DUEL to the DEATH RPG Tournament

@drwill439 For a first time play this format is extremely complicated. I suggest taking manx on his offer to help with character creation.

Come up a with a general concept for your guy, like “I want to cast magic! a LOT!” or " I LIKE SWORDS".
Then get help making that dude.

DnD isn’t usually a PVP game, and you fight monsters that your buddy sets up to be fun for you to knock down.
Normally you rely on your DM not to be a dick and throw things at your achilles heel all day.
In this format, you could very well lose quickly if you have an obvious weakness.

Don’t consider this representative of the game. This is more like us just having fun with the rules.

PM me.

Question: are we dead at 0 HP or -10?

Depends if you have constitution score or not @manx. Remember some people could very well be undead or even constructs.

This racial trait is pretty nice in gestalt builds
Multitalented (2 RP)
Prerequisites: None.
Benefit: Members of this race choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes.

Say you are going Fighter/Rogue
You declare Fighter and rogue to be favored classes.
At each level up, choose fighter to get the +1 HP and rogue to get the +1 skill point. Then you get the best of both options!

Also don’t forget you can build your race to get access to bonus feats or spell-like abilities. Will help free up your normal feat slots and such. It’s cool being able to cast Dispel Magic at will, but expensive in components and racial points :wink:

You might need to spend some component points to up your racial point total, though.

And for the newcomers trying to pick classes, try to look for combinations of characters that share important stats, especially casting stats. There are plenty of ways to customize your two classes to support a theme you want.

If, say you’re playing a Monk, who uses Wisdom a lot, try and complement this with other WIS-based classes, eg, Monk/Cleric, Monk/Ranger, Monk/Inquisitor, Monk+Psionic classes, etc.

Also I forgot to tell you that you can’t get this feat yet…

http://www.d20pfsrd.com/feats/monster-feats/quicken-spell-like-ability

You have to be level 10 to get it.

We don’t need backstories or shit for this do, we?

Okay people, I’m starting on the play map and I’m running into big time size concerns.** I need to get a list of how many people are going to be playing** so I can accommodate everyone on the map.

Don’t forget that people will be lobbing fireballs and shit at each other.

Reply please so we can get going with this.

I’m in.

I’m coming up with a rudimentary story for the arena, so yeah. You don’t have to, but it will be nice. Especially if we decide to carry this on into something else later.

My concept is almost finished, so I think I can come up with something.

I’m in. Didn’t get to PM Manx what with all the hockey uproar going on, but I’d like to get into the character creation.

I’ll PM you and post what I got so far on the character creation guide. I don’t aim to finish it, but what’s there may help some people get started.

Creating a D&D Character

  1. Concept

First and foremost, create a concept for the character. What do they do? Is he/she a swift fighting expert with short arms, or a hulking mass of muscle wielding a double-sized pole-arm? How you envision your character will give you good hints as to how to construct them. Don’t worry about the details at first. Those will be sorted out on their own eventually.

  1. Class(es)

Try to match your character’s concept to a couple of classes (or a prestige class) that accurate reflect the qualities of the concept.

Fighter/Mage/Thief mentality works well here. As a first step towards choosing classes, decide which of those three categories the character most accurately fall into. It may help to think of these as primary and secondary roles. Your primary class should focus on what you want to do the best and your secondary class should reinforce that. Don’t fall into the trap of trying to be a dual-focused character. It simply will not work in an arena setting. If you’re an experienced player, maybe you can get your fireball lobbing tank idea to work, but I would suggest taking one concept to it’s fullest potential and try to cover over any gaps with your secondary class.

  1. Not really sure what to put here, other than to follow the Pathfinder character creation rules for gestalt characters according to what AngelPalm laid out in the first post. This is the point where you start to actully create the character, so pick out feats and stats according to what you have prepared so far. Also, weapons and items choices. Your concept may not be as effective stat-wise once you get into building your character, so you might have to make son compromises here.

That’s pretty much it I’ll expand on this as I get time, to look at things like stats and feat selection, etc. But a lot of that is just basic concepts of playing D&D/Pathfinder/D20. If you’re having problems with that it’s really recommended to ask for help. I’m available a good chunk of the time, but my attention span is short, so don’t feel bad if I don’t get back with you immediately.

@manx I’m in.

I’ve picked my stats, traits, racial stuff, and components.
I have some questions on this weird weapon that maybe someone can speak authoritatively.
http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/kama-double-chained

It’s a double weapon that can convert to reach.
So

  1. Double weapons : can I enchant different enhancement levels to each side?
  2. can each side be a different material?
  3. like in 1), can I buy different weapon properties (flaming, frosting, etc) to each side.
  4. If 3 is allowed, what happens when it is used as a reach weapon? For something like the Guided weapon, which side needs the weapon property for the effect to work? Only one, both sides, or does the effect not function because of the chain in the middle not transferring the effect properly?
  5. Dropping the ‘reach’ form of this weapon on a failed trip to avoid prone. Where does it fall? At my feet, or on both tiles where the other guy can pick it up?

I have a backup weapon in mind that doesn’t suffer these mechanics questions but I do need to choose at first level. Other than finalizing equipment I’m mostly done on this character.

Regarding the two buff pre-fight per character rule.
Could all the buffs come from one character? As in the Summoner casts all the buffs on the Eidolon and their own?

Can I assume any combination of who casts what is fine, so long as no thing on your team has more than 2 buffs? And no giving up buffs on yourself to give the eidolon 4 buffs?

  1. No.
  2. Yes.
  3. Nerp. It enchants both ends.
  4. Guided is a +1 magical enchantment which counts towards your enhancement limit of +10. So, your +1 Guided Double-Chained Kama would have a +1 bonus on both sides, and confer the “guided” bonus to both ends, as well as in the case of being used in both hands as a reach weapon.
  5. Don’t think of it as having a reach “form” so much as you can use it to reach just the same as using it to strike normally. Any time you drop a weapon it falls in your own square or, you can choose to drop it into an adjacent square. If you are disarmed, then it falls into your own square.

All that said:

Oh, shit!

Double chained kama? Stop stealing my ideas :stuck_out_tongue:

Regardless of source 2 buff maximum dude.

@manx you wanna make a sign up thread or something?