help

the grid square they start their move in and the grid square they

the GM balance the encounter. The player

wish to end their move in. A player that does not intend to move

records the Battlepoint Cap in the second

during their round enters their current coordinates in the starting

box, making certain his character’s total is

field and places an “X” in the ending field.

under the cap.

• Initiative: The player records both his

• Actions: This row is where the player marks down their actions for their turns. Unlike the other fields, this field (along with

initiative modifier and total in this field. This

Notes, below) will likely have a lot of text. Be brief, and especially

helps the GM quickly sort PassCards® in the

be neat. It is important for the GM to be able to read what the

order in which actions will take place.

player wants to do and quickly interpret their actions to keep the

• Movement: The player records his speed(s)

game flowing. The player writes his actions in the order he wishes

in this field, and also makes note of any

them to occur. There is a list of abbreviations at the top of the

modifiers to his speed(s).

Round by Round section.

• 62 •

PasscarDs

Chapter 8 Abbreviations

For example, if a player wants his character to move then cast

the example above, a player should note the duration of effects in

invisibility, his actions field might look something like:

this field. GM Talkback: This field allows the GM to reply to any questions asked, and to pass any necessary information back to her players. For example, if a character fell under the effects of a bane spell, the GM

On the other hand, if the player wishes to cast first and then

informs the player in this field. She also includes the game effects, in

move 20 feet, his actions field might look something like:

this case–1 to attacks and saves vs. fear, space permitting.

Abbreviations

For reference, below is a list of common abbreviations to use in the actions and notes field of the Passcard: Table 8.1 – Action Abbreviations In the above examples, the player uses abbreviations for keywords

Abbreviation

Meaning

Abbreviation

Meaning

that appear often in his actions field. Abbreviating these terms has

ATK

Attack

FR

Full–round action

CH

Charge

MV

Move action

CL

Caster Level

PCP

Perception Check

CT

Cast

SA

Standard action

DC

Difficulty Class

SET

Set Trap

DIS

Disable Device

SOH

Slight of Hand

DMG

Damage

STH

Stealth

FA

Free action

SW

Swift action

several advantages. First, it makes it faster to write down actions every round. Second, with a minimal amount of writing, it helps reduce the chances for errors. Finally, it saves space, leaving plenty of room to get everything in. See the sidebar for a list of abbreviations. Conflict Roleplaying groups can develop their own abbreviations, but it is important that everyone understands what they mean. Abbreviations are, of course, optional though. If a group finds them cumbersome, there is no reason not to fill out a Passcard like this:

For reference, below is a list of common abbreviations to use in the Players should give the GM as much information as possible. If he

AC Buffs and Combat Effects fields of the Passcard: Table 8.2 – Bonus Abbreviations

casts a spell, he should tell her what type of saving throw (if any) and

Abbreviation

Meaning

Abbreviation

Meaning

the DC. If he’s making a full attack, he needs to give her a clear indica-

CI

Circumstance

NT

Natural

CMP

Competence

PF

Profane

DF

Deflection

RC

Racial

DG

Dodge

RE

Resistance

ENH

Enhancement

SA

Sacred

IS

Insight

SH

Shield

LK

luck

SZ

Size

M

Morale

tion of which target he’s attacking. However, there are times when using a Passcard is not appropriate. See The Role of PassCards® later in this Chapter for details.

• Combat Effects & Buffs: If any character information changes during play, this is the place to let the GM know about. For example, if a wizard casts enlarge person on a barbarian, the barbarian’s player should remind his GM of the changes to his armor class, Reflex save, etc in this field. The wizard player should be sure his GM and teammates are aware of the benefits (and penalties) from his spells. This field is also the place to write down questions for the GM. For example, in a Bloodspill match, a player might want to ask the GM if he can currently see or hear an enemy. This would be the place to ask it. Finally, as in

Feel free to develop your own list of abbreviations and find others on the Conflict Forums: Forums.ConflictRoleplaying.com

• 63 •

The Role of PassCards The Role of PassCards

pAsscARds

sight, using a Passcard only hides a player’s actions if he is invisible

PassCards serve a specific purpose in Conflict Matches, but their

or hidden through some other means,Otherwise, he will be seen.

design makes them useful for a number of other reasons. A Passcard’s

Likewise, if he is in a room by himself without anyone in line of sight,

primary purpose is to allow players to communicate their actions

others cannot act based on the miniature’s location, as they cannot see

to the GM without revealing their strategy to the opposing team.

him.

Announcing, “I’m going to hide behind that corner and stab the next

The Double–Blind: A player may wish to use a Passcard for a nones-

person to come down the hallway,” defeats the purpose of preparing

sential movement in order to bluff the other team into thinking he is

such an ambush.

taking a significant action. Depending on the map, creating mystery

PassCards® also allow the GM and players to keep track of pertinent

and acting as if his area is important may be as useful as actually mov-

information, such as a character’s hit points, Armor Class, and percep-

ing to a valuable area.

tion modifier. They allow a player to ask the GM questions without

Who’s Got the Rulebook?: From time to time, you might have an

betraying a particular intent. In addition, a Passcard keeps a mini map,

important game–mechanic question, or require clarification of a Con-

abbreviation list, and basic character information at the player’s finger-

flict® scenario or Law. The Passcard makes an ideal medium through

tips, allowing for efficient tactical planning.

which to gain information from the GM without broadcasting your

While PassCards® provide great utility and convenience to players,

intentions. If you ask, “What do you roll to bullrush again” the oppos-

inappropriate use of PassCards® can bog down a Conflict® match.

ing team can expect bullrush attempts, and might take precautions.

The Game within the Game

There are common situations in which PassCards add to the match, and a few where PassCards® are not useful at all.

For the same reason, you won’t want to say, “I forget what theguillotine plates we bought do.” Using PassCards® keeps this information private. Deceptive Delay:A player may use a Passcard simply to delay his action. This might cause the other team to think they have already acted.

If They Only Knew...: The simplest, and most important, function of

If he is waiting for a good attack or a particular circumstance to occur

a Passcard is to keep the other team from knowing a player’s tactics. If

and does not want to tip his hand by announcing a delay, then the

a players asks himself, “If the other side knew what I was going to do,

Passcard is a good choice.

would they change their actions?” and the answer is “yes,” he should

Readied: Ready actions, by definition, broadcast a player’s inten-

use a Passcard.

tions. “I ready an action to attack when someone comes around the

Bluffing: One important note: using the Passcard in this situation

corner,” tells the other team exactly what he is planning. They should

is useful only if a player does not want the other side to change their

not metagame with that information, but it is hard to ignore out of

actions. If his intent is to stop his opponent from coming down a

character comments in a tactical match. Most ready actions require

hallway, he may wish to announce aloud, “I’m hiding at the end of

Pass-Cards® to communicate in order to keep actions strategic.

the hallway and firing my crossbow at anyone who comes around the corner.” This might force the other team into seeking a different route, depending on how well he bluffs. The Setup: A second function of a Passcard is to keep secret movements that might become important in the future. If a player’s action is to hide in a room far removed from the other team, it probably will not change their tactics. When the other team enters that room, though, they will remember and account for his presence. If a players asks himself, “Will this action have strategic importance in rounds to come, even if it’s not important now?” and the answer is “yes,” he should use a Passcard. Keep in mind that miniatures on the board are moved as they typically would be. If there are enemies within line of

• 64 •

Hellbreak Hallow manifestation

PasscarDs When Not To Use a Passcard®

PassCards® add a great deal to a Conflict® Match, but they can also detract from it at times. Below are a few examples:

• I Charge...:PassCards® serve no purpose when an action is straightforward and public. Attacking another character, even from concealment, does not require a Passcard. There is very little the targeted player can do to alter his actions, even if another player announces an attack. If a character is hidden, attacking automatically reveals his presence in the area, and using a Passcard becomes pointless.

• The Triple–Blind and Quadruple–Blind...: Creating mystery by bluffing the opposing team with a pointless Passcard serves no real valuable. If a player lacks a strategy, passing Passcards randomly to the GM in the hope that it will somehow simulate a strategy or complex plan really just wastes time.

• Too Complicated...: A player should be cautious of having a plan so complex it requires everyone on the team to continually pass long-winded PassCards® to the GM; this can both confuse and irritate

• Delay, Delay, Delay...: A player that is not sure what they are going to do may simply announce a delay. A Passcard should only be used to delay if it is part of a larger strategy.

Player Use of PassCards PassCards are an integral part of Conflict® Matches. Learning when to

Chapter 8

When Not to use the Passcard which secretly states the item drawn and what he intends to do with it.

• Keep it Clear: The GM has multiple PassCards® to sort through and many actions to resolve; a messy, vague Passcard creates a headache. Actions should be printed neatly. All sections of the Passcard, including starting and ending coordinates, should be filled in. Abbreviations should be double checked to ensure they were used correctly.

• Think Ahead: Immediately after a player ends his turn, he should start thinking about what to do next. A player’s actions may change based on other characters’ actions, but at least he has an idea of what he wants to do. He should always keep an eye on the map. As the player’s turn draws near, he becomes more certain of his actions and can fill in his Passcard. In addition, the GM should let players know when their turn is coming up next. This will give players ample time to have their Passcard and actions ready.

• Coordinate: Once a player has an action in mind, he can pencil it in and show it to his teammates. His plan of action may conflict with theirs. Players may not be able to share information with teammates if their characters are in other areas or if they are prevented from communicating (for example, under the effects of a silence spell). The GM has final say if players communicate or not.

• Remain Flexible: A player should have a backup plan in mind in

use them is as important as learning how to use them. If a player runs

case his original action suddenly becomes unnecessary or impos-

out of room, he may be trying to fit too much into his turn. If the ac-

sible.

tion is valid, just long, there are ways to make the most of the actions field. The following tips allow for smoother, faster rounds and make running the match easier on the GM.

• Keep it Brief: There is ample space in the Notes section on the

Conflict champion of london - 1427

Passcard for most actions.

• Use the Movement Columns: The movement columns on the Passcard allow a player to specify his start and end spaces, but he should indicate in the actions section if he is moving before or after his action. He can also use the standardized abbreviations to save space.

• Announce Part of an Action: If a player’s action is so complicated he has trouble fitting it onto his Passcard, perhaps only some information is critical. For example, a player could say, “I take a five foot step around the corner, take a move–equivalent action to draw an item, and then do this,” and hand the GM the Passcard

• 65 •

Examples of Passcard Use

CPasscArds

Examples of Passcard Use Scenario 1 Lazarus stands down a corridor. A Perception check tells him

Scenario 2 Catspaw, a rogue, spots his teammate fighting Zen, an enemy character.

that an enemy character advances from the adjacent corridor.

Wanting to make use of his considerable sneak attack, Catspaw Lazarus decides to cast a flame strike once he’s certain it’s an

decides his first action will be to retreat around the corner and

enemy, but doesn’t want to tip his hand. He fills out his Passcard

hide. Not wishing to alert the enemy, he quickly writes a very

with his location, then writes that he is going to ready an action

simple Passcard entry:

to cast flame strike once he sees an enemy character. He adds flame strike’s save DC. He hands the passcard to the GM on his

The GM looks at the Passcard and says, “Roll it.” Catspaw rolls and announces, “18.” The GM marks the results of the stealth roll turn. The GM acknowledges the written actions with a simple

in the GM Talkback field and hands the Passcard back. She re-

nod. When the enemy comes into view, Lazarus’ flame strike

moves Catspaw’s mini from the board and rolls Zen’s perception

detonates dealing enough damage to change the complexion of

check in secret. Zen fails, and thus cannot see Catspaw advance.

the match.

On the next round, Catspaw announces his intent to step up

Through his use of the Passcard, Lazarus was able to keep the

behind Zen and stab him in the back. Catspaw becomes visible

conditions of his readied action secret, thus preventing the other

once he attacks so a Passcard is not needed during this action.

player from metagaming to avoid his spell. This is a great use of

The match continues from this point and a new rivalry between

the passcard and demonstrates what it is designed for.

Catspaw and Zen begins.

• 66 •

team feAts

Chapter 9

Introduction to Team Feats

Team Feats

Types Of Feats

other. Unlike traditional feats, team feats are taken by a team to grant

Team feats affect the entire team and not individuals like normal feats.

Team Feats represent a team’s cohesion and familiarity with each

All team feats presented in this Chapter have a type of [Team].

specific benefits to one team and each member of that team is free to use the feats as described.

Acquiring Team Feats

Team Feats are chosen before a Conflict Match begins and approved by the GM. Each team receives one team feat, plus one feat for every two characters on the team beyond the first. Thus, a team with 2 players receives one team feat, a team with 3-4 players receives two team feats, and so on. You must have at least 2 members to receive a Team Feat. Some team feats have high prerequisites these are reserved for tournament play, but an experienced GM can adjust the prerequisites to make them obtainable.

Team Feat Descriptions

The following format is used for all team feat descriptions. Feat Name [Type Of Feat] Description Prerequisite This entry is absent if a team feat has no prerequisite. A team feat may have more than one prerequisite. Benefit What the feat enables members of your team (“you” in the feat description) to do. If a team has the same feat more than once, its

Selecting Team Feats

benefits do not stack unless indicated otherwise in the description. In

A team must discuss and agree on which team feats to take. In most

general, having a feat twice is the same as having it once.

cases majority rules however, if a team cannot agree on which feat to

Normal

select, the GM may cast a vote to break any ties.

What a team who does not have this feat is limited to or restricted

Prerequisites

Some feats have prerequisites. In order to select or use a team feat the prerequisites must be met. Unlike normal feats, team feats do not single out any individual ability scores, class features, feats, skills, base attack bonus, etc. Instead other team feats or events like playing a par-

from doing. If not having the feat causes no particular drawback, this entry is absent. Special Additional facts about the feat that may be helpful when you decide whether to acquire the feat.

ticular Match Type are designated as prerequisites. A team can not use a feat if they lose a prerequisite during a match. Match types in which character play as individuals and not as a team do not use Team Feats.

• 67 •

tEam Feats

Team Feats Descriptions: All For One

Table 9.1 – Team Feat Summary Team Feat

Effect Summary

Tip of the Iceberg This Chapter contains a dozen team feats. This is a great start yet it is

All For One

Improves the Aid Other action from +2 to +4.

only the beginning of the possibilities of teams feats. Look for more

Makes team members who are adjacent to each other harder to knock down.

http:// Forums.Conflictroleplaying.com

Armlock

Bonus Map Points

Your team begins play with 25 extra map points.

Clever Distraction

Allows teammates to make coordinated feint attacks.

Improved Restriction Breaker

Team can place Map Elements 10 feet past restricted starting area.

One for All

Allows teammates to absorb damage for one another.

Practiced Perception

Team members gain +2 to perception checks.

team feats in future supplements and online at

All For One

[Team]

Your team knows how to assist each other with carefully practiced combat routines. Benefit: A team member who takes the aid another action can grant his teammate a +4 bonus on his next attack roll or a +4 bonus to his AC. Normal: A character who takes the aid another action can grant his teammate a +2 bonus on his next attack or a +2 bonus to AC.

Armlock

[Team]

Your team is difficult to knock down when standing next to each other. Restriction Breaker: Map Element

Team can place Map Elements 5 feet past restricted starting area.

Benefit: For every team member to which you stand adjacent, you gain a +2 bonus to resist spells, effects, and combat maneuvers that

Restriction Breaker: Teammate

One team member can start 5 feet past restricted starting area.

Save a Friend

Once per match a team member can maximize a healing effect.

teammate a +2 bonus on his next attack or a +2 bonus to AC.

Team Dodge

+4 dodge bonus to saves against teammates’ spells.

Bonus Map Points

would render you prone (for example, a bull rush or a grease spell). Normal: A character who takes the aid another action can grant his

Team Evasion

Team gains the evasion ability to avoid teammate’s spell effects.

Shared Luck

Reroll one ability check, skill check, saving throw, attack roll, or caster level check.

Team Flanking

Gain a +4 bonus to attack rolls when flanking with a teammate.

Whispered Strategy

Cast sending three times per match as a spell–like ability.

• 68 •

[Team]

Your team gains extra map points to use for Map Element selection and placement. Benefit: Your team begins play with 25 extra map points. Special: This feat may be selected multiple times. Each time you select this feat, your team gainst an extra 25 map points.

tEam FeAts Clever Distraction

Chapter 9 Team Feats Descriptions: Practiced Perception [Team]

The team has practiced distraction techniques, to allow those with

Practiced Perception

[Team]

Through a complex set of sounds and signals, you and your team-

stealthy attacks to shine .

mates can rely on each other to evaluate areas of danger.

Benefit: You may feint on a teammates behalf. Make a feint, as nor-

Benefit: Every team member gains a +2 bonus on Perception

mal. On a success, the target loses his Dexterity bonus to AC against

checks as long as they can see or hear another team member. This

the next attack made against him by any member of your team.

form of communication is considered a free action.

Normal: The target loses his Dexterity bonus to AC against the

Normal: A character can perform the aid another action and grant

next attack made by the character who feinted.

Improved Map Element Restriction Breaker

[Team]

Through a superior understanding of the map dimensions, your team can add Map Elements inside the restricted area.

his teammate a +2 bonus on his perception checks.

Map Element Restriction Breaker

[Team]

Your team can add Map Elements inside the restricted area. Benefit: You may place one Map Elements within 5 squares (15

Prerequisite: Map Element Restriction Breaker.

feet) of the center lines in play.

Benefit: A single Map Element can break into 10 feet of the re-

Normal: You may not place Map Elements within 4 squares (typi-

stricted area. If the Map Element is over 10 feet in size then only 10

cally 20 feet) of the center lines in play.

feet of that Map Element may occupy the restricted area. Normal: At the start of a match, teams may not place their character or Map Elements within 4 squares (typically 20 feet) of the center lines in play.

Teammate Restriction Breaker

[Team]

Your team can will themselves past the starting point restrictions. Benefit: A single member of your team may start the match 5 feet into the restricted area.

One For All

[Team]

Your teammates would willingly take a blow for you, and you for them. Benefit: If one team member takes damage from a melee attack, another adjacent team member may make a Combat Maneuver Defense as an immediate action. Success means the team member ducks momentary in front of his companion, taking half the damage his companion would normally have taken. Failure means his companion takes full damage from the attack. Using One For All does not move you from the squares you occupy.

Normal: At the start of a match, teams may not place their character or Map Elements within 4 squares (typically 20 feet) of the center lines in play. Special: This feat may be selected multiple times. Each time you select this feat another member of your team may start the match 5 feet into the restricted area or a single member of your team may start 10 feet into the restricted area. No team member may not start more than 10 feet into the restricted area.

Normal: Normally only the person performing a feat can benefit from it.

• 69 •

tEam FeAts

Team Feats Descriptions: Team Evasion Save a Friend

[Team]

Team Evasion

[Team]

When it counts the most, you come through for your teammates.

A team that worked together this long knows how to get out of each

Benefit: You can maximize the effects of one spell, magic item,

other’s way.

ability, or similar effect that restores hit points. This can be used once per team per match. You can only use this ability to heal a teammate, not yourself. You can use Save a Friend on a potion or other single use healing item and leave it for a teammate to use. The teammate must use the item within two rounds or the effect of Save

Prerequisite: Team Dodge. Benefit: Each member of your team gains the evasion ability against your teammates’ spells and effects that allow for Reflex saves. You do not gain evasion against any other spells or effects.

a Friend ends. If an opposing team member uses this item, the item

Special: You must be wearing light or no armor and cannot be en-

does not grant them to effect of Save a Friend, even if they used the

cumbered or grappled to benefit from this feat. If you already have

item within two rounds.

evasion, you instead gain improved evasion. If you already have improved evasion, this feat grants no additional abilities.

Team Dodge

[Team]

You have been burned so many times by your team’s spellcasters, you

Shared Luck

have a knack for dodging their effects.

Your team is exceptionally lucky.

Benefit: Each member of your team gains a +4 bonus to saves against spells cast by teammates. For example, you gain a +4 bonus to Reflex saving throws to avoid a fireball cast by a teammate. Normal: No additional bonus are applied for saves versus your

[Team]

Benefit: You can reroll one ability check, skill check, saving throw, attack roll, or caster level check on behalf of a teammate. You must declare that you are using this ability after the roll but before the outcome is determined. Your teammate can choose the better result. This can be used once per team per match.

own team’s magic effects.

Team Flanking

[Team]

Your team works very well together in melee combat. Prerequisite: Clever Distraction. Benefit: Each member of your team gains a +4 bonus to attack rolls when flanking with a teammate. Normal: Allies receive only a +2 bonus when flanking.

Whispered Strategy Conflict champion of Rome - 1472

[Team]

Your team has prepared so long for this match that communication is effortless. Benefit: Every member of your team gains the ability to cast sending three times per match as a spell-like ability. This spell must be used to contact a teammate.

• 70 •

Player’s tips & tactics Chapter 10 Optimizing Your Character

Optimizing your character for the Conflict

a back-up plan, or builds their entire strategy around that feat. Sneak

Character optimizing in Conflict Roleplaying ® isn’t much different

attack, and similar abilities, are harder to use with ranged attacks. Even

from optimizing for a Pathfinder RPG game. The biggest difference

still, sneak attack at range keeps a rogue protected by keeping him

optimizing a PC for Conflict Roleplaying ® are the abilities characters

out of melee range. He could just use a little help from his teammates.

are more likely to face. For example, in a Pathfinder RPG game, play-

Greater invisibility allow a rogue to make multiple sneak attacks with-

ers might shy away from building characters around tripping because

out breaking the spell’s effects. A monk can make use of his Stunning

their GM pits them against significantly larger opponents. In Conflict

Fist ability to cause a foe to lose his Dexterity bonus to AC, making for

Roleplaying ®, Players go up against opponents that are typically their

a prime sneak attack target.

size.

Casters

No optimizing is perfect. Veteran players have considered many different combinations and know how to counter the tactics used by other players. Players should look for the counter-tactic when facing optimized challenges – there is a way to overcome every trick. Routinely changing builds will keep opponents guessing.

Casters have tons of spells at their disposal, especially if your GM includes extra source books. Choosing your spells is important to making an effective caster, but knowing when to cast them—and at whom—is the real key to success. Dispel Magic: Every team, if capable, should have access to dispel

For Melee Combat

magic. If a team has no spellcaster capable of casting dispel magic, it

For melee combat–themed characters, players should consider tactics

needs scrolls or wands to provide it. Dispel magic is the counter to

normally difficult to use, such as tripping, disarming, bull rushing, and

match ending spell effects and should be considered a must have in

overrunning. Each of these provides advantages in Conflict Role-

tactical planning.

playing ® matches. For starters, the chance of success increases in a

Utility Spells: Casters need to consider the value of “utility” spells.

