GhengisConrad
2014-01-09, 07:24 PM
RULES:
RAW is... open to interpretations. Here are the arena's
Battle Jump: Battle Jump changes a charge from a straight line run to a drop action and dealing double damage. This does not change time requirements. You must still use a full round action to perform your charge.
Open X Chakra: This feat does not also grant the epic feat 'extra chakra bind' as a bonus feat.
All Dragon and Dungeon Magazines are in play. All 3.5 and unrewritten 3.0 is allowed; inlcuding all official campaign settings (Forgotten Realms, Oriental Adventures, Eberron and Kalamar).
However, several things are banned
Books:
Most of Unearthed Arcana. Still undecided about Flaws, Racial Paragons, and a few things.
Classes:
Spells:
Feats: Leadership
This is an arena style of play. The area is determined by NOT YET DECIDED
Characters start at 10th level. After each round, the contestant with the most losses has the option to go up any number of levels, up to a maximum of 20th level. If the win/loss ratio is equal, the most recent loser makes the choice.
You Begin with 50,000 gp.
With each level increase, you gain that gained level to the fourth power. eq gaining level 11 gives you 14,641 gp. Gaining level 19 nets 130,321 gp.
No more than half of your total wealth may be spent on any one item
You may at any time save your gp. Items are purchases and equipped. after leveling up and before beginning the next round.
Victory Conditions
The person to win the most rounds in 24 hours wins the match.
Winning a round is determined by meeting one of the victory conditions:
1. Killing your opponent
2. Reducing your opponent to less than -10 hit points
3. Lying prone in the center of the arena for NOT YET DECIDED minutes
Inter-Round Rules
The contestant who has the most lost rounds gains abilities for the next round. If the win/loss ratio is equal, the most recent loser makes the choice.
Loser Abilities:
1. Choice of duration before next round
2. Automatic First Action (Initiative) for next round
3. The loser may sell any or all of his items for half of their listed price.
Global Effects:
1.The Arena is changed. It becomes NOT YET DECIDED.
2. All damages are healed. Ability damage. HP damage. Spells spent are not recovered.
RAW is... open to interpretations. Here are the arena's
Battle Jump: Battle Jump changes a charge from a straight line run to a drop action and dealing double damage. This does not change time requirements. You must still use a full round action to perform your charge.
Open X Chakra: This feat does not also grant the epic feat 'extra chakra bind' as a bonus feat.
All Dragon and Dungeon Magazines are in play. All 3.5 and unrewritten 3.0 is allowed; inlcuding all official campaign settings (Forgotten Realms, Oriental Adventures, Eberron and Kalamar).
However, several things are banned
Books:
Most of Unearthed Arcana. Still undecided about Flaws, Racial Paragons, and a few things.
Classes:
Spells:
Feats: Leadership
This is an arena style of play. The area is determined by NOT YET DECIDED
Characters start at 10th level. After each round, the contestant with the most losses has the option to go up any number of levels, up to a maximum of 20th level. If the win/loss ratio is equal, the most recent loser makes the choice.
You Begin with 50,000 gp.
With each level increase, you gain that gained level to the fourth power. eq gaining level 11 gives you 14,641 gp. Gaining level 19 nets 130,321 gp.
No more than half of your total wealth may be spent on any one item
You may at any time save your gp. Items are purchases and equipped. after leveling up and before beginning the next round.
Victory Conditions
The person to win the most rounds in 24 hours wins the match.
Winning a round is determined by meeting one of the victory conditions:
1. Killing your opponent
2. Reducing your opponent to less than -10 hit points
3. Lying prone in the center of the arena for NOT YET DECIDED minutes
Inter-Round Rules
The contestant who has the most lost rounds gains abilities for the next round. If the win/loss ratio is equal, the most recent loser makes the choice.
Loser Abilities:
1. Choice of duration before next round
2. Automatic First Action (Initiative) for next round
3. The loser may sell any or all of his items for half of their listed price.
Global Effects:
1.The Arena is changed. It becomes NOT YET DECIDED.
2. All damages are healed. Ability damage. HP damage. Spells spent are not recovered.