Post by elgatocello on Jul 7, 2011 12:14:07 GMT -4
I suppose now would be as good a time as any to post the rules for this battle. As you might guess, there is going to be a slight difference between this and most other battles...particularly since two people will be shackled together.
This is going to be a six person battle split into three teams of two. It is an every team for themselves fight to the death. If your team wins, the spectators will not force you to kill each other. The winner/winners live to fight another day.
You will have to keep this in mind:
Since you are tied together, you are linked together in all the best and worst ways:
Characters will act as "one 10x10 creature" with two separate turns. You threaten a wider area, but being flanked is also easier.
However, AC does not change. You are still two medium creatures.
Taking your turn
Both of you will attack or otherwise act on the highest initiative roll and move on the lowest. A full round action must take place at the lowest action and prevents the other team member from moving unless both of you pass an Acrobatics check.
At the beginning of each turn, a Dex check must be made by both characters in order to coordinate your movement.
If both of you pass, you may move at the full speed of the slowest character.
If one of you passes, you may move at the full speed of the character who passed or half speed of the character who failed, whichever is lower.
If both of you fail, you may move at half the full speed of the slowest character.
If you are casting a spell, you must make a concentration check (d20 + caster level + relevant mod) to cast the spell successfully.
If a situation, as normally posited by the rules, would ALREADY require the same check in addition to any of these special checks, they do not stack and the check with the higher DC is the one you must pass.
If any of these checks conflict with each other, choose one. They all have DC 16.
Attacking
The weapons that are provided to you are clumsy and improperly made, but they are extremely effective at killing.
Use of one of these weapons changes your attack and damage rolls thusly:
Melee characters using these weapons take a -2 to their attack bonus, but take a +1 to damage.
A crit fail will cause the weapon to break, rendering it unusable except as an improvised weapon.
For any melee or ranged touch attack, you must choose your opponent. You cannot just say "Oh, I'm attacking this team."
Defending
This is a gladiator battle. Your wits are about you. Because you are completely unencumbered by armor, if you are hit by a melee attack you may make a reflex save to take only half-damage.
Any questions, feel free to leave them here.
Edit: Pathfinder doesn't have Concentration checks as a skill anymore. D'OH. Edited.
This is going to be a six person battle split into three teams of two. It is an every team for themselves fight to the death. If your team wins, the spectators will not force you to kill each other. The winner/winners live to fight another day.
You will have to keep this in mind:
Since you are tied together, you are linked together in all the best and worst ways:
Characters will act as "one 10x10 creature" with two separate turns. You threaten a wider area, but being flanked is also easier.
However, AC does not change. You are still two medium creatures.
Taking your turn
Both of you will attack or otherwise act on the highest initiative roll and move on the lowest. A full round action must take place at the lowest action and prevents the other team member from moving unless both of you pass an Acrobatics check.
At the beginning of each turn, a Dex check must be made by both characters in order to coordinate your movement.
If both of you pass, you may move at the full speed of the slowest character.
If one of you passes, you may move at the full speed of the character who passed or half speed of the character who failed, whichever is lower.
If both of you fail, you may move at half the full speed of the slowest character.
If you are casting a spell, you must make a concentration check (d20 + caster level + relevant mod) to cast the spell successfully.
If a situation, as normally posited by the rules, would ALREADY require the same check in addition to any of these special checks, they do not stack and the check with the higher DC is the one you must pass.
If any of these checks conflict with each other, choose one. They all have DC 16.
Attacking
The weapons that are provided to you are clumsy and improperly made, but they are extremely effective at killing.
Use of one of these weapons changes your attack and damage rolls thusly:
Melee characters using these weapons take a -2 to their attack bonus, but take a +1 to damage.
A crit fail will cause the weapon to break, rendering it unusable except as an improvised weapon.
For any melee or ranged touch attack, you must choose your opponent. You cannot just say "Oh, I'm attacking this team."
Defending
This is a gladiator battle. Your wits are about you. Because you are completely unencumbered by armor, if you are hit by a melee attack you may make a reflex save to take only half-damage.
Any questions, feel free to leave them here.
Edit: Pathfinder doesn't have Concentration checks as a skill anymore. D'OH. Edited.