Conflict Roleplaying® match because characters tend not to have size

These are spells such as detect magic, secret chest, and identify. They

bonuses to the Combat Maneuver Defense. The size bonuses given to

have little or no use in combat, but typically used between encounters.

monsters make these tactics harder to pull off. Another solid tactic to

Players might want to consider keeping a divination spell or two on

consider is the Spring Attack feat tree. Coupled with a high movement

hand. For example, detect magic can prove helpful and only requires a

speed, Spring Attack allows characters to hit–and–run, damaging

0–level spell slot. The opportunity cost of preparing detect magic is low

opponents while keeping safely out of harm’s way. Characters that rely

enough to make it worthwhile. Identify, on the other hand, is never

on bonus damage, such as a rogue’s sneak attack or a ranger’s favored

going to provide any sort of combat advantage by virtue of its 1 hour

enemy, probably want to stay away from Spring Attack. Those abilities

casting time. While this is a great spell to have on hand for a typical

rely on dealing additional damage on several attacks per round, and

dungeon crawl adventure, it is not going to serve well in a Conflict

Spring Attack— at least under normal circumstances—only allows for

Roleplaying match. Leave it at home and prepare something explosive

a single attack each round.

instead.

For Ranged Combat

Building an effective ranged combat character is essentially the same in Conflict Roleplaying ®. The key is maximizing the total number of attacks made in a single round while reducing the number of attacks sustained. Feats such as Rapid Shot (for bows) and Two-Weapon Fighting (for thrown weapons) increase the number of attacks in a full attack action. Much like Spring Attack for melee–themed characters, ranged characters might consider Shot on the Run as a way to harry opponents while staying out of range or ducking behind cover. Unfortunately, Shot on the Run only allows for one attack under normal circumstances, so most of the time a character uses Shot on the Run as

Enemy De-Buffing: One place a caster can really shine in a Conflict Roleplaying match is as the party buffer and enemy de-buffer. “Buffing” and “de-buffing”are popular terms for the spells that grant bonuses and penalties to characters. For example, casting haste on an entire party makes everyone more effective—increased speed, an extra attack, and a bonus to attack and AC can be the difference-maker in a match. Similarly, hitting all enemies with glitterdust or web wreaks havoc on their ability to defend themselves and win the match. Even if some of the enemy players make their save, chances are at least one enemy won’t. Buffing and de-buffing spells are the reason dispel magic is must-have. It can save teammates from paralyzing spell effects or neutralize the bonuses opponents have received.

• 71 •

Player’s tips & tactics

Enemy De-Buffing

Careful of Casting Times: The time it takes to cast a spell is im-

portant for casters. Spells such as the summon monster series and call lightning have a 1 round casting time, making them difficult to pull

Chart 10.1 – Targeting Spells without Metagaming Visual Clue

off when the heat is on in combat. Remember that a casting time of

You can probably assume Reflex

“1 round” is very different from a casting time of “1 full–round.” A casting time of 1 round requires a caster to start casting one round and finish casting the next round, while the latter simply requires a

Casting Consideration

save is a weakness, and that it’s Heavy Armor

coupled with a low Dexterity. Fire away with blasting spells such as

full–round action. While casting a spell with a 1 round casting time,

fireball.

casters are vulnerable to having their spell interrupted by the opposing

Barbarian is a good possibility, as

team. Players need to carefully consider if such spells are worth the time. In Conflict Roleplaying ® matches with 10 to 20 round lengths,

Medium Armor,

is fighter. Avoid targeting Fortitude

several otherwise useful spells are effectively unavailable. Any spell

Two-Handed

save, as the character probably has

with a casting time measured in minutes, such as raise dead and break

Weapon

a high save and good Constitution. Target Reflex or Will instead.

enchantment, takes too long to cast during a Conflict Roleplaying® match. Even spells with casting times longer than 1 round but less

There’s a good chance the character

than a minute, such as regenerate and snare, require serious consideration prior to casting simply because players have only a few rounds

Light Armor, Light

to claim victory. While such spells oftentimes produce useful effects,

Weapons

their long casting times typically shuffle them into the “do not use”

is a rogue or ranger. Avoid Reflex save spells and instead focus on mind–affecting spells with a Will save.

bin.

This character is either an arcane

How To Avoid Metagaming: Casters often fall into metagaming traps that non-spellcasting opponents are usually pretty quick to point out.

No Armor, Light

Players should be careful to avoid using logic like, “Well, I know you’re

Weapons Or No

a rogue so I’m going to target your weak Will save.” The character

Weapons.

would not know that sort of information and the person playing

caster or a monk. For arcane casters, target Reflex or Fortitude saves. For a monk, avoid spells that allow a saving throw altogether, such as

the rogue is sure to point out the metagaming logic. Conversely,

conjuration spells.

“You’re wearing leather armor and carrying light weapons. I bet your

This character is probably an arcane

reflexes are quick, but your mind is weak.” It draws you to the same

No Armor, Spell

caster. For arcane casters, target Re-

conclusion—use spells that target Will save—but gets there without

Component

flex or Fortitude saves. But mostly

metagaming. Visual clues from a character’s description or actions can

Pouch,Scrolls

just do damage, arcane casters as

be enough to get the conclusion a caster needs need to fire off that match-ending spell. Chart 10.1 1 – Casting Spells without Metagaming provides a list of visual clues a player should look for when trying to determine what sort of spells to cast. These are only generalizations of course, but they should help to avoid direct metagame logic. More importantly, it gets players in the right mindset to avoid metagaming while using a spellcaster in a Conflict Roleplaying ® match. Planted Vorpal Blade Map Location: G:27

• 72 •

normally light on hit points.

Player’s tips & tactics Chapter 10 Healing

Healing

round of McGuffin and the fighter is sprinting to the Hallow with the

Healing in a Conflict Roleplaying ® match requires a different mind-

McGuffin, a cleric should not waste time healing the rogue two rooms

set. In the fast paced and time-shorten Conflict Roleplaying ® matches,

away. When planning for the match, consider conscious sacrifices as

healing need to be immediate and potent. There is no “next encoun-

a viable tactic. Players cannot kill their own team, but a suicidal run

ter” to save healing for so there is no need to be conservative with

could provide the distraction necessary for the win. Remember, teams

spells or potions. Healers are often targeted early; self-sufficient live

win, not players.

longer and take the heat off the healer.

Healing Potions And Oils

Good Clerics versus Evil Clerics

A simple way to be more self-sufficient and less reliant on

In the Pathfinder Roleplaying game, clerics’ abilities are tied not only

the healing of others is the use of healing potions. Heal-

to their gods but also their alignments. Good aligned clerics are excel-

ing potions are more expensive in Conflict Roleplaying ®

lent healers, channelling positive energy and spontaneously casting

because single-use items cost 5 times more than normal.

Cure spells. Evil clerics are excellent damage dealers, channelling

Despite this, they are worth every gold coin and should

negative energy and spontaneously casting Inflict spells. Clerics of

be part of most character’s equipment. Below is a list of

any alignment are useful in Conflict Roleplaying matches, and they all

things to keep in mind when using potions.

benefit from Selective Channelling.

• Retrieving a stored potion takes a move action

Selective Channeling

Selective Channeling is one of the most important feats a cleric can take. The downside to channeling is that it affects all targets in the area, not just teammates. The likelihood of unwanted targets within a cleric’s channel energy burst –enemies that good clerics do not want to heal, teammates that evil clerics do not want to harm- is high. The Selective Channeling feat allows characters to exclude unwanted targets. Selective Channeling can be taken by first-level clerics provided they have a Charisma of at least 13.

and a free hand.

• Drinking a potion is a standard action. Therefore, it take a full round to take a potion out and drink it.

• Potions take effect immediately. • Using a potion provokes attacks of opportunity. • Every character may begin the match with an item (or two) in hand. This can certainly be a potion.

Countering Potions and Oils

Note: Selective Channeling allows clerics to exclude a number of tar-

Having an opponent on his last legs only to see him take a 5 foot step

gets equal to their Charisma modifier. To exclude the entire opposing

back and drink a healing potion really spoils a victory. Healing potions

team, a cleric will probably need at least Charisma 16 (+3 modifier).

can change a match in a flash. Here are a few things to consider when

Fortunately, a high Charisma also allows clerics to channel energy

faced with a game changing use of a potion.

more frequently.

• Using a potion or oil provokes attacks of opportunity. • An opponent may direct an attack of opportunity against the po-

Healing Gambits

In a Conflict Roleplaying ® match, it can be tactical to let teammates die. It can be hard to accept the idea of sacrifice, but it is a valid strategy in a time-sensitive game like Conflict Roleplaying ®. They don’t need to be resurrected later. Players do not have to sit out sessions. Even within a 10 round match, there are times when it is more advantageous to sacrifice a character. At the start of a match, the healer should try to keep everyone alive. This is when a team needs a strong push to set up for the win, and each character will probably have a role to play. Near the end of the game, a character in imminent danger may not be in a position to contribute to the win anyway. If it’s the last

tion or oil container rather than against the character.

• Potions are very fragile. They typically have an AC 13, 1 hit point, hardness 1, and a break DC of 12.

• The dispel magic spell suppresses potions and/or their effects. • Potions may only duplicate the effect of a spell of up to 3rd level. • The minimum caster level must use to create magic items under Conflict rules. Therefore, the DC to dispel this is fairly low.

• Incorporeal creatures cannot use potions or oils. • The Step Up feat is the perfect counter to the step back and drink a potion tactic.

• 73 •

Player’s tips & tactics

Battlepoints Optimizing Be Prepared

Three levels of fighter cost 3 Battlepoints. An 18 Strength costs an-

Players should always pay attention to the ebb and flow of the encoun-

other 17 Battlepoints, for a total of 20 out of 87 spent. Taking another

ter, and know their actions when their turn comes up. Certainly, there

level of fighter would grant the following benefits: +1 base attack, +1

will be times when the actions of one player invalidate what another

Fort save, and a bonus feat, for the cost 3 Battlepoints. The bonus feat

wanted to do. Having a backup plan in mind helps recover quickly

could be used for Weapon Specialization, available to a fighter at 4th

and keeps the action moving. By knowing when his turn is coming up

level. That along with the base attack bonus grants the fighter +1 at-

in the initiative order, a player becomes more immersed in the game

tack and +2 damage. To replicate those bonuses without taking a level,

while being a better player.

the player would have to buy a +2 weapon, at a cost of 44 Battlepoints.

For example, a character who makes use of shapeshifting, such as a

It is easy to see that buying an extra level is much more efficient than

lycanthrope or druid, or intends to summon creatures, should do a bit

making up the damage another way. Another player builds a rogue.

of work ahead of time and have all the stat blocks they need on hand

Three levels of rogue cost 3 Battlepoints. An 18 Dexterity costs

and ready to go. Not much bogs down a game session like a wizard

another 17, for a total of 20 out of 87 spent. Taking another level of

who summons 1d3 fiendish tigers and then has to apply the template

rogue would grant the following benefits: +1 base attack, +1 Reflex

to the base creature. Building these stat blocks during character cre-

save, a rogue talent, and uncanny dodge. Uncanny dodge is a useful

ation allows a player to keep the action flowing from one person to the

ability, but not essential. The rogue talent could grant an extra feat

next. Summoners are not the only ones who need to be aware of alter-

or ability – for example, Finesse Rogue, which allows the character

nate stats. If a fighter drinks a potion of bull’s strength at the beginning

to add his Dexterity modifier instead of his Strength modifier to his

of combat, he must be aware of what effects that +4 Strength have on

attack rolls with a light weapon. Duplicating that ability another way

his character. The less time players and the GM spend on paperwork,

is nearly impossible. The base attack bonus and Reflex save increases

the more time the entire group spends on the gaming experience.

are not overwhelmingly good, but there is nothing the character could

Battlepoints Optimizing

Optimizing Battlepoints is an art that takes time and practice. This section outlines a few general rules to help players learn. Ability scores are the cheapest way to increase your effectiveness. Consider a 1st-level fighter with a 16 Strength (10 Battlepoints) and a longsword (0 Battlepoints). He attacks at +4 for 1d8+3 damage (assuming he holds the longsword in one hand). A +1 longsword costs 24 Battlepoints, granting him an attack at +5 for 1d8+4 damage and a total Battlepoint cost of 34. However, if the fighter increased his Strength to 18 and kept his regular longsword, he would do the same attack and damage at a total cost of 17 Battlepoints. Remember, in Conflict Roleplaying ® Matches you fight other characters, not monsters. Damage reduction is rare. Compare the cost of raising an ability to maximum over purchasing equipment before spending your Battlepoints. Character level may be restricted by the GM. However, if she does not assign a character level, it may seem like a good idea to keep spare Battlepoints by playing a lower level character than the Battlepoints cap suggests. This is rarely optimal. Look at an 87-point build. This suggests a 4th level characters. The A Level Off rule allows players to make between 3rd and 5th level characters. A players builds a fighter.

• 74 •

buy for 3 points that would equal another feat and rogue ability. It is still a better idea to buy up the fourth level. To summarize, start by buying your character a high score in his best ability and then buy the maximum number of levels you can afford. When it comes to magic items, it’s tempting to shell out for fancy armor or a magic weapon. Again, what works in a traditional game is often a hindrance in a Conflict match. Disposable magic items may only last a few rounds, but Conflict matches only last a few rounds. Keep in mind activation cost, though; if you purchase an oil of magic weapon, potion of barkskin, and potion of darkvision, that’s three rounds you’ve spent getting your gear in order before you can even start taking actions. As a general rule, it’s worth it to purchase magic armor and use an oil of magic weapon, if you can spare the activation time. On the first round you apply the oil of magic weapon to gain a +1 bonus to attack and damage for one minute, or exactly ten rounds. The cost in Battlepoints is 3 for the potion (remember that single use items cost 5 times their normal price) versus 24 for a +1 longsword. Another option is for one player to purchase a single-use item to use on another player. When planning a Brother’s Keeper match, for instance, one character might buy a scroll of magic weapon for 2 points and cast it on his partner, who immediately wades into battle.

Player’s tips & tactics Chapter 10 Battlepoints Optimizing

Items that increase ability scores are particularly useful; for 15 Battle-

points, a fighter can drink a potion of bull’s strength and gain a +2 bonus to attack and damage, while a +2 longsword costs 84 Battlepoints! A wizard character could even spend 45 Battlepoints on a wand of bull’s strength to give his entire party +4 Strength! The downsides to item

Table 10.3 Approximate Battlepoint Cost of Armor & Shields Armor and Shields

Battlepoint Cost

+1 shield (any type)

12

+1 padded, leather, hide, or studded leather armor

12

+1 chain shirt or scale mail

13

use are the activation time and the risk of dispel magic. As dispel

+1 chainmail, breastplate or splint mail

14

magic can also suppress magic weapons and armor too, though, the

+1 banded mail

15

payoff is still considerable. The following tables display lists of com-

+1 half-plate

18

mon magic items and their cost in Battlepoints. Table 10.2 Approximate Battlepoint Cost of Single Use Items

+1 full plate

27

+2 armor or shield

add 30 to the cost of +1 armor or shield

+3 armor or shield

add 80 to the cost of +1 armor or shield

+4 armor or shield

add 150 to the cost of +1 armor or shield

+5 armor or shield

add 240 to the cost of +1 armor or shield

+6 armor or shield

add 350 to the cost of +1 armor or shield

+7 armor or shield

add 480 to the cost of +1 armor or shield

+8 armor or shield

add 630 to the cost of +1 armor or shield

+9 armor or shield

add 800 to the cost of +1 armor or shield

+10 armor or shield

add 990 to the cost of +1 armor or shield

Single Use Items by Price

Battlepoint Cost

25 gp

2

50 gp

3

100 gp

5

125 gp

7

200 gp

10

250 gp

13

300 gp

15

350 gp

18

375 gp

19

600 gp

30

700 gp

35

750 gp

38

900 gp

45

1050 gp

53

1100 gp

55

1125 go

57

1200 gp

60

1375 gp

69

1500 gp

75

1625 gp

82

1650 gp

83

1800 gp

90

2275 gp

114

2400 gp

120

3000 gp

150

3275 gp

*this chart covers any weapon with a masterwork cost of 300-399 gp. Calculate the cost of more expensive weapons manually.

Table 10.4 Approximate Battlepoint Cost of Weapons Weapon Battlepoint Cost +1 weapon

24

+2 weapon

add 60 to the cost of +1 weapon

+3 weapon

add 160 to the cost of +1 weapon

+4 weapon

add 300 to the cost of +1 weapon

+5 weapon

add 480 to the cost of +1 weapon

+6 weapon

add 700 to the cost of +1 weapon

+7 weapon

add 960 to the cost of +1 weapon

164

+8 weapon

3825 gp

192

add 1260 to the cost of +1 weapon

+9 weapon

4000 gp

200

add 1600 to the cost of +1 weapon

8000 gp

400

+10 weapon

add 1980 to the cost of +1 weapon

*this chart covers any weapon with a masterwork cost of 300-399 gp. Calculate the cost of more expensive weapons manually.

*this chart covers any weapon with a masterwork cost of 300-399 gp. Calculate the cost of more expensive weapons manually.

• 75 •

Player’s tips & tactics

Match Tactics Match Tactics

Map Edge

matches – the series of actions that a team decides to take. Because

means some spells, such as ethereal jaunt and astral projection, become

Conflict Roleplaying ® is more than player versus player combat, and

useless. Typically, Conflict® maps do not have exit points (the edges

it’s important to keep roleplaying a part of tactical planning, every

are solid) and so you cannot walk off or Bull Rush another character

match has an objective players need to complete in order to win.

off the map.

As you and your teammates prepare for battle, keeping the match

Note: Players that leave the map involuntarily (for example, are the

objective in the front of your mind helps determine the best course of

targets of a plane shift spell) are lost in the ether for 1d3 rounds. Com-

actions . For example, the tactical planning for an Ambush is different

munication to the map is lost during this time, including telepathy, and

from the tactical planning for a McGuffin. In an Ambush scenario,

spells requiring concentration are lost.

Match tactics are the plans that go on before Conflict Roleplaying ®

defenders need to carefully consider where Map Elements might be placed and watch for them, and think of where to place Map Elements in order to trap the other team. In a McGuffin scenario, both teams try to capture a loadstone, so battlefield control spells and abilities (such as wall of stone or entangle) and stealth (such as invisibility or the Stealth skill) are tactics that play a large role in determining the

Voluntarily leaving the field of play causes a disqualification. This

Share with the Conflict™ Community These suggestions are by no means comprehensive; more ideas and tactics will come to you as you play and are discussed heavily in on the Conflict Forums located at www.ConflictRoleplaying.com

outcome of the match. Chart 8.1 contains suggestions for abilities, feats and spells that could be useful in different scenarios.

Match Type Ambush

Bloodspill

Brother’s Keeper

Conquer & Reap Hellbreak Kill of the Hill Monster Mash Regicide Snatch n’ Grab

• 76 •

Table 10.5 – Suggested abilities, feats, spells per Match Types Abilities Feats Evasion, Quick Disable, Deft Hands, Lightning Trapfinding, Trap Sense, Reflexes, Stealthy Trapspotter Cleave, Critical Focus, Rage, Sneak Attack, StunPower Attack, Vital ning Fist Strike Combat Expertise, Channel Energy, Defensive Selective Channeling, Roll, Lay On Hands Alertness, Fast Movement, Stability,

Stand Still, Stealthy,

Trap Sense

Improved Feint

Quarry, Still Mind, Evasion

Selective Channeling,

Spells dispel magic , find traps, invisibility, see invisibility fireball, magic circle, poison, sound burst

bear’s endurance, blur, glitterdust

entangle, fly, hold person fear, invisibility greater, wall of ice

Fast Movement, Rogue

Point Blank Shot, Diehard, Improved Bull

Crawl, Stability, Stand Up Fast Movement, Slow and

Rush, Improved Trip Acrobatic, Mobility,

Steady Sneak Attack, Quarry, Fast

Stealthy Alertness, Deadly Aim,

Movement

Improved Overrun

other

Elven Immunities, Fascinate,

Athletic, Improved

dominate person, enlarge person,

Track

Grapple, Stunning Fist

entangle, hold person

fly, grease, gust of wind, hold person bull’s strength, expeditious retreat, fly bear’s endurance, mirror image, shield

Player’s tips & tactics Chapter 10

Conflict Taunts

It’s Still Roleplaying

Table 10 .6 – Game Taunts

At its heart, Conflict Roleplaying® is like any other roleplaying game.

#

You have stats that determine what your character can do, you deter-

1.

You ok? You look like rabbit in the shadow of a hawk.

mine his actions, and you roleplay his interactions with the world. The

2.

Here rabbit, rabbit, rabbit…

3.

Go and bite fire!

nor does it mean there’s no room for roleplaying within the game.

4.

Here’s the panic button. You’re gonna need it.

Your character still interacts with others, whether they are your team-

5.

I’m going to beat you until I violated the laws of physics!

mates or foes.

6.

This day is mine!

So Don’t Be Afraid To Roleplay

7.

Here kitty, kitty, kitty…

When coordinating actions between party members, don’t be afraid

8.

I should have killed you first!

to speak in your character’s voice. Similarly, when you confront an en-

9.

Allow me to introduce you to your own Blood and Ash!

emy you should find ways to engage in in–character dialog. Taunting

10.

Now, you know am coming for ya—Right?

difference is that Conflict Roleplaying® focuses on tactical combat. However, that doesn’t mean every match is a hack and slash slugfest,

is a fun way to do this, as are fun descriptions of your actions. “I swing my sword,” is dull. “I sneer at the pesky dwarf as I parry his axe. As the momentum of his ungraceful swing carries him to the side, I strike

11.

12.

at the sudden opening, sinking my sword deep into his disgusting hairy flesh,” is much more fun and descriptive. You may even wish to

13.

Taunt

Critical hit chart doesn’t have an entry for how bad this is gonna be for you. Who said anything about a McGuffin? I’m here to watch you all burn. Tell me, did it take practice for you to master the art of

to engage in these deadly matches.

14.

stupidity, or are you just a natural talent? Why not save yourself the trouble and surrender now?

“I’m Gonna Kick your #$%!@!”

15.

It’s not the 8 Charisma that’s hurting you, it’s the 5 Int...

16.

You might want to sit down for this.

and flavor to the table. Tactically, it’s entirely possible for your taunts

17.

You’re just another notch on the haft of my axe.

to affect how the other team decides to play the match. If you can ac-

18.

I’m pretty sure you won’t be able to regenerate from this!

complish this, it’s generally in your team’s favor, since the other player

19.

It’s not my fault you failed your save.

is now reacting to you rather than thinking about the match. How-

20.

I’ll try not to step on your corpse on my way by.

develop short histories for your characters to explain why they choose

Taunting the other team is part of the game, and adds a lot of spice

ever, it is possible to take the taunting too far. The line in the sand, of course, is different for each group; given that you play with your friends, you should have some idea where this line is, and it’s best not

21. 22.

to cross it simply for the sake of table harmony. Don’t Cross the Line: Above all, remember to keep any taunting to

23.

Consider yourself lucky. Not everyone gets to meet their god. What would you rather be – skeleton or zombie? Hurry up and take your action. Not like it’ll make a dif-

in–game material. Player’s moms, spouses, and so forth should be off–

24.

ference I’m right here, come kill me!

limits in any taunts, while fighting prowess, in–game appearance, and

25.

No, no, no! THIS is how you swing a sword!

26.

No, STOP! HAHAHA!!! Sto....That TICKLES!!!!

27.

I hope you like explosions and screaming...

are your friends and it’s just not worth losing a friend over an in–game

28.

Hero fall down and go spat!

interaction. Remember where the line lies so the next time you can

29.

Why...Won’t...You...Die!

luck are all fair game for your taunts. If you do cross the line, it’s important to pull things back as soon as possible. If you offend another player, offer an apology. Again, these

They’re gonna have to make new words for the things

keep things on the fun side of while still offering up taunts. In table 10.6 you will find a list of taunts to warm you up for your next match.

30.

I’m going to do to you and they won’t be pretty words, cause they’re not gonna be pretty things!

• 77 •

Introduction

GamemAsteriNg

Conflict Gamemastering

map, she should read up on underwater combat beforehand. If the

Running a Conflict Roleplaying match is not that different from

Map Element Rusty could come into play in the match, she should

GMing an ongoing campaign. In many ways, it’s easier. That is to say,

have rust monster stats on hand. In most cases it’s not necessary to

you don’t have to come up with new plots all the time, don’t have to

memorize these rules. Use sticky notes to summarize important rules

spend hours statting out monsters, and the story is never ruined by a

and use the note to bookmark the appropriate page in the rulebook.

lucky die roll. In other ways, though, running a Conflict match can be

GM Assistant: Sometimes the GM will plan a particularly large or

tricky. The onus is on you to keep the game brisk and exciting while

complicated Conflict Roleplaying match. It may be useful in these

refereeing disagreements between your friends.

circumstances to have an assistant to aid with the adjudication. This

This chapter contains tips, tricks, and summarized information to

works best if the assistant is not a player but a second GM. Someone

make your job as a GM a little easier. Throughout this Chapter, use of

with a “rules-lawyer” mindset works best. In these instances, the GM’s

the word “you” refers specifically to the GM.

primary job is to keep the action moving, referee common situations,

Adjudication and the Referee Role

Running a Conflict Roleplaying match requires a different set of priorities and a different focus than traditional GMing. In a campaign, the GM’s primary role is that of storyteller. It is her job to keep the action moving, to introduce interesting elements to the game, and keep the storyline consistent and entertaining. Entire sessions—entire story arcs—may pass without a single combat. In Conflict Roleplaying, the GM’s primary role is that of referee. The Match Types encapsulate the story. There is no plot to continue from match to match. Her role becomes that of an omnipotent, but impartial, overseer. Her job is to keep the match moving from round to round, adjudicating rules and questions as they arise. Fulfilling the referee role may be a change of pace for many GMs used to more traditional campaigns, but it is by no means difficult to adopt. A few small changes make it easier for the GM to step into her modified role. In fact, once a GM, becomes accustomed to running a Conflict Roleplaying match, she can use it to step away from her regular campaign while keeping the players engaged. For example, if you need an extra week to prepare your regular game session, spending a week playing Conflict matches allows you to maintain your gaming schedule without canceling.

and receive PassCards®. The assistant’s job is to look up more complicated issues and provide rulings on spell effects, combat maneuvers, and other rules–based situations the GM cannot adjudicate on the fly. Roll in the Open: The GM makes fewer die rolls in a Conflict Roleplaying match than in a traditional game. In many matches, she won’t have to make any die rolls at all. When the time does arise, however, the GM can simply roll where the players can clearly see the dice. In traditional games, GMs sometimes keep their rolls secret to build suspense, keep details of enemy monsters hidden from the players, or to fudge results for the sake of the story. None of that applies to Conflict Roleplaying® matches. In players versus players it’s very important for the players to feel that all the rolls are accurate and all modifiers accounted for. The GM should support the players’ need for security by making her rolls in the open. Keep the action moving: It’s easy to get bogged down in details in a match that is heavy on strategy and combat. Tactical spells such as web and entangle have many complex factors to them and can slow the match down. The GM must be willing to make a ruling and move the action along. In tournament play especially, it’s important to make an accurate ruling, so the GM may wish to ask another player to look up the rule in question while the GM handles the next few actions. If the rule is simply unclear or no one knows where to look, the GM

Know Your Rules

must decide what seems logical and commit to that outcome. The

Many GMs have an encyclopedic knowledge of the rules already, but

phrase “for now” can be useful in these situations, as in, “For now,

memorizing the rulebook isn’t necessary for running a good Conflict

we will do it this way. After the match, I’ll look up the exact ruling

Roleplaying match. Beyond knowing the basics of combat, the GM

for next time.” The GM is also responsible for encouraging players to

should study necessary rules before a match. Grappling, disarming,

announce their actions in a reasonable time. Some players like to think

and other combat maneuvers become much more likely in player vs

so carefully about their actions that it slows down play for everyone.

players play, and a good GM studies such rules frequently.

The GM must insist on an action within a reasonable time. Members

Be Ready: The GM should study all rules pertaining to the Match

of the other team could use this opportunity to enact the Panic law,

Type and map selected. If water sources, such as a river, appear on the

forcing the dawdling player to act within one minute.

• 78 •

Gamemastering

Chapter 11

Rules Lawyers

Mmmm… Fudge!

Lookup the rules on your own and be sure to announce your deci-

In roleplaying games, the temptation to fudge die rolls, whether you’re

sion as the GM to the entire group. Once that rule is established, you

a GM or player, is sometimes too much to resist. Players dislike fail-

should feel free to let your rules lawyer have his say during events.

ure; after all, their characters are supposed to be the ultimate heroes.

However, rules lawyers who abuse this privilege, who argue with the

GMs, too, dislike failure; the villain she spent hours crafting just

GM, or who are generally disruptive should be spoken to and possibly

can’t fall to a critical hit in the first round, can he? Conversely, GMs

disqualified. See “Disqualifying Behavior” for more information.

sometimes fudge rolls to save players or scale back an overpowering

Rematches

encounter. While it might be difficult at times, you should do your best to avoid this temptation as a GM. Your players trust you to play it straight, particularly in a Conflict Roleplaying match. Even if you fudge the rolls in a players’ favor, you’re still violating that trust. While some players won’t mind, many will. And like all matters involving trust, once the trust placed in you has been violated, it’s exceptionally hard to earn it back. Many of the reasons for fudging dice in other roleplaying games—saving a PC’s life, saving a villain’s life, extending the “fun factor” of the game by having a monster make its save, and so on—don’t really apply to a Conflict Roleplaying® match. Sure, it stinks when a character dies; but one of the beautiful things about Conflict Roleplaying is that there’s always the next match, where the character is revived and unscathed.

Rules Lawyers

Many a roleplaying game has crashed to a halt because a rules lawyer started an argument with the GM or another player. In a Conflict Roleplaying® match, the potential for this is increased, due to the competitive nature of the event. For sake of definition, a “rules lawyer” is a player who is well–versed in the game’s rules and uses that knowledge to correct the GM and other players during game play. A rules lawyer typically will correct anyone, whether or not it benefits him or his team. More derogatory terms, such as “munchkin,” apply to a player who only corrects rules issues in his favor. Such players need to be watched and arbitrated more closely. A rules lawyer can be a boon to your table, if you leverage his skills correctly. Like all good players, a good rules lawyer accepts that GMs have table rules—ways to run the game that generally help the GM keep the flow going. Make it clear that you welcome his input whenever he believes you or another player made a mistake. Listen carefully, and try to keep your biases aside. Then make a ruling, with a clear understanding that if the rules lawyer still disagrees with your decision, you’re more than willing to talk about it after the match. Be careful not to fall into the trap of relying on the rule lawyer. Don’t look to him to clarify every rule. This will give him more authority then the other players and lead to difficult situations.

Once a match is complete, the players and the GM might enjoy playing the same scenario as a rematch. There are several methods by which the GM can stage a rematch. The players can play again with the same characters, now aided by their knowledge of how the map works and what Map Elements are available. The players can play again with the same characters, but must use their map points to purchase different elements. The players can switch characters, so that each team now plays the other team’s characters. Half of the players, chosen randomly, can switch sides so that now each team is comprised half of original members and half of new members.

After the Match

After the match ends and victory has been determined, there are a couple thing that can be done to improve the next match: Feedback: At the end of a Conflict Roleplaying Match, ask the players if they enjoyed the Match Type. Ask them for feedback on which elements of the Match Type they found especially fun or frustrating. You may wish to keep track of these comments in a notebook for reference in future matches. Not every group will like every Match Type; getting to know the players’ likes and dislikes will make it easier for you to select a Match Type in the future. Remember, the GM’s preference counts too! On occasion you may wish to run a less–popular Match Type simply to shake the players out of their comfort zone, or to showcase a new variation. Good Sportsmanship: Be sure there is good sportsmanship shown after the game. You don’t need to have players shake hands but Conflict Roleplaying matches can be get very competitive. Just make sure there isn’t anyone walking off with hard feelings. Make an effort to patch things up before the next match begins. Rule Clarifications: At the end of the match is the best time to discuss rules that were under dispute during the match. See if there are any players that want to discuss the rulings. Listen to the player’s side of things. Then explain why you made the decision that was made. If something needs to change let all the players know how the situation will be handled the next time it occurs.

• 79 •

GamemAsteriNg

Campaigns & Conflict Matches

Campaigns & Conflict Roleplaying Matches

Integrating Conflict Matches

ly scheduled campaign games. Beyond just doing something different,

story–based campaigns. The Conflict Roleplaying® system lends itself

there are many reasons to play a Conflict Roleplaying® match instead.

to many situations that can enhance a story–based game, and add

Special Guest Star: On occasion, other friends might want to play

dimension and fun to the players’ experiences.

in your game for only a session or two. An out–of–town guest might

Integrating Conflict Roleplaying® matches into your regular campaign

encourage you to continue with your usual game and he will “just

is easy, requiring only a little prep work. Keep in mind the following

watch,” or a younger sibling might ask to play once to see what the

tips:

game is like. Rather than come up with a storyline involving one char-

• Learn the Rules: If you’re the GM and intend to work Conflict

Conflict Roleplaying® matches are a great change of pace from regular-

acter for only a single session—and risk having it go over time and leave you with an NPC and a new storyline to finish that you never intended to have in the first place, feed their appetite for roleplaying or teach them the rules of the game with a Conflict Roleplaying® match.

Conflict Roleplaying® matches have a lot to offer players who prefer

matches into your campaign, read the Conflict Roleplaying® rulebook thoroughly until you have a good grasp of the rules and structure of matches.

Change of Pace: You’re between

• Teach the Others: Most

story arcs in your campaign and

players of Conflict Roleplaying®

need a breather before launching

matches won’t need to under-

into the next segment. Instead

stand all the rules in order to play,

of a side quest or bookkeeping/

provided they already know how

shopping session, run a Conflict

to use the Pathfinder® Roleplaying

Roleplaying® match instead. The

Game Core Rulebook™ . What

players can use their campaign

they do need to understand are

PCs or generate new characters

the new Concepts summarized on

for the match. This gives every-

page 6. Run a sample match for

one a bit of downtime while still

2–3 rounds to clarify these rules

allowing you to hang out, play a

after a brief explanation.

game, and have fun together. Short a Player: Sometimes it doesn’t matter if one player can’t make it to the game. Other times, he might have had an important role in the coming session. Rather than cancel, the remaining players can enjoy a Conflict Roleplaying® match or two. This allows the fun to continue without the absent players missing out on important campaign time. Part of the Game: With forethought, you can work a Conflict match into your campaign deliberately. The characters could have a king or other important figure to protect, using the Regicide match type to resolve the story. Recruit players to run the opposing team to throw off players familiar with your GMing and introduce a serious chance of failure. With prior planning, you can establish an arena in the area ahead of time, and present the characters with an impressive prize for competing (a sample arena appears at the end of this section). Divide up the PCs, place the special guest star on one of the teams, and let the fun begin!

• 80 •

• Find Another Team: In many cases, dividing your PCs into two teams is sufficient for a Conflict Roleplaying® match. For some, though, you will need an opposing team. If you are lucky enough to know other gamers in your area, recruit some for a one–evening Conflict Roleplaying® match as part of your campaign. Spouses, significant others, and siblings of your players who have a little interest in the game but not enough to play regularly might be willing to help out for one evening. One helper can play the entire opposing team, if they know the rules well enough.

• Battlepoints Cap: The suggested Battlepoint Cap is too limited to properly fit campaign character’s equipment. Ability scores that are rolled rather than purchased using a points buy are difficult to balance. At the GM’s discretion, the Battlepoint Cap should be optional when importing characters from a campaign setting.

Gamemastering When to Remove a Miniature

Players seek advantages. It’s how their characters survive, whether the advantage is a tricky new spell, a shiny new sword, or a bit of knowl-

Chapter 11 Hidden Movement

Keeping Track of Hidden Characters

First and foremost, a player should

edge. Some players can’t help use metagame knowledge in a Conflict

always know where his character is lo-

Roleplaying® match. “Well, since I know Catspaw is waiting around

cated by the information recorded on

the corner ready to stab me in the kidney, I’ll go over here instead,

his PassCard. Using the Passcards™

even though there’s no real good reason for my character to do so.”

to keep track of hidden characters

You can avoid this scenario by removing Catspaw’s miniature(mini)

whose mini have been pulled

from the map and allowing the player to communicate his move-

be difficult at first but becomes

ments through the PassCards™ exclusively. This is called hidden move-

This is also your audit trail as a GM. You can

ment. The character is not represented on the map yet fully participat-

use a similar method to record the characters

ing in the match. When a character successfully hides or is invisible to

movements on the map. Officially licensed

the opposing teams, remove his miniature from the map. To remove a

maps have associating PassCards™ with a smaller

mini the circumstances need to be perfect. It is ultimately up to you if

version of the map placed on the back. With this

the situation deserves the mini to be pulled. Once that circumstance is

paper copy of the map, writing initials on it or

broken (i.e. a successful perception check) the mini should be imme-

using a sticker that’s easy to peel off, like a Post-It,

diately returned. Here are a few situations where it may be warranted

indicates where a character is located.

to remove a mini.

Using paper copies of the map is great, however if you don’t have one

• Non-combat situations: It is recommended that minis stay on

or don’t want to deface it, keep a scrap piece of paper handy where you

the map during any combat situations. If a character withdraws from combat and successfully hides, the mini can be removed. However, the GM must first ensure the character is out of sight.

• Stealth: The player has rolled a successful stealth skill checks and no opposing team member can see the character. Keep in mind, players cannot hide while being observer—unless they have some special ability to do so.

• Magic: Invisibility or similar spell effect is cast on the character.

can routine.

can record notes for yourself. Clipping that paper to your GM screen or the backside of your map allows you to always have the details at hand. You can also use sticky notes to attach comments to your map without damaging the map. Don’t worry; hidden movement in Conflict only lasts a few rounds before the hidden character is engaged in combat or discovered by an opposing team, at which time the player should place his mini back on the map and resume normal play.

Line of Sight and Hidden Movement

Most perception checks are reactive, made in response to observable

Because an invisible character is

objects or creatures. Intentionally searching for anything beyond a

extremely hard to detect moving

reactive check is a move action. Characters hiding in a player’s line of

around, the mini should remain

sight (or those who are hidden and move into or through an opposing

off the board for the duration of

team member’s line of sight) are considered observable and subject

the spell, even if an opposing team

to perception checks. The GM must carefully monitor when hidden

member pinpoints the character’s

characters meet these conditions. If the hidden character is perceived

location for one or more rounds.

then the mini returns to the map. The difficulty here is remembering to check line of sight during character movement. One trick to help

Note: At the start of a match,

expedite things is having the players roll a perception check on each

all miniatures must be present.

movement before determining line of sight. If the perception roll

Miniatures remain on the map until

doesn’t match the hidden player’s stealth roll then there is no need to

they perform an action that you feel

check lines of sight. This saves the GM and the players a time consum-

warrants their removal.

ing step.

• 81 •

Metagaming Illusions

GamemAsteriNg

Illusions can be difficult for GMs to adjudicate. When illusions come

“Its not Real!”: If a character points out an illusion to others, the

into play, it is helpful to know the illusion’s type:

others gain a +4 bonus to their own saving throws. At the GM’s

• Figments: Spells like minor image and silent image create an im-

discretion, this can also occur when observing or overhearing another

age that fools sight, and possibly other senses at higher levels. Figments can move within the area of effect, but only as directed by a caster concentrating on it. Concentration requires a standard action each round, which means that the caster can concentrate on the figment, possibly moving it, and then take a move or move-equivalent action. The caster must retain line of effect to the illusion. A figment’s AC is 10 + its size modifier.

• Glamer: Spells like disguise self change the subject’s apparent qualities – for example, making an object look, feel, or smell like something else.

• Patterns: A pattern creates an image that has an effect in the viewer’s mind (patterns, such as hypnotic pattern, are always mind-affecting spells).

• Phantasm: A phantasm (like phantasmal killer) exists only in

team’s interaction with the illusion.

Metagaming

Metagaming is the act of taking specific knowledge the player has and having his character act upon that knowledge. The classic example is a group’s first encounter with trolls. Most players are aware that a troll’s regeneration is affected by fire and acid. Given that knowledge, the wizard who had cast cold–based spells up to that point suddenly begins to blast away with fire–based spells. This is metagaming. Understandably, many groups frown upon this sort of activity. As GM, you need to quickly and decisively adjudicate it when it comes up. You also need to guard against metagaming yourself, or making it easier for others to do so.

No to Metagaming

Sometimes, you simply need to tell the player, “No,” though offering a

the mind of the subject. There is no visual illusion corresponding

reason is a good idea for the harmony of your table. “Remember, you

with the mental effect.

don’t know Catspaw is hiding around that corner, so your character

• Shadow: A shadow (like shadow conjuration) is partly, but not quite, real. Keep the following rules in mind when handling illusions: Familiarity: A caster can only create an illusion of something he is familiar with. If the caster has never seen a dragon, he will not be able to create a realistic dragon illusion. He could make an illusion of what he thinks a dragon looks like, though, and hope his opponent has never seen a dragon either! To help simplify this, all characters are familiar with all creatures listed in official Pathfinder Roleplaying Game products such as the Pathfinder Roleplaying Game Bestiary. No Automatic Saving Throws: Enemies do not automatically receive saving throws to see through an illusion. They must study the illusion closely or interact with it (for example, attack it or try to touch it) to receive a save. A successful save reveals the illusion as false, but leaves a translucent outline of a figment or phantasm. A failed save means the enemy fails to notice the illusion is fake. Impossible Actions: No save is required in circumstances where the illusion is obviously fake. A dragon that walks through a wall and breathes heatless fire that doesn’t burn anything has to be an illusion (although a character might need to succeed at a perception check to notice the illusion perform an impossible action).

• 82 •

shouldn’t be acting on that information.”

GM–Centric Metagaming

In most roleplaying games, GMs need to watch for the same sort of metagaming as players. GMs know things that there’s little chance the monsters know, and acting on that knowledge is just as bad as— maybe even worse than—a player acting on out of game knowledge. But a Conflict Roleplaying match is a bit different. GMs of Conflict Roleplaying matches aren’t running monsters and devising plots—unless the Match Type calls for it, like Monster Mash—but instead serving as an impartial arbiter of the rules. The bigger cause for concern for a GM is that her actions tip off an observant player, the roleplaying equivalent of poker’s “tell.” Your Gestures: The easiest give–away action is with your movements and gestures. For example, after a player hands in his PassCard the natural inclination is to look at the game mat to see where he is and where he’s going. This is especially detrimental to characters who have their mini removed from the board because of stealth or invisibility. Clever players are going to learn to follow your eyes and use them to determine the general location of hidden opponents. You can resolve this by simply not looking, of course, but sometimes GMs need to look to verify movement rates and such. Another way to counter this

Gamemastering common tell is to keep a version of the map behind your GM screen.

You can use that to denote the location of any hidden player or object, which keeps your eyes off the main map. If you’re using PassCards® available from Conflict Games a copy of the map appears on the back, for just such a use. Another option is to scan the map in the same manner every time you check a PassCard—for example, start at the top left of the map and scan left to right and back again a few times, secretly watching for a particular area. Opposed Rolls: Another less–obvious GM action that gives away information is calling for opposed rolls. If a wizard under the effects of greater invisibility casts dominate person on a foe, you need to get a Will save from the target. But calling for the save telegraphs part of the wizard’s actions, and could give the opposing team a small piece of tactical information. One solution to this dilemma is to ask for a Will save from all members of the target’s team, even though you only need the one character’s save.

Multiple Characters and Metagaming

Chapter 11 Opposed Rolls

wizard accidentally catches the fighter in the fireball.

Adjudicating Opposed Rolls

During a Conflict Roleplaying® match, opposed rolls will frequently impact play. Whether it’s a sneaking monk’s stealth versus the fighter’s perception or a rogue’s bluff to feint versus the cleric’s sense motive, any given game is likely to have moments where players on both teams need to roll dice to resolve the situation. How you handle that depends a lot on the scenario. If the character is aware of what’s going on, it’s best to allow the player to roll his own die. For example, a hidden monk plans to jump from the shadows and disarm the cleric of his holy symbol. While the cleric isn’t aware of the monk at the start of the action, by the time the monk races over and grabs hold of the holy symbol, the cleric is aware. There’s no need for you to roll in this case. Players love rolling dice, regardless of the game system. You should do your best to keep the dice in their hands as much as possible. Rolling for Players: The rogue wants to sneak by the archer standing guard over the Hallow. The player gives his Passcard to you and rolls his stealth check. To this point, the archer is unaware of the rogue; therefore, it’s entirely reasonable for you to roll the archer’s perception check. In fact, this is why players provide you with these details on their Passcard at the start of the match, and should continue to keep you abreast of any changes. If the archer detects the rogue, you then inform the player, either by passing a note or simply stating it out loud. If you feel stating the archer’s result out loud will lead to metagaming from others, it’s best to pass the note. Otherwise, save time by simply telling the player what his character detected. Player Rolls: If you’re not concerned about metagaming or there’s little potential for it, by all means let the player roll his own opposed

Sometimes you need four characters and you only have two players. In

roll. You should allow players to roll their own checks as often as pos-

these cases we encourage players to control multiple characters.

sible—nobody likes to have the dice taken out of their hands. Asking

Allowing players to control two characters is a fun way to expand a

the player to roll his own dice usually results in faster resolution, too.

Conflict® Roleplaying match, but as GM you need to watch that the

Players often have key statistics such as their perception modifier

players don’t suddenly develop telepathy between their two charac-

memorized, and it’s much faster to just say the result rather than hav-

ters. If the characters can’t communicate, you need to put in a little

ing to pass notes.

work to ensure the player doesn’t act as though they can. For example,

Combination: You can also consider a combination method, where

the player controls both a fighter and a wizard. The fighter is currently

you ask the player to roll a d20 without saying what it’s for then add

invisible and in the square behind an enemy. The wizard drops a

the appropriate modifier yourself. The biggest advantages to this

fireball on the battle, and it happens to be placed perfectly, to avoid-

method are keeping the dice in the player’s hands while still reducing

ing the fighter’s square. The wizard has no way of knowing where the

the potential for metagaming. When the rogue attempts to slip past

fighter is located, even though the wizard’s player does. This is a form

the archer, you simply ask the archer’s player to roll a d20. You look

of metagaming, and something you need to step in to try to avoid—

up his Perception modifier—which he gave you on his Passcard at the

for example, as a resolution you might assign a percent chance that the

start of the match—and determine the result.

• 83 •

GamemAsteriNg

Rejecting Characters Pre–Rolling

to reject for various reasons. For example, if a player makes exten-

Table – 11.1 Twenty random D20 rolls for six players. Player 1 Player 2 Player 3 Player 4 Player 5 Player 6 1 15 10 1 6 18 1 2 13 20 16 17 2 20 3 9 12 14 17 20 18 4 15 14 9 11 5 5 5 5 5 8 19 7 5 6 8 11 3 20 4 10 7 15 10 8 20 5 5 8 6 5 10 14 17 2 9 14 7 14 2 18 3 10 9 12 4 7 10 7 11 12 15 20 20 16 12 12 7 16 16 2 16 7 13 18 14 17 7 3 5 14 18 2 14 15 12 2 15 3 16 18 7 7 15 16 6 4 7 2 15 3 17 4 10 20 6 10 15 18 15 14 5 8 15 8 19 2 18 1 1 11 4

sive use of a source the GM didn’t approve, that character probably

20

it’s broken or going to lead to a bad experience. It’s just a personal

3

20

14

16

14

6

shouldn’t be allowed. Even if the player followed all your table rules and only made use of allowed sources, sometimes various pieces of the rules combine in odd and unexpected ways, leading to a character whose abilities give him an unfair advantage. For these reasons and others, the GM may need to reject the character. Like a lot of aspects of GMing, it’s as much a matter of how it’s done as it is the fact that a rejection is issued. Be Fair: If a player wishes to debate and offer reasons why a character should be permitted, give him a chance to have his say. Listen carefully, as he may point out something you didn’t think of that applies a limit to his character’s abilities. If you’re uncomfortable about one possible application of a rule and the player agrees not to do that, you should take him at his word. If the player later goes back on his word, don’t hesitate to disqualify the character. Sometimes, no matter how much discussion takes place, a character just has no place in a game. For example, maybe you just don’t like psionics and don’t allow them in your game. There’s nothing wrong with the various supplements that offer rules for psionics; it’s not that

Generally speaking, you want your players to tell you their actions,

preference. Explain the situation to the player. Using an apologetic

either with their Passcard or verbally. As an alternative, you can have

tone is helpful, as long as you’re sincere. In the end, players need to

your players pre–roll key aspects of their actions, such as attack and

remember that the GM is the final arbiter, and sometimes that means

damage. There are a few advantages to this method of play. First, it

abiding by her rulings, even when they’re unpopular. If you have time,

often speeds up a round, because you don’t have to wait for the player

allow the player to rebuild the character, removing the offending op-

to make his rolls and determine his total attack value and damage.

tion. There is a good chance the player debated between the feat you

Second, pre–rolling can lead to a more narrative format of game. In-

don’t want and another perfectly acceptable feat. Selecting a replace-

stead of interrupting a player’s descriptions to roll dice and determine

ment feat, spell, or piece of equipment can be done quickly, especially

outcomes, he can simply describe his actions, altering what he says

by an experienced player.

based upon whether or not he hits or misses. Downsides: There are also a few downsides to the style that you should keep in mind. Pre–rolling lends itself to easier cheating. With this method, players are trusted to record their results without a witness, and sometimes the temptation to alter the result is too much. In addition, pre–rolling can remove much of the excitement and tension that makes roleplaying games so much fun. There’s nothing quite like rolling to confirm a critical. At those moments, all eyes are on the player’s dice, and everybody at the table has a rooting interest in the result. Those moments are impossible to have when pre–rolling.

Rejecting Characters

Unfortunately, sometimes players build characters that a GM needs

• 84 •

Handling Player Stall Tactics

The flow of the game lies in the players’ hands, though as a GM there are a few tricks you can follow to help keep an up–tempo pace. Conflict® Roleplaying is a much more fun when actions flow one right after another. For this reason, you need to avoid player stall tactics. “Uh… I’m Thinking!”: Regardless of how much warning you give a player, sometimes a player just isn’t ready when his turn comes up. Maybe something the previous player did invalidated his planned actions; maybe he was daydreaming; maybe he just can’t decide. If the previous player’s actions invalidated what the current player had planned, give a little bit of time for him to devise new actions. However, regardless of the reason, don’t let the player sit and ponder too

Gamemastering

Chapter 11

Match Announcements During Play

long. Give a time limit, and encourage the player to do something. If

the players can see the order for themselves. Write in pencil and leave

the player still can’t decide, declare he’s delaying and move on to the

spaces between the names so that you can erase and reposition players

next person in the initiative order. In extreme cases, don’t hesitate to

who take delay actions. Write a large D or R beside characters taking a

use a timer to enforce the amount of time available before the auto–

delay or ready action. Each round, look at your sheet and state, “Cat-

delay kicks in. If you’re consistent, players will grow accustomed and

spaw is up. Lazarus, you’re on deck.” Scan for delay and ready actions

learn to have their actions ready. The flow of your game will pick up,

to ensure accuracy.

and everybody will notice how action–packed the sessions are.

Durations: When a character uses an ability that must be tracked in

“No Wait, Don’t Do That!”: Sometimes, teammates fail to commu-

rounds, write down the name of the effect at the bottom of your initia-

nicate properly. The druid, for example, may want to drop an entangle

tive tracker. After the effect name, write a line of dashes, one for each

spell but the rogue may want clear passage through the area. “No,

round of the ability’s duration. For example, an acid arrow cast by a

don’t do that,” the rogue’s player states, “I was going to move in and

6th–level sorcerer deals damage for an extra 2 rounds. The bottom of

flank him on my turn.” Not only does this lead to a stalling condi-

the initiative tracker, it looks like: acid arrow – –

tion—now the druid has to rethink his actions—it’s also a bad form

On round 2, after the last character has taken his action, look to the

of metagaming. The druid has no way of knowing the rogue was going

bottom of the initiative tracker for any outstanding effects. Handle the

to slip into the area, and so he shouldn’t be permitted to stall the game

effects one by one; as you do so, turn the dash into a cross to indicate

while he acts on that knowledge.

that round has passed. The first round after the sorcerer casts acid

Match Announcements During Play

arrow, it deals another 2d4 points of damage, and the effect tracker

Announcing How Much Time is Left: At the beginning of every round you should announce the current round the match is in and the number of rounds left in the match. For example, “Ok folks, This is round 6. There are only 4 rounds left. Bob, it’s your turn”. Conflict is a time sensitive game so announcing the number of rounds left in a match really keeps the pressure on and the players focused. Announcing Who’s Next: Once the initiative order is set, announce the order so everybody knows. This allows a player to figure out who he comes after. As a round progresses, reinforce the initiative order as you announce: “Bob, it’s your turn. Harry, you’re on deck!” Progressing through the order this way allows Harry time to plan and have his actions ready. If Harry needs to use a Passcard he can wrap up his

becomes this: acid arrow + –. At the end of the next round, the spell deals another 2d4 points of damage and the effect tracker shows: acid arrow + +. All rounds of effect are done, and the acid arrow is gone. Round Counting: At the start of each round, announce what round number is beginning. Write the round numbers across in a line at the top of your initiative tracker. Keeping track of rounds is important from a player perspective, because knowing how much time is left in the match influences their actions. Making the information clear and easy to reference will help your matches run more smoothly. Keep the Action Moving: The GM must insist on an action within a reasonable time so that the match can continue. An hourglass or timer can be a useful tool if the GM often runs into trouble with this;

actions, knowing how things have progressed to this point.

enforcing a time limit for stating actions, then applying it equally to

Time Tracking

long declaring his action or cannot decide what to do, the GM may

Keeping accurate track of initiative and time passed makes a GM’s job much easier. This section contains tips for accurate timekeeping. Initiative: If you have a magnetic initiative tracker, you will find it useful for keeping track of not only initiative, but delay and ready actions as well. If you don’t, write down the initiative order on a separate sheet of paper—the initiative number, in brackets, followed by the character name. It’s important to note the initiative number and not just the order, in case new elements are introduced to the map and require their own initiative. You can also consider leaving the initiative tracker on the table outside your GM’s screen (if you use one) so that

all players, can make a match run more smoothly. If a player takes too insist that the player delay. After the next player has gone, the GM can return to the undecided player for his action. This will move the player one step down in the initiative order, but keeps the action moving. “I’m done”: Another way to help keep the action flowing is to request that all players explicitly state when they’ve completed their turn. Immediate and free actions could allow a player to continue his turn even after his “normal” actions, so it’s important to know for certain when he’s done. A player simply saying “I’m done” at the end of his actions can keep the action going. Encourage this from the beginning, and quickly it will become a habit of all your players.

• 85 •

Rejecting Characters Disqualification

GamemAsteriNg

movement. This is considered a legal move. Likewise, a character

Even experienced players make mistakes. In the heat of the moment,

could teleport from one area of the map to the other in a single

with victory so close, a player can make a poor judgment call or forget

turn. Astral projection, ethereal jaunt and plane shift take characters

a rule. Sometimes these are honest mistakes, but other times it’s a

to another plane, and so count as going off the map. These spells

player trying to take advantage of the situation. It is the GM’s job to

cannot be used in Conflict Roleplaying matches without the

watch for these situations and correct them promptly. Keep in mind

risk of disqualification. As GM, you should encourage players to

that sometimes it isn’t a single act that calls for disqualifications but

check with you before preparing or using any such travel spells

the accumulation of several acts that test the rules of the match.

and should point out any illegal spells while verifying character

This section details the circumstances under which disqualification

sheets before a match.

can occur, and how to resolve these issues.

Disqualifying Behavior • Attacking a Teammate: Under no circumstances are teammates

• Flight: If no ceiling exists on the map, characters can fly to a maximum height of 60 feet above floor level. Higher than that and they run the risk of disqualification. If a ceiling does exist, characters may fly to ceiling height even if that height is more

allowed to attack each other. To do so would create an atmo-

than 60 feet. There may be maps or Match Types that supersede

sphere of confusion and mistrust, and emphasize a philosophy of

this condition. If so, be sure to announce the new conditions at

“every man for himself ” over “teamwork.” Conflict Roleplaying is,

the start of the match.

at its core, a team–based game. Attacking a teammate deliberately

• Challenging the GM: Respectfully asking for rules clarification

is a disqualifying action.

or disagreeing with a GM’s call is all part of the game. However,

Note: This rule does not cover instances of mind–control or

repeated arguments with the GM or continuing to challenge a

compulsion. A player cannot eliminate a character by using domi-

ruling for rounds after the GM makes it can result in disqualifica-

nate person to control him and force him to attack a teammate.

tion. The GM is not perfect, but she is in charge. A player who

In–game effects may cause team in-fighting without penalty. It is

truly believes the GM made a mistake should bring it up for

deliberate, willful team in-fighting that results in disqualification.

discussion after the match has ended.

• Leaving the Map Voluntarily: Conflict Maps are carefully

• Disruptive Behavior: Taunting and teasing the other team,

designed to allow for many avenues of movement. Obstacles that

shouting in excitement at a good roll, and cursing out the bad

hinder movement or can be used to your advantage and challenge

rolls are part of any roleplaying game. Players who step over the

for both teams. Part of the strategy of a Conflict Roleplaying

line between enthusiasm and aggression run the risk of disqualifi-

match involves studying the map and making tactical decisions

cation, though. Extremely foul language, slurs, physical violence,

based on its layout. The territory outside the map is considered

interference (attempting to affect die rolls, for example) or any

off–limits for characters. A character cannot step off the map in

other disruptive behavior can get a player disqualified—and pos-

order to go “around” a wall or other obstacle. Likewise, a charac-

sibly not invited back for another game.

ter cannot teleport off the map and lay low for a couple of rounds.

• Breaking Conflict Laws: When a law is agreed upon, everyone

Attempting to do so results in disqualification.

is expected to abide by it. Players might claim they forgot about

Players that leave the map involuntarily (i.e., target of a plane shift

a law they have broken (or might genuinely forget), but the onus

spell or Bull Rush) are lost in the ether for 1d3 rounds. Commu-

still remains on the players to know and obey the laws of the

nication to the map is lost during this time, including telepathy,

match. Passcards include an area for them to denote any laws in

and spells requiring concentration are lost.

play, so there’s little reason they should forget. In cases where

Note: Extra–dimensional travel complicates this rule somewhat.

a player breaks a law, it is up to the GM to act on it. Although

Extra–dimensional movement is allowed so long as the character

the opposing team may throw up their arms about the potential

begins and ends his movement on the map. This allows for the

violation, it is ultimately the GM’s decision whether or not it was

use of spells such as blink, where a character starts his movement

indeed a violation and what the penalty should be.

on the map, vanishes, then reappears on the map at the end of his

• 86 •

Gamemastering

Chapter 11

Handling Disqualifying Behavior

Handling Disqualifying Behavior



When deciding on a penalty for disqualifying behavior, remember

Note: If the character was a key component in match, such as the

leniency is always recommend and the penalty should fit the crime. A

declared king in Regicide, the GM should randomly select a new

GM faced with errant behavior has several choices.

character from the same team as a replacement. The absence of

Issue a Warning: Particularly with new players, a GM should introduce a one–warning rule. The first time a player breaks the rules, he receives a warning. The second time, he’s disqualified. This option allows for more compassion for new players, but also carries some pitfalls. Players who know they get a “free ride” may break a rule on purpose to achieve some goal. For this reason, if a player breaks a rule and receives a warning, the GM should reset play to the way it was at the start of the player’s turn. For example, if the player moved off the map edge and then back on to attack an opponent, the character is replaced in his original position and the opponent takes no damage. The player then misses their turn that round in addition to the warning. Restate Actions: The most lenient of the penalties is to request the player to quickly rethink and restate their actions. After the player is reminded of the rules he must quickly provide the GM another course of action. The player is given 60 seconds to restate his actions. If a new course of action is not provided to the GM in the allotted time or to the GM’s satisfaction, the GM can then move to the next penalty or issue the Lost of Action penalty. Lost of Action: With this penalty the player can choose to make a move or standard action (not both) for the round in which the violation occurred. No other actions are allowed including free, immediate or swift actions. If either the move or standard action has already occur and was not in violation of the rule, then that actions stands and the remaining action is lost.

• Character Disqualification: If the GM deems the violation malicious, egregiously or purposeful, the character can be disqualified from the match. Disqualification can also be issued against repeat offenders. If multiple characters are being played by the same player, the other character remain unaffected. The disqualified character is removed from the map and items or magic effects that required the character’s concentration or presence immediately end. If the disqualified character is in possession of an object that is part of the match or originally owned by an opposing team member, that item falls to the ground without harm. The character then vanishes from the battlefield. All of the above effects occur on the same turn of the violation.

the disqualified character should not count towards any victory conditions of the match for any team. The loss of a team member through disqualification is penalty enough. Player Disqualification: If a player is causing disruptions or other

problems in the game, the GM should not allow it to go unnoticed or unaddressed. In these cases, the GM needs to be polite, constructive if possible but firm. The GM should not let anything take away from the fun everyone should be having. When a player is removed from a match the characters the player was playing can be played by another player of his team. A team should not be penalized because a player they were teamed with was causing problems. Team Disqualification: If their is a team of multiply offenders who routinely break the rules or is caught cheating, the GM can declare the collective infractions has caused a team to become disqualified. This will be a rare occurrence and should be used when there is clear evidence the team is cheating or if the team is collectively demonstrating disqualifying behavior. Instant Disqualification: A player who breaks a rule is disqualified, plain and simple. The downside to this option is that honest mistakes are punished as harshly as cheating. However, there is no call of favoritism and no trying to decipher a player’s intentions. In scored tournament play, instant disqualification is the fairest method of adjudication. Other Penalties: A GM not willing to disqualify players may impose a penalty on them for lawbreaking instead. A –2 penalty to attack rolls for the rest of the match, –10 to current and maximum hit points for the rest of the match, loss of a Map Element, or a penalty to future Battlepoints or map points for the next round of tournament play are all good choices. If a GM uses these penalties, she should apply them evenly to all infractions on either side. No one wants to think they have a cheater in their group, but cheaters will attempt to break the rules and claim ignorance afterward in order to manipulate the GM. Insecure players may complain of being “picked on,” and the GM may be harder on a close friend to avoid the appearance of favoritism. This is always a difficult situation to manage. If you are disqualified or disqualifying someone as the GM, never let them get you in a shouting match. It is very import to stay calm and hold on to your dignity in call cases.

• 87 •

Planted Items Planted Items

GamemAsteriNg

ter gains a +1 bonus to his check (maximum +5). The catapult deals

It is the GM’s option to plant items or Map Elements on a map. The

4d6 damage (DC 15 Reflex save for half). Once the catapult hits a

GM must announce the existence of the items before the start of a

square, subsequent shots hit the same square unless the catapult is

match after the charters have placed their miniatures on the map.

re-aimed. Loading the catapult takes a DC 10 Strength check to winch

Once a planted item is announced players are not allow to move their

the arm down, a DC 15 Profession (siege engineer) check to lash the

miniatures until their initiative turn. A table with descriptions of some

arm into place, and another DC 15 Profession (siege engineer) check

common planted items and unique ways in which to use them in a

to load the ammunition. It takes two full-round actions for one char-

Conflict Roleplaying match follows.

acter, smaller than Large, to load the catapult, or one full-round action

Item Descriptions and Use

Picking up any of the items (with the exception of the ballista and catapult, which cannot be moved) is a move-equivalent action.

for two characters smaller than Large. It takes one full-round action for a Large or larger character to load the catapult. Elixir of Fire Breath: This strange bubbling elixir bestows upon the drinker the ability to spit gouts of flame. He can breathe fire up to

Adamantine Arrows/Bolts: These five adamantine arrows or cross-

three times, each time dealing 4d6 points of fire damage to a single tar-

bow bolts are masterwork, thus granting a +1 enhancement bonus on

get up to 25 feet away (this includes pod Map Elements). The victim

attack rolls.

can attempt a DC 14 Reflex save for half damage.

Ballista: The ballista requires only one person to fire, but Medium

Fire vs. Ice: A pair of swords are planted, one a flamtongue the other

creatures take a -4 penalty on attack rolls (Small creatures take a -6

a frostbrand. Wherever the flametongue sword is placed on the map,

penalty). The ballista comes loaded, and has two extra ballista bolts

the frostbrand appears in the same location on the opposite side of

next to it. It takes a creature smaller than Large two full-round ac-

the map (or the nearest available space if that square is occupied). If

tions to load the ballista. The ballista deals 3d8 points of damage, has

there are more then two teams in a match the GM may choose to add

a range increment of 120 feet, and a critical threat range of 19-20.

a third or fourth sword to the match or keep the pair more assessable

Although a ballista can not be moved, it can be rotated. Rotating a

to all teams.

ballista towards a target is part of loading it.

• Flame Tongue: The flame tongue is a +1 flaming burst long-

Bardic Effigy: A brightly decorative wind-up music box which bears

sword. Once per day, the sword can blast forth a fiery ray at any

a handle and weights 7 pounds. The Bardic Effigy takes a full-round

target within 30 feet as a ranged touch attack. The ray deals 4d6

action to wind. Once wound, its bearer can open the lid as a free action (requiring one free hand) releasing a booming oratory spurring the bearer and his allies on to victory. The bearer and all allies within

points of fire damage on a successful hit. Table 11.2 – Planted items d20 Planted Item d20 Planted Item

30 feet receive a +2 morale bonus on saving throws against charm and

1

Vorpal Blade

11

Hat of Disguise

fear effects and a +2 competence bonus on attack and weapon damage

2

Catapult, Heavy

12

Catapult, Light

rolls. This is a mind-affecting ability that lasts for 3 rounds.

3

Javelin of Lighting

13

Ballista

Boots of Speed: A character can don the boots as a standard action.

4

Ring of Anti-Magic*

14

Ring of Blinking

The boots grant two consecutive rounds of haste once activated.

5

Statue of Life

15

Necklace of Fireball**

6

Bardic Effigy

16

Boots of Speed*

7

Fire vs. Ice Flametongue & Frostbrand

17

Elixir of Fire Breath

8

Rod of The Viper*

18

+1 Bashing Shield

9

Potion of Barkskin (+2)

19

10

Ring of displacement*

20

Catapult, Light: The light catapult comes loaded, with two extra catapult stones next to it. The catapult can hit squares out of sight as long as it stands in an open-air map (no ceilings). To fire the catapult, one character must make a special check (base attack bonus + Intelligence modifier + range increment penalty) against DC 15. Success means the catapult hit its target. If the character does not have line of sight to the target, his check suffers a -6 penalty. For each successive shot the crew sees land, the character gains a +2 bonus to his check (maximum +10). For each successive shot the crew does not see land, the charac-

• 88 •

*  only 2 rounds of consecutive use ** only 2 uses/charges

5 Adamantine Arrows/Bolts Wand of dispelling**

Gamemastering • Frost brand: Frost brand is a +3 frost greatsword that sheds

Chapter 11

Adding your own planted items Ring of rust monster friendship: On command, this ring affects a

light as a torch when the temperature drops below 0° F. At such

rust monster as if the wearer had cast charm monster. The rust mon-

times it cannot be concealed when drawn, nor can its light be

ster does not received a Will save to resist. The rust monster automati-

shut off. Its wielder is protected from fire; the sword absorbs the

cally regards the ring’s wearer as a trusted ally. The ring’s wearer can

first 10 points of fire damage each round that the wielder would

communicate with the rust monster.

otherwise take.

Rod of the viper: This rod strikes as a +2 heavy mace. Once per day,

A frost brand extinguishes all nonmagical fires in a 20-foot radius.

upon command, the head of the rod becomes that of an actual serpent

As a standard action, it can also dispel lasting fire spells, but

for two rounds. During this period, any successful strike with the rod

not instantaneous effects. You must succeed on a dispel check

deals its usual damage and also poisons the creature hit. This poison

(1d20+14) against each spell to dispel it. The DC to dispel such

deals 1d3 Constitution damage per round for 6 rounds. Poisoned

spells is 11 + the caster level of the fire spell.

creatures can make a DC 16 Fortitude save each round to negate the

Hat of Disguise: This apparently normal hat allows its wearer to alter

damage and end the affliction. Multiple hits extend the duration by 3

his appearance as with a disguise self spell. As part of the disguise, the

rounds and increase the DC by +2 for each hit. Unlike ordinary rods

hat can be changed to appear as a comb, ribbon, headband, cap, coif,

of the viper, this rod functions for users of any alignment.

hood, helmet, and so on. The disguise generated by the hat lasts only

Shield, Bashing: This +1 small steel shield possesses the bashing

two rounds. Map Elements respond to the disguised character nor-

enchantment. It deals 1d6 points of damage and acts as a +1 weapon

mally. For example: A character under the effects of a hat of disguise

when used to bash. A character cannot benefit from both this shield

cannot trigger Map Elements attuned to an enemy team, even if he

and a shield plate Map Element.

appears as one of their members.

Statue of Life: The first team to find this object attunes the statue

Javelin of Lightning: This javelin becomes a 5d6 lightning bolt (Re-

to their side. Only members of the attuned team can use the statue

flex DC 14 half) when thrown. It is consumed in the attack. Remem-

thereafter.

ber a lightning bolt sets fire to combustibles and damage objects in its

Vorpal Sword: This +1 vorpal longsword possesses the ability to

path, even Map Elements. If the lightning bolt causes enough damages

cleave an enemy’s head from his body. Upon a roll of natural 20 (fol-

to an object to destroy it, the lightning bolt continues beyond the

lowed by a successful roll to confirm the critical hit), the weapon sev-

object if its range permits.

ers the opponent’s head (if it has one) from its body. Some creatures,

Necklace of Fireballs: This string contains only two explosive

such as many aberrations and all oozes, have no heads. Others, such as

spheres, strengths determined by the GM.

golems and undead creatures other than vampires, are not affected by

Ring of Blinking: On command, this ring makes the wearer blink, as

the loss of their heads. Most other creatures, however, die when their

the blink spell. This does not result in disqualification, as the wearer

heads are cut off. This weapon’s decapitation power can be used only.

begins and ends his turn on the map. The ring of blinking has a 20%

Wand of Greater Dispel Magic: This wand dispels with a caster level

chance of allowing escape from a catch plate or other grapple effect.

of 11. It possesses only two charges when found.

Ring of anti-magic: This ring renders the wearer immune to the next

Adding your own planted items

two spells that targets him by enemy spellcasters. This only neutralizes

A GM should obey the following guidelines when adding her own

spells with the wearer as the target (such as finger of death). It does

items:

not affect area spells that might harm the target (such as fireball).

• 2 round magical duration limitation on planed items that are not

Ring of displacement: On activation, this ring causes its wearer to seem to be 2 feet away from his true location. The wearer benefits from a 50% miss chance, as if he had total concealment. True seeing reveals the wearer’s true location and negates the miss chance. The ring’s effect lasts for only two rounds after activation. If the ring’s wearer is caught in a catch plate, his enemies can target him without

scrolls or portions.

• Do not plant items that require a use magic device skill check • Should be useful to everyone at all character levels • Planting items should be placed within the restricted map area as per Chapter 7 (i.e. 4 squares from the center line. )

the 50% miss chance as it becomes obvious where the wearer truly is.

• 89 •

GamemAsteriNg

Combat Charts

Condition Summaries and Handy Charts

ranged weapon.

In a tactical game, distance modifiers and rule judgments become

• Calculate damage to Objects: Calculate damage normally, then

even more important than they are in a conventional tabletop game.

subtract the item’s hardness and deduct the total damage from its

When the entire game is a structured combat, players may consider

hit points. Ranged attacks, fire, and electricity typically deal half

strategies they don’t often employ, such as disarming, grappling, and

damage to objects, while cold deals one–quarter normal damage.

sundering. This section clarifies specialized tactics and compiles a number of charts and modifiers for the GM’s easy reference. This section is not intended to be a replacement for the rulebook, but rather

• Objects Immunities: Objects are immune to nonlethal damage and critical hits.

• Vulnerabilities: The GM should decide on a case–by–case basis

a reference guide for formulas, DCs, and special actions. It does not

if an object is more vulnerable to damage from a particular type

list PC abilities (such as how to channel energy), as the players are

of attack (e.g. a rope may take double damage from fire attacks)

responsible for knowing their character’s abilities. Not all the rules are

or if an object takes reduced damage from a particular attack (e.g.

listed here, but a summary of the most pertinent and complex rules,

a stone wall may take no damage from an arrow).

as well as ones that require adjudication on the fly (such as armor class modifiers). This should make for quicker, more efficient Conflict Roleplaying matches. This section also focuses on oft-debated rules,

• Objects Remain Functional: Objects remain functional until they reach 0 hit points, at which point they are destroyed.

• Sheer Force: A character can try to break an item through sheer

with clarifications so that the GM does not have to spend a lot of time

force rather than repeated attacks. He makes a Strength check

paging through the Pathfinder® Roleplaying Game Core Rulebook™.

against the item’s break DC; success means he destroyed the object. An object with less than half its hit points reduces its break

Carrying Heavy Objects

Characters may wish to pick up and move heavy objects such as rocks, Mcguffins, or catapult ammunition. The following chart summarizes penalties for carrying medium or heavy loads:

Load

Check

Dex

Penalty

damage to certain objects. For example, a bludgeoning weapon ons have little effect on stone walls and doors, unless they are designed for breaking up stone, such as a pick or hammer.

• Magic Armor, Shields, and Weapons: Each +1 of enhancement

Speed (30 ft.) (20 ft.)

Run*

Medium

+3

-3

20 ft

15 ft

x4*

Heavy

+1

-6

20 ft

15 ft

x3*

* Remember that the “Run” action is removed from the game; it’s listed here simply for completeness

Destroying Stuff

At times, characters may wish to destroy objects such as doors, walls, or barricades. This section summarizes rules for destroying objects.

• Object’s Armor Class: 10 + size modifier + Dexterity modifier • Dex Modifiers: Inanimate objects have a Dexterity of 0 (–5 penalty) and an additional –2 penalty to AC.

• Line Up a Shot: A character who has time can take a full–round action to line up his shot against an object, granting him an automatic hit with a melee weapon or a +5 bonus to attack with a

• 90 •

• Ineffective Weapons: Certain weapons just can’t effectively deal cannot be used to damage a rope. Likewise, most melee weap-

Table 11.3 – Carrying Heavy Objects Max

DC by 2.

bonus adds 2 to the hardness of armor, a weapon, or a shield, and +10 to the item’s hit points. Mayan Conflict champion year-unknown

Gamemastering

Chapter 11 Combat Charts

Table 11.5 – Common Items: Hardness and Hit Points Item

Size

Hardness

Hit Points

Rope

Fine*

0

2

23

Torch

D

5

5

13

Dagger

D

10

2

20

Longsword

S

10

5

25

Light wooden shield

S

5

7

18

Heavy wooden shield

S

5

15

23

Light metal shield

S

10

10

23

Heavy metal shield

S

10

20

28

Simple wooden door

M

5

10

13

Good wooden door

M

5

15

18

Strong wooden door

M

5

20

23

Barred door

M

8

10

25

Iron door

M

10

30

28

Small chest

S

5

1

17

Treasure chest

S

5

15

23

Iron coffer

T

10

20

25

Small stone statue

S

8

30

25

Large stone statue

M

8

60

30

Small metal statue

S

10

30

30

Large metal statue

M

10

60

35

Iron grate/bars

M

10

30

24

Iron chains

D

10

5

26

Steel manacles

D

10

10

Masterwork manacles

D

10

Masonry wall

L

Hewn stone wall

L

Break DC

Table 11.6 – dcs to destroy stuff Strength Check to:

DC

Break down simple door

13

Break down good door

18

Break down strong door

23

Burst rope bonds

23

Bend iron bars

24

Break down barred door

25

Burst chain bonds

26

Break down iron door

28

Condition

DC Adjustment*

Hold portal

+5

Arcane lock

+10

* If both apply, use the larger number.

Table 11.4 – Size Modifiers

AC

Example

Size

Dimensions

Mod

Colossal

64 ft. or more

–8

Castle tower

Gargantuan

32 ft. – 64 ft.

–4

Castle wall

Huge

16 ft.– 32 ft.

–2

Castle gates

Large

8 ft.– 16 ft.

–1

26

Medium

4 ft.–8 ft.

0

10

28

Small

2 ft.–4 ft.

+1

8

90

35

Tiny

1 ft.–2 ft.

+2

8

54

50

Diminutive

6 in.–1 ft.

+3

Fine

6 in. or less

+4

*Regardless of a rope’s length, its diameter is 1 inch. Characters want to sever the rope across, not split it down its length, so its size remains Fine.

Stone coffin, large statue, entire wall Single door, section of wall Treasure chest, small statue Unattended sword, window Unattended dagger, lantern, book Pen, drinking glass, belt buckle

• 91 •

Combat Charts Armor Class Modifiers

GamemAsteriNg

Cover versus Concealment: If you draw a line from one corner of

This quick reference chart helps you to apply AC modifiers for the

your square to one corner of your target’s square and the line passes

players.

through a square or border that blocks line of effect (for example,

Table 11.5 – Attack Roll Modifiers

walls, corners, or other creatures), your target gains a +4 bonus to AC

Modifier

cover. Cover (except for other creatures) grants a +2 bonus to Reflex

Attacker Status

Melee

Ranged

Behind cover

+4

+4

Blinded*

–2

–2

smoke, obscuring mist and similar spells, and deep shadow. When

Cowering*

–2

–2

you draw a line from one corner of your square to one corner of the

Entangled

+0

+0

target’s square, and the line passes through a square that provides con-

Flat–footed*

+0

+0

Grappling (but attacker is not)*

+0

+0

Helpless

+4

+0

Kneeling or sitting

–2

+2

Pinned

–4

+0

Prone

–4

+4

Squeezing through a space

–4

–4

Stunned*

–2

–2

saves against attacks that originate from the other side of the cover. Concealment occurs when an effect obscures vision; this includes

cealment, the target has concealment. Concealment grants the subject of a successful attack a 20% miss chance. If you have line of effect to a target but not line of sight, he is considered to have total concealment from you (i.e. is invisible or in total darkness). You can’t attack an opponent that has total concealment, though you can attack into a square that you think he occupies with a 50% miss chance. Table 11.7 – Combat Maneuver Maneuver

Effect

Bull Rush

Target is pushed by 5 feet + 5 feet for every 5 by which attack exceeds CMD.

Disarm

Causes the target to drop one held item. Target drops items in both hands if attack exceeds CMD by 10 or more. Attacker drops own weapon if attack fails by 10 or more. –4 penalty to CMB if attacker is unarmed.

Grapple

Both target and attacker gain grappled condition. Humanoid attackers without 2 free hands take –4 penalty. If target does not break grapple, attacker gets +5 bonus on subsequent grapples against the same target.

Overrun

Move through target. Target can choose to avoid you. If attack exceeds CMD by 5 or more, target is knocked prone. +2 to DC for every leg the target has above 2.

Sunder

Deal damage to item held or worn by target. If damage exceeds object's hardness and hit points, attacker can choose to either reduce to 1 hp or destroy it.

Trip

Knock target prone. If attack fails by 10 or more, attacker trips instead. +2 to DC for every leg the target has above 2.

*The defender loses his Dex bonus to AC.

Attack Roll Modifiers

This quick reference chart allows you to apply attack roll modifiers for the players. Firing Into Melee: Shooting or throwing a weapon into melee incurs a –4 penalty on your attack roll. The Precise Shot feat negates this. Table 11.6 – Attack Roll Modifiers

Modifier

Attacker Status

Melee

Ranged

Dazzled

–1

–1

Entangled

–2

–2

Flanking defender

+2



Invisible

+2

+2

On higher ground

+1

+0

Prone

–4

—*

Shaken or frightened

–2

–2

Squeezing through a space

–4

–4

* A character can use a crossbow of any size without penalty while prone. Other ranged attacks, (i.e. a bow) are not possible.

• 92 •

Gamemastering Combat Maneuvers

Performing combat maneuvers requires a successful combat maneuver check. Combat Maneuver Bonus: Every character has a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. Calculate the CMB using the following formula:

Chapter 11 Combat Charts Condition Summaries

The following chart summarizes the more common conditions: Table 11.9 – Condition Summaries Condition

Bleed

• CMB = Make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. The DC of this

Blind

maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. Combat Maneuver Defense: Each character has a Combat Maneuver

Cowering Dazed Dazzled

Defense (or CMD) that represents its ability to resist combat maneuvers. A creature’s CMD is determined using the following formula:

• CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier A creature can also add any circumstance, deflection, dodge, insight, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature’s AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

Enlarged And Reduced Creatures In Combat Enlarge person and reduce person spells are prevalent in a Conflict

Deafened

Entangled Exhausted Fatigued Frightened

match. Creatures smaller than Small or larger than Medium have special rules relating to position. Here is a quick summary.

Nauseated

Table 11.8 – Creature Size and Scale

Panicked

Creature Size

Space

Natural Reach

Fine Diminutive Tiny Small Medium Large (tall) Large (long) Huge (tall) Huge (long) Gargantuan (tall) Gargantuan (long)

1/2 ft. 1 ft. 2-1/2 ft. 5 ft. 5 ft. 10 ft. 10 ft. 15 ft. 15 ft. 20 ft. 20 ft.

0 0 0 5 ft. 5 ft. 10 ft. 5 ft. 15 ft. 10 ft. 20 ft. 15 ft.

Colossal (tall)

30 ft.

30 ft.

Colossal (long)

30 ft.

20 ft.

* These values are typical for creatures of the indicated size.

Pinned

Prone Shaken Sickened

Staggered

Stunned

Effect

Take the listed amount of Bleed damage at beginning of turn. Can be stopped with DC 15 Heal or any spell that cures hit point damage (even if Bleed is ability damage) Multiple Bleed do not stack Cannot see, –2 AC, no Dex bonus to AC, –4 on Str– and Dex–based skill checks and opposed Perception checks. All targets gain concealment. DC 10 Acrobatics check each round to move faster than half speed or fall prone. –2 AC, no Dex bonus to AC No actions; no penalty to AC` Unable to see well.-1 to attack rolls -1 to sight-based Perception checks -4 to Initiative. Automatically fails sound-based Perception checks. -4 penalty to opposed Perception checks. 20% chance of spell failure on spells with verbal component Move at half speed; cannot run or charge. –2 on attack rolls, –4 to Dex. Concentration check DC 15 + spell level to cast spells. Move at ½ speed, -6 to STR and DEX Cannot run or charge,-2 to STR and DEX Any action causing Fatigue causes fatigued character to become Exhausted. As shaken, except creature flees from source of fear. Cannot attack, cast spells, concentrate on spells, or do anything requiring attention. May take a single move action per turn. As frightened, except creature drops any held items. Cannot move and considered flat-footed -4 to AC, Can take verbal and mental actions; can attempt to free self, Cannot cast spells that require somatic or material components -4 to attacks, Cannot use ranged weapons (except crossbows),+4 AC bonus vs. ranged attacks -4 AC vs. melee attacks, Standing is move action –2 to attack rolls, saving throws, skill checks and ability checks –2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Single move or standard action each round No full-round actions, Can take swift and immediate actions,If non-lethal damage equals maximum HP total, become staggered Drop any held items, can't take actions, –2 to AC, no Dex bonus to AC.

• 93 •

Pregenerated characteRs

Intro to Conflict PreGens

Sometimes as a player, you simply don’t have the time to put a

character together. Maybe you joined the game at the last minute;

Introducing the Teams

More than just a collection of nine characters, these pregens easily

maybe your main character just died; you just lack inspiration. Or any

break down into three teams of three characters each. The first team—

of a million other reasons. Whatever the reason, the end result is the

Warren Spellslinger, Dreadknight, and Painpriest Miranda—consists

same—you need a new character, and you need him now.

of 7th level characters worth 114 Battlepoints. Sharpshooter Michael,

Presented in this chapter are nine completely ready–to–play char-

Huntress Shellan, and Headhunter Xen—consists of 6th level char-

acters. You’ll find at least one character of the five major archetypes:

acters worth a total of 85 Battlepoints. The final team—the Conde-

melee combat, ranged combat, arcane caster, divine caster, and skill

scending Bard, Dwarven Charger Axbeard, and Dwarven Rifleman

monkey. Each character’s abilities were carefully considered for use in

Gunther—consists of 8th level characters worth 143 points.

a Conflict Roleplaying match. For example, even though one of the strengths for bards is having all the Knowledge skills on the class skill list, you’ll find the bard in this chapter didn’t leverage that advantage. The reason is simple: knowing stuff doesn’t help him kick ass. Each character is fully equipped, and contains a brief sidebar explaining his total Battlepoint expenditure. You can use these characters exactly as–is and be ready for combat in no time. But not every pregenerated character is built exactly as you want, so also included with each character is a guide to increasing his level—advice on what classes to take, how to spend extra money, feats, and more.

Team One

Team one relies heavily on magic, with Warren and Miranda utilizing spells to confound and kill foes. Dreadknight adds some necessary muscle and damage soaking ability to the group. While Warren takes to the sky to rain fiery death from above, Miranda stays close to Dreadknight, both for the protection he offers and so she can heal his wounds—assuming opponents can penetrate his high AC, that is.

Team Two

Team two has little magical ability, instead focusing on a mix of stealth

Feel free to use these characters as a starting point. For example, War-

and brawn. Michael brings a bit of magical aptitude to the group with

ren (human wizard 7) is built to sling flashy damaging spells. With a

his Use Magic Device skill. Xen charges headlong into combat, his

different spell list and a few minor tweaks, you could turn him into

rage causing him to froth at the mouth; Shellan follows, looking to

a dangerous illusionist, a wicked necromancer, or deadly conjurer.

flank to improve her chances of skewering an unsuspecting foe. All the

Alternatively, with relatively few changes you can rework the dwarven

while, Michael seeks to make a pincushion out of an enemy spellcast-

rifleman into an elven archer. The only limit is your imagination. Let

er, ideally dropping his hefty sneak attack damage onto the foe before

these prefenerated creations below serve as your inspiration, and let

he becomes a target.

your devious mind wander as you devise new ways to kill your friends’ characters! To that end, every character is printed in this chapter twice. First, the full stat block appears, giving everything you need to dish out serious pain. On the flip side of the page, the stat block is reprinted with extra room to allow you to customize—whether it’s simply applying the benefits of a buff spell or making wholesale changes, this extra space should make it easier for you to modify these characters as you see fit.

Team Three

Finally, team three brings a mix of both elements to the group. The Condescending Bard is quite capable of slinging serious spell power around the Conflict Map; Meanwhile, Axbeard fills a double role through his prowess in grappling—he deals damage while removing one foe, preferably a spellcaster, from the battle. Gunther, seeks to cause gaping holes to appear in the weak flesh of his opponents, blasting away with his musket. Whether you need a single character or a full team, we hope the nine characters on the next several pages provides you with a great start to your Conflict–filled future!

Share With the Community! Have a great idea on how to tweak these characters? Want to share your own characters so others can use them? Found a problem you think we should fix? Want to tell us how you won a match using one of our characters? Stop by the forums at http://forums.conflictroleplaying.com and tell us all about it. The more you share with the community, the better the game becomes!

• 94 •

sPeLlsliNger: warren

Chapter 12

Battlepoints Total: 114

Male human wizard 7 NE Medium humanoid (human) Init +5; Perception +8 DEFENSE AC 13, touch 13, flat-footed 11 (+1 Dex, +1 dodge, +1 deflection) hp 55 (7d6+28) Fort +5, Ref +6, Will +7 OFFENSE Speed 30 ft. Melee dagger +2 (1d4–1/19–20) Ranged light crossbow +4 (1d8/19–20)

Special Attacks intense spells +3 damage Spell–Like Abilities (CL 7th) 7/day—force missile (1d4+3) Wizard Spells Prepared (CL 7th) (touch +2, ranged touch +4) 4th—black tentacles, shout* (DC 20) 3rd—dispel magic, fly, fireball* (DC 19) 2nd—flaming sphere* (DC 18), scorching ray*, blindness/deafness (DC 17), protection from arrows 1st—grease (DC 16), mage armor, burning hands* (DC 17) ( x2), shocking grasp* 0 (at will)—acid splash, bleed (DC 15), detect magic, ray of frost* * Evocation spell (subject to intense spells special attack) TACTICS Before Combat: Warren casts mage armor, fly, and protection from arrows, in that order. During Combat: If Warren can catch multiple targets, he casts fireball. Warren prefers to deal as much damage as possible to as many targets as possible. However, if the opportunity presents itself, he’ll cast dispel magic on a foe to make things easier for a teammate. If presented an opportunity against a single foe, Warren casts blindness/ deafness on the target if it isn’t wearing heavy armor. In subsequent rounds (or if it’s wearing heavy armor when first encountered) Warren blasts with flaming sphere first followed by scorching ray, hoping that he can both control the sphere and hit with a ray in the same round to increase damage. STATISTICS Str 8, Dex 13, Con 14, Int 20, Wis 12, Cha 10 Base Atk +3; CMB +2; CMD 15 Feats Dodge, Extend SpellB, Improved Initiative, Lightning Reflexes, Scribe ScrollB, Spell Focus (evocation)B, Toughness Skills Fly +11, Knowledge (arcana) +15, Perception +8, Sense Motive +8, Spellcraft +15, Stealth +8, Swim +6 Languages Common, Draconic, Elven SQ arcane bond (Staff) Combat Gear: potion of cure light wounds (x2) (3 BP each); Other Gear headband of vast intelligence +2 (40 BP), cloak of resistance +1 (10 BP), ring of protection +1 (20 BP), light crossbow (0 BP), 10 bolts (0 www.ConflictRoleplaying.com

BP) Spellbook All prepared spells plus:0—All except enchantment and illusion 1st—Endure elements, shield, obscuring mist, ray of enfeeblement 3rd—Lightning bolt* * Evocation spell Advancement: When increasing Warren’s levels, continue to add levels of wizard. When selecting spells for his spellbook, Warren prefers a mix of area damage spells, single–target damage spells, and battlefield control spells. As his available Battlepoints increase with new levels, Warren should acquire defensive items such as a ring of protection or a cloak of resistance. Also, certain metamagic rods, such as Empower Spell, would be a boon to his style of spellcasting. Battlepoint Breakdown Ability scores Character Levels Race Potion of cure light wounds (x2)

15 BP 23 BP 0 BP

50 gp x 5 (single use item) = 250 gp; 250/100 = 2.5 = 3 BP x2 Headband of vast intelligence +2

6 BP

4000 gp/100 = Cloak of resistance +1 1000 gp / 100 = Ring of protection +1 2000 gp / 100 = Dagger: 2 gp; 0 points Light crossbow: 35 gp; 0 points

40 BP 10 BP 20 BP

10 bolts: 1 gp; 0 points

0 BP

©CONFLICT GAMES, LLC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.

Total: 114 BP

• 95 •

sPeLlsliNger: warren

Modifiable Stat Block!

Male ________ human _______ wizard __________ 7 ____ NE ___ Medium humanoid (human) ____________________ Init +5 __ ; Perception +8 ___ DEFENSE AC 13 __, touch 13 ____, flat-footed 11 ___________________ (+1 Dex, +1 dodge, +1 deflection) _______________________ hp 55_____ (7d6+28) __________ Fort +5 ___ , Ref +6___ , Will +7 ____ OFFENSE Speed 30 ft. ______ Melee dagger +2 (1d4–1/19–20) ________________________ Ranged light crossbow +4 (1d8/19–20) ___________________

Special Attacks intense spells +3 damage ___________________ _______________________________________________ Spell–Like Abilities (CL 7th __ ) 7/day—force missile (1d4+3) __________________________ Wizard Spells Prepared (CL 7th) (touch +2, ranged touch +4) ____ _______________________________________________ 4th—black tentacles, shout* (DC 20) ______________________ 3rd—dispel magic, fly, fireball* (DC 19) ____________________ 2nd—flaming sphere* (DC 18), scorching ray*, blindness/deafness (DC 17), protection from arrows _____________________________ 1st—grease (DC 16), mage armor, burning hands* (DC 17) ( x2), shocking grasp* 0 (at will)—acid splash, bleed (DC 15), detect magic, ray of frost* * Evocation spell (subject to intense spells special attack) TACTICS Before Combat: ___________________________________ _______________________________________________ _______________________________________________ _______________________________________________ During Combat: __________________________________ _______________________________________________ _______________________________________________ _______________________________________________

SQ arcane bond (Staff) _______________________________ Combat Gear: potion of cure light wounds (x2) (3 BP each); Other Gear helm of vast intelligence +2 (40 BP), cloak of resistance +1 (10 BP), ring of protection +1 (20 BP), light crossbow (0 BP), 10 bolts (0 BP) Spellbook All prepared spells plus:0—All except enchantment and illusion1st—Endure elements, shield, obscuring mist, ray of enfeeblement 3rd—Lightning bolt* * Evocation spell _____________________ Gear Adjustments & Notes: ___________________________ _______________________________________________ Battlepoint Breakdown Ability scores Character Levels Race ____________________________

__ BP __ BP __ BP

Magical Equipment

STATISTICS Str 8 __ ,Dex 13 __ ,Con 14 __ ,Int 20 ___,Wis 12 __ ,Cha 10 __ Base Atk +3 ___ ; CMB +2 ___ ; CMD 15 ___ Feats Dodge _______, Extend SpellB _______ , Improved Initiative ______, Lightning Reflexes __________ , Scribe ScrollB ___ , _______________Spell Focus (evocation)B , Toughness _____ _______________________________________________ Skills Fly +11 ____ , Knowledge (arcana) +15 ___ , Perception +8 , Sense Motive +8__ , Spellcraft +15 ____ , Stealth +8 ___ , Swim +6 ___ , _______ , _____________ , __________ , _____ Languages Common, Draconic, Elven, ______ , ____________

• 96 •

__ BP Magical Equipment

__ BP Magical Equipment

__ BP Non-Magical Equipment

©CONFLICT GAMES, LLC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.

__ BP Total: ___ BP www.ConflictRoleplaying.com

Male human fighter 7 NE Medium humanoid (human)

DReAdkNigHt

Chapter 12

114 Total Battlepoints.

Init +5; Perception +1 DEFENSE AC 25, touch 13, flat-footed 23 (+10 armor, +1 deflection, +1 Dex, +1 dodge, +2 shield) hp 64 (7d10+21) Fort +7, Ref +5, Will +5; +2 vs. fear OFFENSE Speed 30 ft. Melee +1 Battleaxe +14/+9 (1d8+8/X3) Ranged light crossbow +8 (1d8/19–20) TACTICS Before Combat Dreadknight takes few pre–match actions. Positioning on the map is the most important aspect of Dreadknight’s preparation. During Combat Dreadknight wades into melee combat as quick as possible to make use of his considerable damage ability with his battleaxe. When fighting near an enemy spellcaster, he makes use of his Lunge feat, taking the –2 penalty in order to gain reach. If he finds a particular target easy to hit, he uses Power Attack to further increase his damage output. If dropped to half his normal full hit points, he consumes one of his potions of cure light wounds and positions himself near a teammate who can provide more healing in subsequent rounds. STATISTICS Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8 Base Atk +7; CMB +11; CMD 24 Feats Disruptive, Dodge, Improved Initiative, Iron Will, Lightning Re-

should focus on better armor and weapons, as well as items that will improve his overall combat ability such as a belt of giant strength. Battlepoint Breakdown Ability scores Character Levels Race Potion of cure light wounds: 50 gp x 5 (single use item)

15 BP 23 BP 0 BP

250 gp; 250 / 100 = 2.5 = 3 points each +1 Battleaxe: 2,310 gp / 100 = 23.1 +1 full plate: 2,650 gp / 100 = 26.5 =

6 BP 23 BP

Specialization (Battleaxe)B

Ring of protection +1 2000 gp / 100 = Heavy steel shield: 20 gp; 0 points

Skills Climb +9, Intimidate +9, Swim +9

Longbow: 75 gp; 0 points

Languages Common

Arrows: 1 gp; 0 points

flexesB, LungeB, Power AttackB, Weapon Focus (Battleaxe)B, Weapon

SQ armor training +2, bravery +2, weapon training (axes +1)

27 BP 20 BP

0 BP Total: 114 BP

Combat Gear: potion of cure light wounds (x2)(3 BP each); Other Gear +1 full plate (23 BP), heavy steel shield (0 BP), ring of protection +1 (20 BP), +1 battleaxe (23 BP), longbow (0 BP), 20 arrows (0 BP) Advancement: Dreadknight’s advancement should focus on adding additional levels of fighter, increasing his battle prowess as he does. Combat bonus feats should focus on improving his ability with his battleaxe, while his general feats should aim to increase his defenses whenever possible. As Dreadknight gains additional Battlepoints, he www.ConflictRoleplaying.com

©CONFLICT GAMES, LLC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.

• 97 •

DReAdkNigHt

Modifiable Stat Block!

Male ________ human _______ fighter __________ 7 ____ NE ___ Medium humanoid (human) ____________________ Init +5 __ ; Perception +1 ___ DEFENSE AC 25 __, touch 13 ____, flat-footed 23 ___________________

(+10 armor, +1 deflection, +1 Dex, +1 dodge, +2 shield) _______________________________________________ hp 64_____ (7d10+21) _________ Fort +7 ___ , Ref +5___ , Will +5; +2 vs. fear OFFENSE Speed 30 ft. ______ Melee +1 Battleaxe 14/+9 (1d8+8/X3) ___________________ Ranged light crossbow +8 (1d8/19–20) ___________________ _______________________________________________ _______________________________________________ TACTICS Before Combat: ___________________________________ _______________________________________________ _______________________________________________ _______________________________________________ During Combat: __________________________________ _______________________________________________ _______________________________________________ _______________________________________________ STATISTICS Str 18 _ ,Dex 13 __ ,Con 14 __ ,Int 10 ___,Wis 12 __ ,Cha 8 ___ Base Atk +7 ___ ; CMB +11 __ ; CMD 24 ___ Feats Disruptive

_________ , Dodge __________________

_______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________

, Lightning Reflexes ________ , LungeB __________________ B

Battlepoint Breakdown

, Power AttackB ____________ , _______________________ ,Weapon Focus (Battleaxe)B ____________________________ ,Weapon Specialization (Battleaxe)B ______________________ _______________________________________________ Skills Climb +9 ___ , Intimidate +9 ____ , Swim +9 ___ , _____ , ______________ , _____________ , _______________ Languages Common ________________________________

Ability scores Character Levels Race ____________________________

__ BP __ BP __ BP

Magical Equipment

__ BP Magical Equipment

SQ armor training +2 ________________________________ __ BP

bravery +2 _______________________________________ weapon training (axes +1) _____________________________ Combat Gear: potion of cure light wounds (x2)(3 BP each); Other

Magical Equipment

Gear +1 full plate (23 BP), heavy steel shield (0 BP), ring of protection +1 (20 BP), +1 battleaxe (23 BP), longbow (0 BP), 20 arrows (0 BP)

__ BP Non-Magical Equipment

Gear Adjustments & Notes: ___________________________ _______________________________________________

• 98 •

©CONFLICT GAMES, LLC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.

__ BP Total: ___ BP www.ConflictRoleplaying.com

Painpriest: miranda

```

Chapter 12 Battlepoints Total: 114

Female half–elf cleric 7

NE Medium humanoid (elf)

Init +1; Senses low–light vision; Perception +9 Defense AC 17, touch 12, flat-footed 16 (+5 armor, +1 deflection, +1 Dex) hp 63 (7d8+28) Fort +7, Ref +3, Will +9; +2 vs. enchantments Offense Speed 30 ft. Melee Rapier +6 (1d6–1/18–20) Ranged light crossbow +6 (1d8/19–20) Special Attacks channel negative energy (4d6, DC 14, 4/day), bleeding touch (3 rounds, 7/day), Cleric Spells Prepared (CL 7th, touch +6, ranged touch +6, DC 14 plus spell level) 4th—ConfusionD, posion, unholy blight 3rd—Bestow curse, Dispel magic, nondetectionD, searing light 2nd—Cure moderate wounds, death knellD, hold person, resist energy, sound burst 1st—Bane, bless, cause fearD, doom, entropic shield, summon monster I 0 (at will)—bleed, guidance, light, resistance D

ary (3 BP), wand of cure light wounds (8 BP); Other Gear +2 studded leather (42 BP), ring of protection +1 (20 BP), 50 gp worth of diamond

Domain spell; Domains Trickery, Death

dust (1 BP), rapier (0 BP), light crossbow (0 BP), 10 bolts (0 BP),

TACTICS Before Combat Before a match, Miranda casts nondetection, entropic shield, and bless. During Combat Miranda seeks to cause discomfort and pain to foes from the fringes of combat. If she’s in a situation where several foes are within 50’, she casts bane to reduce their abilities. Otherwise, she makes use of her spells as the opportunity arises. If she ever drops below half her normal hit points, she casts cure moderate wounds on herself. Miranda enjoys channeling energy, and has the ability to keep her allies out of harm’s way while doing so thanks to her feat selection. If she drops below one–third her normal hit points (under 21) she consumes her potion of sanctuary and heals via her wand next round. STATISTICS Str 8, Dex 12, Con 14, Int 10, Wis 18, Cha 13 Base Atk +5; CMB +4; CMD 16 Feats Improved Channel, Selective Channeling, Skill Focus (Perception)B, Toughness, Weapon Finesse Skills Heal +14, Perception +9, Spellcraft +10 Languages Common, Elven SQ aura, copycat (7 rounds, 7/day), elf blood www.ConflictRoleplaying.com

Combat Gear potion of protection from good (3 BP), potion of sanctu-

holy symbol (0 BP). Advancement: If you wish to advance Miranda to a higher level, you should focus on additional levels in cleric. When choosing spells focus on spells that cause pain and discomfort to the target. As her Battlepoints increase, Miranda should pick up some new items, such as a headband of inspired wisdom. Battlepoint Breakdown Ability scores Character Levels Race Potion of protection from good: 50 gp x 5 (single use item)

15 BP 23 BP 0 BP

250 gp; 250 / 100 = 2.5 = Potion of sanctuary 50 gp x 5 (single use item)

3 BP

250 gp; 250 / 100 = 2.5 = Wand of cure light wounds: 750 gp / 100 = 7.5= +2 studded leather: 4160 gp / 100 = 41.6 = Ring of protection +1 2000 gp / 100 = 50 gp worth of diamond dust = 0 BP Rapier: 20 gp; 0 points, Light crossbow: 35 gp; 0 points; 10 bolts: 1 gp; 0 points, holy symbol: 1gp; 0 points = 0 BP

3 BP 8 BP 42 BP 20 BP

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0 BP

Total: 114 BP

• 99 •

Pain priestess: miranda

```

Modifiable Stat Block!

Female _______ half–elf _______ cleric of pain ______ 7 ____

NE ___ Medium humanoid (elf) _______________________ Init +1 __ Senses: low–light vision; Perception +9 DEFENSE AC 17 __, touch 12 ____, flat-footed 15 ___________________

(+5 armor, +1 deflection, +1 Dex) _______________________________________________ hp 63_____ (7d8+28) __________ Fort +7 ___ , Ref +3___ , Will +9; +2 vs. fear OFFENSE Speed 30 ft. ______ Melee Rapier +6 (1d6–1/18–20) _______________________ Ranged Ranged light crossbow +6 (1d8/19–20) ______________ Special Attacks channel negative energy (4d6, DC 14 __ , 4__/day) bleeding touch (3 rounds, 7/day) ________________________ Cleric Spells Prepared(CL 7th__(touch +2__, ranged touch+4__) 4th— ConfusionD ______ , posion________ unholy blight _______ 3rd—Bestow curse _____ , Dispel magic ____, nondetectionD ____ , searing light __________ , ____________, ______________ 2nd—Cure moderate wounds _________ , death knellD ________ , hold person________ , resist energy _______ , sound burst ______

Combat Gear: potion of protection from good (3 BP), potion of sanctu-

1st—Bane _______ ,Bane __________, cause fearD _________

ary (3 BP), wand of cure light wounds (8 BP); Other Gear +2 studded

, doom __________ , entropic shield _______ , summon monster I _______________ , _____________, ________________

leather (42 BP), ring of protection +1 (20 BP), 50 gp worth of diamond

0 (at will)—bleed _____ , guidance_______ , light, resistance ____

holy symbol (0 BP) Gear Adjustments: ___________________ _______________________________________________ _______________________________________________ _______________________________________________

______________ , ________________ , ______________ TACTICS Before Combat: ___________________________________ _______________________________________________ _______________________________________________ During Combat: __________________________________ _______________________________________________ _______________________________________________ STATISTICS Str 8 __ ,Dex 12 __ ,Con 14 __ ,Int 10 ___,Wis 18 __ ,Cha 13 __ Base Atk +5 ___ ; CMB +4 ___ ; CMD 16 ___

dust (1 BP), rapier (0 BP), light crossbow (0 BP), 10 bolts (0 BP),

Battlepoint Breakdown Ability scores Character Levels Race ____________________________ Magical Equipment

__ BP Magical Equipment

__ BP

Feats Improved Channel ______ Selective Channeling _________ , Skill Focus (Perception)B _____ , Toughness _______________

Magical Equipment

, Weapon Finesse _________ ; _______________________ , ______________ , _____________ , _______________ Languages Common , Elven ___________________________

__ BP Non-Magical Equipment

SQ aura ________ copycat (7 rounds, 7/day)_____ _________ ______________ elf blood __________________

• 100 •

__ BP __ BP __ BP

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sHarpsHooteR: michaelChapter 12 Total Battlepoints: 85

Male human rogue 6

and as such can make use of scrolls, wands, and staffs.

CN Medium humanoid (human)

Notes:__________________________________________

Init +4; Perception +9

______________________________________________

DEFENSE

______________________________________________

AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)

______________________________________________

hp 48 (6d8+18)

______________________________________________

Fort +4, Ref +9, Will +4

______________________________________________

Defensive Abilities evasion, uncanny dodge, trap sense +2 OFFENSE Speed 30 ft. Melee rapier +3 (1d6–1/18–20) Ranged +1 longbow +10 (1d8+1/x3) Special Attacks Sneak attack +3d6, rogue talents (bleeding attack +3, slow reactions, weapon training (longbow) TACTICS Before Combat Prior to the start of a match, Michael uses the Stealth skill to hide.

Battlepoint Breakdown Ability scores Character Levels Race +1 leather armor: 1,160 gp /100 = 11.6= +1 longbow: 2,375 gp /100 = 23.75= Scroll of dispel magic 375 gp x 5 (single use item)

15 BP 15 BP 0 BP 12 BP 24 BP

1875/100=18.75= Rapier: 20 gp = 0 BP

19 BP

40 arrows: 2 gp = 0 BP

0 BP

During Combat Michael uses Stealth to get within 30 feet of a target,

Total: 85 BP

so his ranged attacks can apply sneak attack. He makes a single shot each round, and then spends his move action to hide again (see sniping on page 106 of the Pathfinder® Roleplaying Game Core Rulebook™). If he encounters a foe who is well–protected against his ranged attacks through magic, Michael spends a round to use his scroll of dispel magic in an attempt to lower the target’s defenses. STATISTICS Str 8, Dex 18, Con 14, Int 13, Wis 10, Cha 12 Base Atk +4; CMB +3; CMD 17 Feats Iron WillB, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow) Skills Acrobatics +13, Climb +8, Disable Device +13, Escape Artist +13, Perception +9, Sense Motive +9, Sleight of Hand +13, Stealth +13, Swim +8, Use Magic Device +10 Languages Common, Elven SQ Trapfinding Combat Gear scroll of dispel magic (19 BP) Other Gear +1 leather armor (12 BP), +1 longbow (24 BP), 40 arrows (0 BP), rapier (0 BP) Advancement: Michael should continue to advance in levels of rogue, focusing feats on ranged combat and defense. If presented an opportunity to improve his gear, Michael would benefit from belt of incredible dexterity and a headband of alluring charisma. In addition, remember that Michael is an expert with the Use Magic Device skill, www.ConflictRoleplaying.com

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• 101 •

sHarpsHooteR: michael Male ________ human _______ rogue ___________ 6 ____ CN ___ Medium humanoid (human) ____________________ Init +4 __ ; Perception +9 ___ DEFENSE AC 17 __, touch 14 ____, flat-footed 13 ___________________ (+3 armor, +4 Dex) _______________________________________________ hp 48_____ (6d8+18) __________ Fort +4 , Ref +9 , Will +4; Defensive Abilities evasion, uncanny dodge, trap sense +2 OFFENSE Speed 30 ft. ______

_______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________ Battlepoint Breakdown Ability scores Character Levels Race ____________________________

__ BP Magical Equipment

Special Attacks Sneak attack +3d6, rogue talents (bleeding attack +3, low reactions, weapon training (longbow) TACTICS Before Combat: ___________________________________ _______________________________________________ _______________________________________________ During Combat: __________________________________ _______________________________________________ _______________________________________________

__ BP __ BP __ BP

Magical Equipment

Melee rapier +3 (1d6–1/18–20) ________________________ Ranged +1 longbow +10 (1d8+1/x3) _____________________

Modifiable Stat Block!

__ BP Magical Equipment

__ BP Non-Magical Equipment

__ BP Total: ___ BP

STATISTICS Str 8 __ ,Dex 18 __ ,Con 14 __ ,Int 13 ___,Wis 10 __ ,Cha 12 __ Base Atk +4 ___ ; CMB +3 ___ ; CMD 17 ___ Feats Iron WillB _______ , Point Blank Shot _______________ , Precise Shot ________ , Rapid Shot, ___________________ , Weapon Focus (longbow) ____ , _______________________ ,Weapon Focus (Battleaxe)B ____________________________ Skills Acrobatics +13 ________ , Climb +8 ________________ , Disable Device +13 ________ ,Escape Artist +13 ___________ Perception +9 _____________ , Sense Motive +9 __________ , Sense Motive +9____________ Stealth +13 ______________ Swim +8_______ Use Magic Device +10 __________________ Languages Common __________________ Elven _________ SQ Trapfinding ____________________________________ Combat Gear+1 leather armor (12 BP), +1 longbow (24 BP), 40 arrows (0 BP), rapier (0 BP) Other Gear ++1 leather armor (12 BP), +1 longbow (24 BP), 40 arrows (0 BP), rapier (0 BP) Gear Adjustments & Notes: ___________________________ _______________________________________________ _______________________________________________

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Huntress: shellan

Chapter 12 Battlepoints Total: 85

Female elf ranger 6

choosing feats that enhance her melee combat prowess and add-

NG Medium humanoid (elf)

ing items to improve her core attributes, such as a belt of incredible

Init +4; Senses low–light vision; Perception +3

dexterity. Alternatively, with your GM’s permission, several published

DEFENSE

sources for ranger–themed prestige classes exist, and many of those

AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)

would make ideal choices for Shellan.

hp 49 (6d10+12) Fort +6, Ref +9, Will +5; +2 vs. enchantments

Battlepoint Breakdown 15 BP 15 BP 0 BP 13 BP

Special Attacks +2 on caster level checks to overcome SR, favored

Character Levels Abilities Race +1 chain shirt: 1,250 Amulet of Natural Armor +2 : +1 shortsword: 2,310 gp Mwk shortsword: 310 gp

enemy (+4 vs. human, +2 vs. dwarf), favored terrain (underground)

Oil of bless: 100 gp x 5 (single use) = 500 gp

5 BP 3 BP

OFFENSE Speed 30 ft. Melee +1 shortsword +10/+5 (1d6+2/19–20) and mwk shortsword +10/+5 (1d6/19–20) Ranged longbow +10 (1d8/x3)

Ranger Spells Prepared (CL 1st, DC 11 plus spell level) 1st—entangle, longstrider



Oil of magic weapon: 50 gp x 5 (single use) = 250

23 BP 3 BP

Total: 85 BP

TACTICS Before Combat Before a match begins, Shellan applies her oil of magic weapon to her masterwork shortsword and her oil of bless weapon to her +1 shortsword, then casts longstrider on herself. During Combat Shellan seeks to enter melee range against a target as quickly as possible so as to take advantage of her two–weapon fighting ability. If possible, she seeks out a foe wearing no armor or light armor. If she’s reduced to less than half her normal hit point total she expends a charge from her wand; she’ll also use the wand on nearby teammates. STATISTICS Str 12, Dex 18, Con 12, Int 12, Wis 13, Cha 8 Base Atk +6; CMB +7; CMD 21 Feats EnduranceB, Improved Two–Weapon FightingB, Iron Will, Two–Weapon FightingB, Weapon Finesse, Weapon Focus (short sword) Skills Acrobatics +9, Climb +9, Escape Artist +9, Heal +10, Perception +3, Stealth +12, Survival +10 (+13 following tracks), Swim +9 Languages Common, Elven, Sylvan SQ hunter’s bond (bonus to allies as a move action), wild empathy Combat Gear wand of cure light wounds (8 BP), oil of bless weapon (5 BP), oil of magic weapon (3 BP); Other Gear +1 chain shirt (43 BP), +1 shortsword (23 BP), mwk shortsword (3 BP), longbow (0 BP), 20 arrows (0 BP). Advancement: If you choose to advance Shellan beyond level 6, you should focus on ranger levels. Seek to increase her combat abilities, www.ConflictRoleplaying.com

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• 103 •

Huntdrss: shellan

Modifiable Stat Block!

Female _______ elf __________ ranger __________ 6 ____

Other Gear +1 chain shirt (43 BP), +1 shortsword (23 BP), mwk

NG ___ Medium humanoid (elf) _______________________

shortsword (3 BP), longbow (0 BP), 20 arrows (0 BP).

Init +4 __ ; Senses low–light vision; Perception +3____

Gear Adjustments & Notes: ___________________________ _______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________

DEFENSE AC 19 __, touch 14 ____, flat-footed 15 ___________________ (+5 armor, +4 Dex) _________________________________ hp 49_____ (6d10+12) _________ Fort +6 __ , Ref +9 __ , Will +5 __ ; +2 vs. enchantments OFFENSE Speed 30 ft. ______ Melee +1 shortsword +10/+5 (1d6+2/19–20) and ____________ mwk shortsword +10/+5 (1d6/19–20) ____________________ Ranged +1 longbow +10 (1d8+1/x3) _____________________

Battlepoint Breakdown Ability scores Character Levels Race ____________________________ Magical Equipment

Special Attacks+2 on caster level checks to overcome __________ SR, favored enemy (+4 vs. human ______ , +2 vs. dwarf ______ ),

__ BP Magical Equipment

favored terrain (underground)X _________________________

__ BP

Ranger Spells Prepared (CL 1st, DC 11___ plus spell level) 1st—entangle_________, longstride ______________________ TACTICS Before Combat: ___________________________________ _______________________________________________ _______________________________________________ During Combat: __________________________________ _______________________________________________ _______________________________________________

__ BP __ BP __ BP

Magical Equipment

__ BP Non-Magical Equipment

__ BP Total: ___ BP

STATISTICS Str 12 _ ,Dex 18 __ ,Con 12 __ ,Int 12 ___,Wis 13 __ ,Cha 8 ___ Base Atk +6 ___ ; CMB +7 ___ ; CMD 21 ___ Feats EnduranceB __________________________________ , Improved Two–Weapon FightingB _______________________ , Iron Will, _____________ , Two–Weapon FightingB ________ , Weapon Finesse, __________ , _______________________ ,Weapon Focus (short sword) ___________________________ Skills Acrobatics +9 _________ , Climb +9 ________________ , Disable Device +13 ________ ,Escape Artist +13 ___________ Perception +9 _____________ , Sense Motive +9 __________ , Sense Motive +9____________ Stealth +13 ______________ Swim +8_______ Use Magic Device +10 __________________ Languages Common _______Sylvan ______ Elven _________ SQ hunter’s bond (bonus to allies as a move action) ____________ wild empathy _____________________________________ Combat Gear wand of cure light wounds (8 BP), oil of bless weapon (5 BP), oil of magic weapon (3 BP);

• 104 •

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HEadhuNtEr: xEn

Chapter 12 85 Total Battlepoints.

Male Human barbarian 6

his Strength or Constitution would be a good way to spend future

NG Medium humanoid (human)

Battlepoints, and a fancier sword is always a boon.

Init +1; Perception +10

Battlepoint Breakdown

DEFENSE

Ability scores Character Levels Race Potion of shield of faith 50 gp x 5 (single use item) = 250 gp

15 BP 15 BP 0 BP

Ranged longbow +7/+2 (1d8/x3)

3 BP Potion of cure light wounds:50 gp x 5 (single use item) = 250 24 BP +1 breastplate: 1,350 gp 14 BP mwk heavy steel shield: 1,170 gp 2 BP +1 longsword: 2,315 23 BP 20 arrows: 1 gp = 0 points

Special Attacks rage (16 rounds per day), rage powers (intimidating

Trophies: 0 gp = 0 points

0 BP

AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield) hp 62 (6d12+18) Fort +7, Ref +3, Will +5 Defensive Abilities trap sense +2, improved uncanny dodge OFFENSE Speed 40 ft. Melee +1 longsword +11/+6 (1d8+5/19–20)

glare, no escape, renewed vigor [1d8+6 hp])

Total: 84 BP

TACTICS Before Combat Prior to entering combat, Xan consumes his potion of shield of faith. During Combat Xan relishes melee combat, and seeks to engage a foe as quickly as possible. He enters a rage and makes use of his Power Attack feat to increase his damage dealt. When first engaging a foe, Xan uses his intimidating glare ability. He pursues his foes mercilessly around the field of battle. STATISTICS Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8 Base Atk +6; CMB +10; CMD 21 Feats Cleave, Intimidating Prowess, Iron Will, Power AttackB Skills Climb +9, Intimidate +12, Perception +10, Survival +10, Swim +9 Languages Common Combat Gear potion of shield of faith +2 (3 BP), potion of cure light wounds (3 BP); Other Gear +1 breastplate (14 BP), mwk heavy steel shield (2 BP), +1 longsword (21 BP), longbow (1 BP), 20 arrows (0 BP), trophies (heads, necklace of teeth) (0 BP). Advancement: Xan relishes in the thrill of melee combat, and should continue to advance in levels of barbarian. Some of his future feats should be spent to improve his defense, with Lightning Reflexes, Dodge, and Improved Iron Will being ideal choices. In addition, advancing him in level shouldn’t cause his offensive abilities to fall behind. Upon reaching 8th level, Xan should select Improved Critical, and from there he should give serious consideration to the various other critical feats available in the system. A magical belt to improve www.ConflictRoleplaying.com

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• 105 •

HEadhuNtEr: xEn Male ________ Human _______ barbarian ________ 6 ____

NG ___ Medium humanoid (human) ____________________ Init +4 __ ; Senses low–light vision; Perception +10 ___ DEFENSE AC 20 __, touch 11 ____, flat-footed 19 ___________________

(+7 armor, +1 Dex, +2 shield) __________________________

Modifiable Stat Block!

_______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________

hp 62_____ (6d12+18) _________

Battlepoint Breakdown

Fort +7 __ , Ref +3 __ , Will +5 __ OFFENSE Speed 40 ft. ______

Ability scores Character Levels Race ____________________________

Melee +1 longsword +11/+6 (1d8+5/19–20)

Magical Equipment

Ranged longbow +7/+2 (1d8+1/x3) _____________________ Special Attacks rage (16 ___ rounds per day), rage powers (intimidating glare ________________________ ,

__ BP Magical Equipment

no escape ______________________________________ , renewed vigor [1d8+6 hp] ) TACTICS Before Combat: ___________________________________ _______________________________________________ _______________________________________________ During Combat: __________________________________ _______________________________________________ _______________________________________________

__ BP __ BP __ BP

__ BP Magical Equipment

__ BP Non-Magical Equipment

__ BP Total: ___ BP

STATISTICS Str 18 _ ,Dex 13 __ ,Con 14 __ ,Int 10 ___,Wis 12 __ ,Cha 8 ___ Base Atk +6 ___ ; CMB +10; CMD 21 ______ Feats Cleave ____________ , Intimidating Prowess __________ , Iron Will, _____________ , Power AttackB ______________ , Weapon Finesse, __________ , _______________________ ,Weapon Focus (short sword) ___________________________ Skills Climb +9 ____________ , Intimidate +12 ___________ ,Perception +10 ____________ , Survival +10 _____________ Swim +8_________________________________________ Languages Common ________________________________ Combat Gear potion of shield of faith +2 (3 BP), potion of cure light wounds (3 BP); Other Gear +1 breastplate (14 BP), mwk heavy steel shield (2 BP), +1 longsword (21 BP), longbow (1 BP), 20 arrows (0 BP), trophies (heads, necklace of teeth) (0 BP). Gear Adjustments & Notes: ___________________________ _______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________

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coNdesceNding Bard:

Chapter 12 Battlepoints Total: 143

Male human bard 8 NE Medium humanoid (human) Init +1; Perception +12 DEFENSE AC 18, touch 13, flat-footed 16 (+5 Dex, +1 dodge, +1 deflection) hp 71 (8d8+32)

, Perform (Oratory) +17 , Perform (String) +19 , Sense Motive +1 7, Spellcraft +11 , Stealth +11 Languages Common SQ bardic knowledge +4, lore master 1/day, versatile performance (string, oratory), well-versed

Fort +4, Ref +7, Will +5

ity (15 BP); Other Gear +1 chain shirt (13 BP), headband of alluring

Defensive Abilities: +4 vs. bardic performance, language

charisma +2 (40 BP), ring of protection +1 (20 BP), quarterstaff (0 BP), mwk lyre (1 BP), spell component pouch (0 BP).

dependent and sonic effects. OFFENSE Speed 30 ft. Melee quarterstaff +5 /+0 (1d6–1)

Combat Gear: x2 potion of cure light wounds (5 BP), potion of invisibil-

Battlepoint Breakdown

Ranged light crossbow +4 (1d8/19–20) Special Attacks bardic music (10 rounds/day, move action), countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion) Bard Spells Prepared (CL 8th, DC 1 6 plus spell level) 3rd (3/day)—cure serious wounds, dispel magic, good hope 2nd (6/day)— blindness/deafness, blur, glitterdust, hold person 1st (6/day)—cure light wounds, expeditious retreat, grease, hideous laughter, silent image 0 (at will)—dancing lights, daze, detect magic, ghost sound, light,

Ability scores Character Levels Race Headband of alluring Charisma +2: 4,000 Ring of protection +1 :2000 gp +1 chain shirt: 1,250 gp Potion of invisibility: 300 gp x 5 (single use item) = 1500 gp (x2) Potion of cure light wounds: 50 gp x 5 (single use item) =

15 BP 34 BP 0 BP 40 BP 20 BP 13 BP 15 BP

250 gp x 2 = 500 Mwk lyre: 100 gp = 1 BP Quarterstaff: 0 gp = 0 BP Spell component pouch: 0 gp = 0 BP

5 BP

Total: 143 BP

summon instrument TACTICS Before Combat: Before a match begins, the Condescending Bard casts several spells. He begins by casting good hope on all his allies, increasing their attack prowess for the duration of the match. Afterwards, he casts blur and expeditious retreat on himself. During Combat: As a match progresses, the Condescending Bard seeks to make use of his talents. If he locates an enemy spellcaster, he casts either blindness/deafness (choosing deafness) or grease. If he encounters a target in heavy plate armor without a holy symbol, the Condescending Bard attacks the character’s likely weak mind with spells such as hold person, hideous laughter, and silent image. His favor-

1 BP

Advancement: Should you decide to advance the Condescending Bard to higher levels, focus on bard levels. Selected spells should give him options during combat. While most of his

ite use of silent image is to simply enclose the target in an illusory steel cage, hoping it takes the enemy a round or two to determine the nature of the cage. STATISTICS Str 8, Dex 13, Con 14, Int 11, Wis 8, Cha 20 Base Atk +6; CMB +5; CMD 18 Feats AcrobaticB, Alertness, Combat Casting, Dodge, Toughness Skills Acrobatics +13 , Bluff +19 , Diplomacy +19 , Fly +3 , Knowledge (arcana) +4 , Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +12 www.ConflictRoleplaying.com

spells will target a creature’s Will save, it’s a good idea to mix in a few Reflex and Fortitude save spells. When choosing feats, the Condescending Bard should acquire Great Fortitude as soon as possible.

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• 107 •

coNdesceNding Bard: Male ________ human _______ bard ___________ 7 ____ NE ___ Medium humanoid (human) ____________________ Init +1 __ ; Perception +12 __ (_______________________)

Modifiable Stat Block!

Languages Common ________________________________ SQ bardic knowledge +4 __, lore master 1/day __, versatile performance (string, oratory), well-versed ______________________

DEFENSE AC 18 __, touch 13 ____, flat-footed 16 ___________________ (+5 Dex, +1 dodge, +1 deflection) _______________________ hp 71_____ (8d8+32) __________

Combat Gear: x2 potion of cure light wounds (5 BP), potion of invisibil-

Fort +4__, Ref +7 __, Will +5__ ; +4 vs. bardic performance,

Gear Adjustments & Notes: ___________________________ _______________________________________________

language–dependent, and sonic; OFFENSE Speed 30 ft. ______ Melee quarterstaff +5 /+0 (1d6–1) _______________________ Ranged light crossbow +4 (1d8/19–20) ___________________ Special Attacks bardic music (10 rounds/day, move action) ______

ity (15 BP); Other Gear +1 chain shirt (13 BP), headband of alluring charisma +2 (40 BP), ring of protection +1 (20 BP), quarterstaff (0 BP), mwk lyre (1 BP), spell component pouch (0 BP). __________

Battlepoint Breakdown Ability scores Character Levels Race ____________________________ Magical Equipment

countersong _______, dirge of doom _________ , distraction _____ fascinate _________ , inspire competence +3 ________________ inspire courage +2 ___________ , suggestion ________________ Bard Spells Prepared (CL 8th __, DC 1 6 __ plus spell level)____) 3rd (3/day)—cure serious wounds, dispel magic, good hope 3rd (3 _/day)— ___________________________________ 2nd (6/day)— blindness/deafness, blur, glitterdust, hold person 2nd (6 _/day)— ___________________________________ 1st (6/day)—cure light wounds, expeditious retreat, grease, hideous

__ BP __ BP __ BP __ BP

Magical Equipment

__ BP Magical Equipment

__ BP Non-Magical Equipment

laughter, silent image1st (6 _/day)— ______________________ 0 (at will)—dancing lights, daze, detect magic, ghost sound, light,

__ BP Total: ___ BP

summon instrument 0 (at will)— TACTICS Before Combat: ___________________________________ _______________________________________________ _______________________________________________ During Combat: __________________________________ _______________________________________________ STATISTICS Str 8 __ ,Dex 13 __ ,Con 14 __ ,Int 11 ___,Wis 8 ___ ,Cha 20 __ Base Atk +6 ___ ; CMB +5 ___ ; CMD 18 ___ (___________) Feats AcrobaticB _____________ ,Alertness ______________ , Toughness _______, Dodge _________________________ , Toughness_________________ , ____________________ Skills Fl Acrobatics y +13 __ , Bluff +19 ___, Diplomacy +19 ____ ______ Fly +3 ___ , Knowledge (arcana) +4 _______________ Knowledge (geography) +4__, Knowledge (history) +4__, Knowledge (local) +4__, Knowledge (nature) +4__, Knowledge (nobility) +4__, Knowledge (planes) +4__, Knowledge (religion) +4__, Perception +12 __, Perform (Oratory) +17 __, Perform (String) +19 __, Sense Motive +1 7__, Spellcraft +11 __, Stealth +11 ________

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DwArven charger:

AxBeard

Battlepoints Total: 143

Male dwarf fighter 8

SQ armor training +2, bravery +2, weapon training (close +1)

NG Medium humanoid (dwarf)

Combat Gear potion of expeditious retreat (3 BP), potion of shield of

Init +1; Senses darkvision 60 ft.; Perception +9

faith +2 (3 BP), potion of magic fang (3 BP), potion of cure light wounds

DEFENSE

(x2) (3 BP each);

AC 20, touch 12, flat-footed 18 (+8 armor, +1 Dex, +1 dodge)

Other Gear +2 breastplate (44 BP), cloak of resistance +1 (10 BP), +1

(+4 dodge vs. giants)

armor spikes (24 BP)

hp 80 (8d10+32)

Advancement: Yes.

Fort +10, Ref +4, Will +6 +2 vs. poison, spells, and spell–like Battlepoint Breakdown

abilities; +2 vs. fear OFFENSE Speed 20 ft. Melee unarmed strike +12/+7 (1d3+4) or +1 spiked armor +13/+8 (1d6+6/19–20/x2) Ranged longbow +7/+2 (1d8/x3) Special Attacks +1 on attack rolls against goblinoid and orc humanoids TACTICS Before Combat Prior to the start of a match, Axbeard consumes his potion of magic fang, potion of shield of faith, and potion of expeditious retreat. During Combat Thanks to his potion of expeditious retreat, Axbeard moves a lot quicker than most foes expect. The wily dwarf seeks to

Ability scores Character Levels Race +2 breastplate: 4,350 gp /100 =43.5= +1 armor spikes: 2,350 gp/100 = 23.5= Potion of expeditious retreat: 50 gp

15 BP 34 BP 0 BP 44 BP 24 BP

x 5 (single–use item) = 250 gp Potion of shield of faith +2: 50 gp

3 BP

x 5 (single–use item) = 250 gp Potion of magic fang: 50 gp

3 BP

x 5 (single–use item) = 250 gp Potion of cure light wounds (x2): 50 gp

3 BP

x 5 (single–use item) = 250 gp = 3 BP each

use this to advantage, closing in on foes as quickly as possible. Once

6 BP Total: 143 BP

in combat with a foe, Axbeard initiates a grapple; his preferred targets are arcane spellcasters, but he’ll seek to neutralize another target if an arcane caster isn’t present. Axbeard’s Lunge feat allows him to spring another surprise on foes, attacking from a range of 10’ rather than 5’. Once he has his target successfully wrapped up, Axbeard looks to squeeze the life out of him, bringing his deadly armor spikes into play. Axbeard willingly coordinates his attacks with any rogues in his party, as his successful grapple checks make the target susceptible to sneak attack damage. STATISTICS Str 17, Dex 13, Con 17, Int 10, Wis 12, Cha 6 Base Atk +8; CMB +11; CMD 23 (27 when resisting a bull rush or trip) Feats DodgeB, Greater GrappleB, Improved Critical (spiked armor) , Improved Grapple, Improved Unarmed StrikeB, Iron Will, Lunge,

B

Weapon Focus (spiked armor), Weapon Specialization (spiked armor)B Skills Climb +13, Perception +9 (+11 unusual stonework) Languages Common , Dwarven www.ConflictRoleplaying.com

©CONFLICT GAMES, LLC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.

• 109 •

DwArfen charger: Male __ dwarf ______ fighter _______ 8 _____________ NG __ Medium ________ humanoid (dwarf) ____________ Init +1__; Senses darkvision 60 ft.; ___ Perception +9_________ DEFENSE AC 20___, touch 12___, flat-footed 18 ____________________ (+8 armor, +1 Dex, +1 dodge)(+4 dodge vs. giants)____________ hp 80 __ (8d10+32) ________________________________ Fort +10 __, Ref +4__, Will +6__ +2 vs. poison, spells, and

AxBeard Modifiable

Stat Block!

Gear Adjustments & Notes: ___________________________ _______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________

spell–like abilities; +2 vs. fear

Battlepoint Breakdown

OFFENSE Speed 20 ft.__ Melee unarmed strike +12__/+7 __ (1d3+4) ________________ or +1 spiked armor +13__/+8__ (1d8+6/19–20/x3) __________

Ability scores Character Levels Race ____________________________ Magical Equipment

Ranged longbow +7__/+2__ (1d8/x3) ___________________

__ BP

Special Attacks +1 on attack rolls against goblinoid and orc humanoids ____________________________________ TACTICS Before Combat: ___________________________________ _______________________________________________ _______________________________________________ During Combat: __________________________________ _______________________________________________

__ BP __ BP __ BP

Magical Equipment

__ BP Magical Equipment

__ BP Non-Magical Equipment

STATISTICS Str 17__, Dex 13__, Con 17__, Int 10__, Wis 12__, Cha 6 ______

__ BP Total: ___ BP

Base Atk +8__; CMB +11__; CMD 23 __(27 when resisting a bull rush or trip) ______________________________________ Feats DodgeB________, Greater GrappleB _________________ , Improved Critical (spiked armor)B________, Improved Grapple, Improved Unarmed StrikeB ____________________________ , Weapon Specialization (spiked armor)B ___________________ Skills Climb +10__, Perception +9__ (+11 unusual stonework) ___ Swim +4_________________________________________ Languages Common , Dwarven _________________________ SQ armor training +2 __, bravery +2__, ___________________ weapon training (close +1) ____________________________ Combat Gear potion of expeditious retreat (3 BP each), potion of shield of faith +2 (3 BP), potion of magic fang (3 BP);, potion of cure light wounds (x2) (3 BP each); _____________________________ _______________________________________________ _______________________________________________ Other Gear +2 breastplate (44 BP), cloak of resistance +1 (10 BP), +1 armor spikes (24 BP) _________________________________ _______________________________________________

• 110 •

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DwArven RiFleman: Male dwarf fighter 8

Gunther

Battlepoints Total: 143

Battlepoint Breakdown

NG Medium humanoid (dwarf)

Init +3; Senses darkvision 60 ft.; Perception +9 DEFENSE AC 23, touch 13, flat-footed 20 (+10 armor, +3 Dex, +1 dodge) (+4 dodge vs. giants) hp 88 (8d10+40) Fort +10, Ref +8, Will +6 +2 vs. poison, spells, and spell–like abilities; +2 vs. fear OFFENSE Speed 20 ft. Melee battleaxe +9 /+4 (1d8+1 /x3) Ranged+1 Dwarven powder musket +14 (1d12+4 /19–20 /x3)

Ability scores Character Levels Race +2 half–plate: 4,750 gp +1 dwarven powder musket: 2,400 gp Cloak of resistance +1: 1,000 gp Potion of shield of faith +2: 50 gp

15 BP 34 BP 0 BP 48 BP 24 BP 10 BP

x 5 (single–use item) = 250 gp (x3) Potion of cure light wounds: 50 gp

3 BP

x 5 (single–use item) = 250 gp x 3= 750 Short Sword: 10 gp = 0 BP Powder horn: 15 gp = 0 BP Heavy Shot (x4): 1 gp each = 0 BP

8 BP 0 BP Total: 142 BP

Special Attacks +1 on attack rolls against goblinoid and orc humanoids

Exotic Weapon: Dwarven Powder Musket

TACTICS

Name

Before Combat Prior to the start of a match, Gunther consumes his potion of shield of faith, increasing his AC by 2. During Combat Gunther seeks a convenient location during combat, and simply fires away with his lethal shots. Gunther is willing to take a few attacks from a melee combatant as long as he has room to take a 5’ step and blast away, opening gaping holes in his foes. STATISTICS Str 13, Dex 17, Con 16, Int 12, Wis 12, Cha 6 Base Atk +8; CMB +9; CMD 22 (26 when resisting a bull rush or trip) Feats Far ShotB, Improved Critical (musket)B, Iron Will, Lightning Reflexes, Point Blank Shot, Precise ShotB, Toughness, Weapon Focus (musket)B, Weapon Specialization (musket)B Skills Climb +3, Perception +9 (+11 unusual stonework) Swim +8, Languages Common , Dwarven, Elven

Dwarven Powder Musket Heavy Shot (10)

Cost

Dmg (S) Dmg (M) Critical Range Weight1 Type Special

100 gp

1d10

1d12

x3

50 ft.

8 lbs.

B



1 gp









5 lbs.





Dwarven technology lead to the development of the dwarven powder musket—a terrifying ranged weapon that propels a ball of lead at high velocity. Loading a dwarven powder musket requires a powder horn, which costs 15 gp and is effective for 50 shots; it requires a move action to load a dwarven powder musket. The dwarven powder musket belongs to the group when selecting weap-

“musket” on

groups for the fighter class ability.

SQ armor training +2, bravery +2, weapon training (muskets +1) Combat Gear potion of cure light wounds (x3) (3 BP each), potion of shield of faith +2 (3 BP); Other Gear +2 half-plate (48 BP), cloak of resistance +1 (10 BP), +1 dwarven powder musket (24 BP), 40 shots (0 BP), powder horn (0 BP), battleaxe (0 BP). Other Gear +2 breastplate (44 BP), cloak of resistance +1 (10 BP), +1 armor spikes (24 BP) Advancement: Adding levels to Gunther is as simple as adding more fighter levels. Gunther is at the stage of his advance where he should begin selecting feats that improve his critical hits while still advancing his prowess with ranged weapons. www.ConflictRoleplaying.com

©CONFLICT GAMES, LLC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.

• 111 •

DwArfen RiFleman: Male __ dwarf ______ fighter _______ 8 _____________ NG __ Medium ________ humanoid (dwarf) ____________ Init +3__; Senses darkvision 60 ft.; ___ Perception +9_________ DEFENSE AC 23___, touch 13___, flat-footed 20 ____________________

Fort +10 __, Ref +8__, Will +6__ +2 vs. poison, spells, and spell–like abilities; +2 vs. fear OFFENSE

Stat Block!

Gear Adjustments & Notes: ___________________________ _______________________________________________ _______________________________________________ _______________________________________________ _______________________________________________

(+10 armor, +3 Dex, +1 dodge)(+4 dodge vs. giants) ___________ hp 88 __ (8d10+40) ________________________________

Gunther Modifiable

Battlepoint Breakdown Ability scores Character Levels Race ____________________________

__ BP __ BP __ BP

Magical Equipment

Speed 20 ft.__

__ BP

Melee battleaxe +9__ /+4__ (1d8+1 /x3) __________________ Ranged+1 Dwarven powder musket +14__ (1d12+4 __ /19–20 /x3)

Magical Equipment

______________________________________________

__ BP

Special Attacks +1 on attack rolls against goblinoid and orc humanoids ____________________________________ TACTICS Before Combat: ___________________________________ _______________________________________________ _______________________________________________ During Combat: __________________________________ _______________________________________________

Magical Equipment

__ BP Non-Magical Equipment

__ BP Total: ___ BP

STATISTICS Str 13__, Dex 17__, Con 16__, Int 12__, Wis 12__, Cha 6 ______ Base Atk +8__; CMB +9__; CMD 22 __(26 when resisting a bull rush or trip) ______________________________________ Feats Far ShotB________, Improved Critical (musket)B ________ , Iron Will________, Lightning Reflexes __________________ , Point Blank Shot________, Precise ShotB _________________ , Toughness________, Weapon Focus (musket)B _____________ , Weapon Specialization (musket)B _______________________ Skills Climb +3__, Perception +9__ (+11 unusual stonework) ____ Swim +8 ________________________________________ Languages Common , Dwarven, Elven ____________________ SQ armor training +2 __, bravery +2__, ___________________ weapon training (muskets +1) __________________________ Combat Gear potion of cure light wounds (x3) (3 BP each), potion of shield of faith +2 (3 BP); Other Gear +2 half-plate (48 BP), cloak of resistance +1 (10 BP), +1 dwarven powder musket (24 BP), 40 shots (0 BP), powder horn (0 BP), battleaxe (0 BP). Other Gear +2 breastplate (44 BP), cloak of resistance +1 (10 BP), +1 armor spikes (24 BP) ____________________________________ _______________________________________________

• 112 •

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sPecial tHanks & Acknowledgements

Conflict Games LLC apologizes for any incorrect listings, misspellings, or omissions. In alphabetical order we would like to provide special acknowledgement to: Anthony Matarese The playtesting champ. Thanks for being there for darn-near every session!

James Conques Thanks for being the rat in the kitchen. Every great kitchen has one JAVS

“Just another four letter word.”

Thanks dude, the analytics were much appreciated. John E. Ling, Jr

Amber Scott

Thanks for your contributions and writing submissions. Your knowledge

Your cheerful manner is an absolute delight and it’s great to work with you.

and understanding of game design shines through in what you write.

Thanks for your contributions and specialist writing submissions.

Lloyd Shawn Warner Technically, we couldn’t do it without you. Thank you.

Brendan Davis Your creative talents provided needed direction to this project. Thanks! Brian Cea One half of the original definition of Conflict Roleplaying. Yo B—Thanks for the encouragement.

Luchina Smith Scott To my wife who is my greatest supporter in my many journeys. Mark Orapello Hey Marco, You rock! Thanks for all the effort and enthusiasm you added. Matt Corelli

David Bristow

“I bought the D&D for Dummies book!” Nuff said, Thanks dude!

The great supplier of miniatures, plates, napkins and a few perfectly placed

Marcus Scott

spells. Thanks for the support!

In so many different ways, you are the spark that started this inferno.

Ed Healy

Michael K. Tumey

Hopefully the start of a long business relationship. Thanks for your patience with this project.

ent you provided to this project. Mike Campell

Eric J. Rotbard, Esq. Thanks Eric for your pro bono support and advice on legal matters. Your support and friendship is fully appreciated. George Basley

Expert Cartographer & Game Designer. Thanks for the patience and talNice job, old friend.

“Put your sword down and I will spare you...” two rounds later... “ You believe that dumb elf thought he was going to live? What a fool!” Nicholas S. Minkler

“Not in the face!”

Big thanks to the little guy for lending his time and talent to this project.​ Groetek Kept showing up and kicking ass. The only man to ever summon a pony in

Nice job in the playtesting sessions and thanks for your comments. Robert E. Webb

“Your Lord and Master Kangarew”

Thanks for bringing your enthusiasm and kind words to the project.

a Conflict Match and kiss his ass goodbye! Well done.

• 113 •

Passcards



Starting Items Held

Player’s Name:

MATCH TYPE Match Laws No SideKicks Panic Law Steal the Roll Radiance

MOVEMENT Round

Start

End

Main Hand:

Team’s Name:

Off-Hand:

Date of Play:

15

Shadow Bound Simple Movement Spell Bound 

20

Unlimited Other: Map Elements Locations

Initiative

MODIFIERS

Perception: Movement

TEAM FEATS

SPEED(S)

1. 2. 3. DM TalkBack

1

MODIFIERS

Saving Throw Buffs

ATK (Attack) CT (Cast) CL (Caster Level) CH (Charge) DMG (Damage) FA (Free action) FR (Full Round Action) MV (Move Action) RDY (Ready) SA (Standard Action) STH (Stealth) SW (Swift action)

Actions

BATTLE POINT CAP

BONUS

Vision/Distance:

Enter Map Coordinates

ABBREVIATIONS

BattlePoints

MY BATTLE POINTS

LINE OF SIGHT

MATCH LENGTH IN ROUNDS 10

Blade Bound DeadLands Face-to-Face Fog of war

Character Name:

Fort.

Reflex:

Will:

Notes, Effects & Buffs: 2

AC Buffs

Notes, Effects & Buffs:

Abbreviations: c= competence ci = circumstance d= deflection dg= dodge e= enhancement i= insight lk= luck n= natural m= morale p= profane sa= sacred sh= shield sz=size

3

AC

Notes, Effects & Buffs:

Touch

Flat-footed

4 Notes, Effects & Buffs: 5 Notes, Effects & Buffs: 6 Notes, Effects & Buffs:

Scratch Pad # Hit Points

7 Notes, Effects & Buffs: 8 Notes, Effects & Buffs:

Max HP

Current HP

Please Print Legibly

9 Notes, Effects & Buffs: 10 Notes, Effects & Buffs: 11 Notes, Effects & Buffs: 12 Notes, Effects & Buffs: 13 Notes, Effects & Buffs: 14 Notes, Effects & Buffs: 15

Y

Notes, Effects & Buffs: PassCards™ Version 1.0

©CONFLICT GAMES, LLC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. Download Full Color Versions at www.ConflictRoleplaying.com

Match Victory e s

!

n

o p e

www.ConflictRoleplaying.com

Good game, LOSER!



PassCards™ Version 1.0

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match types summary Match Types Summary

D10

Match

Description Summary

1

Ambush

This handicap match gives the smaller team time to

2

Kill of the Hill

Playing as individuals, characters fight to keep their feet

Handicap1

Variant

Different Battlepoint Caps: The defenders receive a smaller Battlepoint cap. prepare the map for the oncoming team of hunters. The Even Kill Victory Conditions: The Ambushers must kill a number of Defenders equal to the original size of the ambush team to win. hunters will have to face Map Elements, traps and finally Reduced Preparation: The ambushers receive only one round in which to prepare. a readied and magically-prepared team in a slayer’s match. Double-Cross: Even number of team members. However, one member of the ambushers is actually a spy, placed there by the defenders.

Y

Single Hill: Only one unmoving hill in play.

N

Test your character–building skills and your ability to

For Each His Own: Teammates fight as a team until all enemies are dispensed, then must

N

work as a team in this classic slayer’s match. Last team

turn on each other for only one winner will be crowned.

standing wins.

Legendary Grudge Match: One player gets to play an iconic character.

on a shifting Hallow. Point leaders are engulfed in faerie fire and dimensionally anchored to make them easier targets. The character who survives the match with the most rounds on the “hill” wins.

3

Bloodspill

Legendary Face Off: An iconic character is on each team. This can include character from custom campaigns. 4

5

Snatch N Grab

First team to kidnap their opponent and drag him into

Protectorates: Captured opponents must be kept alive.

their Hallow wins.

Tight Lipped: Captured opponents must be held for a longer period of time

McGuffin

A sentinel loadstone is at the center of this match. The

Team McGuffin: Each team starts with a McGuffin. A single Hallow is placed in the center

goal? To get the magical weighted sphere back to your

of the map. Stop the other teams from entering the Hallow with the McGuffin while

Hallow before the other team rips you to shreds.

protecting your own approach.

N

N

Exploding McGuffin: The McGuffin is unstable. Get it back to your Hallow before it randomly explodes in your hands. McGuffin With Map Elements: Add Map Elements to the bloody fun! 6

7

8

Hellbreak

Regicide

Brother's Keeper

They have your teammate and you need to get him back.

Cunning Tactics: One side is provided an addition two rounds to prepare for the match.

You only have a few rounds to penetrate their defenses

Prisoner Exchange: Each team has a prisoner that must be defended while trying to free

and get you boy home.

your friend in the enemies’ Hallow

“Kill The King!” Protect your teammate from the other

Enemy Selection: The assassinating team gets to choose which character is the king.

team’s assassins. The problem: The king’s crown can be

One Side Regicide: Only one team may have a king; the other teams are the assassins.

seen for miles.

Safe Points: The opposed teams agree not to harm any king for one full round after the king enters a Hallow’s safety.

Two Brothers vs other pair of brothers. Each with the

Vorpals: One member of each team begins the match with limited use of a vorpal sword.

N

Bring on the monsters! The team to slay the most mon-

Zombie Night: In this Match zombies are the target of all the fun.

N

sters in a short period of time wins. The twist is, there is

Intelligent Gang: Teams are assigned a small yet tactically intelligence group of humanoids

nothing stopping teams from foiling each other’s plans.

who are aware and prepared for the situation they are in.

Protecting the other team’s monster, healing monsters,

Here There Be Giants: Instead of groups of monsters, teams are assigned a very large one.

even slaying the other team are all legal and encouraged.

Cherry Picking: In this variant, teams can score points by landing the killing blow on any

Y

N

magical ability to protect their blood brother from harm. After a brother falls, there are a few critical seconds where revenging his death will bring him back to life.

9

Monster Mash

teams’ monsters. Conquer & Seize or be Seize! Protect your Hallow at all costs while Single Hallow: There is only one Hallow. The teams are simply defenders and attackers Y Reap trying to conquer your opponents’. Resources are limited Scramble: In this variant, each team is free to abandon their own Hallow in order to secure so planning and quick strike are the keys to victory. a victory. Aggressive Expansion: To win, a team must occupy their own Hallow and every other team’s Hallow for one round. 1 Indicates if the Match Type can be played with an uneven number of players. If you roll this result and have an odd number of players, reroll or consider playing multiple characters.

10

• 117 •

iNDEX Index

Leaving The Map 86,15, 60 Handling Disqualifying Behavior Character Disqualification 87 Instant Disqualification 87 Issue A Warning 87 Lost Of Action 87 Other Penalties 87 Player Disqualification 87 Restate Actions 87 Team Disqualification 87

A Acknowledgements 113 Adding Your Own Planted Items 89 Adjudicating Opposed Rolls 83 Attitude 5

B

G

Battlepoint Cap 9

Glossary 8

Battlepoints 9 Ability Scores 10 Battlepoints Summary 11 Character Levels 10 Magical Equipment 12 Non-Magical Equipment 12 Other Sources 12 Purchasing Equipment 12 Race 10 Non-Standard Races: 10 Racial Hit Dice Calculation 10 Tallying Battlepoints 10 Wealth By Level 12 Battlepoints Optimizing 74

C Campaigns & Conflict Matches 80 Integrating Conflict Matches 81 Choosing A Match Type 15 Choosing Teams 15 Combat Charts Armor Class Modifiers 92 Attack Roll Modifiers 92 Combat Maneuvers 93 Common Items: Hardness And Hit Points 91 Condition Summaries 93 Enlarged And Shrinking Creatures 93 Conflict Gamemastering 78 Adjudication And The Referee Role 78 After The Match 79 Know Your Rules 78 Mmmm... Fudge! 79 Rematch Options 79 Rules Lawyers 79 Conflict Laws 54 Conflict-Maps 58 Center Lines 58 Grid Coordinates 58 Map End Configurations 58 Map Ends 58 Restricted Area 58

D Destroying Stuff 90 Disqualification 86 Disqualification Conditions 86 Attacking A Team Member 86 Breaking Conflict Laws 86 Challenging The Gm 86 Disruptive Behavior 86 Flight 86 Involuntarily 86

• 118 •

Gm Centric Metagaming 82,83

H Hallow. See Map Elements: Hallow (The) Handling Player Stall Tactics 84-85 Hidden Movement 81

I Illusion Rules 82

K Keeping Track Of Hidden Characters 81

L Laws 54, 55 Action Laws 54 Blade Bound 55 Character Generation Laws 54 Conflict Laws Summary 55 Creating Laws 54 Fog Of War 56 No Sidekicks 56 Panic Law 56 Player Laws 54 Radiance 57 Shadow Bound 57 Simple Movement Law 57 Spell Bound Law 57 Steal The Roll 57 What Are Conflict Laws 54 Line Of Sight And Hidden Movement 81

M Map Arcanum 60 Map Elements 38 Awareness 38 Creating Your Own Map Elements 40 Ground Rules 38 Hallow (The) 39 Activation 39 Hallow’s Magic 39 Announcement 39 Expansion 39 Hallow Shift 39 Magical Barriers 39 Scoring 39 How To Ride A Rust Monster 47 Map Elements Summary 41 Map Points 38 Placement 38 Rusty 46 Statue Of Life 52 Match Announcements During Play 85 Announcing How Much Time Is Left: 85

iNDEX For Ranged 71

Announcing Who’s Next: 85 Match Types 16 Ambush 18 Bloodspill 22 Brother’s Keeper 32 Casualties 16 Conquer & Reap 36 Hellbreak 28 Kill Of The Hill 20 Match Events 16 Match Stalemates 16 Match Type Format 17 Mcguffin 26 Monster Mash 34 Random Match Selection 16 Regicide 30 Replaying A Match 16 Snatch And Grab 24 Total Party Kills 16

Pre-Configs Condescending Bard 107,108 Dreadknight 97,98 Dwarfen Charger 109,110 Dwarfen Rifleman 111,112 Headhunter: Xen 105,106 Huntdress: Shellan 103,104 Intro To Pre-Configs 94 Painpriest: Miranda 99 Sharpshooter: Michael 101,102 Spellslinger: Warren 95,96

Metagaming 82 Adjudicating Opposed Rolls 83 Combo Method 83 Gm-Centric Metagaming 82 Multiple Characters And Metagaming 83 No To Metagaming 82 Player Rolls 83 Rolling For Players 83

Special Thanks 113

Pre-Rolling 84

R Rejecting Characters 84 Rotating Gms 14

S Stalemates 16 Starting A Match 13 Playing Multiple Characters 14 See Also Metagaming: Multiple Characters And Metagaming 83 Starting Steps 13 Team Initiative. See Team Initiative Starting Conditions 60

N

Supplemental Rules 15 Alignment Based Spells 15 Leaving The Map 15, 60, 86 No Effects Before Or Between Matches 15 Run 15 Spells (Supplemental) 15

New Concepts 6

P Passcards Abbreviations 63 Passcards Inserts 115 Rod Of The Viper 89 The Role Of Passcards 64 When Not To Use A Passcard 65 Planted Items 88 Adamantine Arrows 88 Bardic Effigy 88 Boots Of Speed 88 Catapult, Light 88 Elixir Of Fire Breath 88 Fire Vs. Ice 88 Flame Tongue 88 Frost Brand 89 Hat Of Disguise 89 Javelin Of Lightning 89 Necklace Of Fireballs 89 Ring Of Anti-Magic 89 Ring Of Blinking 89 Ring Of Displacement 89 Ring Of Rust Monster Friendship 89 Shield, Bashing 89 Statue Of Life 89 Vorpal Sword 89 Wand Of Greater Dispel Magic 89

T

Monster mash, Red team, Opponent #35

Player’s Tips & Tactics 71 Battlepoints Optimizing 74 Healing 73 How To Avoid Metagaming 72 Map Edge 76 Match Tactics 76 Optimizing Your Character For The Conflict 71 Casters 71 For Melee 71

Team Feats 67 Acquiring Team Feats 67 All For One 68 Armlock 68 Bonus Map Points 68 Clever Distraction 69 Improved Restriction Breaker 69 One For All 69 Practiced Perception 69 Restriction Breaker: Map Element 69 Restriction Breaker: Teammate 69 Save A Friend 70 Shared Luck 70 Team Dodge 70 Team Evasion 70 Team Feat Descriptions Format 67 Team Feat Summary 68 Team Flanking 70 Whispered Strategy 70 Team Initiative 60 Team Names 14 Tiebreakers See Stalemates 16 Time Tracking 85

W What Do You Need To Play 5 What Is Conflict Roleplaying 5 When To Remove A Miniature 81 *END*

• 119 •

game license version 1.0

Conflict Games LLC The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is compatible with 3rd Edition and Revised 3rd Edition rules. This edition of the Conflict Roleplaying Rulebook is produced under version 1.0a and/or draft versions of the Open Game License and the System. Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license and document. Designation of Open Game Content: None

Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder® Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder® is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder® Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright Law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f ) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your

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original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder® RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Conflict Roleplaying Rulebook Copyright 2009 Conflict Games L.L.C. Author: Mark M. Scott

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